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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
L53[01:56:12] <Lordmau5> https://github.com/Lordmau5/FFS/issues/39
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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L103[02:55:54] <rebecca> capitalthree: in terms of hardware, let's say, https://cswebhosted.com/dedicated-servers the 32gb ram dedicated server there
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.
L130[03:14:58] <fry> no
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?
L165[03:20:21] <gigaherz|work> I still have that repository -- https://github.com/gigaherz/NotOnMyLawn
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
L256[04:14:56] <MrZoidbergMD> @Fredi100 gigaherz send me some awesome links for that yesterday: https://gist.github.com/williewillus/57d7093efa80163e96e0 http://mcforge.readthedocs.io/en/latest/blockstates/states/
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
L262[04:18:50] <MrZoidbergMD> And if you searching a program to create models: you can very use opl’s model creator (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-tools/2146545-opls-model-creator-free-3d-model-editor) which saves json files. and then you can just point with model or submodel from your blockstate json file to them
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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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L361[05:16:31] <TechnicianLP> https://minecraft.gamepedia.com/Model read the model part please and understand it ... (the other parts would be good as well tho)
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
L408[05:54:10] <luacs1998> would you use this? is it too complicated? https://github.com/ForgeEssentials/ForgeEssentials/tree/develop/src/main/java/net/minecraftforge/permission
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
L502[06:15:37] <Lordmau5> https://archive.rebeccablacktech.com/boards/g/img/0387/52/1387069179629.jpg - welp ok
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
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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
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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] ⇨ Joins: alekso56 (~znc@ti0107a400-2313.bb.online.no)
L525[06:20:18] <gigaherz|work> a Capability<IPermissionActor>
L526[06:20:24] ⇨ Joins: kimfy (~kimfy_@236.5.200.37.customer.cdi.no)
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
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L531[06:27:24] <luacs1998> sorry, not very familiar with capabilities here :)
L532[06:27:35] <luacs1998> so for example, EntityPlayer would have something like this? https://github.com/MinecraftForge/MinecraftForge/blob/d31cf8ddbc52c9d5d9792762fd7d06a756848ff3/src/main/java/net/minecraftforge/items/CapabilityItemHandler.java
L533[06:28:38] <PaleoCrafter> the capability itself just is an identifier for an interface https://github.com/MinecraftForge/MinecraftForge/blob/d31cf8ddbc52c9d5d9792762fd7d06a756848ff3/src/main/java/net/minecraftforge/items/IItemHandler.java in this case
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 ^^
L537[06:30:24] <PaleoCrafter> you get the instance based on side through https://github.com/MinecraftForge/MinecraftForge/blob/d31cf8ddbc52c9d5d9792762fd7d06a756848ff3/src/main/java/net/minecraftforge/common/capabilities/ICapabilityProvider.java
L538[06:30:56] <luacs1998> hmm, alright thanks
L539[06:31:03] <Ivorius> fry: pong
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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?
L549[06:31:49] <Ivorius> https://gist.github.com/Ivorforce/25f54449b58d9ca3ed92d2743a13979a 1.8.8
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
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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
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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
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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
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L594[06:42:00] <PaleoCrafter> https://en.wikipedia.org/wiki/Kindergarten what can I do? :P
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L596[06:47:27] <Ivorius> fry: https://gist.github.com/Ivorforce/d6b211f6ec106d04f239be403c8a3304
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
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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
L605[06:50:58] <fry> )
L606[06:51:02] ⇨ Joins: kimfy (~kimfy_@236.5.200.37.customer.cdi.no)
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 :/
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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*
L632[06:59:53] <Ivorius> fry: https://github.com/MinecraftForge/MinecraftForge/commit/d6ee373e8775ddfe183b69801d228a21134661e0
L633[06:59:56] <Ivorius> You borked it here
L634[07:00:25] <Fredi100> http://pastebin.com/WAyR83ez
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?
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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
L654[07:04:53] <Lordmau5> Fredi100: did you check here already? https://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
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
L658[07:06:47] <Ivorius> https://gist.github.com/36895e79f95522c88b1c5a113212b96d Here's how I register the renderer
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
L661[07:08:35] <Fredi100> if it helps, here is the java code of the block: http://pastebin.com/seR02ya4
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
L667[07:10:10] <Fredi100> https://github.com/Fredi100/Atomizer/tree/master/src/main
L668[07:10:13] <Fredi100> thats the repository
L669[07:10:20] <Lordmau5> sweet, gives me a better overview
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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
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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
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L689[07:18:26] <Ivorius> wat
L690[07:18:29] <Ivorius> In the blockstate?
L691[07:18:31] <Ivorius> wtf
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L694[07:26:29] <Ivorius> https://gist.github.com/9ecf1af269bac367641bedef675cd906
L695[07:26:29] <Ivorius> https://gist.github.com/Ivorforce/1344e915e002e96d6ba9319e60a7771a
L696[07:26:29] <Ivorius> fry
L697[07:26:52] <LatvianModder> I think he gave up
L698[07:27:02] <fry> https://gist.github.com/Ivorforce/1344e915e002e96d6ba9319e60a7771a#file-clientproxy-java-L52
L699[07:27:11] <Lordmau5> okay, Fredi100
L700[07:27:21] <fry> change that to https://gist.github.com/Ivorforce/1344e915e002e96d6ba9319e60a7771a#file-clientproxy-java-L48
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
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L713[07:28:54] <Lordmau5> tired + not having a dev environment infront of me -> fun
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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)
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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?
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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
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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
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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
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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…
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L762[08:08:57] <AKTheKnight> hjson is bae
L763[08:09:15] <AKTheKnight> https://hjson.org/
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
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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
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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
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L797[08:18:06] <gigaherz|work> I wrote a crappy parser for it
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L799[08:18:18] <gigaherz|work> and used it for a game engine I was writing at the time
L800[08:18:24] <Lordmau5> http://i.imgur.com/4SiaEk5.jpg
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
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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
L809[08:19:44] <gigaherz|work> https://github.com/gigaherz/GDDL-Java
L810[08:19:50] <gigaherz|work> I just like how it feels.
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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
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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)
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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
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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
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L859[08:43:38] <luacs1998> https://github.com/MinecraftForge/MinecraftForge/issues/2899
L860[08:43:41] <luacs1998> gigaherz|work, Ordinastie_
L861[08:44:46] <gigaherz|work> I'll take a look later, gotta be going
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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 (~smbarbour@c-73-211-171-154.hsd1.il.comcast.net)
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
L880[09:09:08] <fry> http://shamebell.com/
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
L884[09:11:23] <luacs1998> anyway LatvianModder https://github.com/MinecraftForge/MinecraftForge/issues/2899 since you're here
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
L888[09:12:30] <MrZoidbergMD> somebody asked yesterday who to pass mc username & password to the gradle task? railcraft has a solution for that https://github.com/CovertJaguar/Railcraft/blob/dev1.9.4/build.gradle
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
L903[09:14:20] <LatvianModder> http://pastebin.com/tcXt7CLf
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
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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.
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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
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L933[09:24:04] <AKTheKnight> ooh
L934[09:24:09] <AKTheKnight> Might have to grab that again
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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
L950[09:41:28] <Temportalist> https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=centigrade%20to%20fahrenheit
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
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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?
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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
L980[09:45:12] <Lordmau5> MrZoidbergMD: https://github.com/Lordmau5/FFS/blob/master/build.gradle#L88
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
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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
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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
L1031[09:53:41] <Lordmau5> Today in "What the hell does this piece of code do?!" - https://github.com/MatrexsVigil/harvestcraft/blob/master/java/com/pam/harvestcraft/tileentity/TileEntityMarket.java#L18-L19
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);
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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?
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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
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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
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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)
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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
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L1142[10:41:19] <MrZoidbergMD> ty
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L1144[10:42:12] <MrZoidbergMD> is there a way to say how often i need an update? i dont need an update that often
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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
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L1152[10:51:03] <TechnicianLP> then you will have to to a return if no update is required
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L1154[10:51:27] <MrZoidbergMD> yeah but that costs a bit of ressources every tick :(
L1155[10:55:06] <LatvianModder> Im just waiting for lex to come back like http://i.imgur.com/H73JBHG.gifv
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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
L1164[11:04:41] <LatvianModder> TBH http://i.imgur.com/2rYuZMc.jpg
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
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L1170[11:11:14] <Dhs92> http://pastebin.com/PKQMEXT4 last two enteries keep getting removed when I start the launcher
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?
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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
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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)
L1197[11:30:35] <fry> http://www.bear-it.com/images/fork%20%281%29.jpg
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
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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
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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
L1247[11:40:06] <capitalthree> https://github.com/alexbobp/LingeringLoot
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L1249[11:40:11] <capitalthree> my entire mod is like 300 lines of code xD
L1250[11:40:13] <LatvianModder> AKTheKnight: but look at it now! Proper formatting, @Override methods, no wildcard imports https://github.com/LatvianModder/FTBUtilities/blob/1.9/src/main/java/com/feed_the_beast/ftbu/client/FTBUClient.java
L1251[11:40:39] <AKTheKnight> See that's beautiful
L1252[11:41:09] <AKTheKnight> So why not fix this? https://github.com/LatvianModder/FTBUtilities/blob/1.7/src/main/java/ftb/utils/mod/FTBU.java
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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
L1262[11:43:12] <fry> ^
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
L1272[11:45:26] <fry> :P
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*
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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.
L1280[11:46:12] <fry> :P
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
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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
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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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L1313[12:02:43] <LatvianModder> *ahem* http://minecraft.curseforge.com/projects/the-carrot-mod
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
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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"
L1339[12:10:26] <diesieben07> it was only a matter of time... http://i.imgur.com/Is9Oaf6.png
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
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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
L1366[12:19:32] <aidancbrady> https://github.com/aidancbrady/Mekanism/tree/1.8.9/src/main/resources/assets/mekanism/models/block - transmitter_small.obj.mek and transmitter_large.obj.mek are the models in question
L1367[12:19:51] <aidancbrady> here’s an example of one of the block state files: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/resources/assets/mekanism/blockstates/universal_cable_basic.json
L1368[12:20:11] <MrZoidbergMD> AKTheKnight: The drama for all the 10 year old players when the parents hear them „play minecraft“ :D
L1369[12:20:26] <LatvianModder> AKTheKnight: http://imgur.com/zd7ERpX
L1370[12:21:02] <aidancbrady> here’s my ICustomModelLoader implementation, with loadModel() highlighted: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/client/render/obj/MekanismOBJLoader.java#L106
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
L1372[12:22:25] <aidancbrady> Now, MekanismOBJModel should be returning a TransmitterModel when it’s baked: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/client/render/obj/MekanismOBJModel.java#L34
L1373[12:23:37] <aidancbrady> When I see what modelRegistry has loaded for one of my variants, though, it’s returning an OBJBakedModel instead of my TransmitterModel as I intended: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/common/multipart/MultipartMekanism.java#L200
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
L1408[12:36:27] <aidancbrady> I made this little fork subclass of OBJBakedModel which lets me do so: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/client/render/obj/OBJBakedModelBase.java
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?
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L1461[13:21:07] <OscarXcore> Oh it works.
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L1465[13:21:40] <OscarXcore> Hi everyone!
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L1467[13:23:02] <K-4U> amadornes send me here.. What is the capital of turkey?
L1468[13:23:20] <fry> constantinopole? :P
L1469[13:24:06] <illy> fry: https://www.youtube.com/watch?v=vsQrKZcYtqg
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?
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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*
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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.
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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
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L1489[13:35:34] <AKTheKnight> You don't just contact lex. You wait for him to contact you :P
L1490[13:35:43] <raoulvdberge> What is holding https://github.com/MinecraftForge/MinecraftForge/pull/2893 back ?
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()
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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
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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.
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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.
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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?
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L1545[14:01:46] <diesieben07> It get's called whenever the chunk is rendered to determine the model.
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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
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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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L1578[14:15:02] <fry> ^
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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] *** Mine|dreamland is now known as minecreatr
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
L1619[14:30:44] <capitalthree> illy: https://github.com/alexbobp/LingeringLoot/blob/master/src/main/kotlin/lingerloot/LingeringLoot.kt#L32-L40
L1620[14:30:52] <unascribed> https://github.com/elytra/LambdaNetwork
L1621[14:30:53] <unascribed> ^ the lib
L1622[14:30:57] <capitalthree> illy: https://github.com/alexbobp/LingeringLoot/blob/master/src/main/kotlin/lingerloot/JitterNotificationQueue.kt#L29
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> :)
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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 :/
L1724[14:43:34] <unascribed> https://github.com/elytra/Concrete
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
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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
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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
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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
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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
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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
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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?
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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
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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
L1825[14:57:29] <unascribed> http://wiki.vg/Protocol
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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
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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
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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
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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
L1915[15:34:58] <TechnicianLP> statehandler: http://pastebin.com/R09D0V5u block-baseclass: http://pastebin.com/iNxrKbWX
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?
L1925[15:39:00] <TechnicianLP> something i dont have to do state = state.() http://pastebin.com/fhbXLGgu
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
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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
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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
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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
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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
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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.
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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
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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?
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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)
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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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L2072[17:05:29] <Dhs92> http://pastebin.com/PKQMEXT4 last two enteries keep getting removed when I start the launcher
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.
L2085[17:08:51] <Dhs92> https://vgy.me/yJ9Vf9.png
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L2087[17:12:54] <Dhs92> diesieben07: whaddya knw
L2088[17:12:55] <Dhs92> thanks
L2089[17:12:59] <Dhs92> Know*
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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
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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
L2106[17:31:37] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/update.json
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
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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
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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> ?
L2122[17:35:50] <gigaherz> https://github.com/gigaherz/Ender-Rift/releases
L2123[17:35:51] <gigaherz> I do
L2124[17:36:10] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files
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
L2128[17:37:00] <gigaherz> http://minecraft.curseforge.com/projects/elements-of-power/files
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....
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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
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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?
L2212[18:27:47] <aidancbrady> this looks a bit silly: http://puu.sh/p42g8/ed9b8e87c5.png
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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
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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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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
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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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L2768[21:34:29] <thecodewarrior> I love it when somebody is witty like this http://cli.li
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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