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L1[00:00:16] <SinbadEV> Omigosh... I think I finally have my head wrapped around the basic basic basics... now it's time for sleep... but I want to share the result of hours and hours and hours of effort... https://plus.google.com/+WilliamBenjaminJohnDavis/posts/DrMK2CrS59j (It's been too long since I've tried moddding anything)
L2[00:10:35] *** Abrar|gone is now known as AbrarSyed
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L4[00:19:46] <mezz> is there a way to update meta on a held itemstack without having it dip down?
L5[00:21:28] <TehNut> causeReequipAnimation
L6[00:21:32] <TehNut> or something like that
L7[00:21:44] <TehNut> shouldCauseReequipAnimation
L8[00:22:02] <mezz> \o/ thanks!
L9[00:22:05] <TehNut> Same for updating NBT
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L34[01:47:55] <gigimoi> SinbadEV, Is that... google plus?
L35[01:47:59] <gigimoi> I thought that was a myth
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L37[01:52:56] <gigimoi> I've got an existing model and animations, what's the best way to get that ingame short of writing the loader and rendering myself?
L38[01:53:51] <Cypher121> gigimoi: what format?
L39[01:54:05] <gigimoi> .blend, so can output to more or less any format
L40[01:54:23] <thecodewarrior> PSA: Don't try to call player.moveEntity(0, Infinity, 0)... It doesn't like that.
L41[01:54:55] <Cypher121> thecodewarrior: no shit
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L43[01:55:45] <Cypher121> gigimoi: export to .obj, there's supposed to be a loader for it. no idea how to use it though
L44[01:59:56] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160508 mappings to Forge Maven.
L45[02:00:00] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160508-1.9.zip (mappings = "snapshot_20160508" in build.gradle).
L46[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/
L47[02:03:32] <Saphire> Q_Q
L48[02:03:37] * Saphire is poking authlib
L49[02:03:42] * Saphire can't debug it :|
L50[02:06:29] <kashike> what's the issue?
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L56[02:28:45] <Saphire> well.. it kinda changes the code responsible for server auth
L57[02:29:25] <Saphire> and I can't even get any output from those classes
L58[02:30:16] <Saphire> how do I even use log4j without forge? .-.
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L60[02:37:29] <Saphire> *I changed
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L64[02:42:23] <Cypher121> Saphire: LogManager.getLogger(name)
L65[02:42:47] <Saphire> uh.. nothing?
L66[02:43:01] <Saphire> ...I really need to setup dev environment
L67[02:43:07] <Cypher121> > how do I even use log4j without forge? .-.
L68[02:43:46] <Cypher121> that's how. you get logger from org.apache.logging.log4j.LogManager and use it. Simplest way, I think
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L73[02:50:32] <Tazz> any reason why my blocks would be doing this?: http://i.imgur.com/BvpO4v6.png
L74[02:51:40] <p455w0rd> what is it they're doing that they aren't supposed to be doing?
L75[02:53:28] <TehNut> Is it missing the slants if placed on a solid block?
L76[02:53:38] <TehNut> Or the shadows?
L77[02:54:52] <Yulife> TehNut it renders the slants in the air or on opaque blocks
L78[02:54:57] <Yulife> *non-opaque
L79[02:55:05] <Yulife> on solid blocks it doesnt render some parts of the models
L80[02:55:23] <Yulife> to be fair, the model is lowered because it's supposed to go on another model
L81[02:55:31] <Yulife> but it's odd that if the elements are in the ground it doesnt render them
L82[02:55:40] <TehNut> so the first thing I said was correct?
L83[02:55:42] <TehNut> :P
L84[02:56:05] <Saphire> Oh yay, it is there
L85[02:56:15] <TehNut> Does it render if you raise the model to be fully above ground?
L86[02:56:15] <Saphire> Well, i can see that it does something xD
L87[02:56:16] <Yulife> oh yeah it is tehnut :D
L88[02:56:40] <Yulife> Tehnut http://i.imgur.com/5DfS0fg.png
L89[02:56:44] <Yulife> http://i.imgur.com/LD20Kxc.png
L90[02:59:11] <TehNut> huh
L91[03:00:40] <Saphire> i guess the 'under' part is just cut-off by rendering?
L92[03:01:16] <Saphire> as soon as its 'root' or whatever is out of sight/is blocked by something? *has no experience with forge nor modelling nor rendering \o/*
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L94[03:02:26] <Yulife> yeah the elements that are not rendered are in the ground
L95[03:02:37] <Yulife> but the rest of them should this render above ground which they arent
L96[03:03:34] <Saphire> uh.. i guess those elements have some kind of 'root', right?
L97[03:03:51] * Saphire is probably just babling nonsense x.x
L98[03:06:08] <Yulife> no
L99[03:06:12] <Yulife> you probably have a point
L100[03:06:19] <Yulife> Saphire if this works I could kiss you lol
L101[03:10:29] <Yulife> nope, jsons dont have origin points :( too bad
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L104[03:13:42] <TehNut> A stupid solution would be to have two different models and determine which one to render based on the block below :p
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L107[03:18:36] <Saphire> That's.. ugly D:
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L146[05:28:34] <Cypher121> woo http://i.imgur.com/o7iFqeS.png
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L157[06:21:38] <hron84> Hi! I am a bit beginner in MC modding. As I read it on internet, consuming an item from player's inventory is done via player.inventory.consumeInventoryItem(itemFoo), however it seems like not working under 1.9. What is the new way?
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L160[06:26:26] <Cypher121> was that ever a thing?
L161[06:26:40] <Wuppy> o/
L162[06:26:50] <Cypher121> from what I see, bow just iterates over all slots and pulls first it can find
L163[06:26:57] <Cypher121> o/
L164[06:28:32] <Cypher121> hron84: just loop through the slots and find the item. look at how ItemBow does it. consumeInventoryItem is probably some bukkit shit
L165[06:28:55] *** kimfy_ is now known as kimfy
L166[06:29:31] <masa> nope, it was a thing I think up to 1.8.9
L167[06:29:31] <Cypher121> holy shit, it's actually working http://i.imgur.com/lVTN8HE.png
L168[06:29:44] <Wuppy> ugh I'm so incredibly tired... this is crazy
L169[06:29:50] <Cypher121> then why did they remove it?
L170[06:29:59] <hron84> I trying to upgrade MagicClover to 1.9, and no, consumeInventoryItem was a legal Forge stuff as I see: https://github.com/konwboj/MagicClover/blob/master/src/clover/common/item/Clover.java#L45
L171[06:30:22] <Cypher121> yeah, apparently, but why tf the removed it
L172[06:31:54] <hron84> who knows. So, I really have to iterate through the entire inventory and also the hotbar?
L173[06:32:03] <masa> yes
L174[06:32:17] <masa> that's what would happen anyway in the consume method...
L175[06:32:52] <kimfy> That's a very nice book interface Cypher121 , gj
L176[06:33:01] <Cypher121> I maked these http://i.imgur.com/imyxODe.png
L177[06:33:14] <Cypher121> textures are not by me
L178[06:33:35] <hron84> looks nice
L179[06:34:47] <Cypher121> now I just need to get text, links, and recipe animations working
L180[06:34:48] <Cypher121> fml
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L182[06:35:27] <hron84> masa, so is it enough to iterate through player.inventory.mainInventory and then player.inventory.decrStackSize(index, 1)? Or should I do more?
L183[06:37:05] <masa> yep should be enough
L184[06:37:29] <masa> although if you want to include the offhand, then mainInventory isn't the right way to do it
L185[06:38:01] <auenf> hron84, http://www.minecraftforge.net/forum/index.php?topic=38592.0
L186[06:38:36] <auenf> "The vanilla bow uses ItemBow#findAmmo instead of InventoryPlayer#consumeInventoryItem"
L187[06:42:36] <hron84> errm, what is the benefit of iitemhandler api instead of just decrStackSize?
L188[06:44:46] <masa> IItemHandler is the new preferred inventory interface introduced by Forge in 1.8.9
L189[06:45:06] <masa> the vanilla IInventory and ISidedInventory are horrible and need to go away
L190[06:45:52] <masa> IItemHandler is much cleaner, can be used with the Capability system, and is much nicer for inter-operation of mods
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L192[06:49:29] <hron84> masa, so in this case, the key is the "extractItem" method?
L193[06:52:12] <masa> yes, for getting items from a slot
L194[06:52:58] <Saphire> ...
L195[06:53:01] <Saphire> SOooooo
L196[06:53:32] <Saphire> Today i was busy hacking together an authlib for a pirated minecraft, bypassing their damn launcher to make it work with the normal multimc
L197[06:53:50] <Saphire> The moment it worked (i authed and got on the server).. i got banned
L198[06:53:59] <hron84> Ahh, I found this https://github.com/MinecraftForge/MinecraftForge/commit/a1e41f5464e77e726b4ff082aed1f9f117d55832#diff-04f496816fe379c4713b91faac0949e0R147
L199[06:54:10] <hron84> it calls decrStack on its own.
L200[06:54:10] <Saphire> And it was: a permanent server ban and /full/ forum access denied
L201[06:54:38] <Saphire> Okay, i knew that russian servers are just.. meh. But that is just..
L202[06:55:19] <masa> wtf did you expect for being an ass that uses hacked clients?
L203[06:55:25] <Saphire> uh
L204[06:55:32] <Saphire> nonono
L205[06:55:42] <Saphire> so.. i found a nice russian server
L206[06:55:49] <Saphire> the problem was that they use own hacked launcher
L207[06:56:04] <masa> those two sentences don't go together
L208[06:56:18] <Saphire> yeah.. as nice as it can get
L209[06:56:37] <masa> then you haven't seen very nice I'm guessing...
L210[06:56:58] <Saphire> *as nice as it can get for russian modded server
L211[06:57:11] <Saphire> a public server, too
L212[06:58:05] <Saphire> Sooo... i saw their launcher, flipped my shit when found that it uses own binaries, and began rewriting (actually just commenting out x.x) parts of it..
L213[06:58:41] <Saphire> the launcher used a hacked authlib, which i then modified to work standalone and then used normal launched, not for cracked MC
L214[06:58:53] <Saphire> got server and forum banned
L215[06:59:02] <Saphire> with no notice
L216[06:59:19] <Saphire> eh, i'll just go to a licensed, normal server of my friend
L217[06:59:35] <Saphire> and hope that mojang can't detect such things.. bleh
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L219[07:00:25] <masa> I wouldn't ever even try to connect to a server that uses hacked shit
L220[07:00:41] <masa> now they have your IP, unless you renewed it already
L221[07:00:51] <Saphire> hm?
L222[07:00:53] <Saphire> so?
L223[07:00:54] <masa> who knows what nice surprises they are doing to your machine :p
L224[07:00:58] <Saphire> phah
L225[07:01:11] <Saphire> launcher is hacked but opensource
L226[07:01:25] ⇨ Joins: agowa338 (~Thunderbi@p549189e9.dip0.t-ipconnect.de)
L227[07:01:45] <Saphire> and i have an enterprice-grade firewall solution running as a router
L228[07:02:00] <Saphire> and yes, it /is/ licensed
L229[07:02:29] <Saphire> well, though update license run out at january, it's still licensed
L230[07:03:58] <Saphire> sigh
L231[07:04:22] <Saphire> inb4 getting banned off this channel for mentioned working with cracked mc
L232[07:04:35] <Saphire> well, at least it was fun
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L236[07:13:10] <vox> Lex, what'd be the best option to imitate the vanilla TEISR since we can't hook into it?
L237[07:13:40] <fry> which one?
L238[07:13:54] <vox> The TileEntityItemSpecialRenderer
L239[07:14:00] <vox> Shields, skulls, etc
L240[07:14:02] <fry> which one?
L241[07:14:07] <fry> all of them?
L242[07:14:08] <vox> Shields specifically
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L244[07:17:27] <fry> only special thing about shields are their hacky textures
L245[07:18:07] <vox> Yeah, I would like to still support the shield banner system if I can
L246[07:18:14] <vox> Seems like a feature a lot of people like
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L248[07:25:25] <fry> sigh
L249[07:25:59] * fry adds fixing banners/shields on the todo list
L250[07:26:33] <vox> Thanks :)
L251[07:26:54] <vox> If there's anything I can do to help out, I'd be more than happy to
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L253[07:27:35] <Elucent> !gm func_185060_a
L254[07:33:43] <hron84> What is the best way for replacing this: FMLCommonHandler.instance().bus().register(klazz)? .bus() seems like a depreacted func.
L255[07:34:01] <hron84> not a class, an instance
L256[07:34:07] <masa> register them to the MinecraftForge event bus
L257[07:34:32] <hron84> ok, but how do you get the bus itself? The way we got it previously is deprecated.
L258[07:34:40] <masa> the old FML bus got merged to the forge one
L259[07:34:56] <masa> MinecraftForge.EVENT_BUS.register()
L260[07:35:02] <hron84> thanks
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L262[07:38:30] <Elucent> anyone know what happened to player.setItemInUse in 1.9? it's gone, and i can't figure out how to make this item draw back like a bow
L263[07:43:22] <hron84> Hmmm... what is the latest mapping for 1.9? I using snapshot_nodoc_20160312 because I saw it in one of the projects I know already ported to 1.9, however I read something about Item.itemRegistry became Item.REGISTRY at some point. Will it cause an issue if I do not follow this naming convention change?
L264[07:44:00] <hron84> Where do you lookup for mappings btw?
L265[07:44:09] <kashike> using MCPBot_Reborn
L266[07:44:11] <kashike> type !help
L267[07:44:44] <hron84> !help
L268[07:45:15] <kashike> hron84: all static final fields are UPPER_CASE
L269[07:45:20] <kashike> Blocks.AIR, Items.CACTUS, etc
L270[07:46:46] <hron84> kashike, so if i replace the mapping line in build.gradle is it enough if I redo the whole setDecompWorkspace stuff or I need some preparation (e.g. cleanup)
L271[07:47:01] <Ordinastie_> just setup
L272[07:47:08] <Ordinastie_> and eclipse
L273[07:47:15] <hron84> Idea, but thx.
L274[07:47:24] <Ordinastie_> then you'll need to refresh
L275[07:47:45] <LatvianModder> I use mappings = "snapshot_20160502"
L276[07:48:26] <hron84> as I see there is 0508. Is it bad if I use latest one?
L277[07:48:32] <kashike> nope
L278[07:48:35] <kashike> perfectly fine
L279[07:48:41] <LatvianModder> Yeah, thats ok
L280[07:48:45] <LatvianModder> Its just the last time I updated
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L284[07:59:07] <Prospector> Hey, if you guys wanted to get a shorter domain for the forge docs, namecheap has a $0.44 xyz domain for the first year
L285[07:59:10] <Prospector> https://www.namecheap.com/campaigns/2016/maythefourth.aspx
L286[07:59:22] <Prospector> forgedocs.xyz could be short and easy to remember
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L290[08:06:56] <hron84> yay, it seems like at least builds without an error.
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L296[08:16:42] <Mattizin> hi, when i have an item with subitems i override public String getUnlocalizedName(ItemStack stack) too get the name dependend on the metadata of the stack. how do i do the same for blocks?
L297[08:16:44] <Mattizin> :)
L298[08:18:45] <Elucent> IIRC you use an ItemBlock to do item functions like that on blocks
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L300[08:25:22] *** PaleOff is now known as PaleoCrafter
L301[08:25:56] *** kroeser|away is now known as kroeser
L302[08:34:49] <gigaherz> HOME!
L303[08:34:54] <gigaherz> Mattizin: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/gemstones/BlockGemstoneOre.java#L134
L304[08:35:03] <gigaherz> you override the correpsonding method in the ItemBlock
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L306[08:41:19] <vox> o/ ghz
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L308[08:43:26] <hron84> Hmmm... it seems like Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(instance, 0, ModelResourceLocation("foo:itemFoo", "inventory") does not register the right texture for the item.
L309[08:43:38] <hron84> is it changed recently?
L310[08:49:50] <masa> that is the old 1.8 way of registering things
L311[08:50:12] <masa> you should be using ModelLoader.setCustomModelResourceLocation() instead
L312[08:50:17] <vox> Yep
L313[08:52:22] <PaleoCrafter> I wonder how many mods still contain that line xD
L314[08:53:21] <Elucent> is there anything actually better about using ModelLoader.setCustomModelResourceLocation()? whenever i try to use it, it doesn't work, no error message either
L315[08:53:34] <vox> Works fine for me
L316[08:53:56] <masa> well if you count it being the proper way to do it as being actually better :p
L317[08:54:07] <hron84> Yeah, right after asking I found that solution.
L318[08:54:15] <hron84> masa, it's a preinit thing, right?
L319[08:54:28] <Elucent> but there's no functional differences for now, right?
L320[08:54:43] <masa> yes
L321[08:54:51] <masa> to hron84
L322[08:55:00] <PaleoCrafter> There are, Elucent
L323[08:55:02] <masa> Elucent: not sure, but don't use old shit in new code please
L324[08:55:20] <hron84> I really hope it will make the item render correctly.
L325[08:56:18] <PaleoCrafter> setCustomMRL also does that addVariant thing that used to be required
L326[08:56:45] <hron84> yippie! it is now a clover.
L327[08:56:51] <Elucent> the registerItemVariants function?
L328[08:57:30] <gigaherz> woah
L329[08:57:33] <gigaherz> Tucows went ad-free
L330[08:57:42] <gigaherz> the woah part is that Tucows still exists.
L331[08:58:12] <gigaherz> [15:43] (hron84): is it changed recently?
L332[08:58:19] <gigaherz> only if "recently" includes a year ago
L333[08:58:34] <gigaherz> the new method was introduced approximately april last year
L334[08:58:48] <gigaherz> but tutorial writers can't be bothered to fix their broken tutorials
L335[09:00:14] <Elucent> while we're on this topic, does anyone see a problem with this code: http://pastebin.com/b5H1s0z1?
L336[09:00:49] <gigaherz> expired
L337[09:00:51] <gigaherz> repaste ;P
L338[09:00:56] <gigaherz> ah no
L339[09:00:59] <gigaherz> it's the "?" at the end
L340[09:01:35] <gigaherz> Elucent: are you calling that on PREinit?
L341[09:01:57] <Elucent> during init(), on the client proxy
L342[09:02:04] <gigaherz> yeah need to be PRE init
L343[09:02:15] <Elucent> huh, did not know that
L344[09:02:20] <gigaherz> basically
L345[09:02:26] <Elucent> that explains a lot
L346[09:02:28] <gigaherz> the old method injected new data to the existing list
L347[09:02:43] <gigaherz> the setCustomMRL method adds it to a special list that gets processed during mc initialization
L348[09:02:46] <gigaherz> between preinit and init
L349[09:02:50] <gigaherz> so if you call it at init, it's too late
L350[09:02:59] <gigaherz> the new data simply won't be accessed
L351[09:03:32] <hron84> guys, if i use setCustomModelResourceLocation, do I need to call GameRegistry.register with ResourceLocation as secondary parameter?
L352[09:03:57] <hron84> or i can just skip it?
L353[09:04:00] <gigaherz> it's unrelated
L354[09:04:19] <gigaherz> GameRegistry.register(thing) puts the object on the registry
L355[09:04:43] <hron84> but what does it do with the ResourceLocation param?
L356[09:04:44] <gigaherz> ModelLoader.setCustomModelResourceLocation tells MC that the given item needs a model
L357[09:04:55] <gigaherz> you shouldn't even worry about the RL parameter
L358[09:05:04] <gigaherz> you should just be using the setRegistryName method on the item/block/whatever
L359[09:05:29] <gigaherz> theObject = new Object().setRegistryName(MODID, "objectName");
L360[09:05:36] <gigaherz> GameRegistry.register(theObject);
L361[09:05:46] <hron84> hmmm.... cool.
L362[09:05:49] <gigaherz> and if it's a block ,and you want this block to also have a correponding item,
L363[09:06:10] <gigaherz> GameRegistry.register(new ItemBlock(theblock).setRegisrtyName(theBlock.getRegistryName));
L364[09:06:29] <gigaherz> because unlike in previous versions, having an item is now opt-in, instead of opt-out
L365[09:06:38] <gigaherz> (it was always optional, just not many people knew)
L366[09:07:00] <Elucent> apparently registering color handlers crashes the game in pre-init. TIL
L367[09:07:18] <gigaherz> yes color handlers need init
L368[09:07:27] <gigaherz> because the color handling stuff has not been initialized yet
L369[09:07:31] <gigaherz> basically
L370[09:07:41] <gigaherz> you shouldn't use Minecraft.getMinecraft().*
L371[09:07:44] <gigaherz> before init
L372[09:07:52] <Elucent> makes sense, and it's an easy fix
L373[09:08:26] <baegmon> could anyone check what I'm doing wrong? I'm writing to NBT correctly and it arrives at the "YOU OWN THIS BLOCK" statement, but the event still gets cancelled. http://pastebin.com/ZnqK6G3e
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L375[09:10:21] <gigaherz> baegmon: there is one simple reason why this is just simply wrong: you assume that the player won't have tags from other mods
L376[09:11:21] <gigaherz> also
L377[09:11:32] <gigaherz> event.setCanceled means you are preventing the player from placing blocks
L378[09:11:53] <gigaherz> so if the player hasn't placed anything yet, the player can never place anything at all, ever
L379[09:12:14] <gigaherz> also storing a list of blocks like that sounds like a really bad idea
L380[09:12:28] *** PaleoCrafter is now known as PaleOff
L381[09:12:30] <baegmon> so uh I don't have any other mods so I think that should be fine. Also, this is breakblock event, I have checked that the blocks are placing right
L382[09:12:52] <hron84> Another question: is there a way to decrease the size of the held item model? It appears too big.
L383[09:13:00] <gigaherz> hron84: yes
L384[09:13:15] *** PaleOff is now known as PaleoCrafter
L385[09:13:15] <gigaherz> are you using an item model json?
L386[09:13:19] <gigaherz> and this is 1.9 right?
L387[09:13:25] <hron84> yeah, 1.9
L388[09:13:32] <gigaherz> then use
L389[09:13:33] <hron84> errmm... let me check
L390[09:13:45] <gigaherz> "parent": "item/generated" instead of "builtin/generated"
L391[09:13:52] <gigaherz> or
L392[09:14:03] <gigaherz> "parent" : "block/block" instead of no parent at all
L393[09:14:05] <hron84> yeah i found it
L394[09:14:14] <hron84> "parent": "builtin/generated",
L395[09:14:16] <gigaherz> or you can have a custom "display" wit hcustom transforms
L396[09:14:28] <gigaherz> yeah then change "builtin" to "item
L397[09:14:39] <gigaherz> item/generated is a stock json file
L398[09:14:44] <gigaherz> with the default transforms for an item
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L400[09:14:49] <gigaherz> and if your item is a tool/weapon
L401[09:14:50] <hron84> oooh, i found it. is it the scale property right?
L402[09:14:50] <gigaherz> there's others
L403[09:15:06] <gigaherz> yes, but just scaling could cause it to be placed wrongly
L404[09:15:17] <gigaherz> hence why it's best to just use one of the default transforms
L405[09:15:36] <hron84> https://github.com/konwboj/MagicClover/blob/master/res/assets/magicclover/models/item/clover.json
L406[09:15:45] <hron84> this is the actual JSON
L407[09:15:56] <gigaherz> remove the "display" section
L408[09:15:57] <gigaherz> and use
L409[09:16:02] <gigaherz> "parent": "item/generated",
L410[09:16:10] <gigaherz> instead of builtin/generated
L411[09:16:11] <hron84> (it's not my mod, i just do the upgrade to 1.8)
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L413[09:16:21] <hron84> Let me check
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L415[09:18:38] <PaleoCrafter> http://s.mineformers.de/2016-05-08_16-16-57.mp4
L416[09:18:45] <PaleoCrafter> seems like I've found a bug xD
L417[09:18:59] <gigaherz> fancy
L418[09:20:06] <gigaherz> the "enchant" button should probably disappear while it's busy?
L419[09:20:06] <gigaherz> ;p
L420[09:20:22] <PaleoCrafter> well, all interaction is blocked in that period
L421[09:20:29] <PaleoCrafter> not sure how I want to signify that though :D
L422[09:20:33] <PaleoCrafter> but I guess I can remove the buttons, yeah
L423[09:20:34] <gigaherz> yeah but there's no visual indication of that
L424[09:21:43] <hron84> much better. Thank you guys. I learnt a lot.
L425[09:21:50] <gigaherz> :)
L426[09:21:50] <gigaherz> btw
L427[09:21:57] <gigaherz> if you were to make a tool or sword or similar
L428[09:22:02] <gigaherz> there' item/handheld
L429[09:22:10] <gigaherz> which makes it look more like you are holding it from the handle
L430[09:22:33] ⇨ Joins: vox (~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L431[09:22:48] <hron84> nah, it is a "consumable" item. Not really a food, but it spawns a random item and decreases the stack.
L432[09:23:14] <gigaherz> yeah I read
L433[09:23:24] <gigaherz> I mean IF you ewver make one ;P
L434[09:23:26] <gigaherz> -w
L435[09:23:37] <hron84> or when :P
L436[09:23:42] <hron84> okay.
L437[09:24:06] <hron84> I hope 1.9 tutorials get out soon. It seems like a bit easier than 1.8 in here and there.
L438[09:24:24] <hron84> still a headache, but.
L439[09:24:50] <gigaherz> meh, tutorials are overrated ;P
L440[09:24:56] <gigaherz> just ask around and we'll explain on the fly
L441[09:25:09] <gigaherz> people hwere are generally more up to date
L442[09:25:19] <hron84> good to know :-)
L443[09:25:20] <gigaherz> and if one makes a mistake it's easy for others to correct us
L444[09:25:20] <gigaherz> ,P
L445[09:25:22] <gigaherz> ;P*
L446[09:27:15] <vox> this is very true :P
L447[09:28:19] <vox> I wonder if I can use a LayerRenderer for shields
L448[09:28:30] <masa> yep every now and then I find something to fix or clean up from my own mod when people ask questions and then someone answers and shows code examples
L449[09:28:37] <vox> Since held items and such are rendered using those
L450[09:28:57] <ollieread> One day I'll get bored of my wifi controlled coffee machine
L451[09:29:00] <ollieread> Today is not that day
L452[09:29:24] <Biochemic> laawl xD
L453[09:29:34] <Biochemic> wifi controlled sounds nice :D
L454[09:33:10] <gigaherz> vox: IIRC, layers are thirdperson only
L455[09:33:20] <gigaherz> for first person rendering, it's a bit more annoying
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L458[09:42:29] <Jared> Hmm, anyone else experiencing this? http://www.blamejared.com/content/2016-05-08_16-29-14.txt
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L465[10:04:40] <vox> gigaherz: yeah, annoying is correct
L466[10:05:21] <vox> fr.y said he would put shields onto his todo list this morning
L467[10:05:26] <vox> * fry adds fixing banners/shields on the todo list
L468[10:05:37] <vox> Oh dang sorry for the ping
L469[10:05:49] <PaleoCrafter> I don't think fry minds being pinged
L470[10:05:54] <PaleoCrafter> fry's quite open to it, actually
L471[10:05:57] <PaleoCrafter> aren't you, fry? :P
L472[10:06:00] <vox> lol
L473[10:06:14] <fry> fry fry fry fry
L474[10:06:30] <vox> fried fry of the fried fry fry?
L475[10:06:55] <vox> Does that even work? No. Do I care? No. :P
L476[10:07:13] <vox> Anyway sup PaleoCrafter
L477[10:07:26] <vox> up to furnace immersion shenanigans yet?
L478[10:07:35] <PaleoCrafter> the furnace was the first thing I did :P
L479[10:07:41] <vox> lol
L480[10:07:46] <vox> What're you up to now?
L481[10:07:56] <PaleoCrafter> polishing it a little bit
L482[10:08:00] <PaleoCrafter> found some bugs already :D
L483[10:08:00] <PaleoCrafter> http://s.mineformers.de/2016-05-08_16-16-57.mp4
L484[10:08:07] <PaleoCrafter> and I kinda finished the enchanting
L485[10:08:53] <vox> Lol nice stacks of zero lapis
L486[10:09:14] <hron84> woow, it is a vanilla crafting table?
L487[10:09:29] <vox> Yeah that's a vanilla enchanting table I think
L488[10:09:41] <PaleoCrafter> it is going to be the vanilla one
L489[10:09:45] <PaleoCrafter> when substitutions are fixed :P
L490[10:09:51] <vox> You're bad :P
L491[10:09:55] <hron84> I really like it.
L492[10:10:04] <vox> Yeah I love it
L493[10:10:37] <vox> I also love how the total contents of your website are " Piss off, ThePsionic ;) "
L494[10:11:32] <PaleoCrafter> hehe
L495[10:11:53] <hron84> btw, is there a way to fix the player name in the minecraft client spawned by IntelliJ? I really don't like to be mr. Player654
L496[10:12:00] <vox> So the question is.... bug fry which would be totally unproductive, or work on some other mod since I'm at a dead end without rendering, or go do something else
L497[10:12:08] <vox> yeah there is, lemme find it
L498[10:12:27] <PaleoCrafter> http://s.mineformers.de/2016-05-08_17-10-33.mp4 that's the current state of the furnace
L499[10:12:33] <PaleoCrafter> not satisfied with it at all, visually xD
L500[10:12:50] <capitalthree> hron84: it's not spawned by intellij, it's spawned by forgegradle
L501[10:12:53] <PaleoCrafter> and it isn't really automatable anymore, unfortunately
L502[10:12:58] <vox> :(
L503[10:13:15] <hron84> :-(
L504[10:13:17] <shadowfacts> hron84, --username and --password options
L505[10:13:38] <hron84> shadowfacts, but how do you pass them to ForgeGradle?
L506[10:13:58] <PaleoCrafter> or --uuid and --username if you don't want to put your PW in plaintext :P
L507[10:14:04] <vox> -username=Player001
L508[10:14:05] <PaleoCrafter> hron84, open the run config, edit program arguments
L509[10:14:15] <shadowfacts> run config -> add it to the program args
L510[10:14:16] <vox> tep they're just arguments
L511[10:14:20] <vox> *yep
L512[10:14:28] <vox> You can also just specify username
L513[10:14:36] <vox> It'll still be a fake player but who cares
L514[10:14:55] <vox> And you can pretend to be deadmau5
L515[10:15:02] <hron84> Errrm. There is a problem. The default GradleStart stuffs aren't working for me. I tricked IDEA to run the MC via gradle command.
L516[10:15:06] <capitalthree> but it won't be a FakePlayer
L517[10:15:13] <capitalthree> it just won't be an auth'ed login
L518[10:15:31] <vox> hron84 oh man switch back
L519[10:15:44] <vox> the issue is that you have to set the config to start off of ProjectName_main
L520[10:15:58] <vox> Just ask, don't break things
L521[10:16:00] <vox> :P
L522[10:16:16] <hron84> Is there a ProjectName_main class somewhere?
L523[10:16:23] <vox> So yeah
L524[10:16:26] <vox> No
L525[10:16:30] <vox> It's a module
L526[10:16:42] <vox> there's PN_main PN_api and PN_test
L527[10:16:47] <hron84> I mean, ForgeGradle's setup stuff preconfigured run configurations with main class "GradleStart"
L528[10:16:53] <vox> ...
L529[10:16:56] <vox> Yes
L530[10:17:05] <hron84> modules.
L531[10:17:08] <hron84> hmm...
L532[10:17:17] <vox> You just have to switch the target module from PN to PN_main
L533[10:17:21] <vox> In the run configf
L534[10:17:33] <vox> Hold on, I'll get a screenshot
L535[10:17:54] <vox> (gimme a sec to boot idea)
L536[10:18:04] <vox> Yo Paleo hook me up with a random mod idea
L537[10:18:11] <PaleoCrafter> uhm...
L538[10:18:22] <PaleoCrafter> I'm glad I came up with this :P
L539[10:18:23] <vox> Because I'm at a dead end with these shield until the fr.yster does his forge magic
L540[10:18:25] <vox> lol
L541[10:19:42] <vox> hron84, here ya go: http://imgur.com/bHLDJT7.png
L542[10:19:44] <hron84> I usually do not do MC modding because I am absolute dumb for drawing stuffs like icons or textures. I love code, nothing else. :P
L543[10:19:57] <barteks2x> I just deleted some class I didn't need anymore. And second later I noticed that it's still there. So I deleted some other class, but I can't figure out what it was
L544[10:20:05] <gigaherz> hron84: there's plenty of coders to pair up with some artist
L545[10:20:06] <gigaherz> ;P
L546[10:20:12] <PaleoCrafter> barteks2x, IDEA? use the local history :P
L547[10:20:23] <vox> Welp, I also included a pic of part of my Spotify window
L548[10:20:35] <PaleoCrafter> there are even more coders who just say "fuck it" and use plenty of noise filters :P
L549[10:20:35] <vox> The music I'm listening to is pretty decent
L550[10:20:41] <hron84> vox: aaah, now I see!
L551[10:20:43] <vox> I have done both :D
L552[10:20:47] <vox> :D
L553[10:20:52] <barteks2x> wait, nevermind, I deleted the right one. I got confused with my ofn constantly changing class names
L554[10:20:58] <hron84> one pic tells you more than thousands of words
L555[10:21:04] <vox> Very true
L556[10:21:47] <vox> gigaherz: mod idea go
L557[10:21:56] <vox> Something not enormously huge
L558[10:21:57] <gigaherz> wat?
L559[10:22:18] <vox> Idk, I have nothing to work on until fr.y finishes forge stuff for me
L560[10:22:37] <vox> Which is going to take a while because it's one of the many things on his list, I'm sure
L561[10:22:38] <PaleoCrafter> how about trying to do the Forge stuff yourself? :P
L562[10:22:46] <gigaherz> HoverBoats?
L563[10:22:52] <vox> Man I would have no idea what I'm doing Paleo :P
L564[10:22:55] <vox> Okay, that works
L565[10:23:03] <PaleoCrafter> can't possibly go wrong then :P
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L567[10:24:22] <barteks2x> I would really like to have a whiteboard here and draw some diagrams... That would make it much easier to userstand what the hell am I doing
L568[10:24:25] <PaleoCrafter> hm... I could display the result on top of the furnace and allow taking it by right clicking, but that doesn't feel right :/
L569[10:24:41] <vox> That's not too bad actually
L570[10:24:57] <gigaherz> make the furnace spit out the smelted stuff
L571[10:24:57] <fry> barteks2x: paper + pen :P
L572[10:24:57] <vox> Maybe have a little representation like the anvil
L573[10:25:02] <gigaherz> like the thaumcraft one does/did
L574[10:25:06] <vox> That works too
L575[10:25:07] <PaleoCrafter> gigaherz, that's what I'm doing right now
L576[10:25:11] <barteks2x> The problem with paper+pen is that it's hard to change something
L577[10:25:18] <fry> paper + pencil :P
L578[10:25:20] <PaleoCrafter> but I want to keep feature parity with vanilla -> Furnace isn't really automatable anymore
L579[10:25:22] <gigaherz> pencil+eraser
L580[10:25:30] <gigaherz> sure it is
L581[10:25:33] <gigaherz> place a hopper right in front
L582[10:25:34] <gigaherz> ;P
L583[10:25:44] <barteks2x> still doesn't feel so easy to change stuff :(
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L585[10:26:02] <gigaherz> barteks2x: then go buy a whiteboard and whiteboard markers.
L586[10:26:07] <vox> Or
L587[10:26:10] <gigaherz> or get windows 10 Insider
L588[10:26:10] <PaleoCrafter> then I wouldn't be able to use vanilla's spawnStack method though, duh
L589[10:26:14] <gigaherz> and try out the Ink stuff
L590[10:26:29] <gigaherz> lets you draw on screen
L591[10:26:32] <gigaherz> and even has a ruler
L592[10:26:33] <vox> You can buy a big sheet of coated sealed white wood from a hardware store
L593[10:26:39] <vox> And whiteboard markers
L594[10:26:49] <vox> That's what my desk surface is
L595[10:27:03] <barteks2x> getting a whiteboard would be it. If I had enough space. For now I will have to eighter fight with pen/pencil+paper or use mouse to draw stuff which is not so easy
L596[10:27:14] <gigaherz> then do what vox suggests:
L597[10:27:15] <vox> http://lifehacker.com/cover-a-wall-with-a-giant-whiteboard-for-under-15-1587162959
L598[10:27:29] <gigaherz> place a layer of white-coated wood on top of your deskt
L599[10:27:32] <gigaherz> so you can draw on your desk
L600[10:27:33] <gigaherz> ;p
L601[10:27:37] <PaleoCrafter> there is software for certain types of diagrams, you know, barteks2x? :P
L602[10:27:49] <vox> I originally had it on the wall but it was... effort :P
L603[10:28:01] <barteks2x> ah, yes. Last time I tried to use them I spent entire day on one diagram
L604[10:28:12] <gigaherz> how do you call that non-wood stuff that is made out of like, cardboard fibers
L605[10:28:28] <PaleoCrafter> but it looked beautiful in the end, didn't it? :P
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L607[10:28:50] <PaleoCrafter> I can tell you the German word, gigaherz, but I doubt it'd be useful :P
L608[10:28:55] <gigaherz> barteks2x: really, just get a toll of recycled paper
L609[10:29:06] <gigaherz> roll*
L610[10:29:30] <gigaherz> packaging paper, or whatever it's called
L611[10:29:48] <gigaherz> it's not pretty, but it works well for drawing temporary stuff
L612[10:30:08] <gigaherz> http://www.ecoenclose.com/v/vspfiles/photos/PRK24-2.jpg
L613[10:30:09] <PaleoCrafter> aw, http://www.ebay.co.uk/sch/brownpapers/m.html?_nkw=&_armrs=1&_ipg=&_from= no brown paper on sale right now :D
L614[10:30:43] <PaleoCrafter> would be too precious to write on anyway xD
L615[10:30:51] <gigaherz> http://www.ebay.co.uk/itm/500mm-x-250m-70gsm-Brown-Paper-Roll-high-quality-recycled-packing-paper-/151487784663?hash=item23456026d7:g:bmAAAOSwajVUPZIz
L616[10:31:21] <vox> packing paper?
L617[10:31:21] <barteks2x> ^I know where I can buy it relatively close and cheap. Didn't think of using that
L618[10:31:27] <gigaherz> http://www.ebay.co.uk/itm/Heavy-Duty-Thick-Brown-Kraft-Wrapping-Paper-FREE-P-P-/271018620412?var=570101698401&hash=item3f19f7f5fc:m:mzVKOkJKU4X8OIR3D-NTFqQ
L619[10:31:56] <PaleoCrafter> that isn't *the* brown paper though
L620[10:32:48] <gigaherz> no idea what "*the" brown paper" is
L621[10:32:54] <PaleoCrafter> Numberphile, dude
L622[10:33:14] <gigaherz> isn't that just any random brown paper?
L623[10:33:23] <PaleoCrafter> mebbe
L624[10:33:40] <PaleoCrafter> but he sells the used ones :P
L625[10:33:49] <gigaherz> http://www.ebay.co.uk/sch/i.html?_from=R40&_trksid=p2047675.m570.l1313.TR0.TRC0.H0.Xbrown+paper+roll.TRS0&_nkw=brown+paper+roll&_sacat=0
L626[10:33:56] <PaleoCrafter> http://www.ebay.co.uk/itm/Numberphile-Brown-paper-EPIC-CIRCLES-/381345720540 for example
L627[10:34:16] <gigaherz> OH
L628[10:34:21] <gigaherz> they ones they did draw on?
L629[10:34:25] <PaleoCrafter> yes
L630[10:34:34] <gigaherz> lol
L631[10:34:44] <fry> #capitalism
L632[10:34:54] <barteks2x> And the fun part: I will have to buy it somewhere else anyway because nobody uses ebay in my country
L633[10:35:22] <gigaherz> heh
L634[10:35:41] <hron84> vox: it worked like a charm, and I'm now also able to wear my favorite skin in even development environment too. Thanks.
L635[10:35:46] <gigaherz> it's relatively easy to get "leftovers" for free
L636[10:35:49] <vox> No problem :D
L637[10:36:03] <gigaherz> if you happen to know someone who works in a factory
L638[10:36:19] <gigaherz> some machines don't quite work well when the packing rolls get too small
L639[10:36:34] <gigaherz> or they'd rather discard it than have a half-packed pallet
L640[10:37:01] <gigaherz> although the factory where I worked a couple summers used plastic rolls, not paper
L641[10:37:12] <gigaherz> but they DISCARDED NOTHING
L642[10:37:23] <gigaherz> everything had an use in there
L643[10:38:11] <gigaherz> the boss/owner was extremely mindful of wasted resources
L644[10:38:27] <barteks2x> I apparently don't have any pencil here 0_o
L645[10:38:32] <gigaherz> lol
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L652[10:44:33] <MattDahEpic> for some reason https://gist.github.com/MattDahEpic/ff2591192cc4fafe1efeefe6d9192763#file-worldgenmobore-java-L57 never returns true so my ores never get placed in the world. any help?
L653[10:44:44] <barteks2x> I think I'm using Sets too frequently... I use almost o other structures.
L654[10:45:20] <hron84> a last question: how do you compile an obfuscated jar (one for ready to use with normal games)?
L655[10:45:58] <barteks2x> gradlew build?
L656[10:46:35] <barteks2x> at least that's what seems to work for me, output in build/libs
L657[10:46:39] <gigaherz> yeh
L658[10:46:47] <gigaherz> use the build target on gradle
L659[10:46:54] <gigaherz> and it gets compiled into build/libs
L660[10:47:14] <gigaherz> I generally use the "build" target from idea's gradle panel
L661[10:47:38] <barteks2x> I don't like doing that because it always creates a gradle daemon
L662[10:48:01] <vox> Does it? I've never noticed that
L663[10:48:31] <barteks2x> well, it only creates one and then uses it. But when I try to get setupDecompWorkspace working from idea things get bad
L664[10:48:34] <gigaherz> why woudl that be bad?
L665[10:48:46] <barteks2x> because my laptop has a limited amount of memory
L666[10:48:49] <gigaherz> I use "-Xmx3G" on gradle properties, so it endsu p creating a new jvm anyhow
L667[10:49:14] <barteks2x> And then that jvm is kept running in background as gradle daemon
L668[10:49:35] <barteks2x> I have only 8 GB ram so I have to control the amount of memory everything uses
L669[10:49:43] <gigaherz> meh
L670[10:49:49] <gigaherz> 8gb is plenty ;p
L671[10:50:00] <barteks2x> not when you use chrome
L672[10:50:01] <Biochemic> agreed
L673[10:50:12] <gigaherz> unless you run multiple VMs and/or need to play ARK:survival Evolved at the same time
L674[10:50:18] <gigaherz> then you need 32 ¬¬
L675[10:50:25] <Biochemic> xD
L676[10:50:26] <gigaherz> which is the case for my desktop
L677[10:50:34] * gigaherz has 16 atm, and is running short
L678[10:50:45] <barteks2x> Right now I have just idea, hxchat, skype, and console running and almost 5GB is used
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L680[10:51:28] <vox> I have six right now because I'm too poor to get myself any more
L681[10:51:52] <vox> Right now I'm running Spotify, FireFox, Chrome, Skype, Hexchat, and IDEA and it's fine
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L683[10:52:04] <MattDahEpic> im using 5.8 constant with chrome ,hexchat, idea, skype, discord, and steam
L684[10:52:06] <vox> Using maybe 60% of that
L685[10:52:23] <vox> Oh, and Steam/Discord in the background
L686[10:52:27] <gigaherz> barteks2x: and how much of that are OS caches? ;P
L687[10:52:27] <vox> I'm using 3.6
L688[10:52:41] <gigaherz> I'm using 11gb right now
L689[10:52:46] <barteks2x> My memory monitor excluded OS caches
L690[10:52:54] <vox> Matt, how am I using that much less RAM than you with even more open?
L691[10:52:55] <barteks2x> *excludes
L692[10:52:59] <vox> That doesn't make much sense
L693[10:53:06] <gigaherz> cached: 5gb
L694[10:53:07] <gigaherz> firefox 2gb, system 800mb, idea 500mb
L695[10:53:09] <vox> I'm going to blame it on chrome tabs
L696[10:53:12] <gigaherz> 4gb from a VM
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L698[10:53:28] <vox> Idea 226 mb at the moment for me
L699[10:53:33] <barteks2x> vox, I use The Great Suspender plugin to decrease chrome memor usage
L700[10:53:42] <vox> Huh, I'll have to look at that
L701[10:53:57] <vox> Not like I need it though really
L702[10:54:13] <gigaherz> oh, are you a tab hoarder?
L703[10:54:21] <gigaherz> I can't have > 10 tabs at any one time
L704[10:54:27] <gigaherz> it just feels wrong
L705[10:54:29] <barteks2x> Apparently Minecraft didn't close properly again and I have a half-dead instance keeping the memory
L706[10:55:36] <vox> :D
L707[10:55:48] <vox> Speaking of MC, I guess I'm going to go play some more Skyblock
L708[10:55:56] <hron84> Fun fact: I tried my mod in development env, it worked like a charm. I threw it into a instance made by Curse, and now I have " java.lang.NoSuchMethodError: net.minecraft.stats.StatBasic.registerStat()Lnet/minecraft/stats/StatBase;"
L709[10:56:09] <MattDahEpic> a mod developer actually playing *gasp*
L710[10:56:22] <barteks2x> I really need to figure out why it's doing that. I'm sure it's my mod but no idea why that happens. There is no exception anywhere
L711[10:56:25] <vox> I know right
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L713[10:56:32] <gigaherz> hron84: did you use "gradlew build"?
L714[10:56:36] <gigaherz> if oyu used jar, that's the wrong one
L715[10:57:00] <hron84> I try to recompile it then.
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L717[10:57:13] <gigaherz> make sure you use gradle build task
L718[10:57:13] <barteks2x> oh, wait. There is. But no stacktrace "because f** you": Exception in thread "File IO Thread"
L719[10:57:31] <vox> MattDahEpic: I'm really just killing time because I'm at a dead end in my mod. I can't do anything rendering-related with shields atm because Mojang is dumb
L720[10:57:49] <MattDahEpic> hmmm why do my blocks have mistex in inventory but are fine when placed
L721[10:57:54] <vox> Fr.y is looking into it for me but until there is or is not a fix I've got time to kill
L722[10:58:14] <vox> Do you have an inventory variant that gets ML.sCMRLed?
L723[10:58:38] <MattDahEpic> vox yes
L724[10:58:39] <hron84> A programmer thought a problem can solved with threads. Now has problem two he.
L725[10:59:18] <vox> Uh... does that variant have a texture or is there a default set?
L726[11:00:25] <MattDahEpic> each meta has a texture set, and that texture shows up in the world just fine
L727[11:02:45] <barteks2x> WTF Idea!? When I compile my project in Idea it says that it's successful, when I ran it - it crashed with NoSuchMethodError, I went to the file from stacktrace and it shows a method in red because a mapping changes. But still compiles.
L728[11:02:56] <barteks2x> And yes, I did refresh gradle project
L729[11:03:41] <barteks2x> uh... why I always hit s instead of d and d instead of s...
L730[11:04:43] <barteks2x> Corrected it, still coompiles 0_o
L731[11:05:19] <barteks2x> Changed back to wrong - doesn't compile. Idea is weird
L732[11:06:57] <gigaherz> ALWAYS use the refresh icon on the GRADLE panel
L733[11:07:03] <gigaherz> after setupDecompWorkspace or similar
L734[11:07:05] <barteks2x> I did
L735[11:07:09] <gigaherz> otherwise it may still be using old mappings
L736[11:07:33] <barteks2x> Idea did it after I refreshed it
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L738[11:13:32] <barteks2x> Is it possible to set exception breakpoint for a specific thread?
L739[11:16:02] <MattDahEpic> vox, https://github.com/MattDahEpic/MobDropOres/blob/1.9.X/src/main/java/com/mattdahepic/mobdropores/ClientProxy.java is the code for the texture stuffs
L740[11:17:13] <barteks2x> oh god... loading resources with this breakpijt enabled takes forever
L741[11:23:44] <barteks2x> And creating list of worlds after clicking "singleplayer" also takes forever
L742[11:24:01] <vox> Matt, I'm not seeing any real issues there, sorry
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L744[11:34:14] <barteks2x> Why this: LOGGER.error("Unable to write column {},{}", AddressTools.getX(entry.address), AddressTools.getZ(entry.address), t); doesn't print anything to colsole?
L745[11:34:34] <barteks2x> t is Throwable here
L746[11:35:20] <barteks2x> Does the logger I get in preInit gets inactive when shuttong down or something?
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L749[11:42:51] <barteks2x> The logger gets disabled when stopping client. Is it possible to log something without resotring to System.err.println?
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L752[11:43:31] <Intektor> How can I destroy an itemstack?
L753[11:43:41] <barteks2x> Actually, the whole mod is disabled when shuttong down
L754[11:43:47] <Intektor> in onItemUse
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L758[11:47:54] <barteks2x> I really need the logger to work when stopping client
L759[11:50:44] <barteks2x> I figured out the problem. And I see no reasonable way to solve it
L760[11:51:00] <barteks2x> Well, I can fix the crash, but not the underlying issue
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L762[11:53:07] <barteks2x> The problem is in this line: DB db = DBMaker.newFileDB(file).closeOnJvmShutdown().make(); It makes the DB close on JVM shutdown, and it closes before my thread finished writing (and minecraft client shutdown thread is waiting for my IO thread to finish)
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L765[11:53:51] <gigaherz> ugh, stupid steam, no way to search for stuff NOT containing a tag
L766[11:54:23] * gigaherz wants to look for games that are NOT shooters, NOT strategy, NOT dating sims, etc
L767[11:54:27] <gigaherz> and see what remains
L768[11:54:54] <barteks2x> I need to figure out how to register something like a JVM close handler (no idea what is the name of it)
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L780[12:09:24] <barteks2x> I don't understand why Cuchaz used Error instead of Exception almost everywhere...
L781[12:09:33] <barteks2x> I still have code that does it
L782[12:15:38] <vox> gigaherz: best commit message ever
L783[12:15:38] <vox> https://github.com/gigaherz/Enderthing/commit/9b95ae4a8ebfd49554eec7f819fb7a20cf0412ed
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L787[12:20:21] <gigaherz> vox: if you think so ;P
L788[12:26:00] <vox> :D
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L792[12:33:34] <Dark> anyone know what can cause this crash http://pastebin.com/E3Ga2Dr8
L793[12:35:02] <gigaherz> !gm func_148833_a 1.7.10
L794[12:35:15] <gigaherz> packet.processPacket
L795[12:35:58] <gigaherz> some packet is invalid somehow, and causes the network system to crash.
L796[12:36:19] <Dark> k, was assuming that but not sure how it got an invalid packet, and am sorta being blamed
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L798[12:37:37] <gigaherz> I can't really say much else about it, without seeing the crash log from a development environment
L799[12:37:57] <Dark> can't replicate it in the dev environment
L800[12:38:17] <Dark> about to just say the user has too many mods tbh
L801[12:38:24] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/1.7.10/fml/src/main/java/cpw/mods/fml/common/network/internal/FMLProxyPacket.java#L68
L802[12:38:31] <gigaherz> there's plenty of crashable lines there so yeah ;P
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L804[12:39:17] <barteks2x> I think I finally fixed that half-dead minecraft process when closing client
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L815[13:10:55] <TobyO> hey
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L818[13:11:24] <TobyO> Does anyone know of any tutorials for making machine-type block with inventories / guis?
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L820[13:11:42] <TobyO> for 1.9 that is. Or just an example?
L821[13:12:19] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/blocks
L822[13:12:24] <gigaherz> yo ucna look at my generator
L823[13:12:35] <TobyO> super, thank you :)
L824[13:13:47] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/gui
L825[13:13:49] <gigaherz> gui bits are here
L826[13:15:42] <TobyO> That's great thanks :)
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L829[13:21:20] MineBot sets mode: +o on cpw
L830[13:37:59] <raoulvdberge> !gm func_187103_a
L831[13:39:23] <SinbadEV> Anybody know the answer to the CAPCHA on http://modwiki.temporal-reality.com/mw/index.php/Main_Page ? It just says "Who are we?"
L832[13:40:56] <shadowfacts> SinbadEV, it's hosted by Temporal Reality
L833[13:41:07] <shadowfacts> so "we" probably refers to them
L834[13:42:02] <SinbadEV> Thanks. I tried it with a hyphen... I also tried "Humans" and "Borg" and "Modders"
L835[13:42:20] <SinbadEV> All better now
L836[13:42:23] <Stiforr> TobyO, you should watch fireball streams. He's making a mod that has machines in it. You can also see his github. The mod is called Applied Logistics
L837[13:42:49] <TobyO> oh cool thanks :)
L838[13:42:58] <vox> Alright, gigaherz I came up with a new project
L839[13:43:18] <gigaherz> heh, what? ;P
L840[13:43:26] <vox> Shh.... it's a secret ;P
L841[13:43:32] <vox> It's called NullAutomation
L842[13:44:03] <vox> I want to see how far into automating machines and stuff I can go without pipes or a similar concept
L843[13:45:36] <vox> Yo Biochemic
L844[13:45:41] <Vorquel> !gf field_146331_K
L845[13:45:53] <Biochemic> yo vox?
L846[13:45:57] <raoulvdberge> Anyone know where I can find the part of the MC codebase where block play sound is called? Have been looking in EntityPlayer, INetHandlers, ... couldn't find anything.
L847[13:46:04] <vox> You up for another logo?
L848[13:46:10] <vox> No rush on deciding :P
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L850[13:46:23] <Biochemic> not right now, currently doin' homework :D
L851[13:46:30] <Biochemic> but later sure ^^
L852[13:46:32] <vox> There probably won't be even any public release of this mod for a little while, so no rush at all
L853[13:46:33] <vox> awesome
L854[13:46:39] <Biochemic> ah okay :D
L855[13:46:56] <Biochemic> yeah i pm you, when im ready ^^
L856[13:49:11] <vox> Coolcool
L857[13:51:56] <vox> gigaherz, have you played with ExtraUtils 2?
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L864[14:13:04] <gigaherz> vox: I saw some gameplay of it, I saw that stuff is now powered, so I lost interest
L865[14:13:14] <vox> Fair enough
L866[14:13:29] <vox> Some of the new power system is pretty interesting compared to other mods
L867[14:13:45] <vox> I originally was going to base my system off of it but came up with a unique idea instead
L868[14:13:55] <vox> not as big of a change as other mods, but it's cool
L869[14:15:07] <gigaherz> I think the power system is similar to an idea I had
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L873[14:17:07] <Vorquel> !gc IChunkGenerator
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L878[14:29:43] <TobyO> How is the power different from other mods?
L879[14:31:01] <gigaherz> if I understood it correctly, it's not "active" transfer
L880[14:31:09] <gigaherz> there's a global power network
L881[14:31:12] <gigaherz> that supports X machines
L882[14:31:20] <gigaherz> or more accurately, X power units
L883[14:31:25] <gigaherz> and each machine takes N power units
L884[14:31:31] <TobyO> ah okau
L885[14:31:33] <gigaherz> if the network has more demand than supply, the whole network fails
L886[14:31:52] <TobyO> power units per some amount of time presumably?
L887[14:32:18] <gigaherz> no
L888[14:32:22] <TobyO> oh
L889[14:32:36] <gigaherz> while a machine is on, it "takes" some power units from the network
L890[14:32:39] <gigaherz> as a constant
L891[14:32:40] <TobyO> so engines/generators just produce N power units?
L892[14:32:52] <gigaherz> just add N power units to the network balance
L893[14:33:03] <gigaherz> and machines subtract N units from the balance
L894[14:33:14] <TobyO> that makes sense
L895[14:33:18] <TobyO> so no batteries then
L896[14:33:23] <gigaherz> nope
L897[14:33:52] <TobyO> sounds like ae2
L898[14:33:53] <gigaherz> although it could be done
L899[14:34:02] <gigaherz> you could have a battery that
L900[14:34:07] <gigaherz> while the network balance is > 0
L901[14:34:17] <gigaherz> it adds "seconds" to a powerunit counter
L902[14:34:35] <gigaherz> and while it's < 0, it counts down
L903[14:34:43] <TobyO> I get you
L904[14:34:47] <TobyO> thats a nice idea
L905[14:34:52] <gigaherz> that's how my idea was going to work
L906[14:34:59] <gigaherz> but I never got around to it
L907[14:35:02] <gigaherz> since Rf was already around
L908[14:35:02] <gigaherz> ;P
L909[14:35:13] <TobyO> I think you should do it
L910[14:35:23] <TobyO> start de-unifying the powergen again
L911[14:35:41] <gigaherz> why
L912[14:35:45] <gigaherz> a common power system is nice
L913[14:35:50] <TobyO> makes life more interesting
L914[14:35:55] <gigaherz> no transformer mess
L915[14:36:22] <TobyO> The mess is good, working out interesting ways of converting mod power is the spice of life
L916[14:36:45] <TobyO> Otherwise you big big arrays of lava gen or a big reactor
L917[14:37:06] <TobyO> IMO
L918[14:37:12] <PaleoCrafter> ideally, you wouldn't convert at all :P
L919[14:37:31] <PaleoCrafter> because otherwise you could abuse that one mod that allows you to do --^
L920[14:37:57] <TobyO> Well, not directly. Back in the day you had to have an itermediate step
L921[14:38:33] <TobyO> like lava generators producing lava to be used by a different mod or a tree farm powered by one mod which produced charcoal for another
L922[14:38:56] <TobyO> That's how I like it anyways
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L925[14:39:20] <PaleoCrafter> still, you might get to know some mod B only as a means to convert from A to B
L926[14:39:35] <gigaherz> incidently, I do have my own power API
L927[14:39:36] <gigaherz> https://github.com/gigaherz/CapabilityCore
L928[14:39:56] <gigaherz> which is similar in concept but not compatible with the Tesla API
L929[14:40:05] <PaleoCrafter> btw, now that we have Tesla API, somebody should do an Edison one xD
L930[14:40:15] <gigaherz> which is, like mine, designed to be a replacement for RF, based on Capabilities
L931[14:40:39] <gigaherz> my plan is, if Tesla fixes the design flaws it has, to drop mine and use Tesla
L932[14:40:54] <gigaherz> but cba to use the API as it is now
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L934[14:41:49] <TobyO> I don't think there's anything wrong with power APIs when the mods knit together
L935[14:42:08] *** fry is now known as fry|sleep
L936[14:42:09] <SinbadEV> DC RF vs AC RF... and then someone implements greenstone
L937[14:43:06] <TobyO> Yeah, real life power is definitely not unified. AC / DC, currents, voltage, power etc
L938[14:43:09] <vox> What mappings should I be using atm?
L939[14:43:22] <gigaherz> vox: whatever yo uwant, but the newer the better
L940[14:43:39] <vox> TobyO, machines in EU2 take variable power
L941[14:43:52] <SinbadEV> I feel like I should be idling in the kiddie pool version of this channel... I have just managed the textured blocks! https://plus.google.com/+WilliamBenjaminJohnDavis/posts/6AmM6GhZZvk ...
L942[14:44:06] <vox> So for instance the furnace thing takes 0 power at the beginning and moves towards 8 power as the process happens
L943[14:44:15] <vox> then drops back down to 0 once that smelting operation is done
L944[14:44:22] <fry|sleep> this is the kiddie pool :P
L945[14:44:39] <SinbadEV> OK, good
L946[14:44:42] <TobyO> I am about to try and make a machine
L947[14:44:47] <TobyO> a laser cutter
L948[14:45:26] <vox> fry|sleep in some ways :D
L949[14:45:40] <vox> gigaherz: how can I find that out?
L950[14:45:41] <vox> !help
L951[14:45:43] <SinbadEV> I think I'mma try slabs next...
L952[14:45:54] <gigaherz> !!latest 1.9
L953[14:45:55] <MCPBot_Reborn> === Latest Mappings ===
L954[14:45:55] <MCPBot_Reborn> MC Version Forge Gradle Channel
L955[14:45:56] <MCPBot_Reborn> 1.9 snapshot_20160508
L956[14:46:03] <gigaherz> use one ! to not show it in public
L957[14:46:04] <vox> there we go thanks MCPBot
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L959[14:46:11] <gigaherz> and the specific version of mc you want
L960[14:46:18] <vox> Oh damn what did I do
L961[14:46:24] <gigaherz> hm?
L962[14:46:36] <vox> nvm
L963[14:46:40] <vox> What were you saying?
L964[14:46:44] <vox> ooooh
L965[14:46:49] <vox> thanks
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L967[14:47:14] <vox> !versions
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L969[14:50:34] <vox> Man this is cool
L970[14:50:35] <vox> https://github.com/AppliedEnergistics/Applied-Energistics-2/blob/master/src/main/java/appeng/helpers/Reflected.java
L971[14:51:08] <vox> It's one of those java annotation thingies to help with reflection
L972[14:52:44] <Temportalist> vox: what does it do?
L973[14:53:04] <vox> It basically just acts as a marker for reflected code
L974[14:53:08] <vox> That's all
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L976[14:53:18] <vox> It's completely a coding convention thing
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L979[14:59:48] <TobyO> If I want to have my images in a sub folder can I just have the direcory in json set as "modname:blocks/subdirectory/texturename"
L980[14:59:57] <PaleoCrafter> yep
L981[15:00:00] <TobyO> ta
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L984[15:02:34] <TobyO> I have just noticed my machine looks suspiciously like a thermal expansion one
L985[15:04:20] <vox> :D
L986[15:04:49] <TobyO> whoops
L987[15:11:37] <SinbadEV> There are only so many colours that pixels can be...
L988[15:12:11] <gigaherz> yes, 16 million 777 thousand and 216 combinations
L989[15:12:39] <gigaherz> and that's on 24bit color, if you were to add HDR...
L990[15:14:16] <TobyO> The top texture is upside down :?
L991[15:14:29] <TobyO> and setting the rotation is doing nothing
L992[15:14:37] <gigaherz> it is a .obj/.b3d model?
L993[15:15:00] <gigaherz> if so, you may need to use the flip-v thing
L994[15:15:19] <TobyO> nah, it's just json
L995[15:15:39] <barteks2x> How to find out in which commit a file appeared first time (git)?
L996[15:17:17] <barteks2x> neverming, I don't need it anymore
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L1000[15:21:23] <TobyO> I'm not being stupid am I? axis should I be rotating to get a top facing texture to rotate?
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L1002[15:21:57] <gigaherz> Y
L1003[15:22:15] <gigaherz> rotating around Y will spin around the horizontal plane
L1004[15:22:30] <TobyO> That's what I thought but it doesn't seem to be doing anything
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L1006[15:23:11] <madcrazydrumma> Has anyone got an example of how to render an entity in 1.9? I can't seem to figure out how to use the factory thing
L1007[15:23:23] <TobyO> like this http://pastebin.com/XHchSHN5
L1008[15:23:38] <TobyO> not you <madcrazydrumma>
L1009[15:23:43] <madcrazydrumma> I realised aha
L1010[15:25:59] <vox> Mod.EventHandler or just EventHandler?
L1011[15:26:03] <vox> Or are they the same?
L1012[15:26:13] <vox> (I think they are)
L1013[15:26:22] <Nosirrom> this is how I render my entities http://pastebin.com/UuxywFBY
L1014[15:27:05] <madcrazydrumma> "EntityTestPig"
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L1016[15:28:02] <Nosirrom> sometimes you just need to test
L1017[15:28:03] <madcrazydrumma> How do i get my mob to have an egg/spawn in the world Nosirrom ?
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L1019[15:28:42] <Nosirrom> when you register your mod entity, you can put in 2 more integer parameters
L1020[15:28:49] <Nosirrom> which control the colour
L1021[15:29:06] <gigaherz> and implicitly cause forge to register an egg for you
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L1023[15:29:16] <madcrazydrumma> ahh i see that, what about generating in the world?
L1024[15:29:20] <madcrazydrumma> spawning(
L1025[15:29:21] <madcrazydrumma> *
L1026[15:29:26] <Nosirrom> naturally generating?
L1027[15:29:27] <gigaherz> you apply for spawn rules
L1028[15:29:33] <madcrazydrumma> Aye
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L1030[15:29:57] <vox> Minecraft's music is actually mixing very well with the other stuff I'm listening to
L1031[15:29:57] <PaleoCrafter> vox, they are exactly the same, semantically
L1032[15:29:58] <vox> Huh
L1033[15:30:01] <vox> Thanks Paleo
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L1035[15:35:20] <madcrazydrumma> http://imgur.com/2mJDR0P what even is this rendering
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L1038[15:38:08] <TobyO> Still having trouble with this json. If I have a varient like this: "up": {"x": -90}, and I want to rotate it 180 degrees it's jus this right? "up": {"x": -90, "y": 180},
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L1040[15:43:49] <madcrazydrumma> Why is my mob rendering so weird wtf haha
L1041[15:44:10] <mrkirby153> Does anyone know what's causing this? http://paste.mrkirby153.tk/soyakojuke.vhdl
L1042[15:44:11] <Nosirrom> Toby0 have you tried looking at the end_rod.json ?
L1043[15:44:17] <PaleoCrafter> TobyO, directly in the variant you may only have one rotation, iirc
L1044[15:44:31] <PaleoCrafter> oh, nvm xD
L1045[15:44:51] <TobyO> nvm to me
L1046[15:44:53] <TobyO> ?
L1047[15:45:17] <PaleoCrafter> yes
L1048[15:45:29] <PaleoCrafter> I remembered incorrectly xD
L1049[15:45:36] <heldplayer> vhdl? Really?
L1050[15:45:41] <TobyO> so they can have multiple rotations?
L1051[15:45:44] <heldplayer> VHDL?
L1052[15:46:00] <Nosirrom> it may also be that you can't use -90 in the json, just 270 or something. idk, never tried it.
L1053[15:46:08] <heldplayer> God damnit hastebin and your language detection
L1054[15:46:12] <PaleoCrafter> heldplayer, hastebin's all kind of messed up :P
L1055[15:46:17] <PaleoCrafter> mrkirby153, an incorrect formatting string? :P
L1056[15:46:23] <mrkirby153> But why?
L1057[15:46:30] <heldplayer> I've had to program in VHDL ;_;
L1058[15:46:46] <PaleoCrafter> what do I now
L1059[15:46:49] <PaleoCrafter> *know
L1060[15:47:11] <mrkirby153> PaleoCrafter, it's only on this one server too
L1061[15:48:51] <PaleoCrafter> btw, why the hell are you still on 1.8.0 q.q
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L1063[15:49:13] <heldplayer> mrkirby153: Can the texture pack be causing problems?
L1064[15:49:18] <mrkirby153> Maybe
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L1066[15:55:55] <PaleoCrafter> mrkirby153, https://github.com/MinecraftForge/MinecraftForge/blob/f9024d2eb38ed92b0621be47fce4a8995bb8b822/src/main/java/net/minecraftforge/fml/common/FMLCommonHandler.java#L723 that's the culprit
L1067[15:56:41] <PaleoCrafter> would have been faster if I actually had forge cloned on this machine, but meh xD
L1068[15:57:06] <PaleoCrafter> GitHub's search really should support commit messages
L1069[15:57:11] <heldplayer> So Forge is broken? :P
L1070[15:57:40] <PaleoCrafter> looks like it
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L1072[15:58:06] <PaleoCrafter> bad cp.w be concatenating strings rather than using formatting :P
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L1074[15:58:24] <PaleoCrafter> the line's still there https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/FMLCommonHandler.java#L689
L1075[16:01:09] <TobyO> Yeah, the rotation on this json file isn't working at all. Maybe it's broken in 1.9
L1076[16:01:47] <PaleoCrafter> blame fry|sleep
L1077[16:01:49] <madcrazydrumma> Do you guys still model entities in techne?
L1078[16:01:59] <madcrazydrumma> I'm guessing they aren't done in json
L1079[16:02:07] <PaleoCrafter> Tabula is where it's at :P
L1080[16:02:35] <madcrazydrumma> Tabula?
L1081[16:03:03] <gigaherz> you can use b3d and skeleton-based animations
L1082[16:03:03] <PaleoCrafter> Tabula.
L1083[16:03:04] <gigaherz> ;P
L1084[16:03:16] <gigaherz> fuck the ModelRenderer-based stuff
L1085[16:03:20] <madcrazydrumma> by iChun?
L1086[16:03:46] <madcrazydrumma> So could the reason my entity isnt rendering properly be because I did it in techne?
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L1088[16:04:48] <PaleoCrafter> mebbe
L1089[16:05:46] <PaleoCrafter> last time I checked, it didn't even generate valid code :P
L1090[16:05:59] <vox> Man but tabula is work
L1091[16:05:59] <madcrazydrumma> So tabula is a mod itself?
L1092[16:06:02] <vox> Yep
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L1094[16:06:18] <madcrazydrumma> What would you recommend I use to model then?
L1095[16:06:19] <vox> PaleoCrafter want to send me a copy of a Tabula env? :P
L1096[16:06:27] <madcrazydrumma> Me too ^
L1097[16:06:31] <vox> madcrazydrumma: Tabula is fine, just takes a bit to set up
L1098[16:06:48] <vox> I was kidding, it's literally a forge install and dropping in a mod
L1099[16:06:54] <PaleoCrafter> why would I have such a link? :P
L1100[16:06:57] <vox> lol
L1101[16:07:09] <vox> Though Paleo want to show drumma some example code of using Tabula models?
L1102[16:07:22] <gigaherz> it's just
L1103[16:07:26] <gigaherz> open vanilla launcher
L1104[16:07:33] <PaleoCrafter> I've like... never done entities xD
L1105[16:07:35] <vox> Make a new profile using forge
L1106[16:07:35] <gigaherz> setup 1.8(.0) profile
L1107[16:07:38] <gigaherz> add mod
L1108[16:07:40] <gigaherz> profit
L1109[16:08:11] <gigaherz> call the profile "Tabula" or similar so you can recognize it, if you want
L1110[16:08:19] <madcrazydrumma> xD
L1111[16:08:45] <vox> It does need Forge though, correct?
L1112[16:08:46] <gigaherz> it will show an icon on the main menu
L1113[16:08:49] <gigaherz> vox: yes
L1114[16:08:53] <PaleoCrafter> hm, I wonder whether pig would accept a PR updating Tabula to 1.9 xD
L1115[16:08:54] <vox> Okay good I'm not crazy
L1116[16:09:10] <vox> Paleo, I'm almost certain the answer would be yes
L1117[16:10:28] <PaleoCrafter> then somebody should create such a PR :P
L1118[16:10:50] <PaleoCrafter> maybe add native OBJ and B3D (with animations) support while they're at it
L1119[16:11:46] <gigaherz> but you suggested it, doesn't that count as volunteering?
L1120[16:11:55] <PaleoCrafter> nah
L1121[16:12:16] <PaleoCrafter> as if I had time for that :P
L1122[16:12:28] <PaleoCrafter> man, I'm actually working on a mod right now
L1123[16:12:38] <PaleoCrafter> and I actually plan to release it
L1124[16:16:17] <gigaherz> XD
L1125[16:16:38] <gigaherz> that mod would be awesome on VR
L1126[16:16:51] <PaleoCrafter> heh
L1127[16:17:42] <PaleoCrafter> maybe I can get Wuppy to send me one of those sets his Uni is supposed to get xD
L1128[16:17:47] <gigaherz> XD
L1129[16:17:59] <TobyO> http://i.imgur.com/GmRUbsa.png
L1130[16:18:17] <gigaherz> get a google cardboard? ;P
L1131[16:18:18] <PaleoCrafter> which reminds me, I need to get a new GPU xD
L1132[16:18:24] <gigaherz> wait a month
L1133[16:18:29] <gigaherz> nvidia 1080 and 1070
L1134[16:18:42] <gigaherz> faster than titan X and 980ti, at under half the price
L1135[16:19:31] <vox> Yeah those are ridiculously good
L1136[16:19:46] <PaleoCrafter> still beyond my current budget :P
L1137[16:19:56] <vox> And I'm regretting spending money on a 960 because if I had waited like 6 months I could have a 980ti since the price is going to go pretty far down
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L1139[16:20:26] <gigaherz> can't afford some wahtever you call it where you pay a bit each month?
L1140[16:20:39] <vox> ?
L1141[16:20:55] <Nosirrom> ArrowLooseEvent doesn't give reference to the arrow?
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L1143[16:21:11] <gigaherz> around here, people often pay things like "50 eur/month over 12 months"
L1144[16:21:17] <PaleoCrafter> eh, I either pay it at all at once or not at all, gigaherz :P
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L1146[16:21:51] <gigaherz> I'm planning an upgrade myself
L1147[16:21:55] <gigaherz> but gpu is secondary
L1148[16:22:01] <gigaherz> the 970 I have now works well enough
L1149[16:22:04] <PaleoCrafter> in other news (quite literally): a German tech news site put "Turbo Pascal" as the heading for an article about those new GPUs xD
L1150[16:22:10] <gigaherz> #1 priority is a cellphone
L1151[16:22:13] <PaleoCrafter> I hope it's intentional
L1152[16:22:17] <gigaherz> strongly considering an Xperia Z5 compact
L1153[16:22:28] <PaleoCrafter> Don't have that one, but I can only suggest Sony
L1154[16:22:47] <gigaherz> it's the only non-stupidly-huge phone, that has decent hardware
L1155[16:22:57] <gigaherz> everything else is either crappy hardware, or giant screen
L1156[16:23:36] <gigaherz> the alternative would be something with Windows phone 10
L1157[16:23:51] <gigaherz> or windows 10 mobile
L1158[16:23:56] <gigaherz> or whatever they are calling it these days
L1159[16:24:57] <gigaherz> i'm quite happy with my current Lumia 710, whic hhas WP7.5
L1160[16:24:59] <gigaherz> limited, yes
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L1162[16:25:11] <gigaherz> but everything it does, works well enough
L1163[16:25:27] <PaleoCrafter> hm, I might actually be able to afford the 1070, it's not that far off from the 970, it seems
L1164[16:25:33] <gigaherz> yeah
L1165[16:25:41] <gigaherz> 1080 is $50 more t han a 97
L1166[16:25:43] <vox> I think $379 was release price
L1167[16:25:43] <gigaherz> eh
L1168[16:25:47] <gigaherz> 1070 is $50 more t han a 970 *
L1169[16:25:52] <gigaherz> and 1080 $50 more than a 980
L1170[16:25:56] <gigaherz> comparing launch prices
L1171[16:25:58] <vox> yeah totally worth it though
L1172[16:26:01] <PaleoCrafter> welp, I guess i know what I'll by then
L1173[16:26:03] <gigaherz> yup
L1174[16:26:09] <PaleoCrafter> *buy
L1175[16:26:14] <gigaherz> although I have to wait until I see proper performance reviews
L1176[16:26:22] <vox> Yep, myself as well
L1177[16:26:26] <gigaherz> they were talking a lot about VR
L1178[16:26:31] <vox> I think the next thing that I would upgrade is either my keyboard or my monitor(s)
L1179[16:26:34] <gigaherz> and if the improvements are only visible on VR situations
L1180[16:26:40] <gigaherz> where the gpu has to draw the same stuff twice
L1181[16:26:49] <gigaherz> then it wouldn't be worth it, given that I already have a 970
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L1183[16:26:55] <vox> I'm running two 1280x1024 monitors and one's an ancient piece of crap
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L1185[16:27:05] <gigaherz> ugh yes upgrade monitors
L1186[16:27:06] <gigaherz> XD
L1187[16:27:16] <gigaherz> I currently have a dell U2711
L1188[16:27:21] <gigaherz> and a U2414H
L1189[16:27:25] <vox> And my keyboard is mechanical but has the worst switches that I have ever used
L1190[16:27:28] <gigaherz> the U2711 is awesome
L1191[16:27:39] <gigaherz> but it's not LED so it gets VERY hot in summer
L1192[16:27:43] <vox> Squishy like a rubber dome is the only way I can describe it
L1193[16:27:49] <gigaherz> so I want to replace it before july ;P
L1194[16:27:55] <vox> Fair enough LD
L1195[16:28:01] <PaleoCrafter> I have an R9 280X at the moment with two monitors but I want to get a third, hence upgrading the GPU xD
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L1197[16:28:14] <gigaherz> heh
L1198[16:28:41] <gigaherz> vox: I have a cherry G80-3000
L1199[16:28:46] <gigaherz> MX Black switches
L1200[16:28:47] <gigaherz> love them
L1201[16:29:15] <vox> My 960 will handle more. I'll probably just take home a bunch of 1280x1024 monitors from school and one 1440p one
L1202[16:29:21] <vox> And I'll throw out this ancient one
L1203[16:29:24] <Lord_Ralex> i did not have issues with my 270x driving 3
L1204[16:29:43] <vox> And then have one web monitor, one main gaming/programming monitor, and one music/media monitor
L1205[16:29:46] <vox> boom
L1206[16:29:53] <PaleoCrafter> Lord_Ralex, what settings did you play some recent titles on? :P
L1207[16:30:33] <Lord_Ralex> i ran 1080p, but most were pretty high up there
L1208[16:30:42] <PaleoCrafter> all three 1080p?
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L1210[16:30:45] <Lord_Ralex> nah
L1211[16:30:48] <Lord_Ralex> i'm not that lucky
L1212[16:30:58] <gigaherz> dafuw
L1213[16:31:00] <Lord_Ralex> but 1 1080p with 2 1280x1024s
L1214[16:31:02] <gigaherz> dafuq*
L1215[16:31:11] <gigaherz> the cave in the swamp in ARK
L1216[16:31:13] <gigaherz> is totally bugged
L1217[16:31:14] <PaleoCrafter> yeah, I'm currently at 2x 1080p
L1218[16:31:23] <PaleoCrafter> and maybe the third one will be 1440p
L1219[16:31:27] <gigaherz> jsut went in it, and in a random place, I started swimming and got TPd up
L1220[16:31:27] <gigaherz> XD
L1221[16:31:37] <gigaherz> my primary monitor is 2560x1440
L1222[16:31:41] <gigaherz> secondary 1080p
L1223[16:31:52] <gigaherz> at work I have two 1440p, 25"
L1224[16:32:05] <Lord_Ralex> lol work machines
L1225[16:32:08] <gigaherz> IMO, 27" is best for 1440p
L1226[16:32:17] <gigaherz> but the 25" works
L1227[16:32:25] <gigaherz> because the laptop is a macbook
L1228[16:32:31] <gigaherz> which can scale the gui
L1229[16:32:47] <gigaherz> (unlike windows where it just looks like crap)
L1230[16:35:24] <PaleoCrafter> anyways, bed's calling
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L1234[16:39:30] * Tazz totally wants to write a minecraft tweening library XD
L1235[16:41:00] <Nosirrom> is there a way to change vanilla's arrows to 0 damage?
L1236[16:41:17] <gigaherz> Tazz: wat?
L1237[16:41:39] <gigaherz> Nosirrom: 1.9 or pre-1.9? ;P
L1238[16:41:49] <Tazz> gigaherz, a tweening lib for minecraft
L1239[16:42:03] <gigaherz> wtf is tweening?
L1240[16:42:05] <Nosirrom> 1.9
L1241[16:42:26] <Tazz> gigaherz, like animations and stuff
L1242[16:42:48] <gigaherz> Inbetweening or tweening is the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image.
L1243[16:42:49] <gigaherz> Oh
L1244[16:43:10] <gigaherz> hmm isn't that basically what the animation support in .b3d does?
L1245[16:43:24] <gigaherz> also: there's a lot of "tweening" in mc
L1246[16:43:33] <gigaherz> logic updates once per tick
L1247[16:43:40] <gigaherz> and the frames interpolate the values in between
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L1249[16:44:10] <PitchBright> any of you guys have any experience using ForgeEssentials API to add perm-based stuff in your mods?
L1250[16:44:44] <Tazz> gigaherz, but theres no good way of doing it in MC mods without doing all the work by yourself XD
L1251[16:44:46] <gigaherz> nope
L1252[16:44:57] <gigaherz> Tazz: I guess so
L1253[16:45:19] <gigaherz> PitchBright: most modders don't really care about permission systems
L1254[16:45:35] <gigaherz> I include myself in that "most"
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L1256[16:46:11] <PitchBright> yeah, I figured probably not a lot of people have done it
L1257[16:48:25] <SinbadEV> Is there a "right" way to add more slabs and stairs so they do all of the fancy joining up with each other and such?
L1258[16:50:20] <gigaherz> msotly just extend BlockSlab, I believe
L1259[16:50:42] <gigaherz> and give it a model
L1260[16:50:51] <gigaherz> which would be based on the normal slab model, but with different textures
L1261[16:51:59] <gigaherz> for the stairs, BlockStairs, but I have no idea if there's anything that you'd need to override from it
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L1263[16:52:16] <gigaherz> it MAY be possible to make do with just doing like
L1264[16:52:45] <gigaherz> GameRegistry.register(theStairs = new BlockStairs().whatever); // + itemblock
L1265[16:52:52] <gigaherz> but I haven't actually tried that myself
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L1267[16:53:54] <gigaherz> you may want to check the code for the Quark mod, I believe it has a whole bunch of slabs&stairs made for 1.9: https://github.com/Vazkii/Quark
L1268[16:55:33] <gigaherz> yeah looks like it's just extending BlockStairs with a few custom things
L1269[16:56:06] <gigaherz> it's not how i'd organize the mod, but /shrug
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L1272[16:57:48] <barteks2x> Is it possible to configure idea to avoid doing minor formatting changes when reformatting a file so that I don't end up with commits like this: https://github.com/Barteks2x/CubicChunks/commit/f271614f8d60e336f91d82f6cdf73d708fc17e37#diff-3390da177398a6d5b1d3a3dec66e11bbL64 ?
L1273[16:59:03] <barteks2x> I just found a mistake in my code by looking at that commit...
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L1275[16:59:12] <gigaherz> just format everything curretly at once, and then it won't happen in the future
L1276[16:59:13] <gigaherz> XD
L1277[16:59:24] <gigaherz> (but really, no idea)
L1278[17:00:41] <barteks2x> The problem is that my formatting settings are not really consitient across my 2 computers
L1279[17:00:55] <barteks2x> And sometimes it seems to change for no reason
L1280[17:01:07] <SinbadEV> The Quark mod seems to be layering things a little more than I'm ready for... going to start with trying to extend BlockSlab.
L1281[17:01:34] <gigaherz> try without extending first ;P
L1282[17:01:58] <gigaherz> mySlab = new BlockSlab().setRegistryName("my_slab");
L1283[17:02:01] <gigaherz> GameRegistry.register(mySlab);
L1284[17:02:09] <gigaherz> and give it a model on your client proxy
L1285[17:02:15] <gigaherz> and see if it behaves as expected
L1286[17:04:55] <vox> PaleOff: if you see this, do you use animations from Tabula?
L1287[17:05:11] <barteks2x> I really should export my formatting settings and add them to the repository
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L1289[17:08:43] <gigaherz> https://www.youtube.com/watch?v=p2D-bs0yZaY
L1290[17:08:52] <gigaherz> this game looks interesting, what they describe has potential
L1291[17:11:09] <TehNut> is he saying genders?
L1292[17:11:47] <gigaherz> ?
L1293[17:11:53] <TehNut> in the video
L1294[17:12:02] <TehNut> when the dev was describing what the game was
L1295[17:12:35] <gigaherz> hmm could be
L1296[17:12:41] <PitchBright> genres
L1297[17:12:42] <gigaherz> "ganre" and "gender" are similar ;P
L1298[17:12:45] <gigaherz> genre*
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L1302[17:28:39] <Nosirrom> i'm subscribing to arrownockevent and trying to remove the bow from the inventory
L1303[17:28:48] <Nosirrom> I can remove any other item, but the bow reappears
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L1307[17:33:06] <SinbadEV> Sadly "Cannot instantiate the type BlockSlab"
L1308[17:33:39] <gigaherz> it's abstract?
L1309[17:33:46] <gigaherz> wel lthen, go ahead and extend ;P
L1310[17:35:37] <SinbadEV> Hmmm... looks like I CAN instantiate "BlockHalfStoneSlab" though
L1311[17:36:17] <gigaherz> half?
L1312[17:36:21] <gigaherz> what version of MC are you on?
L1313[17:36:27] <SinbadEV> 1.9
L1314[17:36:28] <KnightMiner> Half is in 1.9
L1315[17:36:45] <gigaherz> oh I see
L1316[17:36:51] <KnightMiner> BlockSlab is used for both double and regualar slabs
L1317[17:36:51] <gigaherz> it just overrides isDouble to false
L1318[17:37:04] <gigaherz> weird design choice
L1319[17:37:06] <barteks2x> Uh... why I always need data structures that don't exist. Now I need ArrayList (because I need to sort it) but it also needs to be a set (no repeating elements)
L1320[17:37:07] <gigaherz> they could have made like
L1321[17:37:11] <gigaherz> BlockSlab(boolean)
L1322[17:37:17] <tterrag> barteks2x: TreeSet
L1323[17:37:23] <KnightMiner> I know, though I guess it prevents duplicating the enums
L1324[17:37:33] <barteks2x> won't that be a bit slow?
L1325[17:37:43] <gigaherz> do you need indexed access?
L1326[17:37:44] <tterrag> why would that be slow?
L1327[17:37:51] <tterrag> sets don't have indexed access anyways :P
L1328[17:37:53] <gigaherz> if not, then no, it won't be slow
L1329[17:38:06] <raoulvdberge> Is it safe to call playSound with player arg as null?
L1330[17:38:41] <barteks2x> Well, the only property of Set that I need is no repeating elements
L1331[17:39:17] <gigaherz> that wasn't the question
L1332[17:39:18] <gigaherz> ;p
L1333[17:39:23] <gigaherz> do you need .get(int)?
L1334[17:40:08] <tterrag> barteks2x: that is *the* property of a set
L1335[17:40:37] <barteks2x> Everything else should be like an ArrayList. I was planning to sort it ever 4 ticks, but with TreeSet I wouldn't need to sort it. In one use case I don't need get(int) but in the other use - I may need it. I want to randomly get some elements just in case something isn't done right and a cube gets stuck.
L1336[17:41:22] <raoulvdberge> block.getStepSound() should really be block.getSounds() tbh
L1337[17:41:42] <raoulvdberge> As it returns the sound types associated with that block, not the step sound
L1338[17:42:01] <barteks2x> Essentially it would work as a queue sorted by distance to the nearest player
L1339[17:42:04] <tterrag> raoulvdberge: it's a vestige from 1.7
L1340[17:42:09] <barteks2x> So I can't really use TreeSet
L1341[17:42:20] <barteks2x> because the distance will change
L1342[17:42:33] <tterrag> barteks2x: there's no easy way to have a constantly resorting collection
L1343[17:42:37] <tterrag> other than just sorting it yourself
L1344[17:42:47] <barteks2x> that's why I wanted to sort it myself every N ticks
L1345[17:43:19] <barteks2x> in majoriy of cases it will contain 0 elements anyway, and rarely more than 1000
L1346[17:43:24] <gigaherz> apache commons has SetUniqueList
L1347[17:43:33] <tterrag> https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/common/http/DownloadableImage.java#L170-L178
L1348[17:43:36] <tterrag> the most memory efficient? no
L1349[17:43:38] <tterrag> but it works
L1350[17:43:40] <gigaherz> which is a list that ensures no duplicates
L1351[17:44:05] <gigaherz> it's not included with mc, though
L1352[17:44:27] <barteks2x> So to use I would need to include it myself ans shade it in?
L1353[17:44:35] <gigaherz> yeh
L1354[17:44:52] <gigaherz> the "apache commons collections" module
L1355[17:45:37] <gigaherz> they don't actually sort for you, though, I think
L1356[17:45:50] <barteks2x> That wouldn't be possible anyway
L1357[17:45:56] <barteks2x> I know I need to sort it myself
L1358[17:46:40] <barteks2x> also I noticed that changing packeges in shadong doesn't seem to work for me
L1359[17:46:52] <barteks2x> *changing packages in shading
L1360[17:46:57] <tterrag> how are you shading
L1361[17:47:27] <barteks2x> uh... I should rpobably just link to my build.gradle file. For me it's magic
L1362[17:48:03] <barteks2x> https://github.com/Barteks2x/CubicChunks/blob/master/build.gradle
L1363[17:48:39] <barteks2x> wait, no
L1364[17:48:49] <barteks2x> it works, just directories aren't deleted
L1365[17:48:49] <tterrag> that way of shading has been deprecated for nearly a year
L1366[17:48:52] <tterrag> why are people still doing it?
L1367[17:49:00] <barteks2x> I didn't knwo that
L1368[17:49:08] <tterrag> https://github.com/johnrengelman/shadow
L1369[17:49:11] <tterrag> use that
L1370[17:49:22] <tterrag> where did you learn to do it that way?
L1371[17:49:44] <barteks2x> no idea, I think it was here
L1372[17:50:18] <tterrag> here?
L1373[17:50:48] <tterrag> well, doing it that way hasn't worked since FG 1.2
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L1375[17:51:00] <tterrag> just use the shadow plugin, instead of srg hacks
L1376[17:52:05] <barteks2x> I added it exactly in commit from Oct 12, 2015, and at that time it might still be used, I don't really know
L1377[17:52:16] <tterrag> maybe
L1378[17:52:17] <tterrag> either way
L1379[17:52:18] <tterrag> change it
L1380[17:53:01] <barteks2x> At that time I also experimented with shadow plugin but couldn't get it working
L1381[17:53:17] <SinbadEV> ... I can't instantiate BlockSlab because Slabs are items until they are placed?
L1382[17:53:49] <masa> ?
L1383[17:53:55] <Ordinastie_> you don't instantiate blocks
L1384[17:53:58] <masa> all blocks are items when they are not in world
L1385[17:56:52] <barteks2x> with shadowjar, when I want to relocate dependency, do I also need to include it or is it automatically included when I relocate it?
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L1388[17:57:27] <SinbadEV> Right... but the ItemSlab contains two BlockSlab objects...
L1389[17:57:53] <Ordinastie_> what are you trying to do ?
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L1391[17:58:44] <SinbadEV> Make my own slab without reimplementing all the logic... ideally just figure out which classes to extend or implement...
L1392[18:00:39] <Ordinastie_> make a new ItemSlab instance with your own block
L1393[18:01:42] <SinbadEV> That's the new plan
L1394[18:01:59] <Ordinastie_> and you block should extend BlockSlab
L1395[18:03:15] <gigaherz> [00:57] (SinbadEV): Right... but the ItemSlab contains two BlockSlab objects... -- single and double?
L1396[18:03:43] <gigaherz> also as we already deduced: you can't just instantiate BlockSlab
L1397[18:03:46] <gigaherz> you have to extend your own
L1398[18:04:00] <gigaherz> let your IDE create the constructor for you
L1399[18:04:04] <Ordinastie_> tbh, with 1.9, you shouldn't need 2 blocks anymore
L1400[18:04:06] <gigaherz> and leave the rest "blank"
L1401[18:06:15] <SinbadEV> "Shouldn't" is great news... what SHOULD I do?
L1402[18:06:29] <gigaherz> shouldn't often implies "but it does"
L1403[18:07:00] <Ordinastie_> what you should do is read code, understand it, and then adapt it
L1404[18:11:39] <Cypher121> is there a gl option that would make that tnt block render with proper lighting? http://i.imgur.com/Pjs02YU.png
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L1407[18:13:24] <gigaherz> I use this to draw stuff onto GUIs
L1408[18:13:24] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/StackRenderingHelper.java
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L1410[18:13:33] <Cypher121> actually, RenderItem is supposed to set all needed flags itself =\
L1411[18:13:53] <gigaherz> are you calling
L1412[18:13:54] <gigaherz> RenderHelper.enableGUIStandardItemLighting();
L1413[18:13:55] <gigaherz> ?
L1414[18:14:16] <barteks2x> I just realized that I'm using very outdated mapdb version
L1415[18:14:25] <Cypher121> no, I wasn't
L1416[18:14:26] <Cypher121> thx
L1417[18:14:40] <gigaherz> remember to call
L1418[18:14:41] <gigaherz> RenderHelper.disableStandardItemLighting();
L1419[18:14:48] <gigaherz> after you are done drawing items/blocks
L1420[18:15:16] <Cypher121> yeah
L1421[18:16:09] <gigaherz> ugh, gotta sleep
L1422[18:16:12] <gigaherz> cya tomorrow ppl
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L1424[18:17:31] <Nosirrom> anyone know why this code won't remove the bow item from the inventory? http://pastebin.com/EwUepRg2
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L1429[18:22:58] <Biochemic> cya giga
L1430[18:24:26] <Biochemic> Nosirrom: doesn't it use something like ...inventory.consumeItem(..)?
L1431[18:24:56] <masa> not in 1.9
L1432[18:25:09] <Biochemic> ah okay :)
L1433[18:25:27] <Nosirrom> it's just weird because if I tell it to remove an item in slot0 or any slot the bow isn't in... it works
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L1435[18:25:35] <SinbadEV> Hah! Ordi said "read code, understand it, and then adapt it"... I skipped the middle step and it sorta worked anyways! (ugly purple missing textures but the slabs are slabs)
L1436[18:25:36] <Biochemic> seems, that there was a lot changed since 1.7.10 :D
L1437[18:25:48] <SinbadEV> I think I get what's going on now though...
L1438[18:26:24] <masa> Nosirrom: why do you want to delete the bow when it's used though? :o
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L1440[18:26:52] <Cypher121> I guess to make it unusable but to allow it as a crafting item?
L1441[18:26:59] <Nosirrom> yep
L1442[18:27:03] <masa> oh ok
L1443[18:27:20] <Cypher121> isn't that event cancelable?
L1444[18:27:43] <masa> should be
L1445[18:29:27] <Nosirrom> isCancelable says false
L1446[18:31:29] <Cypher121> try setAction with Fail
L1447[18:35:08] <Nosirrom> that worked, thanks. now time to find out why that worked.
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L1450[18:52:24] <Saphire> I do 'read code, understand it, copy where required, add glue'
L1451[18:52:37] <Saphire> how terrible am I?
L1452[18:52:56] <TehNut> literally stalin
L1453[18:53:52] <Biochemic> self explanary code
L1454[18:53:56] <Biochemic> or well documented
L1455[18:54:00] <Biochemic> ^^
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L1460[19:15:37] <SinbadEV> Well... I got my slabs working except for the part where you put two together to make a block...
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L1466[19:25:18] <thecodewarrior> My block states appear to be spending almost 45 seconds during launch creating the table of values. Is there any way to speed that up?
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L1469[19:27:05] <Elucent> any good way to detect if a crop is fully grown using blockstates?
L1470[19:28:24] <masa> which crop?
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L1472[19:28:53] <TehNut> BlockCrops#isMaxAge(IBlockState)
L1473[19:29:06] <masa> thecodewarrior: are you using stupid amounts of variants that get permuted and all the models get baked on launch?
L1474[19:29:33] <Elucent> any vanilla crop
L1475[19:30:09] <Elucent> wondering if there's something better than hardcoding in a metadata value
L1476[19:30:22] <masa> see above what TehNut said
L1477[19:30:49] <Elucent> oh, didnt see that
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L1479[19:30:51] <Elucent> thank you
L1480[19:31:19] <thecodewarrior> Models are baked on demand, and cached. I have 4096 - 16k possible states in my normal blockstate, or including the extended blockstate I have 67,108,864 states. eek!
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L1482[19:32:58] <thecodewarrior> Is there any way around that? Any way to send information to the renderer without having to build a table?
L1483[19:33:58] <masa> now I'm confused, what table of values?
L1484[19:34:52] <thecodewarrior> It builds a table of sorts (thats from what I've seen looking at the code) with every permutation of the blockstate
L1485[19:35:46] <masa> yes, and that's why you don't put all the properties to the blockstate json if you bake them on demand, I think?
L1486[19:37:02] <masa> like, if you have your getModel() method or whatever that takes the extended state, then almost nothing needs to be in the vanilla/forge blockstate json which is what it builds into the permuted blockstates
L1487[19:37:35] <thecodewarrior> But I can't return an extended blockstate from getActualState can I.
L1488[19:37:39] <masa> I hope I'm not talking complete bullshit, since I haven't actually done this myself for blocks...
L1489[19:37:51] <masa> no, that's why you use getExtendedState
L1490[19:39:27] <thecodewarrior> This is all because I have some rather complex and expensive code in getExtendedState for rendering, but unless I do a lot of bodging I can't have some methods (such as collision) use the state without the rendering stuff.
L1491[19:45:46] <Elucent> !gm func_185525_y
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L1497[20:06:33] <Tazz> https://www.youtube.com/watch?v=gSYVKa7ChRM playing with a tweening library :D
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L1499[20:13:41] <thecodewarrior> What's tweening? I assume it's something to do with the sidebar thing.
L1500[20:14:36] <Tazz> Inbetweening or tweening is the process of generating intermediate frames between two images to give the appearance that the first image evolves smoothly into the second image. Inbetweens are the drawings between the key frames which help to create the illusion of motion.
L1501[20:18:38] <tterrag> where exactly are you using it? just to make that animation? that seems like way overkill
L1502[20:19:34] <Tazz> tterrag, Im planning on using it in some different places
L1503[20:19:52] <Tazz> but I needed to learn how to use it so I devised that to play with it
L1504[20:20:40] <Tazz> plus the code is rather pleasent than what it would be without it hah
L1505[20:24:18] <thecodewarrior> If only java had a way to say "Returns self class"
L1506[20:24:31] <thecodewarrior> Easily, I know it's possible, it's just not easy
L1507[20:31:37] <SinbadEV> Well... I've gone from "almost working except for one tiny detail" to "Crashes immediately when placed"
L1508[20:31:46] <vox> net.minecraftforge.common.util.ForgeDirection;?
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L1510[20:32:28] <thecodewarrior> Are you asking where ForgeDirection went?
L1511[20:32:32] <vox> Yep
L1512[20:32:39] <thecodewarrior> It's been replaced by EnumFacing
L1513[20:32:43] <vox> Oh got it
L1514[20:33:01] <vox> The CoFH RF API is using it, should I just replace it?
L1515[20:33:25] <masa> get an up-to-date version of the API
L1516[20:33:30] <TehNut> Why are you porting the RF API yourself
L1517[20:33:35] <vox> I thought this was
L1518[20:33:39] <vox> oh duh branches
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L1521[20:33:52] <vox> derp when I cloned it I just copied out of master
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L1523[20:36:55] <TehNut> Cloning uses the default branch unless you specify one
L1524[20:37:01] <vox> Yep
L1525[20:37:03] <vox> > RF API for Minecraft 1.8.x.
L1526[20:37:03] <vox> EnumFacing still sucks and this is a giant ridiculous leap backwards, but so it goes.
L1527[20:37:05] <vox> Ouch
L1528[20:38:13] <thecodewarrior> It's not great, but the great part is it's used in all of the vanilla code instead of ints.
L1529[20:38:28] <vox> That's true
L1530[20:38:37] <thecodewarrior> I think their main complaint is the lack of an UNKNOWN value. Null checks for all!
L1531[20:41:16] <thecodewarrior> I'm making an item that will allow you to toggle holding on to ladders, what should I call it? I'm thinking of fall arrester or ladder harness.
L1532[20:46:00] <vox> ladder harness is probably fine
L1533[20:46:18] <vox> That's a thing that exists in real life
L1534[20:46:50] <Nosirrom> call it ladder grabber
L1535[20:47:20] <vox> PaleOff btw: http://mods.curse.com/mc-mods/minecraft/241268-immersive-craft
L1536[20:48:19] <thecodewarrior> I like ladder-grabber. I wonder if I should have a random chance that when you start it'll be called laddey-grabbey and have ladder-grabber in the info so you can still search fine. :)
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L1539[20:53:58] <thebookster> hello all
L1540[20:55:22] <thebookster> so, I'm pretty new to modding, and I was hoping someone could explain super basic topics. preferably without me feeling like an idiot
L1541[20:56:44] <thebookster> does anyone know any good 1.8/1.9 open source mods so I can get some ideas on how things work?
L1542[20:57:22] <Disconsented> https://github.com/TheGreyGhost/MinecraftByExample
L1543[20:57:34] <capitalthree> openblocks!
L1544[20:57:36] <thecodewarrior> http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L1545[20:57:47] <thebookster> oh, I didn't know openblocks was updated
L1546[20:58:17] <thebookster> thanks guys!
L1547[20:58:24] <thebookster> (or girls, or etc)
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L1550[21:01:50] <Shuetox> Hello, anyone know of a way to register keypresses from the Item class?
L1551[21:02:02] <Shuetox> basicly i wanna have action connected to WASD
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L1553[21:04:01] <thecodewarrior> mc version?
L1554[21:04:26] <Shuetox> 1.8.9
L1555[21:04:38] <thecodewarrior> It'll be something like http://modwiki.temporal-reality.com/mw/index.php/Networking-1.8.9 or http://modwiki.temporal-reality.com/mw/index.php/Networking-1.9
L1556[21:04:55] <thecodewarrior> It isn't super simple. Unfortunately.
L1557[21:05:18] <Shuetox> i was afraid i would have to use keybinding
L1558[21:05:21] <thecodewarrior> If you want to do existing keybinds I don't know what you can do.
L1559[21:05:35] <Shuetox> will it conflict with existing keybinds?
L1560[21:05:57] <thecodewarrior> I think mezz was working on something for 1.9 that would allow you to have non-conflicting or conditional keybinds
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L1562[21:07:30] <Shuetox> Maybie i should inject a call where minecraft handles movement
L1563[21:08:51] <thecodewarrior> uuuuh, lex won't like that. (hopefully I didn't just ping him)
L1564[21:09:20] <Shuetox> Well no one forces him to play my mod :P
L1565[21:09:48] <Shuetox> but i agree i dont think it's the best option
L1566[21:11:37] <Shuetox> Okay nvm, i found a stupidly easy solution
L1567[21:12:05] <Shuetox> Keyboard.isKeyDown(Keyboard.KEY_A) in the onUpdate method inside the Item class
L1568[21:12:42] <Shuetox> Is there any unforseen stupidity in using that method?
L1569[21:12:55] <thecodewarrior> What if someone binds it to the left arrow?
L1570[21:13:37] <Shuetox> True, i should be able to retrieve their keybinds from somewhere and just check that button?
L1571[21:13:43] <Shuetox> or make it configurable
L1572[21:13:49] <Shuetox> so they can set it to whatever they like
L1573[21:14:09] <Shuetox> they might want something other than the movement keys
L1574[21:14:48] <thecodewarrior> Minecraft.getMinecraft().gameSettings.keyBindLeft
L1575[21:15:24] <Shuetox> oooooh
L1576[21:15:46] <thecodewarrior> You'll still have to some packet stuff if you want the server to do something, but gameSettings.keyBind**** will get you the vanilla keybinds
L1577[21:16:24] <Shuetox> yea i expected the packet thing to be unavoidable
L1578[21:16:58] <thecodewarrior> Yep, server has no concept of keys
L1579[21:17:17] <thebookster> sorry for the possibly silly question, but when a class starts with I (e.g. IBlockState) does that mean something in particular?
L1580[21:17:24] <Shuetox> Interface usally
L1581[21:17:29] <thebookster> also, what is the difference between IBlockState and BlockState?
L1582[21:17:43] <thebookster> sorry, I'm actually pretty new to Java itself
L1583[21:20:39] <thecodewarrior> From what I understand BlockState (later renamed to BlockStateContainer in 1.9) is what creates the IBlockStates depending on what properties you give it, and an IBlockState stores a combinations of values. (they can do more, but that's the gist)
L1584[21:21:09] <thebookster> ooh
L1585[21:22:14] <Shuetox> I'm having trouble why they would need an interface for it tho
L1586[21:22:38] <Shuetox> The only reference to "Implements IBlockState" that i can find is the BlockStateBase
L1587[21:22:51] <Shuetox> Unless they just doing Incase they need
L1588[21:23:22] <thecodewarrior> I don't know why, but I'm glad they did. It helps a lot with allowing stuff like IExtendedBlockStates
L1589[21:24:12] <Shuetox> Oh i didn't know there was a thing like that
L1590[21:29:42] <Shuetox> Anyway thanks for the help thecodewarrior
L1591[21:29:45] <Shuetox> i'm off to sleep now
L1592[21:29:46] <Shuetox> Cyao
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L1594[21:30:12] <SinbadEV> Omigosh! Getting myself into a corner where everything was crashing and having to start over... I figured out what I had done wrong and now I have my new slabs!
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L1596[21:31:49] <vox> Night all
L1597[21:31:51] <vox> o/
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L1601[21:43:11] <thecodewarrior> Can item models have variants?
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L1606[21:57:21] <SinbadEV> Yay Slabs! https://plus.google.com/+WilliamBenjaminJohnDavis/posts/6imXV3xJUrr Also, Good-Night.
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L1608[22:04:49] <thebookster> nice SinbadEV
L1609[22:05:48] <Tazz> nice SinbadEV
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L1619[22:14:15] <infinitefoxes_> does anyone have any stats on the java versions Minecraft players use?
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L1621[22:14:27] <infinitefoxes_> Dinnerbone originally tweeted a year ago that around 60% of players use Java 8
L1622[22:14:46] <infinitefoxes_> but was wondering if there was any newer news as I want to target Java 8 for my mod :p
L1623[22:15:23] <Nosirrom> forge has a warning that you should use java8 now
L1624[22:16:09] <Nosirrom> for the 1.9 at least, I think it's safe to aim for java8.
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L1633[22:29:51] <gigimoi> The java standard is still php3
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L1638[22:39:20] <williewillus> thecodewarrior: they can "use" variants
L1639[22:39:31] <williewillus> item models are basically a map from (item, meta) -> ModelResourceLocation
L1640[22:39:43] <williewillus> a MRL is just a variant in a blockstate json, or a model in models/item/
L1641[22:40:22] <thecodewarrior> Yeah, but if I have a normal item model the variant string does nothing. (as far as I've seen)
L1642[22:42:27] <thecodewarrior> Anybody know somebody who'd be willing to do textures for me? I am incapable of texturing and can't find a texture artist. (Fair warning, I've been spoiled by my first texture artist, but I'll try to be reasonable. Especially if you can tell me a normal turnaround time so I know just how spoiled I am)
L1643[22:43:05] <williewillus> what do you mean by "normal"?
L1644[22:43:27] <williewillus> the models in models/item/ are just a (big) special case because we don't have itemstates
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L1646[22:43:55] <thecodewarrior> That's what I'm talking about.
L1647[22:44:08] <williewillus> the variant string does do something
L1648[22:44:12] <williewillus> you can set it to point to a blockstate json
L1649[22:44:22] <williewillus> or any other variant anywhere else you please :P
L1650[22:45:39] <williewillus> you can do something like ModelLoader.setCustomMRL(item, meta, new MRL("minecraft:log", "axis=y,variant=birch")) and it just works (tm)
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L1657[23:38:27] <unascribed> thecodewarrior, what kind of textures?
L1658[23:39:29] <thecodewarrior> Primarily blocks.
L1659[23:39:37] <unascribed> okay, but what kind of block
L1660[23:40:19] <thecodewarrior> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2656591-catwalks-3
L1661[23:40:29] <thecodewarrior> Right now I need retexturing of the wooden variants
L1662[23:40:53] <unascribed> oh, so modelled stuff
L1663[23:40:57] <unascribed> can't really help then, sorry
L1664[23:41:17] <thecodewarrior> But really I just need a competent person willing to deal with my incompetency.
L1665[23:46:19] <Nosirrom> if you call those textures incompetent you will hate looking at my mod's textures.
L1666[23:54:12] <thecodewarrior> I haven't made a single texture from scratch. The steel ones are from Catwalks 2 and aren't my work, the rusty ones are just steel with some eaten away and a reddish tinge added, and the wooden ones are just vanilla textures smashed together to little success.
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