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L25[01:47:09] <Lordmau5> is getBoundingBox
really deprecated?
L26[01:47:43] <Corosus> for blocks its
probably the one that returns as list of them you want
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L28[01:48:23] <Lordmau5> oh, Corosus, glad
you're here right now :p
L29[01:48:46] <Lordmau5> I might tackle
that one weird particle issue again - though I don't think I'll go
for the 1.8.9 one... Is Weather 2 going to get a 1.9.4 build?
L30[01:48:50] *
Corosus just finished a brain frying session of
overwatch
L31[01:49:07] <Lordmau5> oh neat, hope you
enjoyed it
L32[01:49:12] <Corosus> yeah..... im
just..... a bit behind productivity wise
L33[01:49:18] <Lordmau5> doesn't look like
my type of game, and i really cba to have a try
L34[01:49:30] <Corosus> was working on
merging my newre 1.7.10 features into the 1.8.9 build of things i
have
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L36[01:49:41] <Corosus> its a nice change
from tf2
L37[01:49:57] <Corosus> but uh yeah if the
particle issue is them being invisible i fixed that, ive yet to
push a release though
L38[01:50:03] <Lordmau5> oh?
L39[01:50:11] <Lordmau5> now you've got my
attention - what has actually caused that? :P
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L42[01:50:54] <Corosus> either
TextureStitchEvent got a change from being without a phase to
having one with Pre/Post, or i never noticed, either way, making
sure i only do my work on the Pre phase fixed things
L43[01:51:01] <Corosus> took me way too
long to realize that 1 line fix lol
L44[01:51:08] <Lordmau5> ah yea, good old
Pre phase
L45[01:51:24] <Lordmau5> I have to use that
as well for getting the Fluid textures for my GUI :D
L46[01:51:38] <Corosus> ah hrm
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L48[01:54:51] <Lordmau5> I'll just
shamelessly notify you in the issue report, if that's ok? :P
L49[01:55:00] <Lordmau5> mind you - that
thing is from 25th of February, haha
L50[01:55:06] <Lordmau5> from the*
L51[01:56:03] <Corosus> got a link?
L52[01:56:10] <Corosus> or my own one
L54[01:56:19] <Corosus> ah
L55[01:56:28] <Corosus> i guess a few
issues were made in each persons issue trackers
L56[01:56:32] <Corosus> sec
L57[01:56:36] <Corosus> ill post a
thing
L58[01:56:43] <Lordmau5> k, thanks :P
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L60[01:59:53] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160524 mappings to Forge Maven.
L61[01:59:57] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160524-1.9.4.zip
(mappings = "snapshot_20160524" in build.gradle).
L62[02:00:07] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L74[02:21:19] <Lordmau5> TIL you work on
Tropicraft, Corosus?
L75[02:21:29] <Corosus> ye
L76[02:21:38] <Lordmau5> neat :P
L77[02:21:59] <Lordmau5> it's been a
looooong while since I have checked on that mod - how's it coming
along (besides not that much due to Overwatch, hehe)
L78[02:22:21] <Corosus> the update / rework
to 1.8/1.9 has been...... ehh, slow
L79[02:22:38] <Corosus> most of team
stopped work on it a long time ago, its just me and Cojo now
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L82[02:30:00] <capitalthree> lol I was
going nuts trying to figure out why my mod wouldn't build
L83[02:30:13] <capitalthree> turns out the
runClient and runServer tasks hold open a gradle lock and prevent
other builds >_<
L84[02:30:30] <mezz> done that before,
fun
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L86[02:33:48] <Lordmau5> Remember that one
time I coded in Scala? Fun... >_>
L87[02:34:25] <Lordmau5> it does have it's
pros and cons, gotta say
L88[02:34:27] <Lordmau5> but eh...
L89[02:36:41] <rebecca> so, i'm pondering
one of the limits of a minecraft universe. suppose i want to big a
really big machine in game. 1 chunk of the machine might have
50hoppers moving items and a hopper clock.
L90[02:37:12] <rebecca> given X hardware,
what are the limits of how many chunks of this machine can be
loaded and running on a server?
L91[02:37:59] <fry> try and see :P
L92[02:38:19] <rebecca> oh, i will be, i'm
just trying to gauge the problem in advance
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L95[02:45:55] <capitalthree> Lordmau5: what
were the biggest cons for you?
L96[02:46:27] <capitalthree> rebecca: can
you tell us what X is so we have something to gauge :P
L97[02:46:50] <capitalthree> but at 50
hoppers per chunk I wouldn't worry much
L98[02:47:03] <capitalthree> unless you're
hosting this server on a toughbook from 2005
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L101[02:50:21] <rebecca> capitalthree:
you're misunderstanding. it's not about whether 1 chunk-unit of the
machine will run. but what the limit is. 20? 100? 500?
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L104[02:57:51] <Lordmau5> that was
mid-2014, capitalthree - and I just cba to look into Scala again
:P
L105[02:58:05] <Lordmau5> Java is
sufficient enough for me - I don't need the additional things that
Scala offers (like Traits)
L106[03:02:48] <capitalthree> Lordmau5:
try kotlin :D
L107[03:03:47] <capitalthree> rebecca: I'd
say you're looking at the 200-800 ballpark. I know that's a
stupidly wide range :P and I might be off anyways
L108[03:03:53] <capitalthree> testing
would be ideal
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L111[03:08:07] <rebecca> capitalthree:
hmmm... i was also thinking somewhere in that order of
magnitude.
L112[03:08:32] <rebecca> capitalthree: my
machines will roam. i need to build them a playpen.
L113[03:09:35] <Lordmau5> No I can't be
arsed, thanks capitalthree xD
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L117[03:12:27] <Gregory> What was the last
version of standalone ModLoader?
L118[03:12:31] <capitalthree> rebecca:
hehe. sounds fun!
L119[03:12:49] <PaleoCrafter> rebecca,
have you tried at looking at any large modded server?
L120[03:12:51] <capitalthree> Lordmau5: ok
fair enough. I just suggest it because kotlin is a much much easier
learning curve from java
L121[03:13:02] <capitalthree> it's
designed to improve on it but still be pretty familiar
L122[03:13:42] <Lordmau5> I already have a
bunch of languages that I take care of
L123[03:13:49] <Lordmau5> newest one being
CoffeeScript, which is pretty neat
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L125[03:14:03] <gigaherz|work> Gregory: if
you mean the old modloader that existed before forge was created,
remember that forge is NOT based on that
L126[03:14:17] <gigaherz|work> but I think
there's was a modloader for 1.4.7?
L127[03:14:36] <Lordmau5> ModLoader +
ModLoaderMP
L128[03:14:41] <Lordmau5> those are the
ones I can think of
L129[03:14:45] <Gregory> Oh I know. Just
wondering if it's worth it to build a "bridge" to current
Forge using old ModLoader methods.
L131[03:15:00] <gigaherz|work> no.
L132[03:15:10] <fry> that time was about 3
years ago
L133[03:15:10] <Lordmau5> don't build a
bridge
L134[03:15:14] <Lordmau5> adept to
Forge
L135[03:15:16] <Lordmau5> one of us
L136[03:15:18] <Lordmau5> one of us
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L138[03:15:33] <gigaherz|work> whatever
you have around code-wise, that still uses the old modloader way of
things
L139[03:15:45] <gigaherz|work> would
probably be easier to rewrite from scratch
L140[03:15:55] <Gregory> I already am
using Forge, just updating an old mod, circa Minecraft 1.5
code
L141[03:16:08] <Gregory> Minecraft 1.2.5,
meant to say
L142[03:16:15] <fry> since the changes to
MC itself will far more surpass the changes in the mod loading api
:P
L143[03:16:44] <fry> changing
"extends BaseMod" to "@Mod" will be the least
of your problems
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L145[03:16:58] <rebecca> PaleoCrafter: can
you elaborate?
L146[03:17:18] <gigaherz|work> Gregory:
ugh 1.2.5 code
L147[03:17:26] <Gregory> yeah, i know,
right
L148[03:17:30] <gigaherz|work> if it had
been 1.5, or even 1.4
L149[03:17:38] <gigaherz|work> 1.4.7 code
ports to 1.8 relatively well
L150[03:17:50] <Gregory> Anyone here
remember the old "CaveGen" mod?
L151[03:17:50] <gigaherz|work> I mean not
much worse than 1.7.10
L152[03:18:06] <gigaherz|work> but 1.2.5
was pre-universal?
L153[03:18:07] <rebecca> PaleoCrafter: i
mean, sure, i know there are large, modded servers, but they tend
to try to avoid keeping chunks loaded where possible and are also
highly non-homogeneous
L154[03:18:21] <gigaherz|work> back when
you had separate jars for client and server and such
L155[03:18:33] <gigaherz|work> yeah
chances are you'd have a better time if you start a new
project
L156[03:18:44] <rebecca> PaleoCrafter: my
point being, making comparisons there is hard
L157[03:18:51] <gigaherz|work> and just
reuse bits and pieces of the "logic"/textures
L158[03:19:13] <Gregory> I actually
decided to start modding back in the 1.3.2 days. It's been an
interesting ride to date, I tell ya.
L159[03:19:20] <gigaherz|work> heh
L160[03:19:28] <gigaherz|work> I did my
first modding on 1.4.7
L161[03:19:32] <gigaherz|work> with
forge
L162[03:19:46] <gigaherz|work> I did write
a 1.2.5 bukkit plugin before that
L163[03:19:54] <gigaherz|work> but I don't
count that as modding
L164[03:20:17] <Gregory> Hmm. I have never
touched Bukkit. What's that about?
L166[03:20:22] <PaleoCrafter> sure,
rebecca, but you can them as rough estimates :P
L167[03:20:29] <gigaherz|work> bukkit was
a server-side plugin system
L168[03:20:36] <gigaherz|work> with its
own abstraction layer
L169[03:20:44] <gigaherz|work> rather than
working with the mc classes directly
L170[03:20:51] <asie> Gregory: You need
help?
L171[03:20:57] <asie> At this point you
should rewrite
L172[03:20:58] <PaleoCrafter> "if a
modded server can take X chunks, the game can probably handle this
many of my machines"
L173[03:21:00] <asie> (also, the last
version was 1.6.4)
L174[03:21:16] <rebecca> PaleoCrafter:
yeah, and i have done just that. i can probably expect to be able
to load at least a few hundred chunks
L175[03:21:29] <PaleoCrafter> well then
:D
L176[03:21:43] <rebecca> PaleoCrafter: but
that doesn't really answer my question
L177[03:21:56] <Gregory> Yeah, I'm pretty
much about to rewrite. Just looking at all the changes in world
generation alone in all that time....
L178[03:22:03] <rebecca> but it's a weird
one anyway
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L181[03:23:40] <TonyC_space> hello.
L182[03:23:43] <gigaherz|work> o/
L183[03:23:49] <Gregory> At this point the
biggest cause of frustration is all the SRG name translations
L184[03:24:18] <gigaherz|work> hmm does
mcpbot know 1.2.5? ;P
L185[03:24:29] <gigaherz|work> !gm aa
1.2.5
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L187[03:24:38] <gigaherz|work> !gm a
1.2.5
L188[03:24:42] <Gregory> No clue
L189[03:24:47] <gigaherz|work> probably
not ;P
L190[03:25:09] <PaleoCrafter> it goes back
to 1.5, apparently
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L204[03:42:23] <zenithlight> how are the
mappings made between different patches of MC? wouldn't they break
every patch?
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L207[03:43:36] <PaleoCrafter> zenithlight,
you know SRG names, right? :P
L208[03:44:16] <PaleoCrafter> those can
stay the same between versions
L209[03:44:23] <zenithlight> yeah i know,
but to translate the obfuscated names into SRG, wont the obfuscated
name be different every time it is compiled?
L210[03:44:45] <PaleoCrafter> yeah, but
the responsible people have tools that can figure out the SRG
names
L211[03:45:08] <PaleoCrafter> I don't know
how it exactly works, but I suppose they give it something they
know for sure and it figures it out from there
L212[03:45:46] <zenithlight>
interesting
L213[03:45:46] <Ordinastie_> aren't srg
provided by mojang ?
L214[03:45:52] <PaleoCrafter> don't think
so
L215[03:45:55] <PaleoCrafter> they get
class names
L216[03:45:56] <Ordinastie_> or
s.earge
L217[03:45:58] <PaleoCrafter> but that's
about it
L218[03:46:15] <PaleoCrafter> well, Searge
still works on MCP, yes :P
L219[03:46:35] <PaleoCrafter> and they get
mappings from Mojang in some form, they must not use them
though
L220[03:46:51] <MrZoidbergMD> Is it normal
that when i run my mod out of my IDE (in debug) the values (like
$version) in the mcmod.info are not replaced?
L221[03:47:01] <tterrag> notch names
(obfuscated) => MCP => srg names (what forge uses, and what
mods see at runtime) => MCP again => deobf names (what you
see in dev)
L222[03:47:13] <tterrag> notch names
change completely every update
L223[03:47:23] <PaleoCrafter> that is not
normal, no, MrZoidbergMD :P
L224[03:47:27] <tterrag> MCP manages the
middleman (srg) which means that mods don't have to care about them
breaking
L225[03:47:43] <tterrag> and it also means
that deobf names don't have to be remapped. since srg names are
constant for the life of a function/field
L226[03:47:47] <PaleoCrafter> unless
you've removed stuff from the processResources task
L227[03:47:47] <Lordmau5> and now that
they are cooperating, I assume things can be "updated"
faste,r right?
L228[03:48:12] <Lordmau5> Not in an
instant due to licensing, I assume
L229[03:48:37] <MrZoidbergMD> No i didn’t
mess with the tasks :/
L230[03:48:53] <PaleoCrafter> do you
perhaps use Kotlin?
L231[03:50:18] <PaleoCrafter> actually,
nvm, that shouldn't affect resources
L232[03:50:22] <zenithlight> do you know
of any resource where i can learn more about that step (notch name
-> mcp -> srg)?
L233[03:52:11] <MrZoidbergMD> I use idea
with the standard gradle script. (not kotlin) and when i build my
project its all fine. only when i run it from the ide it says
$version …
L234[03:52:34] <PaleoCrafter> oh, *in*
IDE?
L235[03:52:37] <PaleoCrafter> that's
normal :P
L236[03:52:52] <MrZoidbergMD> Alright
thanks :)
L237[03:52:55] <Gregory>
MrZoidbergMD
L238[03:52:59] <PaleoCrafter> I understood
"out of my IDE" as "not in the IDE"
L239[03:53:04] <Gregory> It gets
translated at build time
L240[03:53:12] <Gregory> into the build
sources
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L242[03:54:43] <MrZoidbergMD> alright
thanks.
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L248[04:11:55] <Fredi100> Hey guys
L249[04:12:30] <Fredi100> Could someone
maybe help me?
L250[04:12:44] <PaleoCrafter> do not ask
to ask
L251[04:12:56] <PaleoCrafter> fry, $ask
must be a thing as well :P
L252[04:13:09] <Fredi100> I am getting
real mad at writing the model files for my blocks
L253[04:13:09] <PaleoCrafter> I want at
least all the old Overbot features
L254[04:13:27] <Fredi100> And i just dont
get it how to write them correctly
L255[04:14:37] <Fredi100> i have read a
few tutorials but every attempt was unsucessfull
L257[04:15:04] <Fredi100> and the biggest
problem is, i have to have this mod running at the off this
day
L258[04:15:53] <Fredi100> omg... this
tutorial... looks... pretty good
L259[04:16:29] <MrZoidbergMD> Yeah :D I
manage to get my little pipe network working with
blockstates^^
L260[04:16:34] <MrZoidbergMD>
*managed
L261[04:16:40] <Fredi100> thank you soooo
much
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L266[04:24:08] <Fredi100> One question
though.
L267[04:24:42] <Fredi100> in the tutorials
i use, it was said that i have to have a blockstate file for my
block, and a model file for my block
L268[04:24:55] <Fredi100> now i only read
about the blockstate file
L269[04:25:04] <Fredi100> do i only need
that one?
L270[04:25:29] <Lordmau5> unless you do
some fancy things with your block, you don't need the model
L271[04:25:36] <Fredi100> thanks
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L278[04:47:09] <gigaherz|work> We need to
give the full information to people
L279[04:47:18] <gigaherz|work> forge
blockstates lets you avoid model files, but IT HAS A COST
L280[04:47:39] <gigaherz|work> if you have
different states that would normally use different model
files
L281[04:47:55] <gigaherz|work> a
resourcepack could have chosen to change just ONE of the models,
without replacing the rest
L282[04:48:10] <gigaherz|work> but using
forge blockstates without model files removes that ability
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L286[04:54:50] <MrZoidbergMD> Can someone
help me out with my blockstate file?
http://pastebin.com/0eWiAyv9 i have a blockstate for
every facing. One default model and submodels for every
blockstate/facing. that works very well. but at the end of the file
i try to use one different model (and only that model) for special
cases. but it looks like nothing different happens in that case: no
new model, no chages nothing. not even an error
L287[04:55:29] <gigaherz|work> I don't
think that will override submodels
L288[04:55:45] <gigaherz|work> you may
need to have each submodel with { "model": null }
L289[04:56:34] <gigaherz|work> your
situation may work better with 1.9 predicated multiparts
L290[04:57:30] <MrZoidbergMD> but the last
case
("north=pipe,south=pipe,west=none,east=none,up=none,down=none“)
doesn’t even override the default model. by the looks of it, it
changes nothing
L291[04:58:04] <gigaherz|work> does it
include ALL the properties?
L292[04:58:10] <gigaherz|work> oh I see
your issue
L293[04:58:15] <gigaherz|work> properties
are in alphabetical order
L294[04:58:17] <gigaherz|work> yours are
not
L295[04:58:29] <gigaherz|work> you have to
write thme as
L296[04:58:32] <MrZoidbergMD> oh shit i
missed that. Thanks a lot!
L297[04:58:35] <gigaherz|work>
down=,east=...
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L326[05:01:49] <MrZoidbergMD> It works
perfectly - Thanks! Do you have by chance reading material handy
for 1.9 predicated multiparts?
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L330[05:02:05] <gigaherz|work> nope, maybe
the mc wiki
L331[05:02:10] <gigaherz|work> has
something for resourepack authors
L332[05:02:17] <Lordmau5> I'll miss every
single one of you that just timed out
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L336[05:02:20] <gigaherz|work> my only
suggestion is: look at the redstone wire json
L337[05:02:23] <Lordmau5> rest in piece,
soldiers..
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L339[05:02:27] <Lordmau5> piece?
L340[05:02:28] <Lordmau5> peace
L341[05:02:29] <Lordmau5> lmfao
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L344[05:02:46] <Lordmau5> Yea, you guys
should be able to figure out that I am tired...
L345[05:03:45] <MrZoidbergMD> oh yeah the
redstone wire is explained in the minecraft wiki
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L350[05:09:12] <Fredi100> The stuff with
the propertyEnum and all that. Do i really have to do that to. Or
is there default stuff? Because the tutorial i used never even said
a word about that
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L352[05:10:26] <MrZoidbergMD> you only
need that if you want to have blockstates which define different
states of your block. for a simple block which looks always the
same you dont need that
L353[05:11:03] <Fredi100> but if i have a
block where every side has a different texture, i would need
it
L354[05:11:13] <TechnicianLP> just use
propertyenum.create(...) like with every other property - if you
want tu use it for enumfacing theres a propertydirection
predefined
L355[05:12:02] <TechnicianLP> different
textures on sides can be different ... do you kown what textures
can be there beforehand?
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L357[05:14:16] <Fredi100> yeah, they are
predefined and dont change
L358[05:15:29] <TechnicianLP> like dirt or
can there be multiple textures for every side?
L359[05:15:44] <Fredi100> like dirt
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L362[05:16:42] <Fredi100> For ecery side i
have one texture and thats it
L363[05:16:44] <Fredi100> okay
L364[05:16:59] <Fredi100> *one
seperate
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L368[05:24:38] <MrZoidbergMD> is there a
way to clear/remove submodels i’ve set previously?
L369[05:25:35] <TechnicianLP> in the forge
blockstate json?
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L371[05:26:07] <MrZoidbergMD> yep
L372[05:26:39] <TechnicianLP> i think you
can just replace that sobmodel with an empty one
L373[05:27:17] <TechnicianLP>
"submodel": { "start": {}}
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L376[05:33:33] <MrZoidbergMD> That sounds
like the think i want to do. But with that i get: Unable to load
block sub-model: 'null java.lang.NullPointerException do i have to
define an empty model and put it there?
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L378[05:34:38] <TechnicianLP> looks like
it ... (i don't know if theres a better approach for this)
L379[05:36:46] <MrZoidbergMD> okay, but i
don’t understand the „start“ part. where would i put the model
there?
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L383[05:39:23] <TechnicianLP>
"submodel": { "start": { "model":
"mod-id:empty" }} where empty.json: {}
L384[05:43:47] <MrZoidbergMD> Thanks that
prevents the error but i think it only adds the empty model to the
submodel, not overrides/clears the ones set previously :/
L385[05:44:56] <MrZoidbergMD> at least my
submodels are still rendered in that case
L386[05:45:11] <TechnicianLP> when you set
your submodel you give it a anme (start in my case) just use that
name to everwrite that submodel? btw wwhy are you setting it if you
want to remove it again?
L387[05:45:38] <gigaherz|work>
MrZoidbergMD: the name only overwrites an existing submodel of the
same name
L388[05:46:03] <gigaherz|work>
"submodel": { "name here" : {
"model": "resloc" } }
L389[05:46:25] <gigaherz|work> I have no
idea what name is given to the sumodels using the
"submodel": "resloc" format
L390[05:46:51] <MrZoidbergMD> aah sorry i
misunderstood the use of the name. Thanks than it should
work.
L391[05:47:06] <MrZoidbergMD> I set
submodels for all blockstates. but in some rare special cases i
have one model which i want to use instead alle the submodels
because it looks better
L392[05:51:47] <luacs1998> well since
there's talk of getting FMP into forge proper
L393[05:52:00] <gigaherz|work> not just
"talk of"
L394[05:52:02] <luacs1998> everyone, what
would you guys want from a simple permissions API?
L395[05:52:03] <gigaherz|work> it was
always the plan
L396[05:52:10] <gigaherz|work> and there's
a PR active
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L398[05:52:23] <gigaherz|work> permissions
api?
L399[05:52:30] <gigaherz|work> something
like the translations
L400[05:52:47] <luacs1998> yeah, since
what i last came up with was thrown out
L401[05:52:54] <gigaherz|work>
Permissions.canDo(player,
"mymod.something.breakTheWorld")
L402[05:53:00] <luacs1998> i'm going back
to the drawing board
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L404[05:53:25] <gigaherz|work> anything
more complicated than that would probably be ignored by me and most
other modders
L405[05:53:37] <gigaherz|work> the
complexity can be in the logic that maps players to permission
strings
L406[05:53:47] <gigaherz|work> and that
shouldn't matter for the API ;P
L407[05:54:03] <luacs1998> heh
L409[05:54:41] <gigaherz|work> how does a
modder work with it?
L410[05:54:52] <gigaherz|work> what does
it require for a mod to ask "can this player do this
action"
L411[05:55:32] <luacs1998>
PermissionManager.checkPermission(player,
"mymod.something.breakTheWorld")
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L413[05:55:41] *
gigaherz|work nods
L414[05:55:55] <luacs1998> there's a lot
more other stuff if you need more granularity
L415[05:56:07] <gigaherz|work> does it do
numeric permissions?
L416[05:56:11] <luacs1998> but such an API
would be a shim to sponge first and foremost
L417[05:56:12] <luacs1998> numeric?
L418[05:56:23] <gigaherz|work> like
suppose there was a "maximum number of private enderchest
networks"
L419[05:56:31] <luacs1998> you get a
boolean yes or a boolean no
L420[05:56:43] <luacs1998> theoretically
that's possible, but the initial draft was rejected by lex
L421[05:57:01] <luacs1998> that's why i
want to restart this conversation, and hopefully have him or
another forge team member in on it
L422[05:57:02] *
gigaherz|work nods
L423[05:57:16] <gigaherz|work> to be
honest: I don't care much for permissions
L424[05:57:21] <gigaherz|work> I don't
play on big servers
L425[05:57:51] <gigaherz|work> from my
point of view, worrying aobut permissions is time that I'm not
doing something fun with my mod
L426[05:57:53] <luacs1998> gigaherz|work,
what i'd like to do is PermissionManager.getPermission(player,
"mymod.something.breakTheWorld") and you get back a
String with a "true", "false" or a number or
something like that
L427[05:58:02] <gigaherz|work> nah not a
string
L428[05:58:02] <luacs1998> heh, i can
understand
L429[05:58:06] <gigaherz|work> if
anything
L430[05:58:09] <gigaherz|work> I'd do like
properties
L431[05:58:12] <MrZoidbergMD> thanks
gigaherz|work TechnicianLP i named all my models and now i can
overwrite them!
L432[05:58:28] <Fredi100> Is there an
example of a block with its IProperty stuff?
L433[05:58:34] <gigaherz|work> Permission
p = PermissionManager.getPermission(player,
"whatever.string", false)
L434[05:58:39] <gigaherz|work> value =
p.getBoolean()
L435[05:58:50] <luacs1998> that's also
workable
L436[05:59:01] <gigaherz|work> where
"false" would be the default value if nothing is
found
L437[05:59:05] <gigaherz|work> this
way
L438[05:59:08] <gigaherz|work> you
couldcache the permission object
L439[05:59:12] <gigaherz|work> and just
query it over and over
L440[05:59:19] <MrZoidbergMD> Fredi100:
The vannilla furnance has property because he is orientable
L441[05:59:31] <Fredi100> thanks ^^
L442[05:59:55] <Ordinastie_>
gigaherz|work, and what would be the benefit over just storing
value ?
L443[06:00:00] <MrZoidbergMD> And also
different textures on most of the sides ;)
L444[06:00:05] <Ordinastie_> why add
another step ?
L445[06:00:53] <gigaherz|work>
Ordinastie_: same as the benefit of having the property objects for
config?
L446[06:00:59] <gigaherz|work> you don't
have to search for the value every time
L447[06:01:20] <Ordinastie_>
<Ordinastie_> gigaherz|work, and what would be the benefit
over just storing value ?
L448[06:01:26] <gigaherz|work> whatever
the object does to store the data needed for lookup would be an
implementation detail
L449[06:01:38] <gigaherz|work> what do you
mean storing value?
L450[06:02:09] <Ordinastie_> or do you
mean permissions will change over time ?
L451[06:02:13] <luacs1998> yes
L452[06:02:16] <gigaherz|work> yes
L453[06:02:18] <luacs1998> permissions
change over time
L454[06:02:19] <Ordinastie_> ah
L455[06:02:24] <gigaherz|work> any server
admin can do /grant player thispermission
L456[06:02:32] <gigaherz|work> or whatever
the command would be
L457[06:02:52] <luacs1998> the command
would be an implementation detail, tbh
L458[06:02:56] <gigaherz|work> yeah
L459[06:03:12] <gigaherz|work> IMO
L460[06:03:16] <gigaherz|work> any more
complexity would be bad
L461[06:03:27] <luacs1998> but is this API
simple enough for you to use?
L462[06:03:38] <gigaherz|work> yes
L463[06:03:44] <luacs1998> Ordinastie_,
?
L464[06:03:49] <gigaherz|work> but
L465[06:03:54] <gigaherz|work> that
doesn't mean I WILL use it
L466[06:04:00] <gigaherz|work> I would
need people to show interest
L467[06:04:03] <gigaherz|work> before I
make the effort
L468[06:04:13] <PaleoCrafter> *somebody*
will propose making it a capability, luacs1998 :P
L469[06:04:23] <luacs1998> i'm thinking if
it should be
L470[06:04:28] <PaleoCrafter> that way a
TE can technically have permissions as well etc.
L471[06:04:41] <Ordinastie_> I'm not fond
of the extra step of getPermission().getBoolean() though
L472[06:04:56] <gigaherz|work>
Ordinastie_: I consider those the lower and upper bound
L473[06:04:59] <gigaherz|work> of
complexity vs usability
L474[06:05:11] <gigaherz|work> low bound:
Permission.getBoolean(x)
L475[06:05:20] <gigaherz|work> upper
bound: Permission.get(x).getBoolean()
L476[06:05:29] <luacs1998> but
PaleoCrafter the thing is that this would just be an in-between
between a mod and a permission provider (which 90% of the time will
be a sponge plugin)
L477[06:05:39] <PaleoCrafter> yeah, of
course
L478[06:05:49] <gigaherz|work> the former
would have a bigger impact on performance, the latter would have a
bigger impact on implementation effort
L479[06:05:56] <gigaherz|work> both are
small impacts, though
L480[06:05:58] <PaleoCrafter> how's
Sponge's capability compat? :D
L481[06:06:13] <gigaherz|work> the key
here, IMO
L482[06:06:21] <luacs1998> i'm not really
sure if permissions would work out as a good capability
L483[06:06:22] <gigaherz|work> is user
interest
L484[06:06:44] <PaleoCrafter> I've only
brought it up because everyone and everything has to be a cap
nowadays :P
L485[06:06:47] <gigaherz|work> I'd be ok
with implementing permissions, IF someone makes an issue on my
mod's trackers requesting them
L486[06:06:53] <gigaherz|work> and I'd add
whatever permissions people ask for
L487[06:07:09] <luacs1998> if i can get
something most forge modders can agree on, i will talk to sponge
and have them implement it with forge adding the API itself
L488[06:07:32] <gigaherz|work> in
Survivalist I implemented near 100% configurability and it still
feels like I wasted time
L489[06:07:34] <gigaherz|work> ;P
L490[06:07:36] <PaleoCrafter> some
permissions might be Forge/plugin-provided as well
L491[06:08:03] <gigaherz|work> the
permission "provider" is really an implementation
detail
L492[06:08:14] <gigaherz|work> what
matters for modders is the api used to query them
L493[06:08:20] <luacs1998> yeah, but you
need providers, don't you?
L494[06:08:47] <PaleoCrafter> I'm thinking
that it might be neat to have something like a "source"
for stuff like IItemHandler etc.
L495[06:09:05] <luacs1998> the value
proposition i'm making is that "sponge will be implementing
this as a provider, if you want your mod to play nice with the
multitude of sponge stuff out there then you should look into
implementing this
L496[06:09:13] <PaleoCrafter> either
through the handler directly or through ICapabilityProvider
L497[06:11:14] <PaleoCrafter> and source
itself would be a cap provider as well, then you could ask
"does the source have the permissions capability?" and
then "does the source have permission to access my
items?" (could both be hidden behind some PermissionManager
thing of course)
L498[06:12:02] <MrZoidbergMD> what
property do i have to set in the blockstates to specify what models
is used for the destruction particles?
L499[06:12:07] <PaleoCrafter> the bonus of
it being a cap is that you could of course query others as
well
L500[06:13:56] <gigaherz|work>
MrZoidbergMD: "textures": { "particle":
"particle texture" }
L501[06:15:34] <gigaherz|work> luacs1998:
i'm not sure that permissions for abstract things will ever
happen
L503[06:16:00] <gigaherz|work> people
aren't going to bother querying permissions when automating
inventory access or things like that
L504[06:16:17] <PaleoCrafter> but it's
cool to have the option :P
L505[06:16:24] <PaleoCrafter> and somebody
might want to, you never know :P
L506[06:16:30] <gigaherz|work> if
IItemHandler#insert/extract rejects a transfer based on
permissions
L507[06:16:33] <gigaherz|work> that's
ok
L508[06:16:40] <gigaherz|work> but if the
modder has to query it before doing the task
L509[06:16:44] <PaleoCrafter> oh, yeah,
no
L510[06:16:49] <MrZoidbergMD> Lordmau5:
The „Remove Leftovers“ step is by far the best one
L511[06:16:55] <PaleoCrafter> see my
proposal above :P
L512[06:17:03] <PaleoCrafter> add a source
to ICapProvider or IItemHandler :P
L513[06:17:12] <gigaherz|work> yeah I
meant as a reply to
L514[06:17:24] <gigaherz|work> [13:09]
(luacs1998): the value proposition i'm making is that "sponge
will be implementing this as a provider, if you want your mod to
play nice with the multitude of sponge stuff out there then you
should look into implementing this
L515[06:17:32] ⇦
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L516[06:17:48] <PaleoCrafter> oh, yeah,
true
L517[06:18:28] <gigaherz|work> you can
hope for permissions like "can this player activate my
machine" (on request -- I doubt barely anyone's going to just
go and implement permissions without knowing their users want
them)
L518[06:18:47] <gigaherz|work> but
"can my machine do this action on this other block" ...
yeah I doubt that will ever happen
L519[06:19:09] ⇦
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L520[06:19:35] <gigaherz|work> it woudl
have to be the other block refusing the action
L521[06:19:47] <gigaherz|work> so yeah I
suppose your idea would be the best for this situation,
PaleoCrafter
L522[06:19:59] <gigaherz|work> have the
originating block be a "permission actor"
L523[06:20:00] <luacs1998> "can this
machine do things on my block"
L524[06:20:15]
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L525[06:20:18] <gigaherz|work> a
Capability<IPermissionActor>
L526[06:20:24]
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L527[06:20:48] <gigaherz|work> where the
actor could be an entity such as a player, or a TE
L528[06:21:28] <gigaherz|work> this
IPermissionActor would probably have some sort of
.getPermissionsUUID()
L529[06:21:39] <gigaherz|work> used to
identify the actor
L530[06:26:15] ⇦
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L531[06:27:24] <luacs1998> sorry, not very
familiar with capabilities here :)
L534[06:29:39] <luacs1998> and in that
case, i would assume the single chest and double chest implement
that interface?
L535[06:29:50] <PaleoCrafter> nope
L536[06:29:58] <PaleoCrafter> the point of
capabilities is to not implement anything ^^
L538[06:30:56] <luacs1998> hmm, alright
thanks
L539[06:31:03] <Ivorius> fry: pong
L540[06:31:05] ⇦
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L542[06:31:12] <fry> ping
L543[06:31:16] <Ivorius>
java.lang.NullPointerException: Unexpected error
L544[06:31:16] <Ivorius> at
net.minecraftforge.client.model.b3d.B3DLoader$B3DState.apply(B3DLoader.java:267)
L545[06:31:18] <Ivorius> This your
fault?
L546[06:31:24] <fry> no idea
L547[06:31:32] <fry> full stack? forge
version?
L548[06:31:36] <fry> what are you
doing?
L550[06:31:52] <PaleoCrafter> fry, are you
ignoring all things regarding Actuarius now? you don't even answer
with "nope" any more :P
L551[06:31:53] <Ivorius> The model worked
in 1.8
L552[06:31:59] <Ivorius>
1.8.8-11.15.0.1655
L553[06:32:03]
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L555[06:33:29] <PaleoCrafter> you're
really updating through all versions, Ivorius? :P
L556[06:33:51] <fry> hard for me to say, a
lot of code changed in the animation stuff
L557[06:34:02] <Ivorius> Should I try
1.8.9?
L558[06:34:04] <fry> it's entirely
possibly it was slightly broken for a bit
L559[06:34:11] <fry> *possible
L560[06:34:14] <fry> yup, try 1.8.9
L561[06:34:21] <fry> or 1.9.4 directly if
you can
L562[06:34:26] <Ivorius> lol
L563[06:34:47] <Ivorius> I at least want a
1.8.9 version if possible :P
L564[06:35:08] <fry> why do you want it
only now? :P
L565[06:35:18] <PaleoCrafter> he's a lazy
bastard :3
L566[06:36:33] <fry> 1.8.8 is almost a
year old
L567[06:36:34] <Ivorius> Pff
L568[06:36:40] <Ivorius> Damn you for
speaking the truth Paleo
L569[06:37:03] <Ivorius> 1.8.8 is not
important
L570[06:37:15] <Ivorius> But I wanted to
get one release out for it if it takes < 20 minutes
L571[06:37:43] <fry> we've been talking
for 6
L572[06:37:52] <fry> forge setup takes
about 10
L573[06:37:55] <fry> good luck :P
L574[06:38:01]
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L575[06:38:37] <Ivorius> Well apparently
I'm skipping to 1.8.9 now
L576[06:38:38] <Ivorius> So
L577[06:39:04] <MrZoidbergMD> why not skip
to 1.9.4? :D
L578[06:39:15] <Ivorius> Because back when
I skipped 1.6
L579[06:39:32] <PaleoCrafter> Because he's
his users' bitch
L580[06:39:33] <Ivorius> I had to deal
with downgraders for like 2 years
L581[06:39:35] <PaleoCrafter> that's what
he is
L582[06:40:15] <MrZoidbergMD> what are
downgraders?
L583[06:40:30] <Ivorius> 'pls update to
1.6'
L584[06:40:41] <Ivorius> When I had a 1.7
version out
L585[06:40:43] <PaleoCrafter> Children
still going to kindergarten
L586[06:40:55] <MrZoidbergMD> Oh okay…
sounds like what PaleoCrafter said :D
L587[06:41:04] <PaleoCrafter> they ain't
first graders yet, just downgraders
L588[06:41:15] <fry> your german
"t" is showing, Paleo :P
L589[06:41:31]
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L590[06:41:44] <Ivorius> Better than his
english d showing
L591[06:41:51] <fry> heh, or my bad
english
L592[06:41:54] <PaleoCrafter> yah :P
L593[06:41:59] ⇦
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L597[06:47:33] <Ivorius>
1.8.9-11.15.1.1902-1.8.9
L598[06:47:49] <Ivorius> Same with
stable
L599[06:48:01] <PaleoCrafter> guess it's
time to skip to 1.9.4 :P
L600[06:48:01] <fry> something is null
that wasn't null before
L601[06:48:11] <fry> can you catch it with
a debugger? :P
L602[06:48:48]
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L603[06:49:08] <fry> (why oh why doesn't
java have a good default toString and why oh why doesn't it print
local vars in the stack traces
L604[06:49:21] <Ivorius> parent is null
fry
L606[06:51:02]
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L607[06:51:43] <fry> node.getParent?
L608[06:51:58] <Lordmau5> good job on
encapsulating what Ivo said :p
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L610[06:52:39] <Ivorius> It's being passed
null from public B3DState(Animation animation, int frame, int
nextFrame, float progress)
L611[06:52:42] <Ivorius> And never
changes
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L613[06:52:55] <fry> I think I fixed that
NPE at some point
L614[06:52:59] <fry> but can't find the
commit
L615[06:53:31] <MrZoidbergMD> Does anybody
have a example/tutorial/reading material for IHighlightHandler for
me?
L616[06:55:33] <PaleoCrafter>
MrZoidbergMD, IWatHandler? :P
L617[06:55:41] <Ivorius> Oh yeah, of
course it never changes
L618[06:55:43] <Ivorius> It's final
L619[06:55:44] <Ivorius> lol
L620[06:56:03] <Lordmau5> ayyy
L621[06:56:12] <PaleoCrafter> Final. Final
never changes.
L622[06:56:30] <Lordmau5> Good reference.
Where was it from again?
L623[06:56:32] <MrZoidbergMD>
PaleoCrafter: i want to show the user that you can select different
parts of my block. if i understand it right, i need an
IHighlightHandler for that
L624[06:57:07] <PaleoCrafter> if there was
such an interface, maybe :P
L625[06:57:10] <PaleoCrafter> but there
isn't
L626[06:57:40] <MrZoidbergMD> oh thats why
i cant find it :/
L627[06:58:43]
⇨ Joins: Snapples (~snow@194.94.240.42)
L628[06:58:55] <Fredi100> okay, i may
sound stupid... but i really dont know what to do now. i read
through the tutorials about blockstates and all that, but my block
still has no textures.
L629[06:59:21] <PaleoCrafter> u dun
goofed
L630[06:59:23] <Lordmau5> you could post
the blockstate and some people in here might have a look :P
L631[06:59:27] <Lordmau5> blockstate
json*
L633[06:59:56] <Ivorius> You borked it
here
L635[07:00:41] <fry> what a small and easy
to read commit >.>
L636[07:01:03] <fry> well, b3dstate might
indeed be borked, but you should be able to use the animation one
to do what you want
L637[07:01:03] <PaleoCrafter> you should
commit more often then :P
L638[07:01:19] <MrZoidbergMD> Fredi100: i
think your empty variants overwrite the default ones
L639[07:01:20] <fry> and it won't be tied
to the b3d format
L640[07:01:20] <Ivorius> What animation
one?
L641[07:01:41] <Ivorius> I don't even call
the code
L642[07:01:50] <Ivorius> It's my item
model
L643[07:02:47] <Fredi100> MrZoidbergMD: i
tried it without now, but still no texture
L644[07:03:04] <fry> well, the b3d test
item from forge doesn't NPE
L645[07:03:21] <Ivorius> Probably because
it hasn't got an animation built in
L646[07:03:31] <fry> it does?
L647[07:03:34]
⇨ Joins: sokratis12GR (kiwiirc@62.221.158.165)
L648[07:03:43] <Ivorius> Then I don't
know
L649[07:03:46] <Ivorius> But my code
worked in 1.8
L650[07:03:49] <Ivorius> Eh, model Ü
L651[07:03:50] <Ivorius> *
L652[07:04:08] <Ivorius> Forge crashes as
soon as it displays my item
L653[07:04:18] <fry> show the code for the
item? :P
L655[07:05:57] <Fredi100> Yeah, thats
where i got my json file from
L656[07:06:09] <Lordmau5> why do you have
the "transform" line in your json?
L657[07:06:32] <Ivorius> Not sure what you
mean
L659[07:08:09] <fry> that addVariantName
shouldn't be needed anymore
L660[07:08:23] <Fredi100> Lordmau5:
Because i dont really know what i am even doing. i am pretty new to
minecraft modding, and startet with 1.7.10 . Because i used a
pretty stupid tutorial i had to update to 1.8 and now i dont know
how to display my stuff
L662[07:09:25] <Lordmau5> German ayyylmao
;P - Is your code on Github perhaps?
L663[07:09:34] <Ivorius> It says to use
registerItemVariants
L664[07:09:40] <Lordmau5> or can you tell
me the structure of where your .png file for the block is
located?
L665[07:09:49] <Lordmau5> e.g.
resources/assets/<modid>/...
L666[07:09:49] <Fredi100> wait
L668[07:10:13] <Fredi100> thats the
repository
L669[07:10:20] <Lordmau5> sweet, gives me
a better overview
L670[07:10:34] ⇦
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L671[07:11:01] <Fredi100> if there are
comment, they will probably be not helpfull because they are most
likely in german
L672[07:11:31] <Lordmau5> I think my
native German will not be an issue here, to be honest
L673[07:11:33] <fry> even
registerItemVariants shouldn't be needed
L674[07:12:00] <fry> MRL you pass there
should be the same as MRL you return from IStateMapper
L675[07:12:04] <MrZoidbergMD> damn here
are a lot of german :)
L676[07:12:26] <fry> or rather
L677[07:12:37] ⇦
Parts: Snapples (~snow@194.94.240.42) ())
L678[07:12:39] <fry>
setCustomModelResourceLocation will call registerItemVariants
L679[07:13:06] <fry> and the problem you
have is probably caused by you pointing directly to the b3d, and
not to the blockstate variant
L680[07:13:08] <fry> (I think)
L681[07:13:56] <Ivorius> Not sure what
you're saying
L682[07:13:59] <Ivorius> What would you
change
L683[07:14:07] <Lordmau5> just out of
curiosity, try and remove the variants part + the
"transform" line, Fredi100
L684[07:14:17] <Fredi100> already did
that
L685[07:14:41] <Fredi100> even tried it
with the gras texture to be sure it is not the fault of the
texture
L686[07:17:54] <fry> Ivorius: put
"inventory" line into the blockstate, and point to
in
L687[07:17:57] <fry> *to it
L688[07:18:20]
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L689[07:18:26] <Ivorius> wat
L690[07:18:29] <Ivorius> In the
blockstate?
L691[07:18:31] <Ivorius> wtf
L692[07:24:37] ⇦
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L696[07:26:29] <Ivorius> fry
L697[07:26:52] <LatvianModder> I think he
gave up
L699[07:27:11] <Lordmau5> okay,
Fredi100
L701[07:27:35] <Lordmau5> your block class
is missing "setDefaultState()" in the constructor - no
idea if necessary, but I compared it with my blocks and I have it.
so might try it with that as well
L702[07:27:48] <Lordmau5> or no wait
L703[07:27:52] <Lordmau5> forget
everything I said
L704[07:27:55] <Lordmau5> I have that
method
L705[07:27:58] <Lordmau5> that's nto a
default metho
L706[07:27:59] <LatvianModder> I didnt
have until yesterday, worked fine
L707[07:28:00] <Lordmau5> method*
L708[07:28:01] <Lordmau5> gargh...
L709[07:28:12] <Lordmau5> or is it?
L710[07:28:16] <Lordmau5> >_>
L711[07:28:27] <Lordmau5> na it's not
nvm
L712[07:28:48]
⇨ Joins: Glassmaker (~Glassmake@78.110.79.137)
L713[07:28:54] <Lordmau5> tired + not
having a dev environment infront of me -> fun
L714[07:29:09] ⇦
Quits: Naiten (~Naiten@82.162.0.244) (Ping timeout: 192
seconds)
L715[07:29:43] ⇦
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L716[07:30:22] <Ivorius> fry: Same
issue
L717[07:30:54] <Lordmau5> out of ideas -
maybe someone else can help you out :/ sorry
L718[07:31:20] <Lordmau5> it might be
something as simple as your IDE just not picking up the resources
folder
L719[07:31:42] <Lordmau5> (and supplying
it during runtime)
L720[07:36:05] ⇦
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()
L721[07:36:38]
⇨ Joins: Temportalist
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L722[07:41:47] <masa> bleh, why is the
vanilla Template code stupid, now I have to basically copy paste
the entire class and change one line, or use a bunch of ATs to
override that one method
L723[07:44:09] <gigaherz|work> ?
L724[07:44:11] <masa> then again, I needed
to customize some other things of it anyway...
L725[07:44:11] <gigaherz|work>
Template?
L726[07:44:18]
⇨ Joins: theFlaxbeard
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L727[07:44:24] <masa> yeah, the Structure
stuff
L728[07:44:27] <gigaherz|work> is that the
class for the structure block?
L729[07:44:44] <gigaherz|work> what are
you trying to do that it won't support?
L730[07:44:45] <masa> not the block
itself, but the template ie. world data it handles
L731[07:44:47] <gigaherz|work> just
wondering
L732[07:45:02] <masa> it doesn't support
negative sizes
L733[07:45:12] <gigaherz|work> o_O
L734[07:45:22] <masa> so I'd have to
translate teh start position myself
L735[07:45:28] ⇦
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L736[07:45:46] <masa> and that becomes a
pain due to the way my item works in other places
L737[07:46:13] <gigaherz|work> heh
L738[07:46:17] <masa> if you look at
Template#takeblocksFromWorld()
L739[07:46:28] <gigaherz|work> no dev env
here ;P
L741[07:46:51] <Lordmau5> Fredi100: any
luck?
L742[07:47:01] <masa> it checks that the
given endPos (whoich should be called size) is all >= 1, but
then it does a startPos.add(size) and then it does Math.min and
math.max internally anyway
L743[07:47:04] <masa> like wtf
L744[07:47:21] <gigaherz|work> lol
L745[07:48:33] <masa> well I guess I could
just add a method for getting the min corner from the start and end
positions
L746[07:48:42] <masa> yeah I'll do
that
L747[07:51:48] ***
amadornes[OFF] is now known as amadornes
L748[07:58:18]
⇨ Joins: Jared (~Jared@2607:5300:100:200::17a0)
L749[08:00:55] <Lordmau5> alrighty this is
interesting - someone good with json here? ;P
L750[08:01:13] <Lordmau5> oh wait, one
sec
L751[08:02:34] <gigaherz|work> there isn't
really that much to know about json
L752[08:02:35] <masa> hmm actually no this
is terrible I can't fix it just by doing this, or I'd need other
hacks for the proper placement
L753[08:02:49] <Jared> Hey, does anyone
know what happened to "activeChunkSet" in World in
1.9.4?
L754[08:02:57] <Lordmau5> yea I goofed up
with a comma too much apparently
L755[08:03:01] <Lordmau5> got a
"malformed json" error
L756[08:03:44] <gigaherz|work> a value is
simply: number or "string", or [<value>,
<value>, ...] or { "key": <value>, ...
}
L757[08:03:51] <gigaherz|work> I hate that
of json
L758[08:04:08] <gigaherz|work> the
strictness of not allowing comma at the end of an
array/object
L759[08:05:36] <MrZoidbergMD> Yeah thats
the worst…. not accepting the comma at the end…
L760[08:06:26] ⇦
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L761[08:06:57] ⇦
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MrZoidbergMD)
L762[08:08:57] <AKTheKnight> hjson is
bae
L764[08:11:23] <fry> why is it better than
500 other slightly-incompatible json alternatives?
L765[08:11:59] <Lordmau5> ^
L766[08:12:06] <gigaherz|work> this isn't
"slightly incompatible" it seems
L767[08:12:11] <gigaherz|work> it's like
the kotlin of json
L768[08:12:20] <gigaherz|work> allows
removing quotes for keys and string values
L769[08:12:30] <gigaherz|work> allows
comments with // /**/ and #
L770[08:12:37] <gigaherz|work> allows
multiline strings
L771[08:12:54] <gigaherz|work> allows
adding a comma at the end of the last element, or just remove all
commas and use line breaks
L772[08:13:13] ***
cpw|out is now known as cpw
L773[08:13:25] <gigaherz|work> eh not
kotlin
L774[08:13:31] <gigaherz|work> the one
that was a superset of java
L775[08:13:33] <gigaherz|work> too many
new names
L776[08:13:51] <PaleoCrafter> if you wanna
use JSON for configs, just use HOCON xD
L777[08:14:06] <gigaherz|work> or don't
use json at all and use my GDDL ;P
L778[08:14:32] <fry> why is it better than
500 other slightly-incompatible json alternatives?
L779[08:14:34] <PaleoCrafter> nah
L780[08:14:52] <PaleoCrafter> because it's
from the creators of Scala, fry :P
L781[08:15:53] <fry> I know what hocon is,
and when to use it :P
L782[08:16:09] <PaleoCrafter> for configs,
yes :P
L783[08:16:09] <fry> but "it's from
creators of X" is one of the shittiest arguments to make
L784[08:16:15] <PaleoCrafter> of course it
is
L785[08:16:23] <PaleoCrafter> but HOCON's
cool
L786[08:16:36] <Lordmau5> The PS4 is more
powerful than a PC because it's from Sony
L787[08:16:40] <Lordmau5> did I do it
right? :^)
L788[08:16:46] <fry> yup, sounds about
right
L789[08:16:49]
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L790[08:16:55] <Lordmau5> I mean come
on
L791[08:17:03] <Lordmau5> that thing got
what, 500GB GDDR5 Memory Bandwidth?
L792[08:17:12] <gigaherz|work> lol they
wish
L793[08:17:19] <fry> GDDL :P
L794[08:17:51] <Lordmau5> gigaherz|work:
Remembered that from a post on PCMR :D
L795[08:17:55] <gigaherz|work> GDDL is a
langauge I designed a while ago while I was bored at uni
L796[08:18:06] ***
PaleoCrafter is now known as PaleOff
L797[08:18:06] <gigaherz|work> I wrote a
crappy parser for it
L798[08:18:16]
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L799[08:18:18] <gigaherz|work> and used it
for a game engine I was writing at the time
L801[08:18:24] <gigaherz|work> which used
lua for scripting
L802[08:18:30] <gigaherz|work> along with
this description language
L803[08:18:42] <gigaherz|work> then last
year I polished the syntax a bit
L804[08:18:52] <gigaherz|work> and wrote a
fully custom recursive descent parser
L805[08:18:57] <gigaherz|work> in C#, then
in Java
L806[08:19:18] <gigaherz|work> but that's
as far as it goes
L807[08:19:32]
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L808[08:19:33] <gigaherz|work> as you said
"it must be good because gigaherz wrote it" isn't really
a reason ;P
L810[08:19:50] <gigaherz|work> I just like
how it feels.
L811[08:20:10] ⇦
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L813[08:21:09] <fry> "while I was
bored at uni" is not a good way to sell your language :P
L814[08:22:43] <DebugsPeople> what's going
on here?
L815[08:23:41] <AKTheKnight> It's not a
good way to sell uni either :P
L816[08:24:45] <Lordmau5> but is it a good
way to sell?
L817[08:25:01] <gigaherz|work> i'm not
selling it
L818[08:25:05] <gigaherz|work> XD
L819[08:25:10] <Lordmau5> did I say
"sell it"?
L820[08:25:14] <Lordmau5> I just said
"sell" in general
L821[08:25:18] <gigaherz|work> no but fry
did
L822[08:25:24] <gigaherz|work> if I wanted
to sell my gddl
L823[08:25:28] <gigaherz|work> first thing
I'd do is add unit testing
L824[08:25:29] <gigaherz|work> ;P
L825[08:26:27] <fry> you're talking about
it = you're selling it :P
L826[08:26:54] <gigaherz|work> more like
begging? ;P
L827[08:26:57] <fry> and we're paying with
our time :P
L828[08:27:21] <gigaherz|work> heh
L829[08:28:47] <Lordmau5> can you refund
the time we spent listening to you?
L830[08:28:50] <Lordmau5> I thought
so.
L831[08:28:55] <Lordmau5> :P
L832[08:29:12]
⇨ Joins: Benimatic
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L833[08:29:19] <gigaherz|work> wait wait,
I just mentioned it in passing, you requested more
information
L834[08:29:23] <gigaherz|work> there's no
refunds for that ;p
L835[08:29:58] <AKTheKnight> We thought it
would be better
L836[08:30:03] <AKTheKnight> So asked for
more :P
L837[08:30:06] <gigaherz|work> it IS
better
L838[08:30:09] <gigaherz|work> just not
"professional"
L839[08:30:10] <gigaherz|work> ;P
L840[08:30:39] <gigaherz|work> at one
point, I was going to implement a "replacement engine" to
it
L841[08:30:57] <gigaherz|work> that would
haveturned the language into a functional language able to perform
lambda calculus
L842[08:31:13] <gigaherz|work> (decided
against it, though)
L843[08:33:01]
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L844[08:33:08] <fry> writing a language is
easy
L845[08:33:15] <fry> writing a useful
language is hard :P
L846[08:33:36] <gigaherz|work> I do use it
myself
L847[08:33:40] <gigaherz|work> on my wip
irc client
L848[08:33:43] <gigaherz|work> for the
configuration files
L849[08:33:55] <fry> that obviously
doesn't count :P
L850[08:34:27] <fry> "I use it"
!= "it's more useful than alternatives"
L851[08:34:47] <gigaherz|work> "more
useful than the alternatives" is bs though
L852[08:34:54] <gigaherz|work> every
option has its own optimal use cases
L853[08:35:12]
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L854[08:35:33] <fry> if you take personal
familliarity into the picture, then of course any language you're
intricately fammiliar with the implementation of will win
L855[08:35:44] <gigaherz|work> the
language probably doesn't work well in cases where the json syntax
is optimal
L856[08:36:39] <gigaherz|work> but there's
plenty of cases where my language would represent the contents
better than json
L857[08:37:18]
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L860[08:43:41] <luacs1998> gigaherz|work,
Ordinastie_
L861[08:44:46] <gigaherz|work> I'll take a
look later, gotta be going
L862[08:44:52] ⇦
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L871[09:05:00] <LatvianModder> tterrag:
"Fix screenshot link paths on Windows (#2886)" Does this
mean screenshot links are now clickable ingame from DevEnv?
L872[09:05:07]
⇨ Joins: Xilef11 (~xilef11@209.195.101.19)
L873[09:05:58] <fry> one should hope so
:P
L874[09:07:03] <LatvianModder> because
that has annoyed me since 1.6
L875[09:07:31] <fry> why did you never
report it? :P
L876[09:07:55]
⇨ Joins: smbarbour
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L877[09:08:39] <LatvianModder> Because I..
never have ever reported a bug to forge :P
L878[09:08:48] <luacs1998> kek
L879[09:08:56] <LatvianModder> Im scared
ya know. Not really im just waaay too lazy
L881[09:10:11] <luacs1998> "NOW IS
THE TIME TO STAND UP"
L882[09:10:17] <luacs1998> - local
opposition party
L883[09:10:50] <LatvianModder> lol
L885[09:11:30] <LatvianModder> fry... why
are you fry not rainwarrior? :P
L886[09:11:42] <fry> cause it's
shorter
L887[09:12:15] <LatvianModder> luacs1998:
shhh... its a super tricky situation :D
L889[09:12:43] <LatvianModder> I have to
be reaalllly smart about how I make that. Or else im fucked
:P
L890[09:12:55] <luacs1998> why not just
--username XXXXX --password XXXXX in the launch args?
L891[09:13:02] <luacs1998> or am i still
missing something?
L892[09:13:06] <LatvianModder> yep
L893[09:13:30] <MrZoidbergMD> luacs1998:
there was a reason why he couldn’t do that, i forgot
L894[09:13:32] <Temportalist>
MrZoidbergMD: o/
L895[09:13:35] <LatvianModder> I
personally use --username LatvianModer --uuid <my uuid is way
too long to type out>
L896[09:13:54] <AKTheKnight> Wait. Fry is
rainwarrior? :o
L897[09:13:59] <AKTheKnight> Stuff makes
sense now
L898[09:14:01] <Temportalist> AKTheKnight:
yes
L899[09:14:05] <LatvianModder> Even his
irc nick is that..
L900[09:14:07] <Temportalist> luacs1998:
because gradle task runClient
L901[09:14:15] <AKTheKnight> I don't check
irc nicks :P
L902[09:14:15] <luacs1998> just use your
IDE :X
L904[09:14:25] <LatvianModder> those are
my args
L905[09:14:43] <MrZoidbergMD>
Temportalist: railcraft can read that from file… and in the
build.radle you can see who he does that… hope it helps
L906[09:14:47] <Temportalist> luacs1998:
if I always use the IDE, the resources sometimes stop working. My
suspicion is getAssets task
L907[09:15:09] <Temportalist>
MrZoidbergMD: Thank you. Very insightful
L908[09:16:22]
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L909[09:16:54] <luacs1998> Temportalist,
what IDE you using lol
L910[09:16:59] <Temportalist> IDEA
L911[09:17:28] <Zidane> luacs1998, I read
that issue and I'll just say it made my day :p.
L912[09:17:58] ⇦
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L913[09:18:35] <Temportalist> And thus, a
super basic Morph 1.9.4 version is ready :D
L914[09:19:02] <MrZoidbergMD> Morph
<3
L915[09:19:13] <Temportalist> It wont be
under the morph name
L916[09:19:17] <luacs1998> Zidane, i have
an itching feeling that was sarcastic or irony
L917[09:19:25] <Zidane> Not at all
L918[09:19:33] <Temportalist> But this mod
will have very similar function as far as the Morph aspect
goes
L919[09:19:59] <Temportalist> luacs1998:
Nope, functional (albeit without fancy transitions) and with basic
abilities
L920[09:20:29] <luacs1998> "i haven't
played modded mc in a year" - amaranth
L921[09:20:36] <luacs1998> that statement
probably applies to me
L922[09:21:02] <LatvianModder> Me
too
L923[09:21:14] <LatvianModder> I havent
played since fall, I think
L924[09:21:28] <LatvianModder> I have
played for minutes, but that doesnt count
L925[09:21:39] <luacs1998> i do dabble
once in a while
L926[09:21:49] <AKTheKnight> I hadn't for
ages
L927[09:21:53] <luacs1998> but that's in
an ageing 1.7.10 mmc instance i was supposed to retire half a year
ago
L928[09:21:54] <AKTheKnight> Now Im doing
SF2.5
L929[09:21:57] <AKTheKnight> Kinda
enjoying it
L930[09:22:12] <luacs1998> looking for a
nice light 1.9 pack i can use to get myself in again
L931[09:22:19] <luacs1998> but for now
it's been a lot of cities skylines
L932[09:23:30] ⇦
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L933[09:24:04] <AKTheKnight> ooh
L934[09:24:09] <AKTheKnight> Might have to
grab that again
L935[09:25:04]
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L940[09:39:51] <sham1> G'day
L941[09:39:59] <Temportalist> o/
L942[09:40:16] <sham1> It's way too hot
here
L943[09:40:44] <sham1> 24 centigrade
L944[09:41:06] <Temportalist> isnt that
pretty cool
L945[09:41:07] <Temportalist> ?
L946[09:41:19] <Temportalist> ohp
L947[09:41:20] <Temportalist> nope
L948[09:41:22] <Temportalist> haha
L949[09:41:28] <justJanne> 24 is way too
cold
L951[09:41:32] <justJanne> *me
shivers
L952[09:41:43] <Temportalist> 75.2F yup
nope
L953[09:41:52] <sham1> Well, when we
consider that it is a quarter from the temperature needed to boil
water
L954[09:41:54] <justJanne> everything
below 85F is cold IMO
L955[09:41:54] <Temportalist> that is
definitely getting warm
L956[09:41:58] <MrZoidbergMD> If i use the
api of other mods (like Weila) - what is the propper way to include
them? If i use dependencies {compile} my mod depends on weila?
which i want to avoid… it should be optional. Is there a propper
way to do that?
L957[09:42:02] <IoP> damn 27C in my
home
L958[09:42:05] <Temportalist> justJanne:
nope
L959[09:42:22] <Temportalist>
MrZoidbergMD: I believe so
L960[09:42:30] <sham1> >Anything below
29 Celsius is cold
L961[09:42:31] <justJanne> MrZoidbergMD:
you should be able to mark a dependency as "provided":
Required at compile time, but not packaged into the jar
L962[09:42:31] <sham1> Wat
L963[09:42:32] <Temportalist> I think its
the dependencies and then just proper coding
L964[09:43:07] <Temportalist> sham1: that
person just lives in hell
L965[09:43:13]
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L966[09:43:14] <sham1> ya
L967[09:43:14] <Temportalist> its always
boiling there
L968[09:43:38] <justJanne> In fact, I live
further north than 95% of the population of canada, and half of
alaska: Germany
L969[09:43:48] <sham1> I live in
Finland
L970[09:43:52] <sham1> So there's
that
L971[09:43:56] <sham1> I am not used to
warmth
L972[09:44:02] <justJanne> huh?
L973[09:44:06] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Quit: Leaving.)
L974[09:44:09] <justJanne> not using sauna
daily?
L975[09:44:18] <IoP> justJanne: it's
different thing
L976[09:44:40] <sham1> You normally are
there for like half-an-hour tops if you are not crazy
L977[09:44:47] <Temportalist> justJanne:
like i said, hell. ;D
L978[09:45:00] <sham1> This however is
continuous heat applied all day every day
L979[09:45:06] <IoP> And you can control
sauna and amount of sauna, weather is harder to control
L981[09:45:25] <sham1> With no air
conditioning other than opening a window because this is a flat
build around the 70s
L982[09:45:25] <Lordmau5> and I'm not
depending on WAILA
L983[09:46:03] <justJanne> sham1: I have
no air conditioning either, but I’m in a brick house – we never
heat, or use AC, and have 20°C 24/7/365
L984[09:46:17] <justJanne> except when I’m
using several PCs to train neural networks, then we have 40°C
L985[09:47:11] <sham1> Neural
networks
L986[09:47:23] <sham1> Now don't go around
building Skynet just yet
L987[09:47:32] <IoP> sham1: fan make +25C
tolarable
L988[09:47:47] <LatvianModder> shadow
makes 25C tolarable
L989[09:47:58] <IoP> nope
L990[09:48:03] <sham1> Rain makes 25C
tolerable
L991[09:48:05] ***
DRedhorse is now known as DonAway
L992[09:48:07] <justJanne> sham1: neural
networks are common about everywhere now – I think Sethbling even
trained one to play Mario.
L993[09:48:14] <LatvianModder> the sun
doesnt shine in my room until evening :P
L994[09:48:20] <Lordmau5> The apocalypse
makes 25C tolerable
L995[09:48:35] <justJanne> They’re common
as AI for a lot of things, are used to recognize objects in images,
etc, and especially useful for AI that adapts to players
L996[09:48:44] <sham1> justJanne, that was
a joke
L997[09:48:51] <sham1> You may have heard
of them
L998[09:48:57] <justJanne> imagine if
every skeleton in minecraft would learn from the failures of every
other skeleton (btw, someone should make that into a mod)
L999[09:48:57] <Lordmau5> jokes?
L1000[09:48:58] <Lordmau5> HERE?!
L1001[09:48:59] <Lordmau5> no.
L1002[09:49:04] <justJanne> jokes? Sorry,
I’m German ;P
L1003[09:49:11] <sham1> I forgot
L1004[09:49:12] <Lordmau5> Oh no, it's
spreading
L1005[09:49:27] <Lordmau5> at some point
this channel will be overran by Germans, trust me
L1006[09:49:34] ***
cpw is now known as cpw|out
L1007[09:49:44] <MrZoidbergMD> Lordmau5:
Dafür!
L1008[09:49:45] <sham1> Well there is a
considerable population of North Europeans here
L1009[09:49:51] <justJanne> I recently
saw a class in IC2 called Rezepte >_>
L1010[09:49:59] <Lordmau5> ayy
L1011[09:49:59] <justJanne> that was like
o.O
L1012[09:50:10] <Lordmau5> Recepies is a
good one, too
L1013[09:50:13] <Lordmau5> I remember
seeing that somewhere
L1014[09:50:25] <Lordmau5> Mhhm...
pies...
L1015[09:50:28] <justJanne>
getSpendedEnergy is also nice
L1016[09:50:37] <Lordmau5> lmfao
L1017[09:50:40] <sham1> Splendid
L1018[09:50:45] <Lordmau5>
getSplendidEnergy, yes
L1019[09:50:49] ***
cpw|out is now known as cpw
L1020[09:51:21] <Lordmau5> I'm still
waiting for the day that Harvestcraft will get a huge
refactor...
L1021[09:51:46] <sham1> Why is every
Youtube programming presentation narrated by an Indian person
L1022[09:52:06] <Lordmau5> wait
L1023[09:52:08] <Lordmau5> wut
L1024[09:52:13] <Lordmau5> Harvestcraft
got packages now?!
L1025[09:52:30] <justJanne> that
sounds... painful
L1026[09:52:37] <thor12022> aww, but flat
files were where it was at
L1027[09:52:49] <Lordmau5> flat files
made it special... and a pain to look at
L1028[09:52:58]
⇦ Quits: Necr0
(~Necr0@p200300700D0AA2BC20123F666765586D.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds)
L1029[09:53:29] <Lordmau5> uhm
L1030[09:53:39] <thor12022> I just
assumed she'd lost the code and had to rebuild it from a
decompile
L1032[09:53:58] <MaelstromPhx> lol
L1033[09:54:16] <Lordmau5> probably in
regards to the IInventory interface, as indicated in the method
right underneath it
L1034[09:54:22] <sham1> It created a new
ArrayList of Integer
L1035[09:54:23] <sham1> Obviously
L1036[09:54:29] <justJanne> Lordmau5:
something is "fieldList", it’s used everywhere in
there
L1037[09:54:40] <justJanne> getField(id)
= something.get(id);
L1038[09:54:46]
⇦ Quits: Fredi100 (~Fredi100@84.114.180.113) (Ping timeout:
192 seconds)
L1039[09:54:47] <justJanne> fieldcount()
= something.size();
L1040[09:54:47] <justJanne> etc
L1041[09:54:48] <Lordmau5> errr
L1042[09:54:51] <justJanne> definitely
fieldList
L1043[09:55:03] <Lordmau5> if I would
have a bit too much free-time I would offer a complete rewrite on
that mod, tbh
L1044[09:55:20] <justJanne> I’m currently
working on my own enet, cause gregtech’s enet is too unrealistic
for my opinion, and I already started with bugtracker, proper
modularization, and unit tests before I had even 30 lines of code –
years of experience teach you to avoid bad code quality, lol
L1045[09:55:44] <justJanne> I couldn’t
work with harvestcraft’s code situation, probably.
L1046[09:55:58] <Lordmau5> there's a
certain point where you just can't fix what is already broken
L1047[09:56:01] <justJanne> Some people
can work with that, and I admire them sometimes.
L1048[09:56:03] <Temportalist> Does
WorldTickEvent run both client and server side?
L1049[09:57:03] ***
kroeser|away is now known as kroeser
L1050[09:59:06] <Lordmau5> either way,
finally ready to leave work since it's 5pm \o/
L1051[09:59:22] ***
DonAway is now known as DRedhorse
L1052[09:59:24] <MrZoidbergMD> btw is
there a reason the new forge version have the mc version at the
beginning and the end? 1.9.4-12.17.0.1910-1.9.4
L1053[09:59:41] <Temportalist> stable vs
experimentals
L1054[09:59:43] <justJanne> MrZoidbergMD:
they switch with and without that like every second version
L1055[09:59:50] <justJanne> it’s
weird
L1056[09:59:57] <Temportalist> I dont
think stables have the trailing -1.9.4
L1057[10:00:03] <Temportalist> I think
that is only experiemental versions
L1058[10:01:12] <fry> the git branch is
appended to the end
L1059[10:01:22] <fry> and nothing is
appended for the master branch
L1060[10:01:39]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1061[10:01:40] <Temportalist> And that
would be why haha
L1062[10:02:13] <MrZoidbergMD> Good to
know :)
L1063[10:03:23] <Wuppy> hold the
door!
L1064[10:03:30] <justJanne> hodor?
L1065[10:03:33] <Lordmau5> that GoT
reference though
L1066[10:03:43] <Wuppy> hodor :(
L1067[10:03:52] <fry> stop with the
spoilers
L1068[10:03:54] <Lordmau5> <- doesn't
even watch GoT but still knows about such little things
L1069[10:03:54] <fry> jeez
L1070[10:04:09] <Wuppy> it has only been
posted on facebook like 50 times today
L1071[10:04:09] <fry> 3 idiots
L1072[10:04:17] <Lordmau5> hmm?
L1073[10:04:20] <fry> only 1 day since
the episode
L1074[10:04:35] <Lordmau5> 2, if you take
the leak into account
L1075[10:04:37] <justJanne> I don’t watch
GoT either, fry
L1076[10:04:45] <MrZoidbergMD> which
leak? o0
L1077[10:04:49] <fry> that's not an
exuse
L1078[10:04:54] <Lordmau5> HBO
accidentally leaked it one day early
L1079[10:04:59] <MrZoidbergMD> Uh
nice
L1080[10:05:01] <Lordmau5> and obviously,
it went over various torrent sites
L1081[10:05:16] <MrZoidbergMD> i wonder
how that happened :D
L1082[10:05:21] <Lordmau5> idiots
L1083[10:05:38] <Lordmau5> only realistic
explanation, haha
L1084[10:06:12] <fry> "lalala I
don't even watch it I don't care but I'll spoil it
anyway"
L1085[10:06:12] <sham1> Spoilers
L1086[10:06:17] <sham1> When will they
stop
L1087[10:06:33] <Wuppy> nevah
L1088[10:06:38]
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Connection reset by peer)
L1089[10:06:40] <fry> "I folllow
shitty people on facebook so I'll act like them too"
L1090[10:06:51] <Wuppy> also, sorry I
never spoil normally but this :(
L1091[10:07:02] <justJanne> fry: more
like "I don’t know if it’s a spoiler or months old, I only got
the reference somewhere online"
L1092[10:07:20] <fry> if you know
nothing, then shut up
L1093[10:07:22] <sham1> Who watches GoT
anyways before reading Story of Fire and Ice
L1094[10:07:27] <Lordmau5> Hmm?
L1095[10:07:39] <sham1> Song of Ice &
Fire*
L1096[10:07:42] <sham1> Excuse mua
L1097[10:07:46] <fry> I do
L1098[10:07:51] <Wuppy> for this season
it isn't written yet
L1099[10:07:57] <fry> exactly
L1100[10:08:17] <fry> so this is both a
show and a book spoiler
L1101[10:08:29] <fry> idiots.
L1102[10:08:44] <Wuppy> the book and the
show have departed from each other though
L1103[10:09:20] <sham1> Could someone
tell me who decided in FSF to not release GPL3 formatted as
Markdown
L1104[10:09:23] <sham1> I mean
really
L1105[10:09:25] <sham1> Why
L1106[10:09:32] <Xilef11> what happened
to Block#onNeighborBlockChange in 1.9.4?
L1107[10:09:47] <MrZoidbergMD> Xilef11:
renamed
L1108[10:10:20] <heldplayer> Have you
watched the latest episode yet fry?
L1109[10:10:26] <fry> of course I
did
L1110[10:10:36] <Xilef11> to what? the
bot just says "no results found"
L1111[10:11:46] <MrZoidbergMD> Xilef11:
public void onNeighborChange(IBlockAccess world, BlockPos pos,
BlockPos neighbor)
L1112[10:13:03] ***
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L1116[10:15:02] ***
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L1121[10:26:15] <Xilef11> what's with all
the deprecated stuff in 1.9.4?
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L1124[10:27:21] <MrZoidbergMD> i’ve been
told to ignore a lot of that
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L1126[10:27:31] <fry> -_-
L1127[10:27:34] <TechnicianLP> its
basically mojangs saying dont call this method from outside
L1128[10:27:37] <fry> ignore all those
silly people
L1129[10:27:44] <fry> that tell you to
ignore things
L1130[10:27:57] <fry> and yes, this
statement is self-referential
L1131[10:30:50] <Xilef11>
net.minecraft.util.text.translation.I18n <- ignore the
@deprecated or there is something else to translate ?
L1132[10:31:05] <fry> the client
I18n
L1133[10:34:21] <Xilef11> but that can't
be used in server classes right? like ICommand
implementations
L1134[10:35:16] <fry> don't translate on
the server :P
L1135[10:37:22] <Xilef11> So I guess I
have to use my proxy for stuff like Icommand#getCommandUsage
?
L1136[10:38:27] <fry> looking at a random
vanilla class
L1137[10:38:33] <fry> you should return
the unlocalized string
L1138[10:39:39] <Xilef11> oh
L1139[10:41:08] <MrZoidbergMD> Was
IUpdatePlayerListBox renamed in 1.9?
L1140[10:41:15] <fry> ITickable
L1141[10:41:17] ***
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L1142[10:41:19] <MrZoidbergMD> ty
L1143[10:41:35]
⇦ Quits: auenfx4 (David@DC-72-89.bpb.bigpond.com) (Remote
host closed the connection)
L1144[10:42:12] <MrZoidbergMD> is there a
way to say how often i need an update? i dont need an update that
often
L1145[10:42:33]
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L1148[10:48:18] <TechnicianLP> regular
basis or random ticks? if it has to be on regular basis you will
have to skip some ticks manually
L1149[10:50:13] <Xilef11> what about
Item#addInformation ? that is client-side but importing the client
I18n would crash a dedicated server
L1150[10:50:19] <MrZoidbergMD> regular… i
looked at random ticksbut they are a bit to random for this
L1151[10:50:54]
⇨ Joins: kimfy_
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L1152[10:51:03] <TechnicianLP> then you
will have to to a return if no update is required
L1153[10:51:19]
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L1154[10:51:27] <MrZoidbergMD> yeah but
that costs a bit of ressources every tick :(
L1156[10:57:17] ***
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L1157[10:58:12] <AKTheKnight>
LatvianModder: Same. Just hope I'm actually around to see it
L1158[10:58:42] <fry> you people are the
reason reality tv exists :P
L1159[10:59:02] <AKTheKnight> Reality tv
is nothing compared to the minecraft community :P
L1160[10:59:12] <AKTheKnight> We have
more gossip than the kardashians
L1161[10:59:20] <MrZoidbergMD> because of
the permission discussion?
L1162[11:00:56] <AKTheKnight> yup
L1163[11:04:15] <LatvianModder>
"Reality tv is nothing compared to the minecraft
community" golden words
L1165[11:05:03] <fry> guess what, you're
part of the problem
L1166[11:07:19] <masa> bleh I'm doing
block/rea rotation stuff again... my dumb brain is melting
L1167[11:07:24] <masa> *area
L1168[11:09:00]
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L1171[11:11:17] <Dhs92> Why is
this?
L1172[11:11:50] <MrZoidbergMD> Is there a
way to display collisionBoundingBoxes onGame? (to see if i did mine
right)
L1173[11:12:01] <fry> f3+b
L1174[11:12:20] <MrZoidbergMD>
thanks
L1175[11:13:53] <masa> that's for
entities
L1176[11:14:07] <masa> which ones did you
want?
L1177[11:16:08]
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L1179[11:16:35] <Xilef11> are the
deprecated methods in Block actually deprecated or just
"should not be called externally" ?
L1180[11:17:31] <masa> most of them
should be called from IBlockState instead
L1181[11:17:50] <Dhs92> >_>
L1182[11:17:57] <Dhs92> <_<
L1183[11:18:05] <Xilef11> * should I
worry about overriding them in my Block class
L1184[11:18:28] <fry> mark your overrides
with @Deprecated
L1185[11:18:48]
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L1187[11:28:59] <capitalthree> what's the
secret to making people care about my minecraft mod D:
L1188[11:29:03] <capitalthree> nobody's
posting on the forum thread
L1189[11:29:12] <fry> drama of
course
L1190[11:29:30] <capitalthree> ooh
ok
L1191[11:29:42] <capitalthree> so I need
to go full-steam-ahead with publishing a tinker's construct 1.7.10
balance fork
L1192[11:29:49] <fry> indeed
L1193[11:30:01] <capitalthree> it's open
source but that won't stop the minecraft community drama
machine
L1194[11:30:14] <capitalthree> especially
since the whole point of the fork is I made balance decisions the
original authors didn't wanna merge :P
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L1196[11:30:24] <capitalthree> (even
though I made every single one a config option that changed nothing
by default in my PR)
L1198[11:30:38] <MrZoidbergMD> sounds
like drama to me :D
L1199[11:30:40] <IoP> capitalthree: when
did you ask for merges?
L1200[11:30:41] <capitalthree>
specifically: a config option to make tinker's construct tools have
normal despawn time and burn in lava
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L1202[11:30:53] <capitalthree> because
why would anyone ever want a mod to not be super OP >_>
L1203[11:30:57] <capitalthree> IoP: about
a month ago
L1204[11:30:59] <fry> see, people are
immediately interested :P
L1205[11:30:59] <capitalthree> are you a
tcon dev?
L1206[11:31:26] <capitalthree> fry: yes,
thank you for your advice :D
L1207[11:31:27] <IoP> capitalthree: Well
boni probably told reasons why he won't work with 1.7.10
branch
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L1209[11:32:01] <capitalthree> IoP: he
did also say that, but the first thing he said was more along the
lines of "tinker's construct tools are supposed to be special
snowflakes and people would be sad if they burned in
lava"
L1210[11:32:23] <capitalthree> oh,
another change I made was, your heart canisters drop on death
:P
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L1212[11:32:32] <MrZoidbergMD> i didn’t
even know that they don’t burn in lava xD
L1213[11:32:46] <capitalthree> it's a
very strange feature I must say
L1214[11:33:04] <capitalthree> then again
I guess this is for the kind of people who turn mob griefing
off
L1215[11:33:36] <fry> minecraft is way
too hard.
L1216[11:33:41] <fry> all the
violence
L1217[11:33:46] <capitalthree> :D
L1218[11:34:07] <capitalthree> anyways my
tcon balance fork still has every change as a config option so you
can make it just like vanilla tcon
L1219[11:34:16] <capitalthree> but once
they rejected my PR, I went and set all the config defaults to my
own preferences :P
L1220[11:34:21] <capitalthree> including
turning off oreberry bushes cuz those are dumb
L1221[11:34:35] <capitalthree> I was
thinking of naming it Tinkered Constructor
L1222[11:35:10] <capitalthree> which also
happens to be how I originally planned to implement Lingering Loot.
by tinkering the EntityItem constructor with asm. thank god
unascribed talked me down from that cliff
L1223[11:35:22] <MrZoidbergMD> oreberry
bishes…. on of those things my quarry put in the AE but no one ever
uses it :D
L1224[11:35:32]
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L1225[11:35:38] <IoP> capitalthree: I
don't know why he did not mention that 1.7.10 is mostly dead now.
Even some of the bugs are closed because of the version
L1226[11:35:59] <capitalthree> IoP: he
did but not before he made it clear that he disagrees with my
changes and wouldn't have merged them anyways :P
L1227[11:36:29] <MrZoidbergMD> You only
have a 1.7.10 version of your fork?
L1228[11:36:41] <capitalthree> yeah.
because tcon was more or less rewritten for 1.8+
L1229[11:36:50] <capitalthree> my balance
changes wouldn't necesarily make sense
L1230[11:37:04] <capitalthree> I would
totally consider doing a tinkered constructor 2, forking tcon
2
L1231[11:37:21] <capitalthree> if
tinkered constructor 1 ends up being something people like, or
especially, once I'm running 1.8+ modpacks
L1232[11:37:24] <IoP> more. Current TiCon
code is fabulous if compared with 1.7.10 tree
L1233[11:37:40] <capitalthree> good to
hear :D
L1234[11:38:02] <capitalthree> 1.7.10 was
a little messy, yeah. I remember boni telling me "oh my god
don't even try to make heart canisters drop, the custom inventory
code is a mess"
L1235[11:38:09] <LatvianModder> 1.7.10...
no.. pls no
L1236[11:38:13] <capitalthree> it ended
up being easy enough but it wasn't the cleanest code
L1237[11:38:32] <AKTheKnight>
LatvianModder: *cough* ftb utils *cough*
L1238[11:38:32] <thor12022> you might
want to consider doing it as an add-on mod in the vein of Iguana's
Tinkers Tweaks
L1239[11:38:35]
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L1240[11:38:45] <LatvianModder> True,
AK
L1241[11:38:52] <LatvianModder> What's
the most annoying thing in TiC? Bushes not cancelling right click
event |:I
L1242[11:39:04] <capitalthree> thor12022:
this is best done as a pull request that actually gets merged
:P
L1243[11:39:13] <capitalthree> having an
add on mod that messes with tinker's construct internals is a messy
thing
L1244[11:39:16] <capitalthree> iguana
tweaks is a messy thing
L1245[11:39:48] <IoP> <insert almost
every mc mod name here> is a messy thing
L1246[11:39:59] <capitalthree> not
Lingering Loot :D LL is beautiful
L1248[11:40:10]
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L1249[11:40:11] <capitalthree> my entire
mod is like 300 lines of code xD
L1251[11:40:39] <AKTheKnight> See that's
beautiful
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L1256[11:42:26] <fry> no wildcard imports
isn't a good thing :P
L1257[11:42:41] <MrZoidbergMD> fra:
why?
L1258[11:42:51] <fry> fra? :P
L1259[11:42:54] <capitalthree> I try to
avoid wildcard imports for foreign libraries unless I'm heavily
using that library in the file
L1260[11:43:02] <capitalthree> but
sometimes people complain when I import java.util.* or
whatever
L1261[11:43:08] <capitalthree> and it's
like, ok dude, you're being orthodox instead of practical
L1263[11:43:41] <fry> if I need 25
classes from the same package, and that package has 29 classes,
imma wildcard import
L1264[11:44:03] <capitalthree> so if it's
like, a few classes here and there, I don't use wildcard import,
but if I have a class who's entire purpose is to deal with a
certain api, and I individually import 30 classes from that api,
that's silly
L1265[11:44:11] <capitalthree> yeah
L1266[11:44:18] <capitalthree> also it
doesn't matter how many classes it has that you're not using
L1267[11:44:24] <capitalthree> imports
are a compiletime feature, there's no runtime overhead
L1268[11:44:48] <fry> "no wildcard
imports" = "I use eclipse at default settings"
L1269[11:44:59] <fry> that's pretty much
all it says about the quality of the code :P
L1270[11:45:00] <capitalthree> and
"yes wildcard imports" = "I use intellij at default
settings" xD
L1271[11:45:08] <capitalthree> intellij
automatically does wildcard imports once you have a bunch of stuff
from one package
L1273[11:45:32] <capitalthree> because
intellij is actively maintained by a company that caters to lots of
professional developers
L1274[11:45:35] <capitalthree> so
*shrug*
L1275[11:45:42]
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L1276[11:45:55] <capitalthree> fry: we
sure do seem to agree often :P
L1277[11:46:05] <LatvianModder>
AKTheKnight: whats broken there?
L1278[11:46:06] <capitalthree> fry: you
should smuggle the kotlin libraries into forge for me <3
L1279[11:46:10] <fry> never.
L1281[11:46:13] <capitalthree> xD
L1282[11:46:19] <AKTheKnight> Nothing I
don't actually think :P
L1283[11:46:34] <capitalthree> fry: it's
like 1/50th the size of the scala ones already there
L1284[11:46:45] <LatvianModder> I rewrote
1.7.10.. but never released it :P
L1285[11:46:57] <LatvianModder> latest
versions were stable enough to just drop it
L1286[11:47:50] <aidancbrady> question- I
have a custom model loader that loads all .obj models with a
certain extension and creates an IModel with a bit of my own data.
I reference the models in several block state classes with the
“model” tag, but for some reason, onModelBake() returns a default
OBJBakedModel instance in modelRegistry for the blockstate variants
instead of the IBakedModels I bake in my custom model class (that I
instantiate in my
L1287[11:47:50] <aidancbrady> model
loader).
L1288[11:47:55] <AKTheKnight> Makes
sense. Have you stopped feature dev for 1.8?
L1289[11:48:05] <LatvianModder> I only
dev 1.9.4 now
L1290[11:48:24] <aidancbrady> how can I
make all those variant models use my own IModel
implementation?
L1291[11:48:38] <illy> capitalthree: heh
I used to look at the imports in MCF posts to see if the code was
made with mcreater(it imports net.*) then yell at them for being
stupid :P
L1292[11:49:28]
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L1295[11:50:47] <aidancbrady> it’s
strange because OBJLoader only loads models with the condition that
the resource ends with .obj, while mine end with “.obj.mek”- I’d
assume that only my model loader would be used, but it’s still
apparently creating OBJBakedModels instead of my own
L1296[11:51:21] <MrZoidbergMD> if i
implement getBoundingBox. do i also need to implement
addCollisionBoxToList? I get damange when i walk against some of me
items xD
L1297[11:51:50] <MrZoidbergMD> *my
items
L1298[11:51:54] <MrZoidbergMD> *my
blocks
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L1300[11:56:10] <capitalthree> illy:
net.*? O_O
L1301[11:56:14]
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L1302[11:56:21] <capitalthree> now that's
scary. wildcard imports *can* be wrong, for sure
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L1304[11:56:35] <fry> import *;
L1305[11:56:46] <fry> wait, that's
implicitly there already :P
L1306[11:58:29] <illy> yaa... the
"tool" they're using is garbage and most people who use
it are to lazy to even try learning to program
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L1308[11:59:22] <AKTheKnight> I tried it
once
L1309[11:59:32] <Ordinastie_> some even
try to code mods without learning to program...
L1310[11:59:37] <AKTheKnight> Found it
kept breaking and rubbish. So I learned to program
L1311[12:02:24] <LatvianModder> mods made
with tools? pfft, that cant be bad!
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L1314[12:03:08] <diesieben07> carrot
tools haha
L1315[12:03:50] <LatvianModder> To be
honest.. that mod icon is probably the most effort he put in the
mod
L1316[12:04:15] <diesieben07> green on
orange.. preeetey
L1317[12:04:42] <MrZoidbergMD> On know i
didn’t knew about mcreator o.0
L1318[12:05:02] <MrZoidbergMD> „MCreator
is program used to make minecraft mods without programming
knowledge.“ that sounds aweful
L1319[12:05:19] <diesieben07> it's as
awful as it sounds.
L1320[12:06:16] <Ordinastie_> well, there
could be a tool that does that properly
L1321[12:06:17]
⇨ Joins: brandon3055 (~Brandon@122.129.142.1)
L1322[12:06:27] <Ordinastie_> this one
doesn't
L1323[12:07:05] <illy> the best tools you
can have to make a mod is between your ears and even that fails
alot of people
L1324[12:07:28] <Temportalist> My
nose?
L1325[12:07:39] *
illy stabs Temportalist
L1326[12:07:47] <Temportalist> ^_^
L1327[12:07:47] <Ordinastie_>
Temportalist, you should stop bashing your face on your keyboard
then
L1328[12:08:01] <Temportalist> I mean,
have you seen my code? :P
L1329[12:08:02] <glasspelican>
Ordinastie_: thats how i mod
L1330[12:08:12] <Temportalist>
glasspelican: :D
L1331[12:08:17] <Ordinastie_> that
explains things
L1332[12:08:18] <illy> I use butterflys
:P
L1333[12:09:21] <fry> butter fries
mmmm
L1334[12:09:38] <LatvianModder> Wait,
there is other way to mod? oi
L1335[12:10:11] <Ordinastie_> you could
use your butt on the keyboard
L1336[12:10:14] <Temportalist> Modding:
Frying butter until it smells right
L1337[12:10:16] <Ordinastie_> that tends
to make shit mods though
L1338[12:10:17] <thor12022> I tape the
keyboard to a wall and use darts, "exercise"
L1340[12:10:39] <AKTheKnight> Yeah
latvian, you don't need to put in effort
L1341[12:10:46] <AKTheKnight> Even a baby
could do it
L1342[12:10:53]
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L1343[12:11:01] <Ordinastie_>
diesieben07, please don't share your porn here :p
L1344[12:11:05] <diesieben07> lol
L1345[12:11:15] <LatvianModder> hey..
psst... share it <.<
L1346[12:11:18] <Temportalist>
AKTheKnight: TECHNICALLY they could. It might not compile, but
since when does that matter? :D
L1347[12:11:25] <Ordinastie_> you can PM
though :p
L1348[12:11:29] <diesieben07> lol
L1349[12:11:34] <diesieben07> guys...
:D
L1350[12:11:54] <AKTheKnight>
Temportalist: Compiling is overrated. I just send people the raw
class files. They need to make it work :P
L1351[12:12:02] <Temportalist> ^^^^
L1352[12:12:28] <Ordinastie_> if you send
class files, they're already compiled
L1353[12:12:35] <Temportalist>
Psssshhhh
L1354[12:12:59] <AKTheKnight> Fine you
win :P
L1355[12:14:23] <illy> I left for a sec
skimmed over the backlog and thought you were talking about
compileing mods with porn...
L1356[12:14:40] <Ordinastie_> that's an
idea to dig
L1357[12:14:47] <AKTheKnight> Curseforge
didn't let me upload it :P
L1358[12:14:52] <AKTheKnight> But it
exists
L1359[12:15:17] <AKTheKnight> Just to
annoy a friend. Nice pornstar noises randomly
L1360[12:16:08] <aidancbrady> yeah, it
seems like ICustomModelLoaders only load models for a single
variant
L1361[12:16:47] <illy> Ordinastie_: not
what I ment but that is a good troll :P
L1362[12:17:17] <aidancbrady> I can’t
find another way to set my other variants to my custom model- I
think I’m just gonna bake them in my ModelBakeEvent hook
L1363[12:17:29] <fry> aidancbrady: show
your code
L1364[12:18:03] <MrZoidbergMD>
AKTheKnight: It would be awesome to rename that mod to something
legit (like CraftUtils or CommonUtils) and put it in mod packs
:D
L1365[12:18:29] <AKTheKnight> Haha maybe.
Imagine the drama that would cause though :o
L1368[12:20:11] <MrZoidbergMD>
AKTheKnight: The drama for all the 10 year old players when the
parents hear them „play minecraft“ :D
L1371[12:21:39] <aidancbrady> I
double-checked and it’s loading everything fine, it’s finding
transmitter_small and transmitter_large and returning them as my
MekanismOBJModel instances
L1374[12:25:04] <aidancbrady> I don’t see
any other explanation other than somehow those variants are
bypassing my custom model loader and just returning the cached
model in OBJLoader
L1375[12:25:20] <fry> how are you
checking the type of the model?
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L1377[12:26:09] <aidancbrady> printing
out the model class in onModelBake()
L1378[12:26:36] <aidancbrady> also, my
implementation in TransmitterModel does not appear to be
recognized, I set up some printouts in getGeneralQuads()
L1379[12:27:26] <aidancbrady> I’m using
1.8.9, forge build 1902
L1380[12:27:59] <aidancbrady> the
constructor for TransmitterModel is never even called, which means
my MekanismOBJModels are never being baked
L1381[12:29:35] <fry> is
MekanismOBJLoader.loadModel called?
L1382[12:30:33] <aidancbrady> yeah. it’s
called twice, once for transmitter_small and once for
transmitter_large
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L1385[12:31:11] <aidancbrady> both calls
come from ModelLoader.loadBlocks() -> ModelBakery.loadVariants()
according to the stack trace
L1386[12:31:54] <fry> ah, you're not
calling any of the IModel subinterfaces
L1387[12:32:04] <fry> so original
.retexture is called
L1388[12:32:08] <fry> and returns the
OBJModel
L1389[12:32:13] <fry> instead of your
subclss
L1390[12:32:16] <fry> *subclass
L1391[12:32:22] <aidancbrady> so how
should I fix?
L1392[12:32:29] <fry> don't extend
anything
L1393[12:32:40] <fry> only compose
L1394[12:32:54] <aidancbrady> don’t
extend anything in my IModel class?
L1395[12:33:20] <fry> what are you adding
to the obj anyway?
L1396[12:33:40] <justJanne> fry: Btw, are
there technical reasons not to use Lombok for delegation +
composition?
L1397[12:33:50] <justJanne> (in forge
mods)
L1398[12:33:56] <aidancbrady> what’s
strange is that I used the exact same setup for a different block
and it worked fine, the only difference was that there was only one
blockstate file
L1399[12:33:58] <fry> some mods do use
it
L1400[12:34:03] <Ordinastie_> I do
L1401[12:34:33] <fry> aidancbrady: maybe
you didn't define any textures in the blockstate for that
block
L1402[12:34:34] <aidancbrady> fry, I do
some uv/color transformations on the vertices
L1403[12:34:42] <fry> what
transformations?
L1404[12:34:52] <aidancbrady> I didn’t,
you’re right
L1405[12:35:27] <aidancbrady> I color
some specific model groups based on their block state
L1406[12:35:55] <aidancbrady> and also
change some face textures based on the state
L1407[12:36:14] <fry> that second one can
be done in the blockstate already
L1409[12:37:02] <aidancbrady> oh yeah?
I’ll definitely utilize that way then, I hate this hacky
workaround
L1410[12:37:09] <aidancbrady> it’s just
the color tint that I need it for
L1411[12:37:24] <fry> yes, there's sadly
no easy way to do the color right now
L1412[12:37:31] <AKTheKnight> Is it
possible to access the nbt data of a TE when update is called? I
want to change what happens based on the nbt of the TE
L1413[12:37:36] <fry> but there will be
in the new blockstate format, whenever that's done :P
L1414[12:37:48] <aidancbrady> well I’m
excited
L1415[12:38:11] <fry> AKTheKnight: nbt is
the stored representation of the TE, it doesn't exist in memory for
the whole lifetime of the TE
L1416[12:38:14] <aidancbrady> so you’re
saying that I should just create my own IModel implementation and
that will make things work nicely?
L1417[12:38:23] <AKTheKnight> Ahh
L1418[12:38:29] <fry> aidancbrady:
yes
L1419[12:38:36] <aidancbrady> awesome,
thanks so much for your help
L1420[12:38:42] <fry> AKTheKnight: use
the TE object, it'll have the data in its fields
L1421[12:39:14] <fry> aidancbrady: all
you should need is a simple wrapping IModel that'll set the color,
look at MultiLayerModel for an example of wrapping another
model
L1422[12:39:25] <LatvianModder> and if
you really really need just NBT from TE, just call
writeToNBT()
L1423[12:39:59] <fry> LatvianModder: not
a good advice for 100% of use cases
L1424[12:40:18] <LatvianModder> Im not
saying it is, he asked "Is it possible to access the nbt data
of a TE"
L1425[12:41:06] <fry> "I want to
change what happens based on the nbt of the TE" means the nbt
is irrelevant
L1426[12:41:11] <fry> and the actual TE
data is
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L1428[12:55:10] <MrZoidbergMD> If i store
an item in my TileEntity.. only one. Should i use an
itemStack?
L1429[12:55:35] <Ordinastie_> do you need
an itemStack ?
L1430[12:55:45] <Necr0> will scheduled
updates be saved when the server closes?
L1431[12:55:57] <MrZoidbergMD> Yes it
should be saved
L1432[12:56:06] <Necr0> ok great
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L1434[13:03:07] <M4thG33k> I'm having an
issue where my client-side TE's are being reset to default whenever
the player respawns/relogs. (1.9.4) Is there something in this new
update that I'm completely overlooking?
L1435[13:04:00] <Ordinastie_>
te.shouldRefresh ?
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L1438[13:06:00] <M4thG33k> That didn't
help with anything. :/
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L1441[13:08:14] <M4thG33k> It appears
that the TE constructor is being called again upon respawn; is that
normal?
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L1443[13:09:45] <Temportalist> If you
exist and rejoin the world on an integrated client, yes
L1444[13:09:56] <Temportalist> excuse me,
integrated server
L1445[13:10:13] <M4thG33k> even if you
respawn after dying?
L1446[13:10:18] <Temportalist> no
L1447[13:10:27] <M4thG33k> Because that's
what's happening...
L1448[13:10:40] <Temportalist> if you
exit and join a world only, as far as i am aware
L1449[13:11:04] <Ordinastie_> breakpoint
it, find the origin
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L1452[13:16:17] <M4thG33k> Is there some
functionality of TEs in 1.9.4 that completely changed? It appears
that when I respawn after death, the TE that was just created is
now null on the client-side.
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L1459[13:21:02] <OscarXcore> Now?
L1460[13:21:02]
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L1461[13:21:07] <OscarXcore> Oh it
works.
L1462[13:21:26]
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()
L1465[13:21:40] <OscarXcore> Hi
everyone!
L1466[13:22:36]
⇨ Joins: K-4U (~K-4U@ipv6.k-4u.nl)
L1467[13:23:02] <K-4U> amadornes send me
here.. What is the capital of turkey?
L1468[13:23:20] <fry> constantinopole?
:P
L1470[13:24:54] <K-4U> Jeez ama, this
wiki sucks..
L1471[13:24:59] <amadornes> heh
L1472[13:26:51] <OscarXcore> Is Lex
available at the moment?
L1473[13:27:11]
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L1474[13:27:23] <fry> Lex isn't available
right now, leave your message after the signal
L1475[13:27:24] <fry> BEEP
L1476[13:27:35] <K-4U> poop
L1477[13:27:39] <K-4U> *hangs up*
L1478[13:28:41]
⇨ Joins: Drullkus (~Dru11kus@205.155.154.1)
L1479[13:29:15] <OscarXcore> Would an
integration between BungeeCord, Bukkit (Thermos), and Forge be
possible to allow for whole dimension offloading to a seperate
server? As well as have the ability to on the fly offload
dimensions as they are generated. (RFTools, Mystcraft)
L1480[13:30:59] <OscarXcore> *sarcasm* As
the people that seen the message to see if such a thing already
exists.
L1481[13:30:59]
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L1483[13:33:07] <OscarXcore> Also, what
would be the best way to contact lex?
L1484[13:33:20] <OscarXcore> If there is
one.
L1485[13:33:58] <MrZoidbergMD> what to i
have to do if the BlockState of my block has changed and i want my
client to render that? (since i have different models for different
states)
L1486[13:34:21] <Ordinastie_> just change
the state
L1487[13:35:22] <fry> OscarXcore: from
what I've heard there's nothing in forge preventing that to work,
it's just not been done so far
L1488[13:35:23]
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L1489[13:35:34] <AKTheKnight> You don't
just contact lex. You wait for him to contact you :P
L1491[13:36:08] <OscarXcore> fry:
Awesome. I just wanted to make sure of such thing. Thanks.
L1492[13:39:31] <M4thG33k> Is there a
specific reason why my TE isn't persisting on the client side upon
death?
L1493[13:40:09] <M4thG33k> It was working
just fine in 1.9 but isn't in 1.9.4
L1494[13:40:25] <McJty> M4thG33k, TE
syncing has changed a bit in 1.9.4
L1495[13:40:34] <McJty> M4thG33k, look at
getUpdateTag() and getUpdatePacket()
L1496[13:40:38]
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L1497[13:40:40] <M4thG33k> alrighty
L1498[13:40:49] <McJty> getUpdateTag() is
called one time when the chunk is setup
L1499[13:41:09] <McJty> getUpdatePacket()
corresponds to the old packet that occurs when the client gets
notified of a server side change
L1500[13:41:30] <McJty> But
getUpdatePacket() is not called when the chunk is setup so take
care of that
L1501[13:42:03] <M4thG33k> Is there
specific reason why I wouldn't want these two methods to be the
same for a simple TE?
L1502[13:43:09] <McJty> You could do that
yes
L1503[13:43:31] <M4thG33k> Alright, I'll
see if I can get this to work now...
L1504[13:45:50] <M4thG33k> It still
appears as thought the client-side TE is being rebuilt upon
respawning
L1505[13:46:04]
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L1506[13:47:02] <thecodewarrior> So
apparently entities get completely unloaded on the client once you
leave a ~32 block range and load again at about 30. :/
L1507[13:47:15] <M4thG33k> Never mind; I
got it working...somehow?
L1508[13:48:13] <diesieben07>
thecodewarrior, it depends, you set it when registering the
entity.
L1509[13:48:36]
⇨ Joins: boni (~boni@devsub.net)
L1510[13:49:38] <thecodewarrior> Oh, I
forgot I set that down to 32.
L1511[13:51:43] <M4thG33k> Is there any
documentation as to what is replacing the
Block.getCollisionBoundingBox Block.addCollisionBoxToList methods
in 1.9.4?
L1512[13:52:22] <diesieben07> their
deprecation does not mean you shouldn't override them
L1513[13:52:34] <diesieben07> we had a
discussion about that in here yesterday.
L1514[13:52:43] <M4thG33k> Sorry I missed
that discussion :/
L1515[13:53:02] <Temportalist> I dislike
Mojang's policy on deprecation
L1516[13:53:18] <diesieben07> So do I. It
is stupid and does not conform to Java's recommendations.
L1517[13:53:19] <justJanne> diesieben07:
that's kinda self-contradictory, isn't it?
L1518[13:53:28] <diesieben07> It
is.
L1519[13:53:38] <LatvianModder>
Temportalist: You must be the first person to say it!
L1520[13:53:41] <justJanne> The
definition of deprecation is "don't use, switch to
alternative, next major version will remove it"
L1521[13:53:53] <diesieben07> yep.
L1522[13:53:58]
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L1523[13:54:09] <LatvianModder> I want to
find a person that says that they like the change
L1524[13:54:21] <justJanne> Simple.
L1525[13:54:23] <TechnicianLP> any
guesses why my properties set in actualstate keep resetting? (and
needing blockreplcing to work again)
L1526[13:54:23] <diesieben07> *cough* fr
y *cough*
L1527[13:54:26] <justJanne> The one who
made the change
L1528[13:54:37] <diesieben07>
TechnicianLP, define "keep resetting"
L1529[13:54:50] <LatvianModder>
diesieben07: I mean really like, not is ok with that :P
L1530[13:55:02] <diesieben07> aha
L1531[13:55:08] <LatvianModder> |:I
L1532[13:55:38] <TechnicianLP> taking a
completly wrong value (think of a multiblock where every part has
an impossible state after reload)
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L1534[13:56:19] <diesieben07> stuff you
set in getActualState is not retained *anywhere*
L1535[13:57:26] <masa> how should I
handle block rotation stuff, if I want to place an area with a
certain rotation from the template?
L1536[13:57:27] <TechnicianLP> i know ...
but shouldnt it be called after worldload? it somehow detects block
where there is air and checks a property of that block
L1537[13:57:36] <masa> specifically, if
some blocks use TE data for rotation
L1538[13:57:37] <thecodewarrior> It's
only for inferred properties, such as from a TE or the surrounding
blocks (fences and stuff)
L1539[13:57:50] <diesieben07> no it
shouldn't
L1540[13:58:00] <diesieben07> it's not
called very much by vanilla
L1541[13:58:10] <diesieben07> it's called
before the model is determined
L1542[13:58:12] <diesieben07> thats about
it afaik
L1543[14:01:13] <TechnicianLP> so it does
not get called after worldreload to determine the model?
L1544[14:01:44]
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L1545[14:01:46] <diesieben07> It get's
called whenever the chunk is rendered to determine the model.
L1546[14:05:08] ***
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⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1548[14:07:53] <thecodewarrior> I wish
java had Swift's something.thing?.another?.thing(). I've never used
swift, but that seems really useful.
L1549[14:08:30] <diesieben07> Java 8
encourages you to use Optional instead but yeha, would be
nice
L1550[14:08:49] <thecodewarrior> It makes
it so if any of the question marked methods/fields are null it'll
return null without an error. instead of something.thing != null
&& something.thing.another != null &&
something.thing.another.thing()
L1551[14:09:05] <McJty> I believe Kotlin
has something similar
L1552[14:09:10] <diesieben07> yep
L1553[14:09:12] <diesieben07> it has just
that
L1554[14:09:28] <Tazz> Optional is just
ewww
L1555[14:09:36] <Tazz> Im not a fan
XD
L1556[14:09:49] <diesieben07> lol
L1557[14:10:02] <diesieben07> not a
functional person I see
L1558[14:10:04] <tterrag> j8 optional is
decent
L1559[14:10:09] <tterrag> but before,
without lambdas...meh
L1560[14:10:22] <Tazz> diesieben07, I
like funtional programming but Optional drives me nuts
sometimes
L1561[14:10:31]
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L1562[14:10:40] <diesieben07> Why? :D
don't you like dem monads?
L1563[14:11:06] <Tazz> too much implicit
programming XD
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L1565[14:11:13] <Tazz> to which Im a
hater on
L1566[14:11:13] <diesieben07> Huh?
L1567[14:13:51] <Tazz> diesieben07, I
have an extreme hatred for implicit programming
L1568[14:14:01] <justJanne> Tazz:
Optional is against that, ugh?
L1569[14:14:01] <Tazz> it drives me
bonkers all the time
L1570[14:14:03] <diesieben07> Yes, what
is "implict programming"?
L1571[14:14:11] <justJanne> Optional
encourages more functional coding even
L1572[14:14:19] <justJanne> as you
usually just map functions over it
L1573[14:14:31] <justJanne> it’s
literally a clone of Haskell’s Maybe
L1574[14:14:45] <Tazz> diesieben07, like
using implicit params in scala
L1575[14:14:59] <diesieben07> what does
java.util.Optional have to do with scala or implict
parameters?
L1576[14:14:59] <fry> how the hell is
that relevant
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L1581[14:15:42] <Tazz> diesieben07,
Optional can be implicit can it not?
L1582[14:15:49] <diesieben07> in java?
no.
L1583[14:16:24] <fry> and it's not more
implicit than anything else in scala
L1584[14:17:33] ***
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L1585[14:17:35] <Tazz> I now kinda wanna
write a C compiler in C...
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L1590[14:19:48] <raoulvdberge> do I
really have to make a special map for item to block conversions?
:/
L1591[14:20:00] <raoulvdberge> for
example cake is no itemblock so i have to special case that
L1592[14:20:09] <raoulvdberge> or does
Forge / MC provide such utility?
L1593[14:21:04] <diesieben07> you can
check for ItemBlockSpecial and catch some of them already, if you
want to get *everything* (including say string whcih places
tripwire), call onItemUse with fake everything and check if it
placed a block
L1594[14:21:44] <diesieben07> oh string
is already ItemBlockSpecial
L1595[14:22:04] <capitalthree> illy:
daaamn I just looked at mcreator, and it actually looks pretty cool
:P not that I have need for it but still
L1596[14:22:46] <MrZoidbergMD> After
minecraft hang for serveral minutes this came up:
java.lang.OutOfMemoryError: GC overhead limit exceeded at
net.minecraftforge.client.model.ForgeBlockStateV1$Variant.mergeModelPartVariants
L1597[14:23:04] <MrZoidbergMD> i think i
got an endless loop through a wrong blockstate.json file :D
L1598[14:23:20] <capitalthree> illy: it
could actually be a useful learning tool if you prototype a mod in
it and then actually look at the generated java and understand what
it's doing
L1599[14:23:41] <AKTheKnight>
capitalthree: "then actually look at the generated java"
there's the issue
L1600[14:24:03] <AKTheKnight> People
don't. Or they do and think they then understand how modding works.
When all they've done is add carrot tools
L1601[14:24:07] <illy> great tool to
learn whats wrong with this...
L1602[14:24:30] <AKTheKnight> Yeah I
guess :p
L1603[14:25:39] <illy> I looked at the
code for that mod(not deeply) why was there a need for packets?
unless thats autogened...
L1604[14:25:54] <raoulvdberge>
diesieben07: cool :)
L1605[14:26:06] <diesieben07> not really,
but it's the best we got :d
L1606[14:27:31] <capitalthree>
AKTheKnight: I've been modding for only a month, but I've been
coding, so at least I know that I don't understand yet how modding
works :P
L1607[14:28:04] <capitalthree> illy: I
had to use packets for my mod, even though it's like 300 lines of
code total :P
L1608[14:28:06] <AKTheKnight> I've been
modding for only a few. And every day I realise there is even more
I don't know about. It's good fun
L1609[14:29:17] <illy> never said there
wasnt a need :P, I didnt look all that hard my eyes are bad enough
I didn't want them to get worse :P
L1610[14:29:51] <capitalthree> illy: I
use unascribed's lambda network library, so it's actually quite
lovely :P
L1611[14:30:09] <unascribed> capitalthree
with the unascribed pings and promotions
L1612[14:30:18] *
unascribed hands you a trophy
L1613[14:30:23] <illy> link meh
L1614[14:30:24] <capitalthree>
unascribed: want me to stop highlighting you :P
L1615[14:30:28] <unascribed> no, I don't
mind
L1616[14:30:34] <unascribed> as it says
in my channel topic :P
L1617[14:30:36] <capitalthree> seriously
though, if a library helps people to do less stupid shit, I will
plug it
L1618[14:30:40] <capitalthree> all I want
is for people to do less stupid shit
L1621[14:30:53] <unascribed> ^ the
lib
L1623[14:31:05] <unascribed> it's
designed to be shaded, so no asking your users to download a core
mod
L1624[14:31:09] <capitalthree> actually I
just realized the thing I do in JitterNotificationQueue is kind of
stupid
L1625[14:31:14] <capitalthree> at first I
thought I was going to be able to batch the packets
L1626[14:31:23] <capitalthree> so I pile
them into a list, and then do foreach on it xD
L1627[14:31:26] <capitalthree> rather
daft
L1628[14:31:31] <illy> alt+; why did you
break
L1629[14:31:37] <illy> alt+l
L1630[14:31:51] <unascribed> next thing
on my crusade to make networking not suck is to make something
that's essentially Gson but for packets
L1631[14:31:57] *
capitalthree de-stupids that bit
L1632[14:31:58] <unascribed> basically
capitalthree's idea
L1633[14:31:59] <unascribed> but
still
L1634[14:32:09] <capitalthree> thanks
:D
L1635[14:32:41] <capitalthree> both for
crediting me, and for expressing interest in implementing what I
want :P
L1636[14:33:08] <unascribed> well but you
want a magic library
L1637[14:33:15] <illy> /key bind
meta-l
L1638[14:33:17] <unascribed> as said for
mine everything would need annotations
L1639[14:33:18] <illy> opps
L1640[14:34:06] <capitalthree>
unascribed: I was just spitballing though. you're right that your
way is clearly better :P
L1641[14:34:19] <capitalthree> I just
would have to learn annotation stuff if I were gonna do it
L1642[14:34:36] <unascribed> you
know
L1643[14:34:37] <capitalthree> illy:
anyways did you see my links? what do you think about that compared
to doing packets the normal way :D
L1644[14:34:40] <unascribed> none of this
will be terribly complicated
L1645[14:34:44] <unascribed> I'm going to
do it right now :P
L1646[14:34:50] <capitalthree> AWESOME
:D
L1647[14:34:50] <unascribed> I'll add
custom datatypes too
L1648[14:34:58] <capitalthree> this is
why I'm friends with unascribed even though he hates me ^_^
L1649[14:35:01] <illy> I did got
distracted by weechat breaking :P
L1650[14:35:07] <unascribed> since when
did I hate you? :P
L1651[14:35:12] <unascribed> there's a
reason you're still in my IRC
L1652[14:35:15] <capitalthree> hehe I'm
just kidding
L1653[14:35:15] <unascribed> I don't hate
people I disagree with
L1654[14:35:19] <unascribed> nobody likes
echo chambers
L1655[14:35:23] <unascribed> except
people who like echo chambers
L1656[14:35:27] <diesieben07> unascribed,
may I ask why you are not using the j8 functional interfaces?
L1657[14:35:27] <capitalthree> but I
probably annoy you sometimes :P which is unfortunate because I
don't like for my friends to be annoyed
L1658[14:35:34] <unascribed> diesieben07,
so that it can be used in pre-8 mods
L1659[14:35:36] <capitalthree> but on the
other hand, I find it incredibly difficult to *not* rant about
programming languages
L1660[14:35:40] <unascribed> there's a
reason they match them exactly :P
L1661[14:35:46] <diesieben07> but you are
using lambdas...?
L1662[14:35:55] <unascribed> I compile it
with Retrolambda
L1663[14:35:55] <capitalthree>
retrolambda
L1664[14:35:59] <diesieben07> oh
L1665[14:36:00] <diesieben07> oh
god
L1666[14:36:01] <diesieben07> :D
L1667[14:36:02] <unascribed> and I
encourage anyone using the lib to do the same
L1668[14:36:29] <capitalthree> and I just
wrote my mod in kotlin which is like retrolambda++ because it has
the same lambda syntax as java 8 and also targets the jvm 6
:P
L1669[14:36:32] ***
mDiyo|zzz is now known as mDiyo
L1670[14:36:39] <diesieben07> honestly
I'd prefer the packet defintion to be in class form
L1671[14:36:42] <diesieben07> not magic
strings
L1672[14:36:45] <capitalthree>
diesieben07: I agree
L1673[14:36:45] <unascribed> that's what
I'm doing right now :P
L1674[14:36:48] <capitalthree> :D
L1675[14:37:25] <unascribed> since I have
my own functional interfaces, I'm going to give them more
meaningful names in the new version as well
L1676[14:37:32] <unascribed> I didn't
think about how ridiculous they look when not using lambdas
L1677[14:37:32] <TechnicianLP> after
another while of debugging i found out that im getting some random
value (which is not the defaultvalue!) passed into
getactualstate
L1678[14:37:35] <capitalthree> is it
gonna be like, @Packet(Side.CLIENT) class Foo {@Field int
blah;}?
L1679[14:38:05] <diesieben07> i also have
my own packets, but i need to do the encoding manually
L1680[14:38:06] <capitalthree> or even
class Foo extends Packet(Side.CLIENT) {...}
L1681[14:38:15] <capitalthree> that might
be better because then I can just do foo.send()
L1682[14:38:17] <diesieben07> but wiht it
i can write new MyPacket(a, b, c).sendTo(player)
L1683[14:38:21] <unascribed>
@Packet(boundTo=Side.CLIENT) public class MyPacket {
@MarshalAs(Marshallers.UINT8) public int coolIntBro; }
L1684[14:38:36] <capitalthree> oh that's
right you want very explicit wire format
L1685[14:38:37] <capitalthree> which is
reasonable
L1686[14:38:49] <unascribed> only the
most explicit of wire format
L1687[14:38:51] <capitalthree> question.
any reason not to do "public class MyPacket extends
Packet"?
L1688[14:38:58] <unascribed> I suppose
not
L1689[14:39:07] <unascribed> that'd also
add diesieben07's desired send* methods :P
L1690[14:39:11] <capitalthree> the only
reason I suggest it is just a cleaner syntax, packet.send
L1691[14:39:13] <capitalthree> yeah
exactly
L1692[14:39:13] <diesieben07> :)
L1693[14:39:19]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1694[14:39:20] <capitalthree> I said it
right before diesieben07 did :P
L1695[14:39:26] *
capitalthree high fives diesieben07
L1696[14:39:29] <diesieben07> i also have
packet response handling
L1697[14:39:30] <unascribed> so,
question
L1698[14:39:34] <unascribed> should I
trash the current system
L1699[14:39:35] <unascribed> keep
it
L1700[14:39:37] <unascribed> or deprecate
it?
L1701[14:39:43] <capitalthree>
deprecate
L1702[14:39:47] <diesieben07> new
MyPacket(a, b, c).sendTo(player).whenComplete(response ->
println(response.value));
L1703[14:39:48] <capitalthree> or trash
if that's easier
L1704[14:40:02] <unascribed> trash might
anger the evil spirits Darkevilmac
L1705[14:40:16] <unascribed> but there's
also essentially nobody using the lib
L1706[14:40:27] <unascribed> meh, this is
basically going to be a complete rewrite anyway
L1707[14:40:28] <unascribed> I'll make a
new lib
L1708[14:40:29] <capitalthree> 1) people
can use the old version if they want to use the old syntax, it's
not like it stopped working, 2) it's really not that hard to
rewrite the packet code since you already have it fairly
concise
L1709[14:40:30] <unascribed> :P
L1710[14:40:46] <capitalthree> that
works
L1711[14:40:53] <unascribed> but now I
need a nameeee
L1712[14:41:02] <unascribed> SimplerImpl
is still possible I suppose
L1713[14:41:07] <capitalthree> at some
point I'll update Lingering Loot to use your new lib, for no
practical benefit
L1714[14:41:13] <capitalthree> but I'll
slip it into some other feature change
L1715[14:41:34] <capitalthree> or at
least, I'll do it on the github but I won't bother uploading new
jars to curseforge until I have an actual feature change
L1716[14:41:53] <unascribed> tempted to
call it "Concrete"
L1717[14:41:56] <unascribed> because I
like one word namesd
L1718[14:41:58] <unascribed> names*
L1719[14:42:04] <unascribed> why
concrete? who knows
L1720[14:42:08] <unascribed> it popped
into my head therefore it MUST be good
L1721[14:42:38] <unascribed> github
suggests cuddly-enigma
L1722[14:42:51] <capitalthree> how about
pingpong
L1723[14:43:07] <raoulvdberge> Hmmm
ItemBlockSpecial's block field is private :/
L1725[14:43:36] <capitalthree>
unascribed: the other benefit of it being a class to extend is you
can just have an abstract void handle
L1726[14:43:38] <raoulvdberge> oh well
seems i'll have to reflect into it
L1727[14:43:51] <capitalthree> and it can
have an optional annotation for *not* handling on main thread
L1728[14:43:55] <capitalthree> but make
the common case simple
L1729[14:44:00] <unascribed> yeah, I'm
going to have the constructor require a NetworkContext
L1730[14:44:02] <unascribed> and that'll
be that
L1731[14:44:04] <unascribed> the rest is
annotations
L1732[14:44:19] <unascribed> so rather
than a LambdaNetwork or SimpleNetworkWrapper you have a
NetworkContext
L1733[14:44:27] <unascribed> it doesn't
*do* anything on it's own, it's just easily re-usable
metadata
L1734[14:45:40] <barteks2x> I like that
LambdaNetwork library, I will probably try to use it if it doesn't
add any overhead to packet data
L1735[14:45:53] <unascribed> it
doesn't
L1736[14:46:00] <unascribed> it's
explicitly designed to be as compact as a hand-written packet
L1737[14:46:02]
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L1738[14:46:06] <unascribed> probably
more compact if you use lots of booleans
L1739[14:46:12] <capitalthree> random
kotlin plug, in kotlin if your constructor would do nothing more
than call the super constructor, you can use the simple default
constructor syntax: class Whatever(c: NetworkContext,
@MarshalAs(Marshallers.UINT8) val i: Int): Packet(c) {}
L1740[14:46:18] <unascribed> the names
are just convenience for the programmer, it's just indexes
L1741[14:46:34] <unascribed> so adding
two UINT8s means your packet is 2 bytes big
L1742[14:46:39] <barteks2x> I would
actually like something even more compact than forge Custom
Payload
L1743[14:46:51] <barteks2x> but that
would mean hacking into vanilla packets
L1744[14:46:56] <unascribed> so specify a
really short channel name? :P
L1745[14:47:03] <unascribed> custom
payload is the best and cleanest way to go about this
L1746[14:47:12] <capitalthree>
unascribed: you like that super constructor call there? :P
L1747[14:47:27] ***
AEnterprise is now known as AEnterpriseAFK
L1748[14:47:30] <unascribed> well, you'd
want to make your constructor have all your fields in it too
L1749[14:47:34] <unascribed> for
convenience...
L1750[14:47:39] <barteks2x> if you are
creating Block Update packet that really is just 3 ints + block
ID/meta, then every byte counts
L1751[14:47:41] <capitalthree> you
wouldn't have to, but I certainly would
L1752[14:47:43] <unascribed> a blank
super call isn't terribly useful
L1753[14:47:51] <capitalthree> what do
you mean a blank super call?
L1754[14:47:54] <unascribed> barteks2x,
that's when you batch
L1755[14:48:21] <barteks2x> what do you
mean?
L1756[14:48:39] <unascribed> send N
updates in each packet rather than 1
L1757[14:48:40] <capitalthree> oh you
were responding to something else, I misinterpreted
L1758[14:48:42] <unascribed> where N is
something like 100
L1759[14:48:55] <unascribed> then the
packet overhead is negligible, as it should be
L1760[14:49:02] <barteks2x> if there is
more than one update in a chunk in a single toick to send - I do
that
L1761[14:49:31] <Lymia> Wait.
L1762[14:49:39] <Lymia> Forge sends the
full channel name per-packet?
L1763[14:49:44] <TechnicianLP> what
blockstate gets passed into actualstate? its definitly not the
defaultstate ....
L1764[14:49:48] <barteks2x> if I would
try to make it global - I guess I would get yet another
PlayerChunkMap/PlayerManager rewrite
L1765[14:49:53] <unascribed> Lymia, yes,
there's no other way
L1766[14:50:23] <barteks2x> forge could
technically assign unique IDs to channels, but then it would break
when there are different mods serverside and clientside
L1767[14:50:34]
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L1768[14:50:38] <unascribed> or it could
negotiate it on connect like block ids
L1769[14:50:51] <unascribed> and send
everything on a channel with a blank name or something
L1770[14:51:17]
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L1771[14:51:26] <Lymia> > "yes,
there is no other way"
L1772[14:51:30] <Lymia> > describes
exactly the other way
L1773[14:51:34] <Lymia> uuh
L1774[14:51:42] <unascribed> well, no
other way without not following how custom payload packets should
work
L1775[14:51:50] <unascribed> the way I
described is a hack :P
L1776[14:52:00] <Lymia> It's not a hack
at all.
L1777[14:52:12] *
unascribed shrugs
L1778[14:52:39]
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L1779[14:52:44] <unascribed> plus I
thought of the other way after saying there wasn't another
way
L1780[14:52:44] <Lymia> Negotiate channel
IDs on connect, using varints or something. It's a bit upfront,
but, it saves you probably ~5-10 bytes per packet, which will
probably add up fast.
L1781[14:52:49] <unascribed> so, at the
time, I believed there was no other way
L1782[14:53:00] <unascribed> either
way
L1783[14:53:02] <Lymia> Esp for smaller
packes.
L1784[14:53:16] <diesieben07> yes but
that's not how custom payload packets are designed
L1785[14:53:30] <diesieben07> it would
only work for forge<>forge connections and would probably
break things like sponge and other stuff
L1786[14:53:36] <unascribed> ^
L1787[14:53:42] <Lymia> Oh, great.
L1788[14:54:01] <Lymia> So not only is it
crappy, it's crappy and a de facto standard.
L1789[14:54:08] <diesieben07> it is a
standard.
L1790[14:54:09] <barteks2x> custom
payload packet is added by forge anyway, so what would break?
L1791[14:54:12] <diesieben07> it's added
by mojang.
L1792[14:54:12] <unascribed> it's not
de-facto
L1793[14:54:14] <unascribed> it's in
vanilla.
L1794[14:54:18] <barteks2x> or it
isn't?
L1795[14:54:20] <Lymia> Oh.
L1796[14:54:21] <Lymia> That explains
everything.
L1797[14:54:24] <barteks2x> I hought it's
added by forge
L1798[14:54:24] <Lymia> So that's why
it's crappy.
L1799[14:54:24] <Lymia> :D
L1800[14:54:25] <unascribed> that's *why*
Forge uses it
L1801[14:54:29]
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L1802[14:54:31] <unascribed> because it's
inherently compatible
L1803[14:54:44] <unascribed> the
landscape before custom payload packets was an absolute mess
L1804[14:54:46] <unascribed> and nobody
was happy
L1805[14:54:53] <unascribed> now with
custom payload packets, everyone is mildly unhappy
L1806[14:54:56] <diesieben07> not even
sure how it was done back then
L1807[14:55:16] <barteks2x> probably by
adding packets simillar way to how vabilla does it, but that's just
a guess
L1808[14:55:38] <unascribed> I would've
used Update Sign and Update Tile Entity for everything, personally
:P
L1809[14:55:47] <unascribed> I never did
networking back then, but if I did
L1810[14:55:53] <raoulvdberge> couldn't
you just create and send and handle a packet yourself?
L1811[14:56:01] <raoulvdberge> for
handling the packet you'd probably need the neccesary
hooks...
L1812[14:56:01] <diesieben07> i remember
there were "tiny packets" at one point
L1813[14:56:02] <unascribed> yes, but
that allocates a new ID
L1814[14:56:06] <diesieben07> which
abused the map packets
L1815[14:56:08] <unascribed> and what if
another mod allocates the same ID?
L1816[14:56:09]
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L1817[14:56:27] <unascribed> it's like
block ids but 100x worse
L1818[14:56:48] <Lymia> Aren't packet ids
varint now
L1819[14:57:05] <unascribed> yes
L1820[14:57:05]
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L1821[14:57:18] <unascribed> okay,
here
L1822[14:57:25] <unascribed> before you
keep trying to argue ways to make networking great again
L1823[14:57:26] <unascribed> go read
this
L1824[14:57:28] <unascribed> all of
it
L1826[14:57:43]
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L1827[14:57:49] <Lymia> ??
L1828[14:58:01] <unascribed> that is the
complete reverse-engineered protocol docs for the latest version of
Minecraft
L1829[14:58:19] <Lymia> "Here, let
me go stop anyone from talking about it if they don't know every
detail of the Minecraft protocol off the top of their head,
including the exact structure of entity updates."
L1830[14:58:22] <barteks2x> Since when
"Chunk Section" is packet data type?
L1831[14:58:35] <unascribed> It's not
very useful to argue about something you don't know
L1832[14:58:41] ***
Dru11kus is now known as Drullkus
L1833[14:58:41] <unascribed> I never said
you had to stop talking about it
L1834[14:59:03] <Lymia> I had worked on
stuff involving the protocol a few versions back. And I'm assuming
few things have changed.
L1835[14:59:04] <unascribed> I've read
that page at least 50 times and I can't tell you the exact
structure of entity updates
L1836[14:59:20] <unascribed> depends on
what "a few versions back" is
L1837[14:59:23] <unascribed> in 1.7 they
switched to Netty
L1838[14:59:29] <Lymia> Particularly the
encryption protocol, due to the nature of those things,
but...
L1839[14:59:30] <unascribed> in 1.9 they
started sorting packets by name rather than static IDs
L1840[15:00:09] <unascribed> go look at
the protocol history since the snapshot they did that, it's a mess
:P
L1841[15:00:53] <unascribed> 15w36a is
when they did it it looks like
L1842[15:01:05]
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L1843[15:01:27] <diesieben07> uh they are
not sorted by name...
L1844[15:01:39] <diesieben07> they are
just in a specific order in the class file
L1845[15:01:50] <Lymia> I don't see any
significant changes other than constant ID shuffling. :/
L1846[15:01:55] <unascribed> whatever
they did, it changed nearly every packet ID and they get shifted
forward or back whenever they remove or add packets now
L1847[15:02:04] <unascribed> and it seems
likely they sort them by name in the original source
L1848[15:02:09] <diesieben07> maybe
L1849[15:02:11] <unascribed> of course
our names are different though, so we wouldn't know
L1850[15:02:12] <Lymia> Which is fine
when you're adding custom packets.
L1851[15:02:27] <Lymia> Negotiate an ID
over the proper custom packets channel.
L1852[15:02:31] <Lymia> Not pretty,
but.
L1853[15:02:46] <unascribed> and then you
get the sponge incompatibility tenfold
L1854[15:02:56] <unascribed> Notchian
clients and servers disconnect if they don't recognize the packet
id
L1855[15:03:00] <diesieben07> not even
necessarily that, but things liek bungeecoord...
L1856[15:03:02] <unascribed> all you need
is one modder not using packets right
L1857[15:03:09] <unascribed> bungee
too
L1858[15:03:10] <Lymia> uuh
L1859[15:03:12] <diesieben07> bungeecoord
will probably just eat your unknown packets
L1860[15:03:15] <unascribed> there's a
reason we use custom payload packets
L1861[15:03:23] <Lymia> Perhaps I'm
missing something, but.
L1862[15:03:36] <Lymia> Why am I worrying
about Notchian clients connecting to a server that's running a
Forge mod I made?
L1863[15:03:48] <Lymia> One that adds
blocks/items/whatever that'd crash them anyway.
L1864[15:03:55] <unascribed> you're
worrying about the reverse, people like to connect to vanilla or
lightly modded servers with a heavily modded client
L1865[15:04:03] <HassanS6000> Hello. I am
trying to get a custom GUI Inventory to work using Forge. I am
having trouble getting the actual InventoryBasic to open for the
player - do I need to send some sort of packet?
L1866[15:04:22] <HassanS6000> I am
currently only doing inv.openInventory(player);
L1867[15:04:30] <unascribed> you need an
IGuiHandler
L1868[15:04:32] <unascribed>
player.openGui
L1869[15:04:37] <Lymia> In which case,
why would a packet ID get negotiated at all, or a custom packet
sent.
L1870[15:04:45] <HassanS6000> unascribed:
That'll work solely server side?
L1871[15:04:47] <barteks2x> Really?
Servers disconnect on custom packets? I'm sure that when Cuchaz
added a few custom packets and "just to see what happens"
I joined some random server it didn't kick me, it crashed when
sending TE data because there was no TE
L1872[15:04:51] <unascribed> server-side
only, yes
L1873[15:04:55] <HassanS6000> Okay
L1874[15:05:06] <diesieben07> eh
L1875[15:05:07] <unascribed> it'll call
methods on your IGuiHandler on both sides
L1876[15:05:14] <diesieben07> are you
talking about the client not having your mod?
L1877[15:05:15] <unascribed> client-side
to make a GuiInventory, server-side to make a Container
L1878[15:06:13] <HassanS6000>
diesieben07: Yeah, it's just a normal inventory
L1879[15:06:42] <diesieben07> look at
what the vanilla chest does
L1880[15:08:55]
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L1881[15:09:06] <Aroma1997> !mh
moveFlying
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L1887[15:16:14] <TobyO> hey
L1888[15:16:58] <TobyO> I'm in the
process of writing a baseclass for a machine,
L1889[15:17:28] <TobyO> has anyone come
up with any good way of handling an itemstackhandler as one
stack?
L1890[15:17:54] <TobyO> rather than
iterating through each individual stack
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L1894[15:19:19] <TechnicianLP> does any
know which iblockstate is passed into getActualState(...)?
L1895[15:19:28] <TechnicianLP>
anyone*
L1896[15:19:56] <masa> the one from
getBlockState()
L1897[15:20:08] <masa> ie. the one based
on metadata
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L1907[15:31:03] <TechnicianLP> ok somehow
the getStateFromMeta is no called on worldload?
L1908[15:32:04] <diesieben07> why should
it?
L1909[15:32:18] <diesieben07> why do you
care if things are being called?
L1910[15:32:35] <diesieben07>
getStateFromMeta and getActualState are merely *translators* for
inforamtion that is already known
L1911[15:33:10] <TechnicianLP> because my
blocks are stuck in one state after worldreload (they need to be
replaced to update their model again)
L1912[15:33:13] <diesieben07>
getStateFromMeta: metadata => IBlockState (1:1 translation);
getActualState: any non-metadata information (neighboring blocks,
TE data, etc.) => IBlockState
L1913[15:33:24] <diesieben07> show your
code.
L1914[15:34:52] ***
Darkhax_AFK is now known as Darkhax
L1916[15:36:02] <diesieben07> oh god
what.
L1917[15:37:30] <diesieben07> what is
that IBlockStateWrapper thingy?
L1918[15:37:32] <raoulvdberge> anyone
know the max. delay that can be between shift clicking in order to
activate a triple click
L1919[15:37:49] <raoulvdberge> and with
triple click i mean; push all items of same time from inventory
into other inventory
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L1921[15:38:12] <diesieben07> triple
click? o.O
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L1924[15:38:57] <raoulvdberge> when you
shift click 3 slots into another inventory, you have this
functionality where it pushes the same kind of item from your
inventory into the other, right?
L1926[15:39:12] <alekso56> diesieben07:
right beside the F14 button.
L1927[15:39:44] <Ordinastie_>
TechnicianLP, that's BS
L1928[15:40:13] <Ordinastie_> your
wrapper does nothing
L1929[15:41:02] ***
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L1930[15:41:03] <theFlaxbeard> Not too
familiar with the way fluid block meta works
L1931[15:41:19] <theFlaxbeard> Is there a
way to "backtrack" from a flowing water block to the
source
L1932[15:41:43] <gigaherz> raoulvdberge:
"transfer all" is two clicks?
L1933[15:41:49] <gigaherz> at least what
I do is
L1934[15:41:49] <raoulvdberge> oh is
it
L1935[15:41:52] <gigaherz> grab a
stack
L1936[15:41:59] <gigaherz> then hold
shift, and doubleclick a slot with the same item
L1937[15:42:51] <raoulvdberge> oooh is it
double clicking
L1938[15:42:57]
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L1939[15:42:57] <diesieben07>
theFlaxbeard, search neighboring blocks for highest level, continue
from there. keep doing that until you have found the source block.
if there is more than one source block, you will get an arbitrary
one
L1940[15:43:15] <theFlaxbeard> and is
getFilledPercentage the "level" function I want?
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L1942[15:43:48] <diesieben07>
probably
L1943[15:45:29]
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L1949[16:00:31] <MrZoidbergMD> is there
another way to set the blockstate exept worldIn.setBlockState
?
L1950[16:01:23] <Ordinastie_> no
L1951[16:02:07] <gigaherz> why woudl
there be?
L1952[16:02:15] <gigaherz> what made you
ask the question?
L1953[16:03:08] <MrZoidbergMD> just
curious; i use that and it does not work as i would have expected…
i think i have to read some more ^^
L1954[16:03:17] <diesieben07> it only
remembers the metadata
L1955[16:03:23] <diesieben07> (and the
block of course)
L1956[16:03:56] <gigaherz> setBlockState
ends up calling getMetaFromState
L1957[16:04:03] <gigaherz> and storing
the resulting number
L1958[16:04:08] <gigaherz> (well the low
4 bits at least)
L1959[16:04:24] <gigaherz> then whenever
someone calls getBlockState
L1960[16:04:35] <gigaherz> it will result
in calling getStateFromMeta with the stored meta bits
L1961[16:04:59] <gigaherz> which will
return the corresponding state, NOT the one you gave on
setBlockState
L1962[16:05:55] <MrZoidbergMD> oh thanks.
my getMetaFromState return 0… got that from an example i was
looking at. i guess i have ti implement that propper
L1963[16:06:05] <gigaherz> yup
L1964[16:06:14] <gigaherz> 0 will onyl
work if you have no states
L1965[16:07:12] <MrZoidbergMD> do i have
ti implement that anyway or just use Properties that can be
serialized?
L1966[16:07:26] <gigaherz> properties
aren't serialized
L1967[16:07:36] <gigaherz> you are
responsible for deciding how you use the 4 bits
L1968[16:07:59]
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L1969[16:07:59] <gigaherz> if you have
too many combinations to fit on 16 values
L1970[16:08:04] <gigaherz> you'll have to
use a TileEntity
L1971[16:08:08]
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L1972[16:08:11] <gigaherz> or remove
combinations ;P
L1973[16:08:27] <gigaherz> (unless you
can decide the values from neighbouring blocks)
L1974[16:09:03] <capitalthree> turns out
IntelliJ automatically imports java.util.* if you use a single
thing from it
L1975[16:09:05] <MrZoidbergMD> i have a
tileentity anyway… do you mean i could store the state in the te
and just returning it in getMetaFromState?
L1976[16:09:22] <diesieben07>
capitalthree, you can configure that.
L1977[16:09:29] <gigaherz> no
L1978[16:09:31] <gigaherz> not
getMetaFromState
L1979[16:09:38] <gigaherz> you'd query
the TE in getActualState
L1980[16:11:15] <MrZoidbergMD> okay and
then return getActualState in getMetaFromState?
L1981[16:11:21] <diesieben07> No.
L1982[16:11:23]
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L1983[16:11:38] <diesieben07> there is no
way to have world.getBlockState return a non-metadata based
state.
L1984[16:12:07] <MrZoidbergMD> ahh sry i
meant the other one getStateFromMeta
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L1986[16:12:14] <diesieben07> same.
L1987[16:12:36] <Ordinastie_> is there a
valid reason why getBlockState doesn't use getActualState ?
L1988[16:12:48] <diesieben07>
performance? idk
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L1990[16:13:09] <Ordinastie_> I think
it's annoying because you have to call it yourself :/
L1991[16:13:39] <MrZoidbergMD> so what do
i return in getStateFromMeta if i overrode getActualState and my
states are to huge to use a 4 bit meta ?
L1992[16:14:12] <diesieben07> you return
the part of the state that is stored in metadata
L1993[16:14:19]
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L1994[16:14:34] <Ordinastie_> and you're
the one that decides what part you want to store in metadata
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L1996[16:14:49] <gigaherz> example:
suppose you have a primary rotation, you could store the rotation
on metadata
L1997[16:14:59] <gigaherz> which will
make rotateBlock work without overriding it ;P
L1998[16:15:20] <MrZoidbergMD> OH okay i
think i get it now. Thanks a lot
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L2000[16:15:47] <Ordinastie_> gigaherz, I
thought rotateBlock didn't even work properly
L2001[16:16:04] <gigaherz> it should, so
long as you have "facing" or "rotation" as a
PropertyDirection
L2002[16:16:35] <gigaherz> (or well, any
other property -- it doesn't check for property type)
L2003[16:17:13] <Digitalsabre> In a best
case scenario, what is the best structure of a mod source files for
a repository so that someone who knows enough to download a mod's
source can compile it with minimal effort?
L2004[16:17:23] <Digitalsabre> Is there
an example of this somewhere?
L2005[16:17:42] <unascribed> gradlew and
build.gradle
L2006[16:17:48] <unascribed> that's all
you need for modern Forge
L2007[16:17:55] <unascribed> and the
source code for the mod of course
L2008[16:18:02] <gigaherz> Digitalsabre:
jsut have the build.gradle file on the root
L2009[16:18:08] <gigaherz> and anything
else in a way that gradle works as-is
L2010[16:18:17] <gigaherz>
basically
L2011[16:18:36] <Digitalsabre> Heh…
That's the detail I was looking for. "in a way that gradle
works as-is"
L2012[16:18:36] <gigaherz> if you can
pull into a different folder, and run "gradlew
setupCiWorkspace build"
L2013[16:18:54] <gigaherz> and you didn't
have to add anything weird to your user gradle.properties for that
to work
L2014[16:19:03] <gigaherz> that will
do.
L2015[16:19:10] <gigaherz> in more
specific terms:
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L2017[16:19:21] <gigaherz> assuming you
use the standard layout as seen in the MDK skeleton
L2018[16:19:23] <gigaherz> you'd
want
L2019[16:19:26] <gigaherz>
build.gradle
L2020[16:19:31] <capitalthree>
diesieben07: I can configure that but I don't want to, it's correct
behavior :p
L2021[16:19:33] <gigaherz>
gradlew.bat/.sh
L2022[16:19:36] <gigaherz> the gradle
folder
L2023[16:19:39] <gigaherz> and the src/
folder
L2024[16:20:18] <gigaherz> those files in
the repository SHOULD let anyone run "gradlew setupCiWorkspace
build"
L2025[16:20:25] <gigaherz> which is
enough to get a working jar in build/libs
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L2027[16:21:16] <Digitalsabre> So, that
is what I needed to know. Awesome. Nothing else is necessary,
right? But optimally, is there anything else I might want to
include?
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L2029[16:22:35] <MrZoidbergMD> But how
can i return the state in getStateFromMeta if i have more than 16
combinations (and a tilenetity)? Just based on the meta that not
possible, right? i have to look in the tileentity?
L2030[16:23:09] <gigaherz> MrZoidbergMD:
your meta would have an incomplete state
L2031[16:23:22] <gigaherz> and would use
default values for all properties not included in the meta
L2032[16:23:37] <gigaherz> then for
rendering and on calls to isSideSolid and such
L2033[16:23:41] <gigaherz> mc calls
getActualState
L2034[16:23:52] <gigaherz> which gives
you a chance to add the details
L2035[16:23:58] <gigaherz> from your
TE
L2036[16:24:18] <MrZoidbergMD> so it
wouldn’t be a problem to return an incomplete state? okay
L2037[16:25:09] <gigaherz> yeah, since
all the properties are always assigned
L2038[16:25:21] <gigaherz> just maybe not
to the exact value
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L2040[16:29:47] <MrZoidbergMD> and after
i call worldIn.setBlockState … do i have to to anything on the
client to trigger that he rerenders the block?
L2041[16:31:46] <gigaherz> not
specifically, but that won't change anything
L2042[16:31:52] <gigaherz> you haveto
change the info ON THE TE
L2043[16:31:57] <gigaherz> and then tell
the client to rerender
L2044[16:32:28] <MrZoidbergMD> okay
thanks
L2045[16:34:07] <Digitalsabre> This is
probably a dumb question, but where would I go to talk about Curse
things?
L2046[16:34:10]
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L2047[16:35:20] <MrZoidbergMD> how should
i tell the client to rerender my block after i changed the
TE?
L2048[16:36:04] <TehNut>
#curseforge
L2049[16:36:43] <MrZoidbergMD>
markBlockRangeForRenderUpdate?
L2050[16:39:10] <gigaherz>
notifyBlockUpdate on the client causes a rerender
L2051[16:40:04] <gigaherz> I think the
easiest process here would be
L2052[16:40:11] <gigaherz> for you to use
notifyBlockUpdate on the server
L2053[16:40:31] <gigaherz> which causes
the data obtained from getDescriptionPacket/getUpdatePacket to get
sent to the client
L2054[16:40:44] <gigaherz> then on the
client onDataPacket gets called
L2055[16:41:02] <gigaherz> which is a
good place to call notifyBlockUpdate
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L2057[16:41:46] <gigaherz> (ofc this
won't work unless you actually DO send data in the packet, since
the client wouldn't have the values ;P)
L2058[16:42:02]
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L2059[16:42:33] <MrZoidbergMD> if have
the possibility to call it directly on the client
L2060[16:42:40] <MrZoidbergMD> and this
finally works! Thanks!
L2061[16:44:27] <MrZoidbergMD> but i
should add it to onDataPacket as yu suggested thanks
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L2064[16:48:55] <raoulvdberge> yes i do
it the same way
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L2073[17:05:30] <Dhs92> Why is
this?
L2074[17:06:46] <diesieben07> what are
you trying to do?
L2075[17:07:14] <Dhs92> Add the two
libraries at the bottom
L2076[17:07:21] <Dhs92> I have the files
in the correct place
L2077[17:07:46] <diesieben07> you know
this will be a pain for the end user, right?
L2078[17:07:56] <Dhs92> I am an end
user
L2079[17:07:56] <Dhs92> :P
L2080[17:08:11] <diesieben07> why are you
adding libraries then?
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L2083[17:08:28] <Dhs92> To use
matmos
L2084[17:08:39] <diesieben07> just put
them in the mods folder.
L2086[17:10:00]
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L2087[17:12:54] <Dhs92> diesieben07:
whaddya knw
L2088[17:12:55] <Dhs92> thanks
L2089[17:12:59] <Dhs92> Know*
L2090[17:18:27]
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L2093[17:20:45] <TechnicianLP> found out
why my properties were freezing ... (clearing an unset (from
default) to default fixed it)
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L2096[17:28:11] <MrZoidbergMD> i really
like the emerald icon on the mods button which indicates an forge
update :D
L2097[17:28:25] <MrZoidbergMD> the second
time today it reminded me to update :D
L2098[17:28:39]
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L2099[17:28:52] <MrZoidbergMD> is that
only for forge or can i use that for updates in my own mod?
L2100[17:30:30] <gigaherz> MrZoidbergMD:
thx, I drew it ;p
L2101[17:30:39] <gigaherz> someone else
implemented the feature ;p
L2102[17:30:51] <gigaherz> you can have
your own update checks too
L2103[17:31:00] <gigaherz> just add
updateJson="URL HERE" on your @Mod
L2104[17:31:06] <gigaherz> and then get a
properly formatted update json
L2105[17:31:14] <MrZoidbergMD> very nice
thanks
L2107[17:31:40] <gigaherz> this is how
mine looks
L2108[17:31:52] <gigaherz> oops seems I
have a typo in it!
L2109[17:32:34] <MrZoidbergMD> who reads
the changelog? o0 is it automaticly displayed somewhere?
L2110[17:33:08] <gigaherz> changelog gets
read by forge, from the json url
L2111[17:33:13] <gigaherz> and shows up
on the mods panel
L2112[17:33:15] <gigaherz> when you
select a mod
L2113[17:33:32] <MrZoidbergMD>
nicee
L2114[17:34:01] <gigaherz> there we
go
L2115[17:34:06]
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L2116[17:34:17] <gigaherz> update.json
fixed and updated to represent the 1.9.4 version ;P
L2117[17:34:44] <MrZoidbergMD> :D
L2118[17:35:27]
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L2120[17:35:34] <MrZoidbergMD> You dont
have 1.9.4 yet? Is that because its beta or are you waiting for a
newer version than 1.9.4?
L2121[17:35:44] <gigaherz> ?
L2123[17:35:51] <gigaherz> I do
L2125[17:36:23] <gigaherz> it doesn't
show up on the main curse site because the 1.9.4 is beta, while 1.9
is release
L2126[17:36:26] <gigaherz> so 1.9 takes
precedence
L2127[17:36:59] <gigaherz> the contrast
is funny
L2129[17:37:08] <gigaherz> this one,
which is less popular overall
L2130[17:37:15] <gigaherz> got massive
1.9.4 downloads on the first couple days
L2131[17:37:29] <gigaherz> while my
bigger mod got 160 over 5 days
L2132[17:37:29] <gigaherz> XD
L2133[17:39:11] <MrZoidbergMD> I think
that depends on which site you are when you search for mods on
curse
L2134[17:39:42] <MrZoidbergMD> But 3310
in 5 days is nice :)
L2135[17:40:00] <Tazz> great idea isnt
even copying the classes to the proper dirs...
L2136[17:40:29] <gigaherz> Tazz: at that
point I'd assume I'm doing something VERY wrong, and start
over
L2137[17:40:42] <Tazz> I just set this
workspace up
L2138[17:40:53] <gigaherz> I'd verify
that the build.gradle isn't just messed up, and then try to
reimport etc
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L2140[17:41:06] <gigaherz> my process for
loading a new workspace into idea is:
L2141[17:41:10] <gigaherz> 1. import
build.gradle
L2142[17:41:20] <gigaherz> 2. wait for
idea to index and load the gradle panel tasks list
L2143[17:41:27] <gigaherz> 3. doubleclick
the setupDecompworkspace task
L2144[17:41:39] <gigaherz> 4. doubleclick
the genIntellijRuns task
L2145[17:41:49] <gigaherz> 5. click the
gradle refresh icon (not the one on the main toolbar)
L2146[17:41:56] <gigaherz> and it
"just works"
L2147[17:42:01] <gigaherz> however, I am
using idea 15
L2148[17:42:17] <MrZoidbergMD> what is
genIntellijRuns task? the same as the ./gradlew idea ?
L2149[17:42:21] <gigaherz> and I have
head that idea 2016 sometimes has issues importing the source
roots?
L2150[17:42:23] <gigaherz> MrZoidbergMD:
no
L2151[17:42:47] <gigaherz>
genIntellijRuns just edits the existing project to add the
Client/Server tasks on idea's panel
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L2153[17:42:55] <gigaherz> "gradlew
idea" tries to generate an idea project
L2154[17:43:05] <gigaherz> but it works
best if you import using idea's import tool rather than using
that
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L2156[17:43:13] <MrZoidbergMD> oh nice.
that sounds much better for some cases
L2157[17:43:36] <gigaherz> we generally
discourage from using "gradlew idea", since idea's import
works better
L2158[17:44:45] <MrZoidbergMD> im using
idea 2016.1 ce and in one of my workspaces i had the problem that
it doesn’t cared about the minecraft/forge sources… it always
decompiled them instead and i got crappy names for variables in
methods xD
L2159[17:50:23] <Tazz> whyyyyyyy are you
putting the classes in classes/production....
L2160[17:52:09] ***
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L2161[17:57:53] <Grist> anyone know if
there's a simple way to allow one item to be equipped in differet
armor slots?
L2162[17:58:47] <gigaherz> I don't
believe that's a supported scenario
L2163[18:00:57] <Grist> hmm alright
L2164[18:01:16] <Grist> I guess I can
just set up a crafting recipe loop
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L2166[18:02:58] <MrZoidbergMD> When i use
minecraft from gradle or idea everything works. But when i install
forge to the minecraft launcher and put my mod in mods i get
this
L2167[18:02:59] <MrZoidbergMD> Caused by:
java.lang.NoSuchMethodError:
net.minecraft.item.Item.setUnlocalizedName(Ljava/lang/String;)Lnet/minecraft/item/Item;
L2168[18:03:25] <MrZoidbergMD> Should i
stop use setUnlocalizedName or did i something wrong
L2169[18:03:30] <Grist> also, do armor
models work the same way as block and item models do in 1.9?
L2170[18:04:11] <gigaherz> nope
L2171[18:04:16]
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L2172[18:04:32] <gigaherz> armor models
are still ModelBiped
L2173[18:04:56] <Grist> hmm
L2174[18:04:58] <Grist> alright
L2175[18:04:59] <gigaherz> which is a
ModelRenderer-based thing that is used for all purposes involving
bipeds that move around
L2176[18:05:14] <Grist> but I can still
override it right?
L2177[18:05:28] <gigaherz> you can
override getArmorModel
L2178[18:05:35] <gigaherz> and return a
custom ModelBiped for your armor
L2179[18:05:36] <Grist> perfect
L2180[18:05:52] <Grist> so is that like
the old school java models like people used to make in
techne?
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L2182[18:06:30] <gigaherz> yup
L2183[18:06:46] <gigaherz> xcept, you are
sortof limited to the existing "parts"
L2184[18:06:51] <gigaherz> but you can
add boxes to them
L2185[18:06:55] <gigaherz> for extra
detail
L2186[18:07:39] <gigaherz> well you can
remove the exsisting boxes from it, I suppose, but yeah
L2187[18:08:13] <Grist> so it has to
contain parts in the model tree named according to some scheme like
"head" "torso" etc, but those elements of the
model tree can contain whatever?
L2188[18:08:35] <gigaherz> take a look at
the ModelBiped class
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L2191[18:11:24] <Grist> alright
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L2194[18:15:09] <gigaherz> gotta sleep,
night
L2195[18:15:11] <Grist> one other
question about armor: how do I specify the texture for armor too
use while worn? All I could find in ItemArmor was this thing called
RenderIndex which seemed unused
L2196[18:15:14] <Grist> night
L2197[18:15:16] <gigaherz> hm?
L2198[18:15:24] <MrZoidbergMD> n8
L2199[18:15:26] <gigaherz>
getArmorTexture
L2200[18:15:35] <gigaherz> or something
like that
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L2211[18:25:51] <aidancbrady> is it
possible to disable backface culling for item/block models?
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L2217[18:35:54] <Grist> aidancbrady,
there used to at least be a thing in RenderBlocks called
setRenderFromInside
L2218[18:36:19] <Grist> should still be
there
L2219[18:36:28] <Grist> you want to be
careful with it though
L2220[18:36:54] <aidancbrady>
RenderBlocks is gone in 1.8.9 and beyond I’m afraid
L2221[18:37:12] <Grist> huh
L2222[18:37:26] <Grist> what about
Blck.shouldSideBeRendered?
L2223[18:37:30] <Grist> *Block
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L2226[18:38:10] <aidancbrady> I’m using
an ISmartItemModel which doesn’t pass any references to any of
that. I’m wondering if the only workaround is going to be something
hacky
L2227[18:38:10] <TehNut> Grist: That's
only for in world
L2228[18:38:19] <Grist> ah
L2229[18:38:22] <Grist> sorry
L2230[18:38:28] <Grist> well
L2231[18:38:42] <Grist> in that case you
probably just want to make your model also have four faces oon the
inside
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L2233[18:39:00] <Grist> a face really
only is a one sided thing
L2234[18:39:37] <aidancbrady> I wonder if
I could make some kind of backfaced copy
L2235[18:39:57] <thecodewarrior> I had to
do a ton of json to make them render inside, then in third person
the lighting on the two faces z-fight because backface culling is
turned off there, but not in the GUI. >:(
L2236[18:42:57] <aidancbrady> that sounds
a bit insane. I may just do my rendering straight off the bat in
getGeneralQuads() so I can enable and disable cull face
L2237[18:42:59] <TehNut> I'd just render
a top
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L2251[19:11:34] <Grist> anyone know how
to specify armor texture paths? I've overridden the method that
does it but I'm not sure exactly how I need to enter the file
path
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L2255[19:20:44] <Grist> this is
incredibly confusing
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L2257[19:24:50] <Grist> figured it
out!
L2258[19:25:09] <Grist> Anyone know if
there are plans to convert armor to using the same new system as
the other types of models do?
L2259[19:27:10] <diesieben07> probably at
some point, yeah
L2260[19:33:04] <Grist> cool
L2261[19:35:59] <williewillus> query
Actuarius
L2262[19:36:02] <williewillus>
woops
L2263[19:36:46] <williewillus> warning:
PR labeling spree
L2264[19:36:55] <diesieben07> wheee
L2265[19:37:04] <diesieben07> i need to
get into the habit of helping you with that
L2266[19:37:06] <thecodewarrior> wheee! a
spree!
L2267[19:37:13] <williewillus> well once
we get all the old ones labeled
L2268[19:37:22] <williewillus> new ones
will be easy since they don't come in that often
L2269[19:37:38] <diesieben07> yeah
L2270[19:37:46] <diesieben07> how many
are still missing?
L2271[19:39:18] <williewillus> not
many
L2272[19:39:20] <williewillus> PR
wise
L2273[19:39:22] <williewillus> issues a
lot :P
L2274[19:40:35] <diesieben07> guessed
so
L2275[19:46:16]
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L2276[19:48:57] <williewillus> done with
PR's
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L2279[19:49:36] <diesieben07> nice
L2280[19:49:49] <diesieben07> are you
continueing with issues? otherwise i'll do those fora bit now
L2281[19:50:09] <williewillus> nah
:P
L2282[19:50:21] <diesieben07> ok :D
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L2284[19:57:15] <DebugsPeople> is it real
issues?
L2285[19:57:22] <DebugsPeople> or just
people blaming
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L2287[19:58:21] <diesieben07> both
probably
L2288[19:58:58] <DebugsPeople> ahh
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L2290[20:05:30] <KnightMiner> I have a
question about Java Random, I read on the docs that it is
inefficient if used on multiple threads, so would it be more
efficient to just create a new instance each time or use
Math.random()? (I am just generating a single number)
L2291[20:06:52] <diesieben07> for
multiple threads either make your own instance per thread or use
ThreadLocalRandom
L2292[20:08:35] <KnightMiner> Can I
construct that like a normal random, or do I have to pull it from
the current thread
L2293[20:08:36] <diesieben07> oh god...
over 1000 unlabeled issues
L2294[20:09:05] <diesieben07> since it
exits per thread, ThreadLocalRandom.current()
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L2300[20:41:44] <williewillus> jesus
christ
L2301[20:41:48] <williewillus> what does
this regex do
(?:(?:(?:[A-Z-_.:]|^)sapling)|(?:(?:[a-z-_.:]|^)Sapling))(?:[A-Z-_.:]|$)
L2302[20:41:49] <williewillus> :P
L2303[20:43:35] <KnightMiner> Well, I got
the ThreadLocalRandom working, thanks for the help
L2304[20:44:23] <diesieben07>
williewillus, optional letters or other stuff, then sapling or
Sapling, then optional letters or other stuff
L2305[20:44:31] <diesieben07> and its a
really weird way to express that
L2306[20:44:40] <williewillus> is there a
simplified form of that lol
L2307[20:44:46] <KnightMiner> Why do they
all have to be uppercase or lowercase?
L2308[20:44:55] <minecreatr>
williewillus, did you make that regex?
L2309[20:44:58] <KnightMiner> Wouldn't it
be better to just allow any case fro the full word?
L2310[20:44:59] <williewillus> no
L2311[20:45:14] <williewillus>
@minecreatr
L2312[20:45:15] <minecreatr>
williewillus, who made it?
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L2314[20:45:24] <williewillus> vaz
:P
L2315[20:45:32] <KnightMiner> What is it
used for?
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L2317[20:45:55] <diesieben07>
williewillus, this should do: ^[A-Z-_.:]?[sS]apling[A-Z-_.:]?
L2318[20:46:07] <williewillus> what's the
: do?
L2319[20:46:26] <williewillus>
KnightMiner: manasteel axe's ability to place saplings
L2320[20:46:32] <diesieben07> thats just
part of the character groop
L2321[20:46:36] <diesieben07> group
L2322[20:46:37] <williewillus> oh
L2323[20:46:51] <KnightMiner>
diesieben07: you missed lowercase letters:
^[A-Za-z-_.:]?[sS]apling[A-Za-z-_.:]?
L2324[20:47:00] <diesieben07> not in the
original either
L2325[20:47:11] <diesieben07> oh yes they
are
L2326[20:47:14] <diesieben07> wtf is that
regex man
L2327[20:48:02] <KnightMiner> Yeah, I
wonder why you would separately check for lowercase and uppercase
unless you want them all the same case, which I doubt is the case
for the axe sapling placing
L2328[20:49:11] <williewillus> lol I love
how easy it is to just fuck a spectator world
L2329[20:49:21] <williewillus> by just
throwing an item onto the wooden pressure plate
L2330[20:50:05] <williewillus> updates,
pops off, spectator rules immediately replace the block, item
entities collides with plate again -> repeat really really
really fast
L2331[20:50:29] <tterrag> diesieben07: ?:
isn't optional, it's a non-capturing group
L2332[20:50:33] <williewillus> *debug
world rules
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L2334[20:50:46] <tterrag> I'm sure the
groups were used for something, so ?: specifies that it is not a
capture
L2335[20:51:11] <diesieben07> i dont see
the use for the groups
L2336[20:51:45] <tterrag> williewillus:
that seems like a really dumb way to detect saplings :x
L2337[20:52:02] <williewillus>
?shrug
L2338[20:52:21] <williewillus> whats a
smarter way that doesn't require effort and picks up the maximal
number of saplings :P
L2339[20:52:40] <KnightMiner> Actually,
looking at the original again, it seems that Vazkii was wanting to
capture "sapling" only with valid characters around it,
so "abcsapling" or "sapling" should match but
not "Cool Sapling"
L2340[20:53:00] <KnightMiner> That might
be more accurate in that case ->
(?:^|[A-Za-z-_.:])[sS]apling(?:[A-Za-z-_.:]|$)
L2341[20:54:09] <tterrag> idk
L2342[20:54:34] <KnightMiner> For a
smarter way, is it possible to assume modders will extend
BlockSapling? Or do modders frequently just base it off of
Block?
L2343[20:54:52] <tterrag> most probably
do yes
L2344[20:54:55] <tterrag> but not
all
L2345[20:55:12] <tterrag> [this is again
another reason block caps would be useful]
L2346[20:55:24] <tterrag> instead of
ISapling we could have sapling capability which would do bonemeal
etc
L2347[20:55:32] <tterrag> no type checks,
compatibility for everyone
L2348[20:55:45] <tterrag> maybe that
should be my next PR
L2349[20:55:58] <tterrag> moving things
like IGRowable to caps (and of course implementing block
caps)
L2350[20:56:50] <tterrag> does this sound
useful to anyone else?
L2351[20:57:13] <tterrag> it would
essentially be an easy way for block "types" to be done.
all saplings could have a cap. all leaves. plantable blocks
L2352[20:57:17] <tterrag> instead of type
checksk
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L2720[21:02:08] <infinitefoxes_> oh
dear
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L2731[21:07:27] ***
cpw is now known as cpw|out
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MineBot sets mode: +v on Vaht
L2733[21:08:08] <KnightMiner> Did one of
the Esper servers just go out?
L2734[21:08:27] <diesieben07> something
like that
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L2738[21:15:11] <williewillus> some of
these annotations are damn lies
L2739[21:15:14] <williewillus> :P
L2740[21:15:27] <williewillus>
"mop.getBlockPos() is never null" yeah right :P
L2741[21:15:33] <williewillus> try
hitting an entity
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L2743[21:17:27] <diesieben07> uh thats
not @Nonnull for me
L2744[21:19:22] <williewillus> no but the
umbrella annotations cover it
L2745[21:19:58] <diesieben07> umbrella
annotations? o.O
L2746[21:21:11] <williewillus> look in
package-info.java
L2747[21:21:17] <williewillus> of any mcp
package
L2748[21:21:18] <LexManos> Mojang code
not being perfect... say it isnt so!!!!
L2749[21:21:35] <diesieben07> hehe
L2750[21:21:39]
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L2751[21:21:57] <williewillus> :P
L2752[21:22:04] <williewillus> btw hope
the PR labeling has helped
L2753[21:22:09] <diesieben07> weird
name
L2754[21:22:41] <LexManos> Not really
there isn't a 'Lex look at this' label so I dont have to look at
everything.
L2755[21:23:01] <williewillus> well at
least you can filter by bug vs gobs of feature PRs
L2756[21:23:04] <LexManos> My intention
was for you guys to filter everything out and then call me for
specific ones.
L2757[21:23:16] <LexManos> mm
L2758[21:24:37] <LexManos> Sometime soon
I guess i'll go through the bugs and fix it
L2759[21:24:56] <thecodewarrior> Anyone
know of a good GUI library? I'm just starting out with making the
GUIs for my mod and I would love to use a library from the
get-go.
L2760[21:25:11] <LexManos> itd be nice if
someone went throught he current open ones and verified them as I
know ive fixed 1/2 of them
L2761[21:25:12] <diesieben07> i know
MalisisCore has one but i havent used it
L2762[21:25:31] <diesieben07> i was
workign on the issues, but the bot died, so oh well
L2763[21:26:19] <thecodewarrior> I'm
tempted to look into McJtyLib.
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L2765[21:31:33] <tterrag> lex: would you
want a PR for block caps?
L2766[21:32:55] <theFlaxbeard> How do I
render an item (from a TESR) in 1.9?
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L2769[21:35:56] <williewillus>
theFlaxbeard: see ForgeHooksClient.registerTESRItemStack
L2770[21:36:18] <williewillus>
thecodewarrior: is that supposed to 404?
L2771[21:36:20] <theFlaxbeard> I meant
rendering an item (say, in an inventory) via a TESR or other
renderer
L2772[21:36:28] <williewillus> ah
L2773[21:36:40] <williewillus>
Minecraft.getMinecraft().getRenderItem().renderItem(stack,
TransformType)
L2774[21:36:47] <theFlaxbeard>
Thanks!
L2775[21:36:59] <thecodewarrior> I think
it's just that they don't have anything not on a subdomain. Kind of
like chickenbones.net
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L2781[21:44:14] <DebugsPeople-> nice
netsplit
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