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L1[00:00:21] <Grist> Night!
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L9[00:23:55] <gabizou> What replaced
PlayerUteItemEvent.Tick etc?
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L37[01:49:50] <Aroma1997> !fh
onNeighborBlockChange
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L50[01:59:53] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160525 mappings to Forge Maven.
L51[01:59:56] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160525-1.9.4.zip
(mappings = "snapshot_20160525" in build.gradle).
L52[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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L70[02:18:24] <masa> how should I handle
block rotation stuff, if I want to place an area with a certain
rotation from the original template?
L71[02:18:45] <masa> is there a common
convention on how mods use rotateBlock(), or some other way to do
it?
L72[02:18:48] <tterrag> with much pain and
anguish
L73[02:19:04] <masa> I was afraid of that
:/
L74[02:19:04] <tterrag> I don't think
rotating block "schematics" has ever been done 100%
foolproof
L75[02:19:09] <tterrag> buildcraft
tries
L76[02:19:12] <tterrag> it's alright
L77[02:19:19] <tterrag> but you can't
predict how mod stuff will work
L78[02:19:28] <masa> so basically lots of
special casing for everything? :/
L79[02:19:30] <tterrag> rotateBlock is your
best bet
L80[02:19:35] <tterrag> for the general
case
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L83[02:20:16] <masa> what is the most
common way it works? as the axis to rotate around, or the target
facing?
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L96[02:44:51] <tterrag> not a clue
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L98[02:47:13] <gigaherz|work> [09:46]
(gigaherz|work): so... watched the x-men movie yesterday, it's far
less bad than the reviews make it to be
L99[02:47:13] <gigaherz|work> [09:46]
(gigaherz|work): up there on the level of the civil war movie
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L105[03:08:41] <masa> in 1.9 (and I think
1.8 also?) there are the Block#withRotation() and withMirror() or
whatever methods, but the problem is that if the rotation is in the
TE, then those basically do nothing when I setBlockState(), or is
that supposed to be handled in onBlockAdded() and it's just my mods
that are not doing it?
L106[03:09:49] <gigaherz|work> yeah Mojang
added those methods for the structure block
L107[03:09:55] <gigaherz|work> when you
place the structure with rotation/mirror
L108[03:10:02] <gigaherz|work> it will
call those methods before setBlockState
L109[03:10:23] <gigaherz|work> which means
if you have data in the TE, that will simply not work
L110[03:10:35] <masa> but how are mod
blocks supposed to save their rotation in that case?
L111[03:10:35] <masa> yeah
L112[03:10:41] <gigaherz|work> I don't
know if it calls onBlockPlaced or anything
L113[03:10:44] <gigaherz|work> I never
looked
L114[03:11:03] <gigaherz|work> but my
general idea is: don't put the rotation on the TE, use the meta for
rotation, and use the TE for other stuff
L115[03:11:06] <masa> I think onBlockAdded
might work, or do I have the TE to work with in there, I htink I
do? (no IDE atm..)
L116[03:11:09] <gigaherz|work> it's
just... better.
L117[03:11:23] <masa> I'm getting that
feeling yeah :/
L118[03:11:30] <gigaherz|work> even in
1.8
L119[03:11:38] <gigaherz|work> the
rotateBlock method is designedfor having rotation on the meta
L120[03:11:44] <gigaherz|work> and you
have to override to make it work with TE
L121[03:11:53] <gigaherz|work> so it's
really more effective if you have rotation on meta
L122[03:12:22] <masa> my thinking has been
that I like to store the block type in the meta, so that it is
"tighter with the block data"
L123[03:12:23] <gigaherz|work> you also
save up on notifyBlockUpdate calls that way
L124[03:12:37] <masa> right
L125[03:12:45] <masa> hmm wait how?
L126[03:12:52] <gigaherz|work> ?
L127[03:12:57] <gigaherz|work> when a
wrench rotates your block
L128[03:12:59] <masa> or do you eman
setBlockState(state, 2)?
L129[03:13:14] <gigaherz|work> you'd have
to call notifyBlockUpdate to transfer the TE state to the
client?
L130[03:13:19] <masa> ah right
L131[03:13:25] <gigaherz|work> the only
flaw is
L132[03:13:36] <gigaherz|work> if you have
the subtype on TE
L133[03:13:42] <gigaherz|work> then you
can't have different TEs per machine type
L134[03:13:52] <masa> oh right..
L135[03:14:01] <masa> bleh
L136[03:14:06] <gigaherz|work> which is OK
if all the APIs used capabilities
L137[03:14:31] <gigaherz|work> since you
can just have "MachineTE" that contains references to the
actual machine's capabilities
L138[03:14:52] <gigaherz|work> (or acts as
a proxy to the machine's implementation class
L139[03:14:56] <Lordmau5> Any good,
reliable 1.8 / 1.9 modding tutorials? :P
L140[03:15:04] <gigaherz|work> but if you
HAVE to work with like, rc power...
L141[03:15:09] <Lordmau5> Intermediate*
modding tutorials (as in, tile entities and the like)
L142[03:15:26] <masa> don't you have the
tank mod already? :o
L143[03:15:35] <gigaherz|work> meh, just
look at like, my mods or willie's ;P
L144[03:15:41] <Lordmau5> Not for me, masa
:D
L145[03:15:43] <gigaherz|work> and then
ask here for doubts
L146[03:15:49] *
Lordmau5 pulls Fredi100 into the discussion
L147[03:16:09] <masa> yeah, in my opinion
"good", "reliable" and "tutorial"
don't really go together that often ;p
L148[03:16:30] <Lordmau5> That means we
have a gap that someone has to fill!
L149[03:16:52] <gigaherz|work> yes
L150[03:16:57] <masa> aaand then we have
that ultimate modding tutorial #5634 which gets outdated at
1.10
L151[03:16:58] <gigaherz|work> but
L152[03:17:14] <gigaherz|work> if you
write it for 1.8, it won't work for 1.9
L153[03:17:22] <gigaherz|work> if you
write it for 1.9, it won't fit well for 1.9.4 mods
L155[03:17:36] <gigaherz|work> and even if
you write it with considerations for all versions
L156[03:17:42] <gigaherz|work> Section 2:
Do X
L157[03:17:48] <gigaherz|work> 2.1: If
1.8.9 fo this instead
L158[03:17:53] <gigaherz|work> 2.2: If 1.9
do this instead
L159[03:17:58] <Lordmau5> 2.2.1 if 1.9.4
do this instead
L160[03:18:03] <gigaherz|work> etc
L161[03:18:09] <Lordmau5> 2.2.1.1 if 1.9.4
hotfix 1, do this instead
L162[03:18:20] <gigaherz|work> and by
1.10
L163[03:18:25] <gigaherz|work> you won't
need the tutorials anymore
L164[03:18:28] <gigaherz|work> so you
won't care to update them
L165[03:18:44] <gigaherz|work> you'll just
be like "meh, just read someone else's existing code"
;P
L166[03:19:22] <gigaherz|work> which will
make your tutorials "yet another batch that became outdated
and are confusing people"
L167[03:19:28] <Lordmau5> true
L168[03:19:38] <gigaherz|work> better to
write RTD documentation
L169[03:20:17] <gigaherz|work> which is on
an official place that others can submit PRs to
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L172[03:24:46] <masa> yep so yesterday
when I was workinh on my Wand of the Lazy Builder and adding the
new Copy and Paste modes into it, I had to basically copy paste the
vanilla Template and TemplateManager classes... >_>
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L174[03:24:59] <gigaherz|work> lol
L175[03:25:15] <masa> most stuff is
private so I can't just extend anything without AT'ing the shit out
of everything
L176[03:25:51] <masa> I needed a version
of addBlocksToWorld that can do it one block at a time if the
player has the item to build it
L177[03:26:20] <masa> the initial test
version in creative mode used the vanilla system directly
L178[03:26:55] <gigaherz|work> masa: I
think you may want to PR to forge
L179[03:27:13] <gigaherz|work> to make the
structure block call onBlockPlacedBy after placing the structure
blocks
L180[03:27:16] <masa> so now it's a custom
class completely, but saves to and reads from vanilla structure
format
L181[03:27:19] <gigaherz|work> to give you
a chance to update the TE data
L182[03:27:32] <masa> huh? placed by who
though?
L183[03:27:37] <masa> a FakePlayer?
L184[03:27:50] <gigaherz|work> dunno but
it's the only method that fits
L186[03:28:33] <Lordmau5> People still use
player.me?
L187[03:28:35] <Lordmau5> Wow.
L188[03:28:50] <masa> why not?
L189[03:29:00] <Lordmau5> Idk, I'm just
surprised
L190[03:29:01] <masa> it's really nice for
posting updates and screenshots
L191[03:29:12] <masa> and it cross-posts
to twitter too...
L192[03:29:22] <Lordmau5> Got nothing
against it, but Twitter is sufficient for me already :p
L193[03:29:24] <masa> but twitter itself
is shit for stuff like this
L194[03:29:43] <masa> 140 characters? yeah
good luck trying to explain anything
L195[03:29:44] <Lordmau5> well, Twitter is
gonna ditch the mentions + images in messages, so you can properly
use the 140 characters for text
L196[03:29:57] <Lordmau5> well, have fun
posting your whole book on player.me
L197[03:29:59] <masa> player.me has 7000
nowadays for the post itself... which is quite a lot
L198[03:30:02] <Lordmau5> I wouldn't want
to read that
L199[03:30:08] <Lordmau5> Twitter is
lightweight with 140 chars
L200[03:30:13] <Lordmau5> and it should
stay like that
L201[03:30:25] <masa> sure
L202[03:30:53] <masa> for twitter that's
fine because people post about what the yare easting or what person
A said, no point having a novel for that crap
L203[03:30:59] <masa> *eating
L205[03:32:05] <gigaherz|work> I'd use
some sort of dev blog for that
L206[03:32:11] <gigaherz|work> a wordpress
page or similar
L207[03:32:40] <gigaherz|work> my twitter
is more for "special things"
L209[03:33:03] <masa> and that means
setting up new stuff and then just posting links to twitetr that
nobody cares enough to open...
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L211[03:34:25] <masa> the way player.me
works is just perfect for what I want
L212[03:36:36] <Lordmau5> Everything's
better than myspace
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L216[03:55:03] <Lordmau5> psst
L217[03:55:07] *
Lordmau5 pokes around
L218[03:55:19] <Lordmau5> What was the
deal with IUpdatePlayerListBox again in the "past"?
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L220[03:55:44] <masa> what do you eman? it
was a namimng derp and got fixed in 1.8.9 I believe
L221[03:55:48] <gigaherz|work> Lordmau5:
remember that the names are assigned by the community
L222[03:55:54] <gigaherz|work> the first
person to investigate that interface
L223[03:56:04] <Lordmau5> okay, there you
have it @ Fredi100 ;P
L224[03:56:06] <gigaherz|work> saw that it
was used in the code for causing the "tab" list
L225[03:56:11] <Lordmau5> ah, okay, that's
why
L226[03:56:16] <gigaherz|work> to
update
L227[03:56:22] <gigaherz|work> and gave it
"IUpdatePlayerListBox"
L228[03:56:24] <Lordmau5> yea, the
tutorial he's going through right now had that interface
implemented on the tile
L229[03:56:34] <gigaherz|work> then some
versions later
L230[03:56:41] <gigaherz|work> they
renamed it to ITickable
L231[03:56:53] <gigaherz|work> because the
interface is used for things that have the ability to tick
L232[03:59:00] <Lordmau5> was there any
change in regards to "TileEntity#shouldRefresh" over the
past few Forge updates?
L233[03:59:23] <Lordmau5> or does one
still have to override that to check for just the blockstates? as
in, comparing them :p
L234[03:59:37] <Lordmau5> I remember there
being a "!isVanilla" check at the beginning and it caused
a bunch of issues
L235[03:59:44] <gigaherz|work> same as
usual
L236[04:00:33] <gigaherz|work> 1.9.4:
return isVanilla ? (oldState.getBlock() != newSate.getBlock()) :
oldState != newSate;
L237[04:00:52] <gigaherz|work> so you
still have to override and return to vanilla-like
L238[04:00:59] <gigaherz|work> if that's
how your block works
L239[04:03:02] <Lordmau5> ah yea,
that
L240[04:03:09] ⇦
Quits: Zesty (~Zesty@180.97.28.12) (Read error: Connection reset by
peer)
L241[04:03:14] <Lordmau5> >
newsate
L242[04:03:18] <Lordmau5> that's still
triggering me, haha
L243[04:04:10]
⇨ Joins: Zesty (~Zesty@180.97.28.12)
L244[04:06:17] <masa> that's minor, there
are also methods where all the parameter names are mixed up,
probably after they got re-arrangement at some point
L245[04:06:24] <masa> that gets a bit
confusing at times :p
L246[04:06:43] <Lordmau5> :D
L247[04:06:48] <masa> and then your usual
wrongly named parameters
L248[04:06:58] <Lordmau5> par1 par2
par3
L249[04:07:16] <masa> like yesterday, the
BlockPos endPos in addBlockToWorld() is actually size, not end
position
L250[04:07:22] <masa> no not those
L251[04:07:39] <masa> they are just
unnamed
L252[04:07:54] <Lordmau5> ah that's what
you mean
L253[04:11:49] <Lordmau5> WHAT
L255[04:11:50] <Lordmau5> HOW
L256[04:15:14] ⇦
Quits: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
(Ping timeout: 192 seconds)
L257[04:17:34] <Aroma1997> there is the
!mh and !fh command for mcpbot. Does a similar command exist for
Class names?
L258[04:20:17] <justJanne> I wonder
ig
L259[04:20:24] <justJanne> !ch Block
L260[04:20:27] <justJanne> Nope
L261[04:21:19]
⇨ Joins: TechnicianLP
(~Technic@p4FE572BE.dip0.t-ipconnect.de)
L262[04:22:33] <AKTheKnight> !help
L263[04:23:35] <AKTheKnight> !gc
L264[04:23:41] <Aroma1997> hmm?
L265[04:23:51] ***
PaleOff is now known as PaleoCrafter
L266[04:24:01] <AKTheKnight> !gc
EntityPlayer
L267[04:24:16] <Aroma1997> thanks
L269[04:24:17] <masa> I think users can't
rename classes, that would break binary compatibility, right?
L270[04:24:20]
⇨ Joins: Ordinastie_
(~Ordinasti@87-231-58-94.rev.numericable.fr)
L271[04:24:33] <AKTheKnight> Some info
there. Not sure how up to date it is
L272[04:24:39] <Aroma1997> but that isn't
really a history
L273[04:24:54] <masa> oh is that
history
L274[04:25:50] ⇦
Quits: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
(Ping timeout: 201 seconds)
L275[04:25:52] <AKTheKnight> Ohh I'm not
sure then
L276[04:25:54] <PaleoCrafter> You can
rename classes "yourself" by submitting an issue to the
bot repo, masa :P
L277[04:26:40] <Aroma1997> I don't want to
rename them, I want to get the history (assuming there is a history
for classes)
L278[04:27:07]
⇨ Joins: Cooler (~CoolerExt@61.3.245.221)
L279[04:28:01] <Ivorius> fry: Any updates
on the b3d crash thing?
L280[04:28:16] <masa> which class in
particular?
L281[04:28:27] <Aroma1997> just in
General
L282[04:28:39] <gigaherz|work> there's a
gist by lex, with the 1.9 -> 1.9.4 class renames
L283[04:28:48] <PaleoCrafter> Hm... I
don't think there's a concrete history, only the changes that
applied for some versions (Lex has a gist with those from 1.9 to
1.9.4)
L284[04:28:50] <Aroma1997> could you link
that to me?
L285[04:28:51] <gigaherz|work> and a page
by someone else with the 1.8.9 -> 1.9 renames
L286[04:28:55] <gigaherz|work> I'm not at
home
L287[04:28:57] <PaleoCrafter> Ah, beat me
to it xD
L288[04:28:59] <gigaherz|work> if someone
else has it...
L289[04:29:10] <PaleoCrafter> Let me open
my laptop
L290[04:29:52]
⇨ Joins: Searge|office
(~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L292[04:30:02] <masa> and sorry for the
ping >_>
L293[04:30:18] <gigaherz|work> I think
someone said he filters out his name from URLs
L294[04:30:19] <PaleoCrafter> could have
shortened the url :P
L295[04:30:31] <PaleoCrafter> I posted the
link once, he was pinged :P
L296[04:30:39] <Aroma1997> thanks
L297[04:30:41] *
gigaherz|work shrugs
L298[04:30:51] ⇦
Quits: Fredi100 (~Fredi100@84.114.180.113) (Quit:
Leaving)
L299[04:31:07] <justJanne> He should make
it so that hes only pinged if his name is said three times in a
row
L300[04:31:12] <justJanne> That avoids
mistakes
L301[04:31:23] ⇦
Quits: brandon3055 (~Brandon@122.129.142.1) (Read error: Connection
reset by peer)
L303[04:31:42] <justJanne> I have that on
some channels — if you say my name 3 times in a row, my phone will
ring, at any time of day, wherever I am.
L304[04:31:50] <PaleoCrafter> lol
L305[04:32:01] <PaleoCrafter> Lex doesn't
want to be pinged at all, so :P
L306[04:32:08] <gigaherz|work>
Beetlejuice, beetlejuice, beetlejuice!
L307[04:37:23]
⇨ Joins: LordSaad (~LordSaad@213.204.90.46)
L308[04:38:29] <LordSaad>
http://i.imgur.com/6IhpfLP.png my pitches and yaws
are messed up :( i have the pitch and yaw of the pad but the beam's
pitch and yaw are messed up. How do i calculate the normal vector
for the pad's pitch and yaw? I tried a crap load of math off of
stackoverflow but they all failed so far
L309[04:38:56] ⇦
Quits: Digitalsabre (~Adium@71-222-209-81.albq.qwest.net) (Ping
timeout: 384 seconds)
L310[04:39:03]
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L311[04:39:15] ⇦
Quits: Cooler (~CoolerExt@61.3.245.221) (Quit:
Leaving)
L312[04:39:32] <PaleoCrafter> maybe they
were messed up because of degrees vs. radians, LordSaad? :P
L313[04:39:52] <LordSaad> no, the pitch is
perfect, the yaw is messed up
L314[04:39:59] <LordSaad> ill show a
better pic demonstrating that better
L315[04:40:01] ⇦
Quits: Grist|zzZ (~Grist@104.129.107.99) (Ping timeout: 201
seconds)
L316[04:40:23] <Ordinastie_> pitch
perfect? ><
L317[04:40:43] <LordSaad> love that
movie
L319[04:40:57]
⇨ Joins: Digitalsabre
(~Adium@174-28-99-252.albq.qwest.net)
L320[04:41:00] <Digitalsabre> FFS
L321[04:41:02] <Ordinastie_> there is Anna
Kendrick in it, of course
L322[04:41:30] <PaleoCrafter>
Digitalsabre, you say that quite often when you join
L323[04:41:38] <Digitalsabre> Yeah.
L324[04:41:44] <gigaherz|work> LordSaad:
if you want vector from pitch/yaw, it's always a combination of
sin(pitch), cos(pitch), sin(yaw), cos(yaw)
L325[04:42:06] <gigaherz|work> the thing
is, they ca nbe in different order/signs
L326[04:42:09] <PaleoCrafter> LordSaad,
the lines are supposed to point perpendicularly out of the
surface?
L327[04:42:16] <LordSaad> what i tried
using was minecraft's util to convert pitch and yaw to a
vector
L328[04:42:17] <Digitalsabre> Because when
I join, it kicks me into a channel with a very abrasive channel
name.
L329[04:42:19] ⇦
Parts: Aroma1997 (~Aroma1997@p57B28C28.dip0.t-ipconnect.de)
())
L330[04:42:33] <LordSaad> PaleoCrafter,
yes
L331[04:42:35] <gigaherz|work> yeah that
would work IF you use minecraft-style pitch/yaw numbers
L333[04:42:43] <LordSaad> i am
though
L334[04:42:47] <PaleoCrafter> get your
client to identify with NS before joining channels, Digitalsabre
:P
L335[04:42:52] <gigaherz|work> the numbers
point at the FRONT though
L336[04:42:57] <PaleoCrafter>
alternatively, get a bouncer
L337[04:43:03] <LordSaad> ok wait, let me
tell you what i already tried
L338[04:43:05] <Digitalsabre> I actually
don't know how to do that with Adium
L339[04:43:12] <gigaherz|work> which means
the "default" state of the surface would be aligned
vertically looking north
L340[04:43:22] <justJanne> Digitalsabre:
enable SASL, in fact, that’s the best solution
L341[04:43:23] <gigaherz|work> when
pitch/yaw are 0
L342[04:43:35] <LordSaad> first, i took
the pitch and yaw of the pad which rotates properly in GL, but when
those numbers are fed into the vector method, they dont return
proper normal vectors
L343[04:43:46] <LordSaad> so i split the
pitch and yaw of the beam and the pad, so they are completely
seperate numbers
L344[04:43:57] <LordSaad> it worked for
pitch but not the yaw for some reason
L345[04:44:04] <gigaherz|work> I wouldn't
do the beam with pitch/yaw at all
L346[04:44:08] <LordSaad> and yes, the yaw
is a correct number
L347[04:44:09] <gigaherz|work> just use
the vector for those
L348[04:44:11] <LordSaad> i wouldnt
either!
L349[04:44:12] <LordSaad> ;-;
L350[04:44:17] <Digitalsabre> justJanne:
Is this an option in Adium?
L351[04:44:33] <LordSaad> ok wait, ill
show u what the lines look like when i get the vector of the pad's
pitch and yaw
L352[04:45:12] <justJanne> Digitalsabre:
unsure – Adium is mostly an XMPP client with IRC support bolted on
top, so I’m not sure
L354[04:45:34] <justJanne> I know we
support SASL in quassel, though
L355[04:45:37] <LordSaad> thats with the
pad's pitch and yaw
L356[04:45:56] <LordSaad> what math is
required to adjust it?
L357[04:46:10] <gigaherz|work> I have no
idea
L358[04:46:17] <Digitalsabre> I like
Quassel, but I can't wrap my head around how to set it up.
L359[04:46:18] <LordSaad> TwT
L360[04:46:18] <gigaherz|work> i'd have to
be at home, with a notebook and a pen
L361[04:46:29] <gigaherz|work> and know
which code you are using and such
L362[04:46:35] <gigaherz|work> I don't
have time to do that while at work XD
L363[04:46:36] <justJanne> Digitalsabre:
there’s also the mono version, which works just like a normal
client
L364[04:46:49] <LordSaad> crap
L365[04:46:53] <Digitalsabre> That, for
some reason, doesn't run on Mac OS.
L366[04:47:09] <justJanne> A better client
for Mac OS is Textual, though
L367[04:47:52] <Digitalsabre> The problem
being that Textual is not free.
L369[04:48:14] <LordSaad> btw
gigaherz|work:
http://i.imgur.com/6s7zabM.png this is
what it looks like when i just add 90 to the pad pitch. its almost
perfect but the yaw isnt
L370[04:48:20] <Digitalsabre> Heh.
L371[04:48:47] <Digitalsabre> I'm not.
:S
L372[04:52:50]
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L373[04:54:55] ⇦
Quits: Digitalsabre (~Adium@174-28-99-252.albq.qwest.net) (Killed
(NickServ (GHOST command used by
Digitalsabre_!~quassel@174-28-99-252.albq.qwest.net)))
L374[04:55:57]
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L375[04:56:23] <Digitalsabre> Okay, so...
justJanne, can I PM?
L376[05:04:00] ⇦
Quits: MrZoidbergMD
(~MrZoidber@ip4d16d117.dynamic.kabel-deutschland.de) (Quit: See
ya)
L377[05:09:10] ⇦
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L378[05:11:47]
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L379[05:12:15] ⇦
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http://quassel-irc.org - Chat comfortably.
Anywhere.)
L380[05:13:07]
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L381[05:13:30] <Digitalsabre> So, am I
audible?
L382[05:13:45] <TechnicianLP> its too dark
....
L383[05:13:59] <Digitalsabre> Too dark to
hear? :S
L384[05:14:30] <Digitalsabre> Lemme turn
up the thermostat.
L385[05:16:05] ⇦
Quits: LordSaad (~LordSaad@213.204.90.46) (Quit:
Leaving)
L386[05:17:18] <Wuppy> one thing I always
wonder when looking through recipes to find something to eat is how
the hell can food be "cool"
L387[05:17:31] <Wuppy> or, the better
translation of the dutch word they use for it, badass
L388[05:19:32] <Digitalsabre> This is
amusing, Wuppy. Do the translations not use a word that is the
antonym of "warm?"
L389[05:21:03] <Saturn812> it's probably
an english thing. I don't think other languages use 'cool' for both
chill and badass meanings
L390[05:21:21] <Wuppy> they use the word
cool with the meaning of badass
L391[05:21:29] <Wuppy> it's not a cold
dish, lets put it that way
L392[05:21:43]
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L393[05:24:25] <Digitalsabre> What kind of
a dish are we talking about?
L394[05:24:43] <Wuppy> stamppot
L396[05:25:12] <Wuppy> which is a dish as
far from cool as I can think off to be honest xD
L397[05:28:26] <Digitalsabre> Is it, at
least, tasty?
L398[05:28:48] ***
Davnit_ is now known as Davnit
L399[05:29:06] <Wuppy> I'm not much of a
fan of potatoes or the vegetables they usually put in it
L400[05:29:49] <masa> Quetzi: why did you
upload Whitelister releases to the Morpheus project? :p
L401[05:30:01] <tterrag> Wuppy: it's
interesting that the parallel is there though. does cool mean that
in your language because of english, or the other way around?
:P
L402[05:30:16] <Quetzi> i did what?
*facepalm*
L403[05:30:45] <Wuppy> I think we stole
cool (badass) from english, yeah
L404[05:30:54] <Wuppy> the dutch language
did & does that a lot
L405[05:30:57] <masa> I went and
downloaded the latest release, then I saw the dropbox popup and
went "wait what just happened?" :D
L406[05:31:12] <Quetzi> I have no idea
what you are talking about *whistles*
L407[05:31:13] <tterrag> a lot of
languages steal from america/english
L408[05:31:18] <masa> didn't even notice
the filename when I downloaded it
L409[05:31:21] <tterrag> which is ironic
because english stole from all other languages originally :P
L410[05:31:22] <Digitalsabre> Don't worry,
English is pro at it, Wuppy.
L412[05:31:38] <Wuppy> hehe great point
tterrag xD
L413[05:32:15] <Wuppy> Quetzi, cool
stamppot
L414[05:32:42] <Wuppy> although I wouldn't
be suprised if that confuses you even more xD
L415[05:32:55] <Digitalsabre> It doen't
look very cool. How would one make it cool?
L416[05:33:01] <Digitalsabre> Give it dark
glasses?
L417[05:33:18] <Wuppy> I havent the
slightest idea
L418[05:33:41] <Digitalsabre> Dye the
vegetable portion of the dish with fluorescent dyes.
L419[05:33:50] <Wuppy> now then it would
be cool
L420[05:33:56] <Wuppy> although also quite
scary to eat tbh
L421[05:34:51] <Quetzi> great, now they
get rejected on the whitelister project as duplicate files
L423[05:35:28] <masa> better go yell at
someone :p
L424[05:37:22] <Quetzi> i'll just rebuild
them, it'll be faster
L425[05:42:34] ***
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L435[06:24:58] <Grist> be back
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L438[06:37:48] <gigaherz|work> 13:37
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L440[06:39:18] <diesieben07> goddamnit. me
broke it again
L441[06:39:35] <diesieben07> fry ^
L442[06:39:47] <Ordinastie_> lol, you did
that? :p
L443[06:39:56] <gigaherz|work> broke
what?
L444[06:40:01] <diesieben07>
Actuarius
L445[06:40:06] <diesieben07> yes...
L446[06:40:11] <fry> no, you didn't
L448[06:40:29] <diesieben07> then he
quit
L449[06:40:29] <diesieben07> oh
L450[06:41:03] <Ivorius> fry, 's that a
no? :P
L451[06:41:28] <fry> looks like a simple
irc timeout
L452[06:41:35] <diesieben07> heh
L453[06:41:39] <diesieben07> i got worried
there
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L458[06:48:57] <BlueMonster> hello
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L470[07:12:13] <Wuppy> hey monster
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L475[07:20:16] <Wuppy> wow Doom looks
amazing
L476[07:20:30] <Wuppy> I looked at a video
of the gameplay for 3 minutes and I'm convinced to buy it :O
L477[07:21:34]
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L478[07:22:16] <Ordinastie_> apparently
it's very good
L479[07:22:56] <Wuppy> it looks good,
great options menu, cool movement and crazy guns
L480[07:23:00] <gigaherz|work> people seem
to be enjoying it a lot
L481[07:23:30] ***
PaleOff is now known as PaleoCrafter
L482[07:24:28] <Ordinastie_> TB made a 20
min rant about it, so
L483[07:24:57] <Wuppy> I watched 3
gameplay minutes from his 55 minute video and stopped to prevent
spoilers :P
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L485[07:25:30] <Ordinastie_> not like
there is much to spoil, but yes, I refrain to watch lets plays too
:p
L486[07:25:53] <Wuppy> well the guns (and
upgrades) plus the level design is a spoiler in a game without a
story
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L488[07:26:50] <Kodos> What game are we
discussing
L489[07:26:59] <Wuppy> DOOM
L490[07:27:06] <Kodos> Ah
L491[07:28:02] <Ordinastie_> I enjoy
watching slaughter maps from Doom 2 though :p
L492[07:28:32] <Kodos> I miss using WAD
Files from the original doom wayy back in the day
L493[07:29:49] <Wuppy> wow... festivals
really try to screw you over whenever they can
L494[07:30:02] <Wuppy> I'm going to a
festival next week and on FB they posted, you can get your coins
cheaper online
L495[07:30:10] <Wuppy> and they are,
untill you get to the part with the service costs
L496[07:30:17] <Wuppy> which result in
them being exactly as expensive: V
L497[07:32:29] <TechnicianLP> What do you
guys think: when having a transport belt should the beltmodel
connect or should they stay seperate?
L498[07:32:36] <justJanne> Doom is making
me angry again
L499[07:32:46] <justJanne> Not even the
pirated version runs on Linux properly
L500[07:33:57] <justJanne> Another game I
buy and can't use. Anno 2070 was the last game that didn't run, but
there at least the pirated version ran (while I bought it with all
DLCs, nothing runs legally due to uplay)
L501[07:34:08] <justJanne> At least most
other games run in Wine...
L502[07:34:27] <Ordinastie_> use windows
?
L504[07:34:37] <justJanne> Let's hope
Microsoft doesn't fuck up Minecraft, the windows 10 version looks
like theyre on the best way there
L505[07:35:25] <Wuppy> or just install
windows :)
L506[07:35:31] <justJanne> Ordinastie_:
then I'd still have to use the Linux emulation layer for 99% of my
stuff, and give Microsoft the "right to access, copy and
download any files at any time"
L507[07:35:42] <justJanne> (from the
windows 10 ToS)
L508[07:35:54] <justJanne> No thanks, I
don't want spyware.
L509[07:36:24] <justJanne> (and
development on windows is a pain in the ***)
L510[07:36:30] <Saturn812> depends
L511[07:36:40] <Ordinastie_> oh, right
microsoft the evil corporation that will download you vacation
picture and your nekkid selfies...
L512[07:36:58] <Ordinastie_> also,
dualboot is a thing
L513[07:37:00] <justJanne> Ordinastie_:
did you miss the Snowden papers?
L514[07:37:30] <justJanne> Cause it looks
like you don't realize what they contained.
L515[07:38:05] <TechnicianLP> run win i a
vm ... (so it cannot access other partitions of your drives
...)
L516[07:38:32] <justJanne> TechnicianLP:
Doom doesn't run in VMs
L517[07:38:45] <TechnicianLP> ? why?
L518[07:38:46] <justJanne> Neither do most
uplay or origin games
L519[07:38:52] <justJanne> Because of
their DRM
L520[07:39:00] <justJanne> It recognises
the VM, and refuses to run
L521[07:39:15] <Saturn812> and vm cannot
possibly handle heavy games
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L523[07:39:21] <Lordmau5> it can
L524[07:39:23] <Lordmau5> stop being
stupid
L525[07:39:30] <TechnicianLP> drm?
L526[07:39:31] <Lordmau5> you just have to
do GPU passthrough, then you're good
L527[07:39:35] <Lordmau5> > handle
heavy games
L528[07:39:52] <justJanne> Yeah, KVM + GPU
pass through is usually good enough
L529[07:40:07] <Lordmau5> good enough?
that thing get's 99% performance
L530[07:40:32] <justJanne> Well, more like
40% when you have a 3 monitor setup and an nvidia card
L531[07:40:40] <Saturn812> what's the
point of such virtualization then? I am talking about
system-in-system vm, not parallel vm
L532[07:41:00] <Lordmau5> isn't that
system-in-system?
L533[07:41:02] <justJanne> Yes, system in
system VMs can be used like hat
L534[07:41:05] <justJanne> *that
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L536[07:41:28] <justJanne> The Linux
kernel and the NT kernel both include a hypervisor for this
case
L537[07:42:26] <justJanne> Still doesn't
help with then having to buy windows, pirate the games (because
their DRM makes them not run in VMs), and getting extra
headache
L538[07:42:54] <Lordmau5> that's
true
L539[07:42:59] <MrZoidbergMD> dual boot
seems easier ^^
L540[07:43:36] <TechnicianLP> dual boot
would lead to microsoft being able to copy everything again
L541[07:43:53] <MrZoidbergMD> because you
must have hardware that supports pci passthrough to pass your gpu
through
L542[07:44:04] <Lordmau5> "copy
everything"?
L543[07:44:29] <MrZoidbergMD> Not if your
other os uses encryption (or a partition format windows cant read
xD)
L544[07:45:04] <Saturn812> but then,
ecryption (or software you are using) might have back doors, can't
use that!
L545[07:45:36] <MrZoidbergMD> that would
also apply for VMs
L546[07:46:00] <MrZoidbergMD> maybe they
build in a backdoor for windows or the nsa to let windows smugle
out your data xD
L547[07:46:04] <Ordinastie_> but they
already hired your mother to spy on you anyway
L548[07:46:33] <MrZoidbergMD> and your
dog
L549[07:46:50] <Ordinastie_> no way, my
dog is loyal!
L550[07:47:06] <MrZoidbergMD> you’re sure?
mine would to anything for something nice to eat
L551[07:47:07] <Lordmau5> that's what the
government wants to make you think
L552[07:47:10] <justJanne> Dual boot
solves the issue of performance,
L553[07:47:19] <justJanne> But doesn't
solve the issue of doing multiple things at once.
L554[07:47:43] <MrZoidbergMD> Jou often
code minecraft mods while playing first person shooter?
L555[07:47:46] <MrZoidbergMD> *You
L556[07:47:47] <justJanne> And people
don't set up systems with 3 screens to only be able to play a game
at a time, but usually they also want to do other stuff at the same
time
L557[07:48:14] <justJanne> Well, no, but I
watch a documentary series from Prof. Dr. Harald Lesch usually
during that.
L558[07:48:19] <justJanne> And I have my
irc client open
L559[07:48:43] <justJanne> And I have some
other custom software open that I wrote and don't want to write
again just to be able to use them on windows
L560[07:49:03] <justJanne> (which has a
minority marketshare anywhere except consumer desktop PCs
anyway)
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L562[07:52:09] <Nitrodev> hi
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L569[08:13:02] <TechnicianLP> why can the
defaults model not have submodels?
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L593[08:57:11] <Domochevsky>
Gentlemen.
L594[08:57:23] <Domochevsky> A question:
How do you detect the creation of portals in 1.9?
L595[08:57:45] <Domochevsky> I'm not
seeing anything in the Fire or Obsidian blocks, nor in
Flint&Steel
L596[08:57:55] <Domochevsky> BlockPortal
also yields nothing of relevance
L597[08:59:03] <gigaherz|work> there may
be some block place event?
L598[08:59:16] <Domochevsky> Maybe? Where,
though
L599[08:59:19] <gigaherz|work> I don't
know if it gets called for the portal block being placed by the
portal itself
L600[08:59:32] <gigaherz|work> if you wait
30min for me to get home, I'll look
L601[08:59:37] <Domochevsky> Sure
L602[08:59:44] <gigaherz|work> or maybe
someone else answers meanwhile
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L604[09:00:37] <PaleoCrafter> uhm...
BlockFire.onBlockAdded :P
L605[09:00:48] <Domochevsky> Wat
L606[09:01:01] <PaleoCrafter> and then
BlockPortal.trySpawnPortal
L607[09:01:25] <Domochevsky> ! Like 382
reads.... if (worldIn.provider.getDimensionType().getId() > 0 ||
!Blocks.portal.func_176548_d(worldIn, pos))
L608[09:01:32] <tterrag> there does not
seem to be an event
L609[09:01:35] <Domochevsky> So at the
very least "portal" is mentioned there
L610[09:01:45] <PaleoCrafter> update your
mappings :P
L611[09:01:49] <PaleoCrafter> that's
trySpawnPortal
L612[09:01:50] <Domochevsky> How
L613[09:01:55] <gigaherz|work>
build.gradle
L614[09:02:05] <tterrag> !!latest
1.9.4
L615[09:02:06] <MCPBot_Reborn> === Latest
Mappings ===
L616[09:02:06] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L617[09:02:06] <gigaherz|work> there will
be a "mappings = " line
L618[09:02:07] <MCPBot_Reborn> 1.9.4
snapshot_20160525
L619[09:02:10] <Domochevsky> Just the
naked file?
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L622[09:02:20] <gigaherz|work> yeah it's a
text file, easy to edit
L623[09:02:36] <gigaherz|work> you'll have
to rerun setupDecompWorkspace afterward
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L625[09:02:40] <gigaherz|work> and refresh
your IDE probably
L626[09:03:09] <tterrag> Domochevsky: what
you could do is detect the fire placement, then run trySpawnPortal
yourself
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L628[09:03:13] <tterrag> since it returns
boolean
L629[09:03:18] <tterrag> you can
"detect" the portal spawm
L630[09:03:36] <PaleoCrafter> oh, the
question was whether there is a way to detect it, lol
L631[09:03:37] <sokratis12GR> How do I
check how many hearts a player has ?
L632[09:03:37] <Domochevsky> Hm, so I'd
have to monitor block placing in general and look for fire...
L633[09:03:54] <tterrag> sokratis12GR:
player.getHealth() ?
L634[09:03:58] <PaleoCrafter>
sokratis12GR, wild guess ^
L635[09:03:58] <PaleoCrafter> :P
L636[09:04:03] <Domochevsky> But that
would run that command twice if I do it too to see what comes
back
L637[09:04:04] <tterrag> did you look...at
all?
L638[09:04:06] <sokratis12GR> ty :D
L639[09:04:51] <tterrag> oh actually
L640[09:04:53] <Domochevsky> Wouldn't the
portal placement fail if there's already one there though?
L641[09:05:07] <tterrag> Domochevsky: do
new BlockPortal.Size(...)
L642[09:05:11] <tterrag> then
size.isValid()
L643[09:05:12] <tterrag> ezpz
L644[09:05:33] <sokratis12GR> nope, I
looked at the entity the player :P
L645[09:05:34] <tterrag> basically
recreate what's in trySpawnPortal to some extent
L646[09:05:44] <sokratis12GR> not at the
player*
L647[09:05:50] <tterrag> just never call
placePortalBlocks
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L649[09:06:16] <Domochevsky> Hmk, that
might play. Step 2 would then be figuring out how to prevent the
fire from calling it
L650[09:06:32] <tterrag> cancel the
event?
L651[09:06:51] <Domochevsky> That would
stop the fire from being placed, which is a bit roundabout but
would work
L652[09:07:00] <tterrag> you can
setblock(fire)
L653[09:07:06] <tterrag> and I don't
*think* that will trigger the portal
L654[09:07:15] <tterrag> the code path to
onBlockAdded seems to come from item placement
L655[09:07:29] <tterrag> ah no - it also
comes from setBlockState
L656[09:07:44] <Domochevsky> So that'd
just loop back to me
L657[09:07:45] <tterrag> oh...nope
L658[09:07:55] <tterrag> see Chunk line
653
L659[09:08:03] <tterrag> just doing a
normal setBlock should NOT fire onBlockAdded
L660[09:08:09] <tterrag> but - when in
doubt, try it out :D
L661[09:08:21] <Domochevsky> Woo
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L664[09:13:03] <MaelstromPhx> how can i
pass the information from a packet to the runnable?
L665[09:13:54] <PaleoCrafter> just... use
it? :P
L666[09:14:15] <PaleoCrafter> you don't
have to do anything special, the anonymous class will capture any
variables (you might need to declare them as final though)
L667[09:14:52] <fry> hehe, a lot of people
are unfamilliar with a concept of closure :P
L668[09:14:59] <PaleoCrafter> I guess
so
L669[09:15:06] <MaelstromPhx> it suggested
final but i wasnt sure if that was the correct way to go about
it
L670[09:15:07] <MaelstromPhx> thanks
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L688[10:10:41] <MaelstromPhx> is there any
way to add tabs to a textcomponentstring?
L689[10:14:06] <tterrag> tabs?
L690[10:14:09] <tterrag> like, the tab
character?
L691[10:15:07] <ghz|afk> depends on what
you expect from it
L692[10:15:21] <ghz|afk> if you expect
multiple lines to align themselves to specific "columns",
I don't believe so
L693[10:15:34] <MaelstromPhx> just for
some spacing
L694[10:15:52] <ghz|afk> just use multiple
spaces?
L696[10:16:03] <MaelstromPhx> i guess that
works too :P
L697[10:16:06] <tterrag> though I don't
think chat handles \t
L698[10:16:08] <tterrag> so use
spaces
L699[10:16:41] <MaelstromPhx> ok
L700[10:16:42] <MaelstromPhx> ty
L701[10:24:24] <Stiforr> Is forge maven
doing ok?
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L707[10:32:42] <MrZoidbergMD> is
getUpdatePacket() the new getDescriptionPacket() ?
L708[10:32:51] <Lordmau5> yea
L709[10:32:59] <Lordmau5> and
getUpdateTag() is the initial NBT tag being sent, afaik
L710[10:33:16] <Lordmau5> (correct me if
I'm wrong, but that's my understanding of it)
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L712[10:33:41] <MrZoidbergMD> Ahh! Thats
what i want!
L713[10:34:10] <ghz|afk> not just
initial
L714[10:34:10] <MrZoidbergMD> ty
L715[10:34:21] <ghz|afk> whenever the
server decides to send a "full chunk" packet to the
client
L716[10:34:25] <ghz|afk> it includes TE
tags in it
L717[10:34:56] <McJty> The easiest (but
most wasteful) way to solve this is to just call your writeToNBT()
in that getUpdateTag()
L718[10:35:03] <McJty> But usually you
want to optimize this a bit :-)
L719[10:35:48] <ghz|afk> however note that
there's no client-side handler for that
L720[10:35:52] <MrZoidbergMD> Optimize
how? Optimize the amount of data i send or the way i send it?
L721[10:35:55] <ghz|afk> so far as I know,
mc just calls readFromNBT for it
L722[10:36:08] <ghz|afk> MrZoidbergMD:
avoid sending to the client anything that client doesn't need to
know
L723[10:36:14] <ghz|afk> such as inventory
contents on a chest
L724[10:36:43] <MrZoidbergMD> Yeah but i
need some information to set the right blockstate for
rendering
L725[10:37:42] <McJty> MrZoidbergMD, so
include the tag you need just for that
L726[10:37:52] <McJty> And make sure your
readFromNBT can handle incomplete data (on client side)
L727[10:39:39] <MrZoidbergMD> If i need
more data later when i interact with the block - how do i get
them?
L728[10:40:37] <MrZoidbergMD> Do i have to
request and send them myself?
L729[10:40:44] <McJty> You could do
that
L730[10:40:59] <McJty> But presumably your
TE server side will know that it has extra stuff in it?
L731[10:41:07] <McJty> And in that case
include it in the two update methods
L732[10:41:13] <McJty> Depends on your
situation of course
L733[10:41:50] <MrZoidbergMD> Ah okay so
put the rendering stuff in getUpdateTag and everything i need in
getUpdatePacket() ?
L734[10:42:46] <McJty> getUpdatePacket()
is also for the client
L735[10:42:55] <McJty> In my case both
actually send the same in most situations
L736[10:43:04] <McJty> getUpdateTag for
the initial chunk setup
L737[10:43:17] <McJty> and getUpdatePacket
when things change later (i.e. the block needs to be rendered
differently)
L738[10:43:41] <Lordmau5> yea
L739[10:44:03] <Lordmau5> I just set
getUpdateTag to writeToNBT on a new Tag Compound lol
L740[10:44:08] <MrZoidbergMD> Okay thanks
for the explanation i think i got it
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L750[11:00:25] <MrZoidbergMD> MyJty: Your
mods have very nice UIs - do you by chance provide a lib which can
be used by others to make those UIs?
L751[11:00:26] <Temportalist> Hey, im
having issues drawing things into the world during the
RenderTickEvent
L752[11:08:00]
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L755[11:13:21] <Tazz> Temportalist:
code?
L756[11:13:34] <Temportalist> Hold on, I
think I found something that can help
L757[11:13:46] <Tazz> Are you translating
to the proper coorsa
L758[11:13:49] <Tazz> coords
L759[11:14:00] <Temportalist> Perhaps now,
Im going to try the renderworldlastevent
L760[11:15:48] <Temportalist> !gm
func_175606_aa 1.8.9
L761[11:16:55] <Tazz> !gm func_175606_aa
1.8.9
L762[11:18:38] <Temportalist> !gm
func_70093_af 1.8.9
L763[11:18:59] ⇦
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L764[11:19:00] ***
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L765[11:19:47] <Delenas> Is there a way to
intercept a translation request from I18n?
L766[11:20:00] <Delenas> Like,
TranslationFailEvent?
L767[11:20:39] <Temportalist> !gm
func_180425_c 1.8.9
L768[11:23:00] <ghz|afk> Delenas: can't
you just check if the output == the input?
L769[11:23:10] <Temportalist> !gm
func_174831_c 1.8.9
L770[11:23:14] <ghz|afk> String tans =
I18n.format(x); if trans == x, it failed
L771[11:23:31] <ghz|afk> (well, maybe if
trans.equals(x) ;P)
L772[11:24:40] <Delenas> ghz, I have a mod
idea, but I'd need to validate any time the translation failed, not
just a single case.
L773[11:24:59]
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L775[11:26:11] <Temportalist> !gm
func_177958_n 1.8.9
L776[11:26:45] <Temportalist> !gm
func_70093_af 1.8.9
L777[11:26:50] <Delenas> Oh, no. Balls.
Okay, I'm doing things.
L778[11:27:25] <Delenas> To
I18n.tryTranslateKey and isKeyTranslated
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L781[11:33:17] <MaelstromPhx> is it common
practice to use the commonproxy as the iguihandler?
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L783[11:39:54] <unascribed> MaelstromPhx,
there's no reason you can't, but there's also no reason you
should
L784[11:40:01] <unascribed> generally you
put the IGuiHandler in it's own class
L785[11:40:02] <MaelstromPhx> kk
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L787[11:41:18] <Temportalist> !gm
func_147117_R 1.8.9
L788[11:41:25] <Temportalist> !gm
func_110572_b 1.8.9
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L790[11:42:43] <Temportalist> !gm
func_94212_f
L791[11:43:10] <Temportalist> ge!gm
func_94206_g 1.8.9
L792[11:43:17] <Temportalist> !gm
func_94206_g 1.8.9
L793[11:43:24] <Temportalist> !gm
func_94209_e 1.8.9
L794[11:43:28] <Temportalist> !gm
func_94210_h 1.8.9
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L796[11:45:14] <Tazz> Temportalist still
having troubles
L797[11:45:28] <Temportalist> Not at the
momenbt
L798[11:45:50] <Temportalist> Just looking
at some code so i can understand the rendering process and then Ill
rewrite so im not plagarizing
L799[11:45:54] <Tazz> Okay back to my
computer mod haha
L800[11:46:22] <MrZoidbergMD> i want sort
some blocks based on an numeric priority (which is not unique) -
does anybody have an idea for java class that could do that?
L801[11:46:26] ***
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L802[11:46:28] <Tazz> Temportalist mind if
I ask what your trying to accomplish? Lol
L803[11:46:28] <unascribed>
Comparator
L804[11:46:46] <unascribed> put it all in
a List, call list.sort(myComparator)
L805[11:46:53] <unascribed> read the
javadocs for Comparator, it explains the contract
L806[11:46:58] <unascribed> you may also
be interested in Integer.compare
L807[11:46:58] <Temportalist> Tazz:
Rendering abstract textures from a position without having an item
or block in the world. Just a thing
L808[11:47:10] <MrZoidbergMD> uh nice
thanks unascribed
L809[11:47:12] <Temportalist> Sorta like a
particle, but its not a particle
L810[11:47:19] <Tazz> Or a set of you need
it sorted upon insertion
L812[11:47:42] <Temportalist> Tazz: if you
have seen Thaumcraft 5 seals, it s a lot like that
L813[11:47:43] <unascribed> also sorts a
non-unique property, namely priority
L814[11:47:49] <Tazz> Since block doesn't
extend comparable afaik use TeeSet
L815[11:48:04] <Tazz> Temportalist I got a
code examples of you would like it
L816[11:48:05] <unascribed> yeah, if you
need it always sorted, use a TreeSet with your comparator
L817[11:48:15] <unascribed> but generally
you don't
L818[11:48:27] <Temportalist> Tazz: Im
going to hold off for now. When I finish what im doing ill come
back to your offer :D
L819[11:49:01] <ghz|afk> \o/
L820[11:49:11] <ghz|afk> new 1.10 snapshot
fixes saving structures to disk
L821[11:49:51] <Tazz> Temportalist this is
my go-to for most of my basic rendering stuff nowadays
L822[11:49:57] <ghz|afk> OOOH
L823[11:50:04] <ghz|afk> the structure nbt
uses properties
L824[11:50:07] <ghz|afk> instead of
metadata
L825[11:50:23] <ghz|afk> { Name:
minecraft:stone_slab,
L826[11:50:27] <ghz|afk> Properties:
{
L827[11:50:30] <ghz|afk> half : top
L829[11:50:33] <ghz|afk> variant:
sandstone
L830[11:50:34] <ghz|afk> }
L831[11:50:35] <ghz|afk> }
L832[11:52:40] <ghz|afk> in 1.10
snapshots, mobs can attack you while they are on boats
L833[11:52:43] <ghz|afk> interesting
L834[11:53:10] <unascribed> I think
hostiles should dismount vehicles automatically when chasing a
player
L835[11:53:12] <unascribed> but that's
just me
L836[11:53:31] <Tazz> ghz|afk did you see
the code I wrote to load mc schematics like from schematica
L837[11:53:46] <ghz|afk> nope
L838[11:53:48] <Tazz> As randomly
generated ruins
L839[11:54:06] <ghz|afk> but that's
interesting ;P
L840[11:54:15] <Tazz> Ikr
L841[11:54:37] <ghz|afk> however the thing
i like is that it uses properties instead of storing metadata
;P
L842[11:54:45] ⇦
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L843[11:55:46] <Tazz> Lunatrius allowed me
to use his load code for the schematics and I made a system of
spawning them in world as randomly but intelligently generated
structures for this scavenger hunt system where you have to find
pieces of the manual book
L844[11:56:21] <ghz|afk> I was thinking
about the structure spawn system
L845[11:56:24] <Delenas> ghz,
understandable since they're early about to eliminate meta.
L846[11:56:43] <ghz|afk> it's missing one
thing: a block that chooses between different possible "other
blocks" to spawn
L847[11:56:46] <ghz|afk> based on
weights
L848[11:56:52] <ghz|afk> and then replaces
itself with the chosen block
L849[11:57:00] <ghz|afk> this would allow
generating random dungeons
L850[11:58:45] <Tazz> Lol
L851[11:59:28] <ghz|afk> imagine a UI
like
L852[11:59:29] <Delenas> ..did
"gradle setupForge" get removed from the 1.9.4
releases?
L853[11:59:33] <ghz|afk> +--+----
L854[12:00:02] <ghz|afk> | 1| { block:x,
properties: {..}, te: {...} }
L855[12:00:06] <ghz|afk> | 2| { block:x,
properties: {..}, te: {...} }
L856[12:00:10] <ghz|afk> | 1| { block:x,
properties: {..}, te: {...} }
L857[12:00:12] <ghz|afk> +--+----
L858[12:00:41] <ghz|afk> the "other
block" coudl be a structure block set to load ;P
L859[12:01:04] <Tazz> ghz|afk do you like
assembly
L860[12:03:54] <ghz|afk> depends
L861[12:04:27] <ghz|afk> I like MIPS asm
syntax, and I know x86 but I don't like it so much
L862[12:07:03] ***
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L864[12:10:01] <Tazz> ghz|afk the assembly
language in using for my computer mod is x86_64 inspired
L865[12:10:13] <Tazz> It's relatively
dumbed down version of it
L866[12:10:50] <MrZoidbergMD> That sounds
challenging
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L868[12:11:05] <Tazz> I might change it to
MIPS but I like 64's call/ret
L869[12:11:19] <xanderio> is there a forge
version for 1.9.4 that do not crash
L870[12:11:42] <Tazz> MrZoidbergMD what
does
L871[12:12:07] <MrZoidbergMD> Tazz: For
the users of your mod to write in an assembly-like language
L873[12:12:40] <MrZoidbergMD> xanderio:
i’m currently using 12.17.0.1917 and it works very well
L874[12:12:53] <Tazz> MrZoidbergMD
actually they have a choice between ASM, C, or Scheme
L875[12:13:01] <xanderio> MrZoidbergMD: i
will give it a try
L876[12:13:03] <Tazz> And possibly lua if
I get around to it
L877[12:13:40] <MrZoidbergMD> Oh nice. How
to you run c?
L879[12:15:14] <MrZoidbergMD> You have to
interpret the code the user wrote somehow, i guess?
L881[12:16:16] <fry> compilers are a thing
that exist
L882[12:16:35] <Tazz> The C compiler in
java transpiler converts it to assembly where the assembler and
linker (both written in java) assemble and link it to make an
executable binary the the computer interprets
L883[12:16:54] <Tazz> If that made sense
haha
L884[12:16:59] <MrZoidbergMD> yeah it
does
L885[12:17:07] <MrZoidbergMD> but sounds
like a lot of work
L886[12:17:13] <Tazz> Haha
L887[12:17:33] <MrZoidbergMD> fry: i know
that compiler exists, i just didn’t think someone would go that
route
L888[12:17:41] <Tazz> I wrote the
assembler the other morning and the C compiler later that afternoon
just need to write the linker haha
L890[12:18:58] <Temportalist> Tazz: can
you remind me of how to register icons from general resource
locations (without requiring an item or a block)?
L891[12:19:15]
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L892[12:19:53] <Tazz> Temportalist I think
there's one in texture manager or the sprite manager
L893[12:20:11] ⇦
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L894[12:20:18] <MrZoidbergMD> Tazz: do you
provide a c & asm lib with functions your mod support which is
linked to the binary and communicates with your mod somehow?
L895[12:20:39] <MrZoidbergMD>
*supports
L896[12:21:18] <Tazz> There is a stdlib
for c code that interfaces at a wonderful level with the world and
robots and computers and other nifty gadgets
L897[12:21:37] <Tazz> Which can be
interfaced with scheme and lua if I do it
L898[12:22:11] <MrZoidbergMD> sounds
nice
L899[12:22:45] <Tazz> Someone more apt and
technical
L900[12:23:28] <Tazz> Could interface with
the linker and use the C lib
L901[12:24:09] <MrZoidbergMD> wow that
would be awesome
L902[12:24:10] <Tazz> Just need to know
how the compiler generates the asm code
L903[12:25:10] <Tazz> It would technically
work like a Linux machine
L904[12:25:31] <Tazz> And the compilation
process would be like gcc
L905[12:25:52] <Delenas> "Task
'setupForge' not found in root project
'forge-1.9.4-12.17.0.1921-1.9.4-mdk'." <-- how the balls am
I supposed to work on this, then?
L906[12:26:30] <sham1> "stdlib for c
code that interfaces at a wonderful level with the
world"
L907[12:26:32]
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L908[12:26:33] <sham1> So, all C
code?
L909[12:26:37] <ghz|afk> Delenas:
setupForge has never been in the MDK
L910[12:26:41] <ghz|afk> you do
setupDecompWorkspace
L911[12:26:54]
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L912[12:27:05] <Delenas> ..oh wait. I need
to clone it, don't I..
L913[12:27:07] <Tazz> MrZoidbergMD
hopefully if I get around to doing it I might write a lib for
optimizing compilers along with it for me to implement the C
compiler and other languages
L914[12:27:13] <ghz|afk> you need to clone
the forge repository
L915[12:27:18] <wiresegal> How would I
replace a method of a single instance of an object with
reflection?
L916[12:27:20] <ghz|afk> and then to
setupForge from ther
L917[12:27:20] <Tazz> Sham1 ?
L918[12:27:22] *
Delenas facedesks and adds a tally to the "I've been
stupid" count.
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L920[12:27:39] <sham1> All C code
interfaces with the world
L921[12:28:41] <Tazz> Sham1 in this
computer mod the C code would yes
L922[12:28:52] <MrZoidbergMD> Tazz: i
can’t follow you - what do you want to optimizie? the compiler? do
you think you can do it better than the one you are using?
L923[12:28:56] <sham1> Question
L924[12:29:05] <sham1> Why do you want for
your mod to use C as its language
L925[12:29:14] <sham1> Or a language in
it
L926[12:29:29] <Tazz> A language for the
computer in the mod to run
L927[12:29:43] <sham1> Why C though
L928[12:29:46] <Tazz> I like c as a
language and it makes the computer more real
L929[12:30:14] <MrZoidbergMD> And asm
makes it even more realistic :D
L930[12:30:19] <Tazz> MrZoidbergMD an
optimizing compiler optimizes the code it's building
L931[12:30:25] <ghz|afk> Build
1.9.4-12.17.0.1916-1.9.4:
L932[12:30:25] <ghz|afk> Lex*****: Fire
playerDestroyItem event's in some cases where we were not.
L933[12:30:26] <ghz|afk> oooooh
L934[12:30:28] <ghz|afk> gotta try
that
L935[12:30:34] <ghz|afk> it may fix all my
issues with Survivalist
L936[12:30:35] <Tazz> A lib for making
them would be nice
L937[12:30:38] <sham1> Call me when I can
port VIM into your mod
L938[12:30:47] <sham1> Then it would
really be real
L939[12:30:56] <Tazz> Sham1 you can
L940[12:31:10] <fry> Tazz: so, what's the
word size?
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L942[12:31:29] <Tazz> You could
theoretically write a java compiler and interpreter in c for the
computer to ru
L943[12:31:45] <Tazz> Fry size of short
for a word
L944[12:31:58] <fry> so, 16 bits
L945[12:32:28] <Tazz> Idk it off the top
of my head but it sounds around that yeah
L946[12:32:35] <MrZoidbergMD> i never
heard of optimizing compiler - is that an addition to a compiler or
just a (better) version of a compiler?
L947[12:32:36] <sham1> short is 16
bits
L948[12:32:50] <sham1> You make the
compiler more optimized
L949[12:33:24] <Tazz> MrZoidbergMD I wrote
one for Eschelle and dart uses one and java uses one and gcc is one
so is llvm and swift
L950[12:33:43] <ghz|afk> MrZoidbergMD: an
"optimizing compiler" is a standard compiler
L951[12:33:54] <MrZoidbergMD> oh
okay
L952[12:33:58] <ghz|afk> a non-optimizing
compiler would be one that doesn't perform optimizations
L953[12:34:01] <Tazz> Eh not really
L954[12:34:16] <ghz|afk> and just
translates one code into another
L955[12:34:25] <Tazz> Toy language
compilers don't really do optimization passes
L956[12:34:47] <ghz|afk> yeah those aren't
"standard compilers", they are toy compilers
L957[12:34:48] <ghz|afk> ;P
L958[12:34:50] <ghz|afk> by standard I
mean
L959[12:34:56] <ghz|afk> msvc, gcc, clang,
...
L960[12:35:16] <Tazz> Lol
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L962[12:37:10] <Tazz> As it stands right
now the C compiler generates code 1<->1
L963[12:37:20] <Tazz> To asm
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L965[12:37:53] <Tazz> And it only does
math haha
L966[12:38:04] <Tazz> But I haven't been
working on it long
L967[12:38:41] <fry> emulating alu is
easy
L968[12:38:59] <fry> emulating a whole
system, and making it interface with the rest of the world nicely,
is much more hard
L969[12:39:14] <ghz|afk> :3
L970[12:39:35] <ghz|afk> the new
entitydestroyitem hook points
L971[12:39:42] <Tazz> Fry lol you don't
know me very well but I take that as a challenge
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L973[12:40:02] <fry> good, see you in a
year :P
L974[12:40:14] <MrZoidbergMD> Idea
complains that is use a method with @since 1.7 annotation.
Can/should i set somewhere that my mod requires at least java 7 so
idea stops complaining?
L975[12:40:26] <Tazz> I'll ping you when
I'm ready with it
L976[12:40:43] <ghz|afk> MrZoidbergMD:
file -> project structure
L977[12:40:45] <ghz|afk> language
level
L979[12:41:45] <thor12022> probably want
to do it in build.gradle too
L980[12:42:01] <ghz|afk> yeh
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L983[12:42:54] <ghz|afk> that's WAY too
complicated ;p
L985[12:43:15] <PaleoCrafter> or just go
straight to 1.8 because it doesn't make sense to stay on 1.7
xD
L986[12:43:18] <ghz|afk> this works just
fine
L988[12:43:35] <sham1> It is so warm right
now
L989[12:43:35] <ghz|afk> and I have been
told I don't even need compileJava{}, but it didn't work without it
for me so I kept it
L990[12:43:40] <PaleoCrafter> ghz|afk, but
there might be other tasks of type CompileJava :P
L991[12:43:47] <MrZoidbergMD> nice
thanks
L992[12:44:20] <thor12022> I don't
remember where I mine from, I think BaseMod by TehNut
L993[12:44:32] <thor12022> whom I
apparently just pinged, whoops
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L995[12:46:29] <MrZoidbergMD> That setting
does not set the minimum, it sets the version?
L996[12:47:27] <MrZoidbergMD> i get
„Error:java: javacTask: source release 1.7 requires target release
1.7“
L997[12:47:54] <sham1> My lord
L998[12:47:55] <PaleoCrafter> did you only
copoy the sourceCompatability line?
L999[12:48:16] <PaleoCrafter> *copy
*Compatibility
L1000[12:48:21] <PaleoCrafter> yes,
sham1?
L1001[12:49:06] <MrZoidbergMD> no source
& target
L1002[12:49:18] <MrZoidbergMD> was that
wrong?
L1003[12:49:27] <sham1> I am astonished
by the non-usage of google
L1004[12:50:22] <thor12022> that is
suspiciously a familiar looking first result
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L1012[13:04:56] <Temportalist> Tazz:
still here?
L1013[13:05:13] <Tazz> yeah
L1014[13:05:23] <Temportalist> Can you
take a look at some code for me?
L1015[13:05:32] <Temportalist> It loads
my sprite, but renders a white square
L1017[13:22:39] <MaelstromPhx> is there
some kind of player movement event?
L1018[13:22:48] <Temportalist> tick
events?
L1019[13:22:59] <Temportalist> thats the
closest your going to get
L1020[13:23:04] <MaelstromPhx> k
L1021[13:23:07] <Temportalist> try using
the player tick eventr
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L1033[13:50:05] <Delenas> How can I get
Forge's version id in a mod?
L1034[13:50:20] <PaleoCrafter> version
id? :P
L1035[13:50:27] <PaleoCrafter> you can
get the version from ForgeVersion
L1036[13:53:44] <Delenas> Got it.
L1037[13:54:10] <Delenas> One final
question, hopefully- how do I run forge's tests in IDEA?
Automagically, through debug?
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L1047[14:07:01] <Delenas> Anyone?
L1048[14:07:32] <PaleoCrafter> fry
probably knows :P
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L1051[14:08:45] <Temportalist> Tazz: have
you any experience playing 1.9 and keybindings?
L1052[14:08:55] <Tazz> yeah
L1054[14:09:06] <Temportalist> Interested
in testing some multiple modifier keybinding stuff?
L1055[14:10:03] <Tazz> Temportalist,
?
L1056[14:11:13] <Temportalist> So 1.9
foge introduced single modifiers such as CTRL+key or ALT+key. mezz
and I have been working on a forge branch for doing things like
CTRL+key, CTRL+ALT+key, CTRL+ALT+SHIFT+key.
L1057[14:11:28] <Temportalist> It just
needs testing from other members in the community before it can be
PRed
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L1059[14:12:14] <Temportalist> Tazz:
would you be interested in joining that effort?
L1060[14:12:31] <Flenix> Is there a way
to get a list of items that are in a creative tab (1.7.10) - I have
items generated via code using a config, so have "no
items" officially speaking but need to grab one for the tab
icon.
L1061[14:12:35] <Tazz> not right now
sorry :/
L1062[14:12:36] <PaleoCrafter> kinda
related: I really wonder how many mods break when you use a mouse
button for a key binding xD
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L1064[14:14:46] <PaleoCrafter> Flenix,
use displayAllRelevantItems
L1065[14:14:47] <Delenas> fry, not quite
helping. It's a forge test for testing an event?
L1066[14:14:59] <PaleoCrafter> should
have said test mod I guess :P
L1067[14:15:26] <Delenas> Well. That
falls under Forge tests >.>
L1068[14:15:29] <Delenas> They're all
mods.
L1069[14:15:37] <PaleoCrafter> there are
unit tests as well :P
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L1071[14:16:05] <fry> test mods are there
to test by running them in the game
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L1073[14:16:21] <Delenas> Yes, but the
mod isn't being registered?
L1074[14:16:29] <fry> none of them?
L1075[14:16:35] <fry> or only the one you
added?
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⇨ Joins: [Master]Jason (kiwiirc@2.125.209.124)
L1077[14:16:50] <Delenas> I'm not sure
how to set up the configuration.
L1078[14:16:53] <[Master]Jason> hi
L1079[14:16:55] <M4thG33k> When using a
gui/container system, is all changed data synced between the client
and server at all times the gui is open?
L1080[14:17:05] <[Master]Jason> I am
registered
L1081[14:17:33] <Delenas>
ClientCommandTest isn't either, so. I assume none are.
L1082[14:18:30] <PaleoCrafter> M4thG33k,
only inventory contents and the stuff the container sends are
synced
L1083[14:19:21] <M4thG33k> @PaleoCrafter,
alright. thanks
L1084[14:19:27] <Temportalist>
[Master]Jason: so are most people, it just puts it that there
L1085[14:19:58] <fry> Delenas: add a
directory dependency to the forge_test module, and point it to
build/classes/test/Forge_test
L1086[14:20:09] <[Master]Jason> how do
you get @
L1087[14:20:24]
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L1088[14:20:29] <fry> by paying attention
for about a year and getting lucky :P
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L1091[14:22:14] <PaleoCrafter> isn't that
how you got voice in a certain other channel, fry? :P
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L1093[14:22:36] <fry> yes? :P
L1094[14:22:45] <PaleoCrafter> lucky
bastard
L1095[14:22:45] <gigaherz> [21:20]
([Master]Jason): how do you get @
L1096[14:22:58] <gigaherz> asking gives
you negative points ;P
L1097[14:22:58] <Temportalist> What IS
@?
L1098[14:23:11] <PaleoCrafter> OP status
:P
L1099[14:23:11] <gigaherz> "@"
is a prefix for the "op" status (channel operator)
L1100[14:23:17] <Temportalist> Ah
L1101[14:23:23] <PaleoCrafter>
"+"'d be voice
L1102[14:23:44] <gigaherz> whereas
"+" is the previx for voice -- which is only useful when
a channel has the "m" mode set
L1103[14:23:50] <gigaherz> which means
"moderated"
L1104[14:24:19] <PaleoCrafter> you're
also listed higher up in the user list for a lot of clients,
lol
L1105[14:24:22] <mezz> + is vanity
L1106[14:24:45] <sham1> At least
here
L1107[14:24:57] <mezz> it can also help
people decide if the person responding/helping is full of shit or
not
L1108[14:24:58] <sham1> In some IRC rooms
it actually matters
L1109[14:25:01] <mezz> heh
L1110[14:25:24] <PaleoCrafter> I didn't
even notice when I got voiced in here
L1111[14:25:48] <fry> when you did the
site design, iirc
L1112[14:25:52] <PaleoCrafter> yah
L1113[14:26:58] <[Master]Jason> voice
sounds hard to get
L1115[14:27:55] <TehNut> thor12022: Wow
that is something i havent heard anybody mention in a long
time
L1116[14:28:30] <PaleoCrafter> easier
than getting opped, [Master]Jason :P
L1117[14:28:36] <Temportalist> ^
L1118[14:28:57] <[Master]Jason> so you
just have to be yourself to get +.
L1119[14:29:33] <mezz> pretty sure you
have to at least contribute to forge several times for +?
L1120[14:29:46] <PaleoCrafter> something
like that
L1121[14:29:59] <PaleoCrafter> I mean,
you, Latvian and ama got it pretty much for nothing (yet), right?
:D
L1122[14:30:07] <PaleoCrafter> or did
that project go anywhere so far? :P
L1124[14:30:31] <mezz> heh
L1126[14:30:36]
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L1128[14:31:01] <AKTheKnight> Yeah what
was forgeUtils?
L1129[14:31:16] <AKTheKnight> (Yes i used
was intentionally)
L1130[14:31:21] <fry> no idea :P
L1131[14:31:42] <mezz> it's a mystery
.jpg
L1132[14:31:43] *
Delenas prods at idea a bit
L1133[14:31:47] <PaleoCrafter> I don't
think you get voiced for just a lot of PRs, only if you're at least
a semi team member or something
L1134[14:31:56] <mezz> ah ok
L1135[14:32:13] <PaleoCrafter> it really
doesn't mean shit
L1136[14:32:16] <fry> or a bot :P
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L1138[14:33:02] <PaleoCrafter> it
comments on almost every PR and issue, fry, it can be considered a
team member :P
L1139[14:33:22] ***
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L1140[14:33:34] <mezz> yeah actually
getting to know people will mean a lot more than a + in an irc
channel, I didn't realize I was one until today >_>
L1141[14:33:44] <PaleoCrafter> haha
L1142[14:34:01] <gigaherz> XD
L1143[14:34:03] <Temportalist> mezz:
thats funny
L1144[14:35:21] <PaleoCrafter> it also
took me a week or so
L1145[14:39:46] <AKTheKnight> My plan is
to never get to know any of you
L1146[14:39:54] <AKTheKnight> I prefer
being like a ghost in the wind
L1147[14:39:58] *
AKTheKnight woooo wooo wooo
L1148[14:40:37] *
PaleoCrafter turns off the wind machine
L1149[14:41:52] <gigaherz> but
AKTheKnight, if we do get to know you, but oyu manage to avoid
knowing us
L1150[14:41:56] <gigaherz> that makes
things awkward?
L1151[14:42:09] <AKTheKnight> Hmm. Good
point
L1152[14:42:15] <AKTheKnight> Fine. I am
AK. Hello o/
L1153[14:42:17] <AKTheKnight> Now you
know me :D
L1154[14:42:19] <AKTheKnight>
Sorted
L1155[14:42:28]
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L1157[14:44:00] <[Master]Jason> e
L1158[14:44:01] <[Master]Jason> XD
L1159[14:44:05] <[Master]Jason>
#master
L1160[14:45:08] <Delenas> Is it possible
to use a mod structure with a forge dev workspace?
L1161[14:45:20] <Delenas> Example mod
usage and whatnot.
L1162[14:46:15] <fry> add a directory
dependency to the forge_test module, and point it to
build/classes/test/Forge_test :P
L1163[14:46:16] <Temportalist> Delenas:
yes
L1164[14:46:37] <fry> in the project
structure
L1165[14:47:28] <Temportalist> So if a
chunk from block coords is shifting the x & z bits to the right
4 (>>4), would the first block of the chunk be chunkX
<< 4 ?
L1166[14:47:40] <Temportalist> *first
block x coord
L1167[14:47:40] <LatvianModder>
AKTheKnight: please, ForgeUtils is the biggest mystery of
forge
L1168[14:48:03] ***
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L1169[14:48:06] <PaleoCrafter> wasn't it
just about server utilities provided by forge? :P
L1170[14:48:11] <AKTheKnight> Ahh I see.
I suspect you were involved? Or supposed to be? :P
L1171[14:48:12] <LatvianModder> But we
are Slowly working towards it. At least, ama and mezz are. Im just
failing :P
L1172[14:48:46] <amadornes> FMP is the
first step! :P
L1173[14:48:50] <LatvianModder> Yep
L1174[14:49:23] <LatvianModder> I had
some.. Conflicts.. So I have to reorganize this thing. I would have
done that otherwise :P
L1175[14:50:10]
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L1177[14:50:39] <amadornes> I want to
#MakeForgeGreatAgain :>
L1178[14:50:50] <LatvianModder> But
nobody likes my PermissionAPI >:( "make it simple"
*makes it simple* "nah we like the complicated one better
fu."
L1179[14:50:50] <Snapples> Heya!
L1180[14:50:55] <LatvianModder> o/
L1181[14:50:56] <amadornes> (it's always
been, I'm just helping out :P)
L1182[14:51:02] <amadornes> hey Snapples
:)
L1183[14:51:06] <Temportalist> o/
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L1185[14:51:56] <Snapples> I need to
react on one of the vanilla minecraft keypresses, for that I
register the InputEvent.KeyInputEvent.
L1186[14:52:48] <Snapples> But when
checking a KeyBinding.isPressed() from Minecraft's GameSetting,
this key doesn't work anymore.
L1187[14:53:19] <Temportalist> Snapples:
what forge version>
L1188[14:53:33] <Snapples>
1.9-12.16.1.1887
L1189[14:53:36] <Temportalist> mezz:
perhaps something to do with the singular modifier
keybinding?
L1190[14:54:28] <PaleoCrafter> isPressed
decreases the press time etc
L1191[14:54:33] <Temportalist> ah
that
L1192[14:54:38] <PaleoCrafter> use
isKeyDown, Snapples
L1193[14:54:47] <PaleoCrafter> and don't
use KeyInputEvent :P
L1194[14:54:53] <AKTheKnight> Latvian,
it's not the api
L1195[14:54:56] <gigaherz> don't call
isPressed --- what PaleoCrafter said ;P
L1196[14:54:57] <AKTheKnight> I's you
:P
L1197[14:54:58] <AKTheKnight> <3
L1198[14:55:15] <Snapples> But what other
event is there that I could use?
L1199[14:55:20] <PaleoCrafter> you should
talk to luacs1998, LatvianModder :P
L1200[14:55:24] <Snapples> I only found
that and GuiScreenEvent.
L1201[14:55:34] <PaleoCrafter> use a tick
event
L1202[14:55:40] <amadornes> uhh
L1203[14:55:44] <PaleoCrafter> key
bindings can be mouse presses as well :P
L1204[14:55:47] <amadornes> afaik
keybinds don't work in GUIs
L1205[14:55:58] <amadornes> you have to
poll the keyboard and mouse manually for that
L1206[14:56:12] <PaleoCrafter> that too ^
:D
L1207[14:56:43] <Snapples> I see, I'll
have to think of something then.
L1208[14:56:52] <PaleoCrafter> unless
your GUI has allowUserInput set to true
L1209[14:56:53] <mezz> isPressed is for
stuff like running around where keys are being held down. Poll the
active key from Keyboard and use isActiveAndMatches if you're doing
a gui
L1210[14:57:12] <Snapples> Nah, no GUI
stuff.
L1211[14:57:40] <Snapples> Actually,
IsPressed is supposed to fire only on the initial press, not when
held.
L1212[14:57:48] <Snapples> That's why it
looked interesting to me.
L1213[14:58:00] <Snapples> But I just
noticed that it does some counting, yea.
L1214[14:58:07] <mezz> vanilla minecraft
calls isPressed a billion times until the pressTime is 0
L1215[14:58:16] <mezz> so you can't
really use that to check their bindings
L1216[14:58:21] <PaleoCrafter> do not
trust the JavaDoc on Vanilla stuff :P
L1217[14:58:37] <Snapples> Oh
L1218[14:58:44] <Snapples> Well then,
good to know xD
L1219[14:59:04] <Snapples> Now that you
mention it
L1220[14:59:12] <mezz> see
Minecraft.processKeyBinds() it's funnnnnnnnnnnnnnnnnnn
L1221[15:00:15] <Temportalist> mezz:
nooooooooooooooooooooooooo
L1222[15:00:16] <PaleoCrafter>
ctional
L1223[15:00:25] <PaleoCrafter> (not in
the programming paradigma sense)
L1224[15:00:29] <PaleoCrafter> darn you,
Temportalist
L1225[15:00:37] <Temportalist> XP
L1226[15:00:59] <Snapples> Snapples
L1227[15:00:59] <Snapples> #1407
L1228[15:01:22] <Temportalist> After
NotEnoughKeys and now the new keybinding PR, I have a passionate
hatred for MC's keybinding ssystem
L1229[15:01:27] <Snapples> oops
L1231[15:02:00] <Snapples> Well, from a
usage standpoint, it vastly improved in 1.9 imo.
L1232[15:02:08] <Temportalist>
debatable
L1233[15:02:35] <Snapples> I use a
104-keys keyboard, and the extra key always triggered all actions
that were set to unbound it MC
L1234[15:02:53] <mezz> haha wow
L1235[15:03:24] <Snapples> Indeed.
L1236[15:03:33] <Snapples> They fixed
that, probably with a newer version of lwjgl
L1237[15:05:55] <LatvianModder>
PaleoCrafter: we talked just yesterday :P
L1238[15:06:02] <PaleoCrafter> well then
:D
L1239[15:06:11] <Snapples> I noticed they
are using an experimental version of lwjgl from 2015 :o
L1240[15:06:29] <LatvianModder> 22:55:08
<AKTheKnight> It's you :P - I hate you too <3
L1241[15:06:47] <Snapples> Nightly, not
experimental
L1242[15:06:52] <LatvianModder> Snapples:
the \ one?
L1243[15:07:00] <Snapples> Exactly.
L1244[15:07:22] <Snapples> But only the
left one.
L1245[15:07:25] <LatvianModder> It did
that with my old keyboard. On left, there was this key that acted
like KEY_NONE
L1246[15:07:50] <AKTheKnight> inb4
FTBUtils contains if username.equals(AKTheKnight) { KILL}
L1247[15:08:31] <PaleoCrafter> nah, it'd
check your UUID :P
L1248[15:09:15] <Snapples> Now the button
registers as "\"
L1249[15:09:27] <Snapples> While the
other \ registers as "Backslash"
L1250[15:09:27] <LatvianModder> Definetly
UUID. Thats how I used to check isDevPlaying() and my UUID. I got
extra evil log! >:D... Which mostly was config sync
L1251[15:09:43] *
AKTheKnight keeps alt account names secret
L1252[15:09:55] <Snapples> One more
button to use in MC for me :D
L1253[15:10:16] <LatvianModder> And your
passwords. Just like DragonAPI "did that". Anyone
remebers that guy who tried to prove it with fake code?
L1254[15:10:24] <PaleoCrafter> but... you
have to do stuff like this, LatvianModder, otherwise it ain't
secure:
https://goo.gl/qc4EBy
L1255[15:10:31]
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L1256[15:11:05] <LatvianModder> LOL
L1257[15:11:06] <Snapples> And
isKeyDown() is the thing I was looking for, thanks!
L1258[15:12:15] <AKTheKnight> Wow.
PaleoCrafter I would implement something like that. But I switch
machines and break stuff so often I would get annoyed
L1259[15:12:40] <Temportalist>
PaleoCrafter: WTF
L1260[15:12:45] <LatvianModder> Reika is
the 4chan of modded mc :P
L1261[15:12:53] <Reika> what
L1262[15:12:55] <LatvianModder> And im ok
with that!
L1263[15:12:59] <LatvianModder> Hi
L1264[15:13:04] <Temportalist>
haahahaha
L1265[15:13:28] <PaleoCrafter> :3
L1266[15:13:45] <Reika> Not sure what I
just walked into :P
L1267[15:13:51] <LatvianModder> Carry
on
L1268[15:13:54] <Temportalist> what the
actual fuck? haha
L1269[15:14:44] <mezz> you walked into a
link to calculateReikasComputer()
L1270[15:15:33] <LatvianModder> So he
walked in the right place
L1271[15:16:15] <diesieben07> that method
name is extra nice
L1272[15:16:29] <diesieben07> the
computer is calculating itself
L1273[15:16:32] <diesieben07>
calcuception
L1274[15:16:44] <Temportalist> hahahaha
^^
L1275[15:17:35] <mezz> please check out
environment variables and other standard practices :/
L1276[15:22:28] <justJanne> Snapples: It
was NOT an lwjgl issue
L1277[15:22:45] <justJanne> the issue was
simply that LWJGL returns a null-keycode in some situations,
L1278[15:22:53] <justJanne> and the API
specifically says:
L1279[15:23:06] <justJanne> if they
keycode returns null, use the value of event.getKeyChar()
instead
L1280[15:23:10] <justJanne> which mojang
didn’t do.
L1281[15:23:13] <Snapples> Aah,
interesting.
L1282[15:23:16] <justJanne> I filed a
bugreport in 1.0,
L1283[15:23:28] <justJanne> wrote patches
for how to fix this for every version inbetween,
L1284[15:23:34] <justJanne> and since
1.7.10, they use that.
L1285[15:23:37] <Snapples> Haha,
wow
L1286[15:23:42] <Snapples> Yea,
>Mojang
L1287[15:23:44] <Temportalist> Wow
L1288[15:23:44] <justJanne> before
1.7.10, half the keys on a german keyboard were useless.
L1289[15:23:49] <justJanne> like,
useless.
L1290[15:23:52] <Temportalist> jeez
L1291[15:24:00] <justJanne> I had a 104
keys keyboard, and couldn’t use over 40 of them
L1292[15:24:06] <Snapples> You are my
hero!
L1293[15:24:10] <justJanne> with modded
MC, that meant often I couldn’t do shit
L1294[15:24:21] <PaleoCrafter> really?
can't remember anything like that
L1295[15:24:38] <justJanne> then I went
to the lwjgl maintainer – and not just me, dozens of others did
that, too – and they complained to mojang to fix it, as it worked
on their side.
L1296[15:24:48] <justJanne> then over a
year of no reaction,
L1297[15:24:59] <justJanne> until one
mojängsta tried playing the game with swedish keyboard.
L1298[15:25:07] <Temportalist>
hahahahaha
L1299[15:25:16] <justJanne> the bug in
the bugtracker never got any answer.
L1300[15:25:21] <justJanne> it’s like
they don’t even listen
L1301[15:25:23]
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L1304[15:25:49] <justJanne> back in 1.6.4
I asked the forge guys if they wanted to include the fix, but I was
too lazy to write a proper patch, so that never happened
L1305[15:25:54] <justJanne> and since
1.7.10, it just works
L1306[15:26:17] <justJanne> PaleoCrafter:
try minecraft 1.4 or so and bind anything to < , . - # ä ö ü + '
ß or so on
L1307[15:26:52] <PaleoCrafter> maybe I
just was lucky and never used these keys :D
L1308[15:27:00]
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L1309[15:27:02] <Snapples> Well, I use
the english-international with a german/french keyboard, so I
didn't have problems with the umlauts
L1310[15:27:11] <Snapples> but that one /
key alone killed me quite often.
L1311[15:27:31] <justJanne> Snapples:
yeah, LWJGL luckily has a fix for US keyboard where it reports
ASCII values for their keys,
L1312[15:27:42] <justJanne> but that
obviously gives bugs on international keyboards.
L1313[15:29:24] <TechnicianLP> does
someone know by chance why the rotation in the blockstate.json
requires 4 numbers instead of 3?
L1314[15:29:32] <justJanne> modded MC
when half your keys can’t be assigned (think FTB ultimate) is...
painful
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L1316[15:30:20] <PaleoCrafter>
TechnicianLP, if you pass it an array, it expects a quaternion,
iirc
L1317[15:30:49] <Temportalist> justJanne:
one of the reasons why I want the get the multiple modifiers stuff
PRed
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L1320[15:31:32] <justJanne> Temportalist:
modifiers? In my days... xD – but really, that’s definitely
something that HAS to happen sooner than later.
L1321[15:31:42] <Temportalist> I
know
L1322[15:31:44] <Temportalist> it is
ready
L1323[15:31:53] <Temportalist> just needs
testers other than myself and mezz
L1325[15:32:11] <Snapples> Yea, the key
modifiers in Minecraft are pretty useful.
L1326[15:32:31] <Temportalist> Snapples:
Think CTRL+SHIFT+ALT+key
L1327[15:32:51] <Temportalist> But ANY
combination of those three (plus no modifier) for ALL keys
L1328[15:32:56] <Temportalist> (aside
from modifier keys)
L1329[15:33:21]
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L1331[15:33:27] <justJanne> Temportalist:
what’s with META? APPS? OPT?
L1332[15:33:29]
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L1333[15:33:32] <justJanne> those are
also modifiers
L1334[15:33:37] <Temportalist> ?
L1335[15:33:45] <justJanne>
META/WINDOWS/SUPER is a modifier,
L1336[15:33:53] <Temportalist> Oh, no
support yet
L1337[15:33:56] <justJanne> and OPT is a
modifier usually available on Mac
L1338[15:33:59] <Temportalist> Perhaps
once this gets PRed
L1339[15:34:15] <justJanne> especially on
linux SUPER is rarely ever bound to anything, so it’s neat to use
it for even more keybinds
L1340[15:34:16] <Temportalist> Then I can
work on a version where users can specify what IS and is NOT a
modifer
L1341[15:34:26] <justJanne> Temportalist:
huh?
L1342[15:34:42] <Temportalist> Right now,
the ONLY valid modifiers are CTRL + ALT + SHIFT
L1343[15:34:44] <justJanne> you know
lwjgl has a isMetaPressed(), isShiftPressed(), etc state for each
event?
L1344[15:34:49] <Snapples> Yesterday I
noticed I can bind stuff natively to buttons 4 and 5 of my
mouse!
L1345[15:34:58] <justJanne> you could
just use all modifiers LWJGL supports
L1346[15:35:26] <Temportalist> But for
know, just the three was enough. There is already a custom enum
that mezz built, I just added onto that
L1347[15:35:32] <mezz> we use the
modifiers minecraft supports
L1348[15:35:38] <Temportalist> After this
gets accepted, Ill start working to that advanced stage
L1349[15:35:49] <mezz> adding more is
possible but not a priority
L1350[15:35:54] <Temportalist> ^^
L1351[15:36:10] <Snapples> Sounds like
you guys are familiar with lwjgl?
L1352[15:36:21] <Snapples> There's a
thing I was researching earlier today.
L1353[15:37:15]
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L1354[15:37:29] <Snapples> How to
maximize a Window created with lwjgl.Display
L1355[15:37:33] <justJanne> Snapples:
lwjgl also has an irc channel, btw – in case we can’t help
here
L1356[15:37:53]
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L1357[15:38:00] <Snapples> Neat, I
expected them to have one!
L1358[15:38:14] <PaleoCrafter> why didn't
you look it up then? :P
L1359[15:38:15] <justJanne> well, it’s
getting more and more rare
L1360[15:38:26] <justJanne> several
projects are only available on slack nowadays
L1361[15:38:30] <justJanne> which I hate
sooooo much
L1362[15:39:22] <Temportalist>
PaleoCrafter: IDEA is not liking this function i have defined in an
interface and implemented in the scala class haha
L1363[15:39:22] <gigaherz> we use HipChat
at work
L1364[15:39:25] <gigaherz> I hate that
sort of app
L1365[15:39:27] <gigaherz> it's just...
meh
L1366[15:39:32] <gigaherz> IRC is more
effective
L1367[15:39:40]
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L1368[15:39:40] <Temportalist> gigaherz:
my work used HipChat too
L1369[15:39:41] <gigaherz> the only
downside to IRC is not having a server-side history
L1370[15:39:43] <Temportalist>
PaleoCrafter: void setInfoAI(String modid, String name, String
displayName, Class<? extends IGalvanizeTask> classAI);
L1371[15:40:05] <justJanne> gigaherz:
that’s why you should use quassel ;P
L1372[15:40:25] <gigaherz> wat?
L1373[15:40:40] <gigaherz> oh I see
L1374[15:40:46] <gigaherz> it has some
sort of "cloud"
L1375[15:40:48] <justJanne> a combined
bouncer/client system with perfect history retrieval (just scroll
up) and mobile clients that integrate, too
L1376[15:40:59] <Snapples> I used
quassel, too.
L1377[15:41:05] <Snapples> Hostet it on
my oDroid.
L1378[15:41:18] <gigaherz> yeah...
nope.
L1379[15:41:22]
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L1380[15:41:23] <gigaherz> not that I
dislike the feature
L1381[15:41:25] <justJanne> completely
self-hostable (that’s what it’s made for), so you can use it in
intranets, none of your data ever leaves the premises, it’s
secure
L1382[15:41:28] <gigaherz> I dislike the
UI ;P
L1383[15:41:41] <justJanne> gigaherz:
well, there’s an irssi plugin for quassel, too ;)
L1384[15:41:46] <justJanne> you can also
use the webclient ;)
L1385[15:42:01] <Temportalist> gigaherz:
that is kinda ugly
L1386[15:42:14]
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L1387[15:42:17] <gigaherz> irssi is even
worse, I like my mirc ;P
L1388[15:42:28] <justJanne> gigaherz: you
can style quassel with css ;P
L1389[15:42:29] <gigaherz> (modified
mirc, not stock -- stock is fugly)
L1390[15:42:41] <Snapples> I actually
replaced all my IRC needs with Discord.
L1391[15:43:11] <AKTheKnight> I like
discord
L1392[15:43:15] <AKTheKnight> I also like
slack
L1393[15:43:20] *
Temportalist goes to check out discord
L1394[15:43:20] <AKTheKnight> (I'm a
monster)
L1395[15:43:26] <gigaherz> discord,
hipchat, and slack
L1396[15:43:29] <gigaherz> they are the
same kind of UI
L1397[15:43:39] <justJanne> > Discord
isn't available for your operating system yet
L1398[15:43:40] <justJanne> wat
L1399[15:43:44] <justJanne> and I can’t
self-host?
L1400[15:43:45] <justJanne> wat
L1401[15:43:59] <AKTheKnight> justJanne:
Linux I presume?
L1402[15:44:03] <justJanne> AKTheKnight:
ofc.
L1403[15:44:08] <AKTheKnight> And nope,
it's all hosted free for you
L1404[15:44:16] <justJanne> AKTheKnight:
aka "hosted at the NSA"
L1405[15:44:23] <Temportalist>
"Ensuring the dankest memes" ooookkaay discord....
L1406[15:44:23] <gigaherz> justJanne:
don't be paranoid ;P
L1407[15:44:26] <AKTheKnight> Same,
Discord Canary is their linux one
L1408[15:44:34] <gigaherz> Temportalist:
hipChat also has memes in it
L1409[15:44:40] <AKTheKnight> My internet
is probs monitered anyway
L1410[15:44:40] <justJanne> gigaherz:
Snowden showed us we can’t be too paranoid
L1411[15:44:43] <Temportalist> -_-
L1412[15:44:48] <gigaherz> also
L1413[15:45:03] <AKTheKnight> Work did
work for MoD. Got a nice background check. They were confused by my
age as I was under 18
L1414[15:45:07] <justJanne> the NSA *is*
monitoring probably about everything, and that’s not something one
should just give in
L1415[15:45:25]
⇨ Joins: gigaherz_i
(~gigaherz@118.red-83-57-180.dynamicip.rima-tde.net)
L1416[15:45:26] <gigaherz_i> ...
L1417[15:45:28] <gigaherz_i> [22:45]
(gigaherz): when you open a new "private message"
window
L1418[15:45:28] <gigaherz_i> [22:45]
(gigaherz): it will say things like
L1419[15:45:28] <gigaherz_i> [22:45]
(gigaherz): "Never spoke with this person? how about you open
with a smiley?"
L1420[15:45:34] <gigaherz_i> I'm like
NOPE.
L1421[15:45:37] <justJanne> wat
L1422[15:45:49] <Temportalist> gigaherz:
hahahahaha
L1423[15:45:59] <gigaherz_i> brb
L1424[15:46:09] <AKTheKnight> psst
L1425[15:46:15] <AKTheKnight> everyone pm
giga with smiley faces
L1426[15:46:42] *
Temportalist gives thumbs up
L1427[15:48:17] ***
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L1430[15:48:59] <AKTheKnight> Hmm. I
never normally set myself to away when I go away
L1431[15:48:59] <AKTheKnight> Should I?
Or does it not really matter?
L1432[15:50:11] <gigaherz_i> depends on
the place
L1433[15:50:19] <gigaherz_i> I just use
/nick ghz|afk
L1434[15:50:22] ***
gigaherz_i is now known as gigaherz
L1435[15:50:26] <gigaherz> other places
prefer /away
L1436[15:50:44] <gigaherz> but it's
really your choice
L1437[15:50:49] <justJanne> I use away on
"all clients closed" or "last activity >
10min". Away nick disabled, though
L1438[15:51:12] <MoxieGrrl> I just do
/away, but I have other nicks grouped for when my internet decides
to crap out.
L1439[15:51:35] <AKTheKnight> Ahh
okay
L1440[15:51:37] <gigaherz> I don't like
automatic afk
L1441[15:51:42] <gigaherz> helps people
track me ;P
L1442[15:52:55] <AKTheKnight> Well, I
track you anyway :P
L1443[15:53:03] <AKTheKnight> Guessing
gmt +1?
L1444[15:54:18] <justJanne> gigaherz is
easily trackable
L1445[15:55:05] <justJanne> AKTheKnight:
also, there’s CTCP-TIME for that
L1446[15:55:09] <Delenas> Is there a
reason adding a module to IDEA alongside forge and removing
net.forge's jar and the dummy jars from said module, then adding
forge's main module, why it continues to run a different
version?
L1447[15:55:10] <justJanne> just do /CTCP
gigaherz TIME
L1448[15:55:47] <AKTheKnight> Ooh
L1449[15:56:09] <gigaherz> oh I am
trackable
L1450[15:56:17] <gigaherz> it's more
about my personal schedules and such
L1451[15:56:22] <justJanne> yes, down to
the city you live in,
L1452[15:56:28] <gigaherz> sure
L1453[15:56:31] <justJanne> when you are
online, and when not, etc
L1454[15:56:40] <AKTheKnight> ^^We can
get some schedule
L1455[15:56:46] <AKTheKnight> Due to your
leaving work and such
L1456[15:56:50] <justJanne> just the
times when you usually send messages is enough
L1457[15:56:52] ***
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L1459[15:57:02] <gigaherz> nah I often
play games
L1460[15:57:06] ***
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L1461[15:57:10] <gigaherz> or code
L1462[15:57:15] <gigaherz> or just idle
around watching youtube
L1463[15:57:18] <justJanne> gigaherz:
yes, but we can add hundreds of days on top of each other
L1464[15:57:22] <gigaherz> sure
L1465[15:57:23] <justJanne> that’s enough
to give a full image
L1466[15:57:30] <gigaherz> but that can
be said of anything
L1467[15:57:32] <gigaherz> it's not waht
I meant
L1468[15:57:44] ***
big_Xplosion is now known as big_Xplo|AFK
L1469[15:58:07] <justJanne> I know – I
have gigabytes of chatlogs, and you can often track when people
moved from where to where, when they’re at home or not (useful if
you want to break in and add some tracking devices), etc
L1470[15:58:21] <gigaherz> out of
curiosity, where does it say I am now?
L1471[15:58:32] <AKTheKnight> At
home
L1472[15:58:33] <gigaherz> it always had
a tendency to be wrong
L1473[15:58:35] <AKTheKnight> It's 5 to
11
L1474[15:58:38] <gigaherz> no I mean,
which city
L1475[15:58:45] <AKTheKnight> Dunno
:P
L1476[15:58:45] <justJanne> Cassá De La
Selva, Catalonia, Spain
L1477[15:58:50] <gigaherz> thought
so
L1478[15:59:00] <gigaherz> it's the right
province
L1479[15:59:03] <gigaherz> but not the
right city
L1480[15:59:08] <justJanne> yeah, that’s
often the case
L1481[15:59:15] <justJanne> accuracy of
region level is common
L1482[15:59:18] <gigaherz> my ISP uses
dynip
L1483[15:59:23] <PaleoCrafter> someone
look me up, am I in Mannheim? :P
L1484[15:59:25] <gigaherz> you just can't
trace an ip to a specific location
L1485[15:59:43] <justJanne> gigaherz:
well, you can. But those databases may not be public in
Europe
L1486[15:59:48] <gigaherz> PaleoCrafter:
your whois doesn't contain your computer's ip address ;P
L1487[16:00:01] <PaleoCrafter> oh, I'm on
a bouncer anyways xD
L1488[16:00:15] <justJanne> the ISP has a
database for IP -> subscriber ID, and for subscriber ID ->
(bank account, home address, phone number, etc)
L1489[16:00:18] <PaleoCrafter> but
usually stuff thinks I'm in Mannheim
L1490[16:00:25] <AKTheKnight> I use
irccloud
L1491[16:00:36] <AKTheKnight> So if they
have a server near me you might get close
L1492[16:00:55] <AKTheKnight> (Or you
just whois my website)
L1493[16:01:09] <justJanne> I’ll be
getting a PO box next week,
L1494[16:01:16] <justJanne> cause DENIC
requires full home address,
L1495[16:01:24] <justJanne> and I want to
start getting more active in modding,
L1496[16:01:28]
⇦ Quits: founderio
(~Thunderbi@p200300C4E3C03F00E81346FA44455724.dip0.t-ipconnect.de)
(Quit: founderio)
L1497[16:01:41] <justJanne> and you know,
minecraft community has lots of crazy kids, don’t wanna get
swatted
L1498[16:02:06] <justJanne> so I’ll put
the PO box in my whois (PO boxes in Germany are 15€ setup fee, and
then forever free)
L1499[16:02:21] <AKTheKnight> Germany
does things right
L1500[16:03:03] <justJanne> AKTheKnight:
they’re only so cheap because the government bought DHL a decade
ago
L1501[16:03:08] <PaleoCrafter> what do
you have for kuschku.de then? Regular whois privacy? :P
L1502[16:03:21] <AKTheKnight> Ahh
L1503[16:03:57] <AKTheKnight> I was too
cheap to pay for nice whois privacy stuff
L1504[16:03:57] <justJanne> PaleoCrafter:
nope, nothing. But only tech-c and zone-c are visible via ICANN
whois, and so you will get only the domain reseller I bought
from
L1505[16:04:07]
⇨ Joins: gigaherz_o
(gigaherz@118.red-83-57-180.dynamicip.rima-tde.net)
L1506[16:04:15] <justJanne> Domain-Owner
is only visible via denic.de
L1507[16:04:29] <justJanne> (and that
name is ages old, too, pre-transition and stuff >_>)
L1508[16:04:35] <PaleoCrafter> hehe
L1509[16:05:45] <AKTheKnight> oh poop.
Just realised I messed up
L1510[16:05:46] <Ordinastie_> justJanne,
for someone so keen on privacy an such, you expose so much of
yourself on internet
L1511[16:06:00] <justJanne> Ordinastie_:
I like to have the control over what is exposed.
L1512[16:06:01] <AKTheKnight> When i got
my domain, I got .co.uk and .com Now I'm split between them
L1513[16:06:04] <justJanne> That’s the
point.
L1514[16:06:15] <justJanne> I like being
able to choose what to expose, and what not.
L1515[16:06:24]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 192
seconds)
L1516[16:07:15] <justJanne> And I don’t
want an OS that says
L1517[16:07:17] <justJanne>
"Finally, we will access, disclose and preserve personal data,
including your content (such as the content of your emails, other
private communications or files in private folders), when we have a
good faith belief that doing so is necessary"
L1519[16:08:29] <thor12022> aww, guess
we'll have to rethink NSA-OS 's privacy agreement. . .
L1520[16:08:43] <justJanne> thor12022:
that was a literal quote from the Windows 10 ToS
L1522[16:09:40] <thor12022> Win10,
NSA-OS, isn't that what I said?
L1523[16:09:41] <justJanne> (you have to
click "expand all", or it’s hidden)
L1524[16:09:42]
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L1525[16:10:09] <PaleoCrafter> "Your
privacy is important to us. This privacy statement explains what
personal data we collect from you and how we use it." That
alone is worth gold xD
L1526[16:10:15]
⇦ Quits: raoulvdberge
(uid95673@id-95673.richmond.irccloud.com) (Quit: Connection closed
for inactivity)
L1527[16:10:57] <PaleoCrafter> Your
privacy matters to us... here is how we trample it underfoot
L1528[16:10:59] ***
Mine|dreamland is now known as minecreatr
L1529[16:11:24] <justJanne> "your
privacy matters to us – we don’t want that anyone has your data,
otherwise we couldn’t make money selling it"
L1530[16:12:21] <justJanne> A final
recommendation on this topic: Watch "the lives of
others"
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L1543[16:57:02] <TechnicianLP> !gm
canPlaceBlockAt
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L1571[18:16:55] <Shalmezad> Really should
switch to the more powerful laptop sitting next to me... this
macbook's starting to toast my hands with all these
rebuild&runs.
L1572[18:18:04] <Reika> How do I make it
so a mod is optional to have clientside, but if I /do/ have it
clientside, the version must match?
L1573[18:18:40] <bspkrs> I think that
part is done automatically
L1574[18:18:53] <bspkrs> iirc
L1575[18:19:02] <Reika> The only way I
know of to make clientside optional is with
acceptableRemoteVersions="*"
L1576[18:19:12] <Reika> but that makes
all versions work, at least as far as it appears
L1577[18:19:32] <Lunatrius> There's a FML
event for version checking
L1578[18:19:47] <bspkrs> it's been a
while, but I'll try to dig up the code I was using
L1579[18:20:36] <Lunatrius>
@NetworkCheckHandler public boolean checkModList(final
Map<String, String> versions, final Side side) { ... }
L1580[18:20:44] <Lunatrius> Inside
@Mod
L1581[18:21:04] <Tazz> o/
L1582[18:23:06] <Reika> Lunatrius: I see
no such code in @Mod
L1583[18:23:27] <Reika> I suppose I
forgot to mention, this is Forge 1614, 1.7.10
L1584[18:23:28] <TechnicianLP> you have
to write it
L1585[18:24:06] <diesieben07> if there is
a @NetworkCheckHandler method with that signature it can do
whatever logic you wnat to determine if the versionset is
acceptable
L1586[18:24:40] <Reika> ah
L1587[18:28:24] <gigaherz_o> \o/
L1588[18:28:25] <gigaherz_o>
FINALLY
L1589[18:28:32] <gigaherz_o> my Scraping
enchant can work on 1.9.4
L1590[18:29:07] <gigaherz_o> (it sortof
worked in some situations on 1.8.9, but some of those were lost on
1.9, and a whole lot were added to 1.9.4 :D)
L1591[18:29:17] <gigaherz_o>
(playerdestroyitemevent)
L1592[18:30:14]
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L1596[18:39:22] <alekso56> if i want to
listen for stats, is LivingUpdateEvent a good place to
listen?
L1597[18:39:56] <diesieben07> define
"listen for stats"!
L1598[18:39:58] <diesieben07> -!
L1599[18:40:41] <gigaherz_o> hmm was
there something in MC to encode an itemstack to/from
chat-json?
L1600[18:41:10] <TehNut> chat-json?
L1601[18:41:26] <gigaherz_o> the
"json" produced by the nbt<->json thing
L1602[18:41:26] <TehNut> You mean the
TextComponent hover thing?
L1603[18:41:38] <gigaherz_o> I'll just
convert the stack to NBT first
L1604[18:41:38] <gigaherz_o> ;P
L1605[18:41:52] <alekso56> diesieben07:
reading the players statfile to check if an achievement should be
awarded.
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L1611[18:45:46] <diesieben07> alekso56,
classical xy problem. please describe the effect you want, not how
you want to achieve it :D
L1612[18:46:17] <alekso56> diesieben07: i
want to award an achievement when stat x is reached lol.
L1613[18:46:45] <TehNut> what is stat
x
L1614[18:47:05] <gigaherz_o> WHICH
stat
L1615[18:47:06] <TehNut> Is it something
you track? Is it from the MC statistics page?
L1616[18:47:11] <gigaherz_o> because the
way achievements work, is that you increment a stat
L1617[18:47:11] <gigaherz_o> XD
L1618[18:47:13] <alekso56> yeah
L1619[18:47:26] <TehNut> "x or y?
yeh"
L1620[18:47:49] <gigaherz_o> alekso56:
you should describe the exact situation, so that we can provide
exact answers
L1621[18:47:54] ***
gigaherz_o is now known as gigaherz
L1622[18:48:28] <Ivorius> TehNut: Pretty
sure he said he meant stat x
L1623[18:48:30] <Ivorius> Not stat
y
L1624[18:48:39] <TehNut> u sir r
funy
L1625[18:48:45] <alekso56> MC statistics
page > check value > give achievement if value is match
:V
L1626[18:48:54] <diesieben07> Again.
WHICH stat.
L1627[18:49:07] <alekso56> i dunno
walking?
L1628[18:49:15] <alekso56> defined by
config anyways
L1629[18:50:59] <diesieben07> hrm, there
isn't an event for arbitrary statsd
L1630[18:51:24] <diesieben07> there is
one for Achievements which could easily fire for stats
(Achievements = Stat with just 0 or 1)
L1631[18:51:28] <diesieben07> not sure
why it doesn't
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L1639[19:10:30] *
mikebald Googles "download more cpu" and gets a good
laugh.
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L1645[19:12:48] <mikebald> Aww, I can't
get more; I'm already sitting on 32 gb and that's their
limit.
L1646[19:13:11] <diesieben07> god way to
make me jealous
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L1648[19:13:36] <diesieben07> i'm
planning to buy a new pc and without graphics card i'm sitting at
just over 700€
L1649[19:13:42] <diesieben07> why must
shit be so expensive :(
L1650[19:14:11] <gigaherz> well it is a
new custom pc so...
L1651[19:14:37] <mikebald> ah, when I
built mine it was $2100 I think so... your price isn't bad.
L1652[19:14:38] <gigaherz> just keep in
mind a car is one order of magnitude more expensive
L1653[19:14:44] <diesieben07> yes
yes...
L1654[19:14:48] <diesieben07> shush yall
:p
L1655[19:16:24] <mikebald> The all-in-one
water coolling solutions are pretty awesome and worth looking into
on a new PC =)
L1656[19:16:30] <mikebald> *cooling
L1657[19:16:32] <gigaherz> hmm before I
waste any more time on this
L1658[19:16:41] <gigaherz> is it POSSIBLE
to have custom ITextComponents?
L1659[19:17:09] <gigaherz> (on MP -- the
one I made works on singleplayer, since it doesn't actually
serialize to packets)
L1660[19:17:21] <gigaherz> but on a
server: Caused by: java.lang.IndexOutOfBoundsException:
readerIndex(1) + length(1) exceeds writerIndex(1):
UnpooledHeapByteBuf(ridx: 1, widx: 1, cap: 1)
L1661[19:17:28] <diesieben07> nope, it'll
crash in the JSON serializer
L1662[19:17:56] <gigaherz> I was
expecting it to crash on the deserializer
L1663[19:18:03] <gigaherz> not on the
packet XD
L1664[19:19:07] <gigaherz> so yeah I did
suspect so
L1665[19:19:13] <gigaherz> but I still
wanted to try
L1666[19:19:21] <gigaherz> I made a
TextComponentItemStack ;P
L1667[19:19:38] <diesieben07> why?
o.O
L1668[19:20:03] <gigaherz> my scraping
enchant allows you to get back some materials from the item that
breaks on use
L1669[19:20:13] <gigaherz> "Your
<item> broke, but you recovered 1x <result>"
L1670[19:20:25] <gigaherz> I wanted to do
a bit like in MMOs
L1671[19:20:34] <Shalmezad> Lol, I can
see it now
L1672[19:20:40] <gigaherz> "Your
[Item name with tooltip] broke, ..."
L1673[19:20:44] <Shalmezad> "Your
diamond pickaxe broke, but you recovered 1x stick"
L1674[19:20:48] <gigaherz> yup!
L1675[19:20:55] <gigaherz> sometimes
"1x diamond"
L1676[19:20:59] <diesieben07> can't you
do that already?
L1677[19:20:59] <gigaherz> but more often
stick
L1678[19:21:08] <gigaherz> how would I do
that?
L1679[19:21:27] <gigaherz> the only
ITextComponents are String, Score, Selector, and Translation
L1680[19:21:39] <gigaherz> and Selector
is for @p[asdf...]
L1681[19:22:16] <diesieben07> right, i
had thought there was something for items
L1682[19:22:18] <diesieben07> apparnetly
not
L1683[19:23:48] <gigaherz> I was even
ready to design a PR for this -- some sort of registration system
for text component deserializers
L1684[19:24:17] <gigaherz> but that
packet exception confuses me XD
L1685[19:24:27] <gigaherz> may be related
to being 2:30am ;P
L1686[19:24:41] <diesieben07> never
:D
L1687[19:25:01]
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(~Ordinasti@87-231-58-94.rev.numericable.fr) (Quit:
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L1688[19:26:02] <gigaherz> OOOH it DOES
crash on serialize!
L1689[19:26:05]
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seconds)
L1690[19:26:16] <gigaherz> the packet
error is a consequence of the silent crash
L1691[19:26:33] <gigaherz> [02:16:19]
[Netty Server IO #2/ERROR]: java.lang.IllegalArgumentException:
Don't know how to serialize ItemStack{item='minecraft:iron_shovel',
tag={ench:[0:{lvl:3s,id:10s}],RepairCost:1}} as a Component
L1692[19:26:41]
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L1693[19:26:43] <gigaherz> boo ;P
L1694[19:29:27] <gigaherz> so I guess
it's time for a custom packet, and just send the data on my own
terms
L1695[19:33:39]
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monkey gets the coffee)
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L1698[19:35:42] <gigaherz> meh,
tomorrow.
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L1705[19:47:08] <DebugsPeople> can I
somehow get the player that sent a packet without including the
uuid or smth in the request?
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L1707[19:47:37] <diesieben07>
DebugsPeople, MessageContext#getServerHandler().playerEntity
L1708[19:48:03] <DebugsPeople> oh,
cool
L1709[19:48:04] <DebugsPeople> thx
L1710[19:48:28] <DebugsPeople> in the
onMessage return means it get's sent back?
L1711[19:48:38]
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L1712[19:48:41] <DebugsPeople> or rather
what gets sent back
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L1714[19:49:08] <diesieben07> yeah but
that is unusable right now in 1.8+
L1715[19:50:18] <DebugsPeople> wat
L1716[19:50:19] <DebugsPeople> why?
L1717[19:50:30] <diesieben07> because you
have to schedule stuff on the main thread
L1718[19:50:46] <diesieben07> and from
there you cannot return something from the method that... has
already returned (in the netty thread)
L1719[19:50:52] <DebugsPeople> so you
have to schedule sending it back?
L1720[19:51:01] <diesieben07> sending
*what* back is the question :p
L1721[19:51:08] <DebugsPeople> oj
L1722[19:51:09] <DebugsPeople> oh
L1723[19:51:36] <DebugsPeople> yeah,
right anything that does something with the game or entities has to
be on the main thread
L1724[19:55:27] <DebugsPeople> I guess
there really is no use for the return then
L1725[19:55:33] <diesieben07> there used
to be :D
L1726[19:55:52] <DebugsPeople> fucking
mojang ;P
L1727[19:56:07] <diesieben07> not just
mojang in this case
L1728[19:56:20] <DebugsPeople> :O
L1729[19:56:41]
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L1730[19:56:45] <gudenau> Hello
world!
L1731[19:56:48] <DebugsPeople> well, I
guess forge as well
L1732[19:56:54] <DebugsPeople> hi there
gudenau
L1733[19:57:02] <gudenau> What happened
to ICrafting in Container?
L1734[19:57:32] <gudenau> Wiat,
IContainerListener?
L1735[19:57:40]
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L1737[19:58:11] <diesieben07> yep
L1738[19:58:17] <diesieben07> that name
makes much more sense
L1739[19:58:39] <DebugsPeople> lol
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L1741[19:59:17] <gudenau> The NBT stuff
had me looking at my IDE for a moment.
L1742[19:59:25] <DebugsPeople> turns out
I have to do all calculations on client and serverside
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L1744[19:59:42] <DebugsPeople> at least
for entites
L1745[19:59:48] <DebugsPeople>
*entities
L1746[19:59:52]
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L1747[20:00:35] <gudenau> Oh nice,
someone made everything in Blocks upercase.
L1748[20:02:13] <diesieben07> not just
there :P
L1749[20:02:22] <diesieben07> every
static final is CONSTANT_CASE now
L1750[20:02:29] <diesieben07> which is...
not as nice but oh well
L1751[20:02:34] <gudenau> Thanks whoever
did that!
L1752[20:03:06] <gudenau> Great
getStateFromMeta is deprecated now.
L1753[20:03:35] <diesieben07> a LOT of
methods are deprecated because mojang does not understand how
@Deprecated works
L1754[20:04:11] <gudenau> It means
"DO NOT USE THIS IT WILL BE REMOVED", correct?
L1755[20:04:18]
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L1756[20:04:35] <diesieben07> yes
L1757[20:04:40] <unascribed> it's
*supposed* to mean that
L1758[20:04:49] <gudenau> Which is why I
do not use them.
L1759[20:04:49]
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L1760[20:04:52] <diesieben07> but they
use it as "DO NOT CALL THIS, but oh yeah overriding is totally
cool"
L1761[20:05:01] <gudenau> .......
L1762[20:05:07] <gudenau> I hate them
somtimes.
L1763[20:05:08] <unascribed>
#mojang
L1764[20:05:15] <unascribed> only
sometimes?
L1765[20:05:44] <gudenau> It is a good
game!
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L1767[20:06:24] <gudenau>
getBlockHardness is gone? Welp.
L1768[20:06:37]
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L1769[20:06:37] <gudenau> Oh,
changed.
L1770[20:06:54] <gudenau> But it is
deprecated.
L1771[20:07:20] <Akkarin> woops. Did I
just get reconnected? :o
L1772[20:07:25]
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L1773[20:07:26] <gudenau> Ok, in idea how
can I find usage of a method in refrenced libs?
L1774[20:07:43] <diesieben07>
alt-F7
L1775[20:08:56]
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L1776[20:09:38] <gudenau> Thanks.
L1777[20:10:06] <gudenau> That is only
looking at my code it seems.
L1778[20:10:37] <diesieben07>
ctrl-alt-shift-f7
L1779[20:11:56] <gudenau> Thanks.
L1780[20:12:15] <gudenau> Hmmm. Guess I
will just have to pretend deprecated does not exist eh?
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L1783[20:12:50] <diesieben07> yep
L1784[20:13:00] <gudenau> That is going
to drive me nuts.
L1785[20:13:00] <diesieben07> you can
make your own method deprecated as well to make the warning go
away
L1786[20:13:21] <gudenau> It will still
be struck out though.
L1787[20:13:37] <diesieben07> it already
does drive me nuts and i dont even have a mod on 1.9.4 :D
L1788[20:15:58]
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L1790[20:16:58] <DebugsPeople>
diesieben07, what mods did you make btw?
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L1792[20:18:24] <diesieben07> CameraCraft
(still on 1.4.7... -_-), some crappy non-serious ore mod for
modjam, various small (mostly for individual requests) mods
L1793[20:18:56] <gudenau> Ok, these block
bounds are going to drive me freaking insane.
L1794[20:19:05] <DebugsPeople> why don't
you update cameracraft :P
L1795[20:19:12]
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L1797[20:19:27] <diesieben07> because i
am horrible at time management.
L1798[20:20:22] <DebugsPeople> anyone
here got an idea for a new nickname for me?
L1799[20:20:32] <DebugsPeople> :P
L1800[20:20:43]
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L1801[20:20:49] <gudenau>
CreatesPeopleBugs?
L1802[20:21:38]
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L1804[20:22:46] <gudenau> So, who wants
to go to Mojang and yell at them?
L1805[20:22:50]
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L1807[20:24:40] <DebugsPeople> gudenau,
sure and no, something completely different :P
L1808[20:24:50] <gudenau> I was so proud
of my fance collision boxes, now they are getting removed for now.
:-(
L1809[20:25:53] <gudenau> Strange, I keep
fixing errors and the count will not go down.
L1810[20:26:19] <DebugsPeople> fancy or
fence?
L1811[20:26:29] <gudenau> Fancy.
L1812[20:26:32] <DebugsPeople> well that
sucks :S
L1813[20:26:33] <gudenau> Oops.
L1814[20:26:45] <gudenau> At least it is
not public!
L1815[20:26:46] <gudenau> :-D
L1816[20:27:21] <infinitefoxes_> gudenau:
most IDEs cap the number of errors
L1817[20:27:32] <infinitefoxes_> or stop
trying to compile past a certain amount
L1818[20:27:55] <gudenau> That is
lame.
L1819[20:28:13] <infinitefoxes_> it's
done for performance
L1820[20:28:18] <infinitefoxes_> you can
change it if you want in Eclipse at least
L1821[20:28:31] <gudenau> Yeah, but I am
asking for all compile errors in this case. .-.
L1822[20:28:52] <gudenau> THEY CHANGED
PARTICLES
L1823[20:28:55] <gudenau>
AHHHHHHHHHH
L1824[20:29:01]
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L1825[20:29:33] <gudenau> BlockFurnace is
my most refrenced block by far. :-P
L1826[20:30:13] <DebugsPeople> wow
:P
L1827[20:30:19] <SkySom> You can also
change it in Intellij
L1828[20:33:15]
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error: Connection reset by peer)
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L1832[20:34:06] <wiresegal> where do you
change it in IDEA?
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L1834[20:35:47] <DebugsPeople> wiresegal,
you're back :O
L1835[20:36:35] <gudenau> I never relised
how many blocks of mine are not full blocks.
L1836[20:39:03] <gudenau> I am not seeing
getStateForEntityRender at all, is the removed compleatly in favor
of JSON?
L1837[20:39:28] <wiresegal> i am
L1838[20:42:56]
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L1839[20:43:53] <gudenau> I must say,
Idea is quite nice once you let it sit for a while.
L1840[20:44:04] <wiresegal> it's so
nice
L1841[20:44:52] <gudenau> 19 more classes
to fix up.
L1842[20:47:55] <diesieben07> gudenau,
wait till you find it's even more magic features :D
L1843[20:48:02] <DebugsPeople> wiresegal,
I had so many questions :P
L1844[20:48:04] <diesieben07> it just has
so many hidden things
L1845[20:48:18] <DebugsPeople> Idea is
just <3 :*
L1846[20:48:24] <gudenau> Can it fix my
stupid mistakes?
L1847[20:48:30]
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L1848[20:48:37] <DebugsPeople> depends on
how stupid they are :P
L1849[20:48:52] <wiresegal> somewhat,
yes, gudenau
L1850[20:49:40] <gudenau> So, I just got
to a class that took me at least a day to get working.
L1851[20:49:48] <diesieben07> say you
have a method called setWidth() and you pass it something called
"height" it will warn you :P
L1852[20:49:51] <diesieben07> small
things liek that
L1853[20:49:52] <gudenau> It will take a
day to get working again I am sure.
L1854[20:50:03] <gudenau> Oh, that is
amazing!
L1855[20:50:31] <diesieben07> and you
will learn to love live templates
L1856[20:50:35] <gudenau> How about out
of order stuff with Bytebuffers?
L1857[20:50:43] <diesieben07> iterate
something? "iter<ctrl-j>"
L1858[20:50:44] <wiresegal> doubtful,
gudenau
L1859[20:51:28] <DebugsPeople> or if you
call a method that has (x,y) and you call it with (y,x)
L1860[20:51:40] <diesieben07> 4 PRs in
one day... not sure if good or not :D
L1861[20:52:16] <gudenau> Those are the
errors I make most.
L1862[20:52:24] <gudenau> The out of
order ones.
L1863[20:52:58]
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L1867[20:59:25] <DebugsPeople> wiresegal,
will it work if I turn my CommonTickHandler into a object, if it
only has subscribe events and "static" methods?
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L1869[20:59:33] <wiresegal> yes.
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L1873[20:59:59] <wiresegal> objects are
instances and so can be registered to the event handler (at a stark
contrast to statics.)
L1874[21:00:38] <gudenau> static vs
dynamic is a very important thing to understand, and for me the
hardest when starting!
L1876[21:01:16] <diesieben07> (not to be
taken seriously)
L1877[21:01:41]
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L1878[21:02:43] <wiresegal> hah
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L1880[21:06:46] <Kenny164> I didn't
realise Java had week types
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L1884[21:07:41] <diesieben07> Yeah, Week
week = Calendar.getWeek(); System.out.println(week.getDay());
Really useful, once you learn them!
L1885[21:07:43] <diesieben07> /s
L1886[21:08:27] <Kenny164> heh, that
looks like some sort of dependency injection hack attack :p
L1887[21:08:34] <diesieben07> :D :D
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L1893[21:42:17] <DebugsPeople> gotta love
the people who thing they are cool/funny because they get the
binary system "There are 10 types of people in the world.
Those that understand binary and those that don't. (cool
smiley)"
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L1896[21:45:54] <tterrag> there are 10
types of people in this world. those who understand binary, those
who don't, and those who didn't expect a trinary joke.
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L1900[22:01:10] <LexManos> well you cant
expect a terinary joke when you say there are 2 (or 10)
people.
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L1902[22:01:20] <LexManos> Your options
are 2 or 10, not 3
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L1905[22:02:45] <Delenas> o/
L1906[22:04:56] <LexManos> Also side
note, technically it should be 0010 types of people. Because there
is no 'two bit' notation, you either have a bit, or a nibble.
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L1914[22:10:21] <Delenas> Technicalities
kill nerdy jokes tho :<
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L1916[22:14:21] <Delenas> Hoi,
McJty
L1917[22:15:01] <McJty> Hi
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L1919[22:25:12] <tterrag> lex: 01 02 10
<- in trinary 10 = 3dec
L1920[22:25:20] <tterrag> aka "base
3"
L1921[22:25:49] <tterrag> it's strange,
because for any base, the actual base number does not exist in that
base. and instead is 10 :P
L1923[22:27:09] <tterrag> also, most
binary printouts remove leading 0s ;)
L1924[22:27:29] <Delenas> So.. Base 3 11
= 4, 12 = 5, 100?
L1925[22:28:27] <tterrag> right
L1926[22:28:31] <tterrag> you only have
0,1,2 to work with
L1927[22:28:40] <tterrag> just like for
base 8 (octal) you only have 0-7
L1928[22:28:55] <tterrag> and in
"base 10" aka decimal, there is no number for 10. it's
just 9+1 :P
L1929[22:29:41] <Delenas> So, like
L1930[22:30:00] <Delenas> Would 0110.0001
be an abomination
L1931[22:30:11] <tterrag> in what,
binary?
L1932[22:30:20] <Delenas> Base2,
yea
L1933[22:30:38] <Delenas> To be 3.1
L1934[22:30:39] <tterrag> decimals in
binary are tricky. each place instead of bein 1/10 1/00 is 1/2 1/4
1/8. but you can do them
L1935[22:31:59] <tterrag> 0.1 is
unprepresentable in binary. it would be infinitely repeating
L1936[22:32:28] <Delenas> :3
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L1938[22:32:54] <tterrag> 3.1 =
11.00011001100110011001100110011001100110011001100110011001100110...
L1939[22:33:07] <tterrag> so 11.0[0011
repeating]
L1940[22:33:17] <Delenas> I think I'm
just gonna refer to decimals as base 10 errywhere now.
L1941[22:33:28] <Sandra> decimals are
base 10.
L1942[22:33:35] <tterrag> this is often a
source of confusion in floating point arithmetic
L1943[22:33:36] <Sandra> they're
"dec"imals
L1944[22:33:46] <tterrag> go try printing
out 0.1f in java. you won't get 0.1 :P
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L1946[22:33:54] <Sandra> yep.
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L1948[22:34:04] <Sandra> floating point
numbers aren't decimal.
L1949[22:34:13] <Sandra> because....
they're base 2.
L1950[22:34:21] <tterrag> well,
everything is
L1951[22:34:44] <tterrag> write out 32
bits of 0.1, and evaluate that. iirc it's something like
0.1000003
L1952[22:34:53] <Delenas> This reminds me
of the SMBC "prove you are a robot" comic
L1953[22:35:35] <Sandra> I'm pretty sure
numbers should be kept to a few orders higher than the required
precision, for exactly this reason.
L1954[22:36:00] <Sandra> if you round off
at that point, you will get 0.1.
L1955[22:36:13] <Delenas> On On On On
llo
L1956[22:36:21] <Delenas> ... What. Phone
stahp
L1957[22:36:52] ***
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L1958[22:36:52] ***
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L1959[22:36:54] ***
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L1960[22:37:17] <Delenas> Also I'm
blaming L for this whole conversation. #blameLex
L1961[22:37:37] <Sandra> I have no idea
what the context is here.
L1962[22:38:02] <tterrag>
<DebugsPeople> gotta love the people who thing they are
cool/funny because they get the binary system "There are 10
types of people in the world. Those that understand binary and
those that don't. (cool smiley)"
L1963[22:38:03] <tterrag> <tterrag>
there are 10 types of people in this world. those who understand
binary, those who don't, and those who didn't expect a trinary
joke.
L1964[22:38:04] <tterrag> that's it
:D
L1965[22:38:35] <Delenas> He grumped
about the technicalities of the 10 types of people binary joke not
being 0010
L1966[22:39:19] <Sandra> there are 11
types of people in this world. those who understand unary and those
who don't.
L1967[22:39:46] <Delenas> That could be
expanded by adding, "and those that expected trinary, but got
base 4 instead."
L1968[22:40:24] <LexManos>
<tterrag> also, most binary printouts remove leading 0s
;)
L1969[22:40:35] <LexManos> Most binary
print outs print out whatever you tell it to
L1970[22:40:46] <Sandra> that's a 2 bit
binary system?
L1971[22:40:48] <Sandra> they
exist.
L1972[22:41:13] <Sandra> as do 3 bit, 4
bit, and n bit.
L1973[22:41:25] <Delenas> Computers are
good little beasts that love to take orders, but also subtly fuck
your whole day up at the same time.
L1974[22:41:43] <LexManos> you can use
nbits yes, however its common practice to stick in the bit, nibble,
byte, word, dword.... sceme
L1975[22:42:03] *
LexManos is bored and waiting for drama to start :/
L1976[22:42:31] <Delenas> Use Asie's
drama in a bottle item, quick!
L1977[22:42:35] <Sandra> also, lex, any
context on the reply of "no" to the email?
L1978[22:42:43] <Matthew> hmm. lets see
if blocking Actuarius gets it off my github feed...
L1979[22:43:11]
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L1980[22:43:16] <LexManos> deprecating te
crap
L1981[22:43:17] <LexManos> no
L1982[22:43:21] ***
big_Xplo|AFK is now known as big_Xplosion
L1983[22:43:25] <LexManos> I dont wanna
add to blocks at all
L1984[22:43:31] <LexManos> because they
dont have internal context
L1985[22:43:34] <LexManos> but
whatever
L1986[22:43:55] <Sandra> I thought you
were alright with this. (you were when we first discussed it but
idk.)
L1987[22:44:16] <LexManos> the problem of
not knowing context has been there and we have yet o solve it
L1988[22:44:36] <Delenas> Blocks and
items work nicely in the way that they describe how ALL instances
of those things should work. Tiles just add specific data.
L1989[22:44:36] <LexManos> and im sure as
hell not ok with removing the system from TEs because TEs is the
MAIN THING the system was designed for
L1990[22:44:51] <LexManos> then we can do
that
L1991[22:45:01] <LexManos> just implement
IContextProvider to the block itself
L1992[22:45:05] <LexManos> provide no
world information
L1993[22:45:07] <Sandra> what problem of
not knowing context?
L1994[22:46:31] <Sandra> you provide the
cap with context when accessed anyway. (sides are passed to the
getCapability, not to the capability itself.)
L1995[22:46:43] <Sandra> just provide
world as well.
L1996[22:46:51] <LexManos> no
L1997[22:47:07] <LexManos> the world and
location are already known by the consumer
L1998[22:47:25] <LexManos> and
entities/itemstacks dont have worlds or positions
L1999[22:47:44] <Sandra> of course,
that's obvious.
L2000[22:47:48] <LexManos> Blocks dont
have that context information.
L2001[22:48:05] <LexManos> sadly it
doesnt even have the state information...
L2002[22:48:09] <LexManos> unless we hack
something in....
L2003[22:48:11] <Sandra> blocks can if
you say "getProvider(world,pos)"
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L2005[22:48:21] <Delenas> I would expand
caps to have checks on a block, and specifics being passed to a
tile optionally.
L2006[22:48:42] <Sandra> that's what I'd
suggest too.
L2007[22:48:59] <Delenas> Redstone does
it.
L2008[22:49:01] <Sandra> capabilities
don't need state.
L2009[22:49:05] <LexManos> the problem
with that tho is people bitching about object churn
L2010[22:49:15] <LexManos> which is
actually a concern considering this is designed to be super
fast
L2011[22:49:36] <Delenas> Meaning the
extra time to look up the tile data?
L2012[22:49:41] <Sandra> providers only
need to be created once.
L2013[22:49:50] <LexManos> umm no
L2014[22:49:55] <LexManos> if they have
world and position context
L2015[22:50:01] <LexManos> they are
created every time they are accessed
L2016[22:50:08] <Sandra> yes.
L2017[22:50:18] <Sandra> but TEs could
cache them.
L2018[22:50:29] <LexManos> this has
nothign to do with TEs
L2019[22:50:41] <LexManos> TEs are fine
as is and already cache the context, themselves
L2020[22:50:45]
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L2021[22:51:18] <Sandra> also, object
churn already happens enough with BlockPos no?
L2022[22:51:44] <LexManos> Dont go off on
that subject unless you actually know what you're talking
about
L2023[22:52:14] <LexManos> The best we
can do tho...
L2024[22:52:22] <LexManos> is make
IBlockState implement ICapProvider
L2025[22:52:30] <LexManos> it'd
potentially break some non-forge mods
L2026[22:52:47] <LexManos> but it'd give
atleast state context to the block
L2027[22:52:58] <LexManos> blocks simply
wont have world/position context
L2028[22:53:24] <Delenas> Mark a state as
a provider, like a property? Have a capability map?
L2029[22:53:32] <Sandra> world/position
context is required for any feasible use case I can think of.
L2030[22:53:49] <LexManos> then you need
a TE
L2031[22:53:54] <Sandra> I don't
though.
L2032[22:54:01] <LexManos> If you need
position sensitive shit
L2033[22:54:03] <LexManos> use a TE
L2034[22:54:09] <LexManos> if you need
generic shit, use the Block
L2035[22:54:12] <LexManos> this is how
minecraft works
L2036[22:54:25] <Sandra> Block has lots
of methods that rely on position sensitive features.
L2037[22:54:27] <LexManos> And you're not
providing me with any viable alternatives so no this is how its
gunna be
L2038[22:54:36] <LexManos> Block does
yes
L2039[22:54:41] <LexManos> because Forge
adds it
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L2041[22:54:52] <LexManos> but those
functions are free in the programming sense
L2042[22:55:08] <LexManos> we're just
passing more parameters in, nothing is being allocated
L2043[22:55:17] <LexManos> and we're not
breaking the API that I carefully deisnged
L2044[22:55:20] <Sandra> correct.
L2045[22:55:28] <LexManos> Caps were
never intended to go onto blocks.
L2046[22:55:46] <Sandra> if a block
doesn't need context, it doesn't need to pass them to the cap
provider.
L2047[22:55:49] <LexManos> Either find me
a solution that is acceptible, or leave it.
L2048[22:55:58]
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L2049[22:55:58] <Delenas> Items,
though?
L2050[22:56:04] <LexManos> the block isnt
the one passing shit to the context
L2051[22:56:04] <Delenas> Topic
shift.
L2052[22:56:06] <Sandra> why is
getProvider(world,pos) not acceptable?
L2053[22:56:12] <Sandra> items don't need
it.
L2054[22:56:16] <LexManos> because of the
massive churn
L2055[22:56:18] <Sandra> items don't
exist without an itemstack.
L2056[22:56:43] <Sandra> they don't need
to be cap providers themselves, as itemstacks always provide that
anyway.
L2057[22:56:49] <LexManos> The more I
think about this
L2058[22:57:10] <Sandra> how massive is
this churn?
L2059[22:57:11] <LexManos> the more I am
leaning twards saying fuck it and keeping it as a State aware
version only
L2060[22:57:20] <LexManos> Massive enough
to make people bitch
L2061[22:57:27] <LexManos> because
modders will fuck it up
L2062[22:57:32] <LexManos> try and cache
shit they shouldnt
L2063[22:57:35] <LexManos> slow the whole
thing down.
L2064[22:57:45] <LexManos> WHY do you
need positional information?
L2065[22:58:28] <Delenas> I'm not sure
why the checks (not impl) can't be moved to the blocks.
L2066[22:58:31] <Sandra> because
positional information is incredibly important to the logic of any
use case I can think of.
L2067[22:58:40] <LexManos> what uses
cases?
L2068[22:58:44] <Sandra> okay.
L2069[22:59:11] <mezz> position + block
could replace some TEs in a multiblock maybe
L2070[22:59:40] <LexManos> Thats one of
the things I thought about when it came to this entire thing.
L2071[23:00:06] <Delenas> Like, a powered
furnace will always be a provider for EnergyReceiver or something.
Give it a state and be happy.
L2072[23:00:11] <LexManos> However my
conclusion after a lot of testing and thought was that for
multiblock structures a data TE is cheap and PROPERLY tracked
enough that that is how they should do it.
L2073[23:00:30] <LexManos> Powered
furnaces are TE
L2074[23:01:04] <Delenas> Well yeah. But
the check itself is always going to be the same for a tile. You
could handle it on the generic block.
L2075[23:01:06] <Sandra> I have a laser.
it travels to that block and tells that block to receive it here.
it either sends it to the next block along (if it's a receiver) or
does some form of logic and passes it through.
L2076[23:01:18] <LexManos> you COULD but
you SHOULDNT
L2077[23:01:20] <mezz> my only concern is
that if there was capability on block and TE it would be a bitch to
check capabilities on anything. if it was just block + pos the
block could get the TE if it needed to
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L2079[23:01:38] <mezz> but I think in
most cases I will have a TE
L2080[23:01:49] <Sandra> neither of these
blocks have any reason to have a TE.
L2081[23:01:52] <Sandra> any reason at
all.
L2082[23:02:00] <LexManos> ICapProvider =
state.hasTE()? getTE() : state;
L2083[23:02:05] <LexManos> No bitch
there
L2084[23:02:17] <mezz> I guess so
L2085[23:02:30] <LexManos> if you're
doing positional logic they have reason to have TEs
L2086[23:02:40] <Sandra> why?
L2087[23:03:03] <Delenas> Wires could
implement caps and not need tiles.
L2088[23:03:14] <Sandra> ^
L2089[23:03:16] <Delenas> Just the
world.
L2090[23:03:18] <LexManos> and in your
case you'd have in your ILazerReceiver a boolean stopsLaser()
L2091[23:03:36] <LexManos> caps are NOT
replacing TEs
L2092[23:03:44] <Delenas> I know they
aren't.
L2093[23:03:48] <LexManos> this is the
end of that discussion
L2094[23:04:00] <Delenas> But I'm saying
not EVERY use of a capability needs extra data.
L2095[23:04:13] <LexManos> Sandra,
is
L2096[23:04:16]
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L2097[23:04:28] <Delenas> Some just need
a state and the position and they can figure out the rest.
L2098[23:04:33] <Sandra> exactly.
L2099[23:04:38] <Sandra> that's all my
things need.
L2100[23:04:43] <LexManos> Im saying that
if you want this to be a thing.
L2101[23:04:46] <Sandra> a state, and a
position.
L2102[23:04:56] <LexManos> Either provide
somewhat sane solution to keeping that positional context that
modders cant fuck up
L2103[23:04:57] <LexManos> or
L2104[23:05:03] <LexManos> this is going
to be State context only
L2105[23:05:24] <LexManos> Im leaning
more the state context only as this makes the changes needed super
minimal
L2106[23:06:07] <Delenas> State is
needed, but getActualState may need to be called. You still need to
pass the position.
L2107[23:06:21] <LexManos> nope
L2108[23:06:31] <LexManos> if you care
about position call getActualState first
L2109[23:06:48] <Delenas> How the balls
are wires supposed to not use a tile without the pos then?
L2110[23:06:51] <Sandra>
hasCapability(world,pos,state,cap),
getCapability(world,pos,state,cap).
L2111[23:07:00] <LexManos> No
L2112[23:07:06] <LexManos> we are not
making a secondary ICapProvider
L2113[23:07:08] <Sandra> that doesn't
allocate a new object now does it.
L2114[23:07:15] <LexManos> and yes
L2115[23:07:16] <LexManos> yes it
does
L2116[23:07:27] ***
cpw is now known as cpw|out
L2117[23:07:28] <LexManos> because the
returned cap would still need to know it's own context
L2118[23:07:42] <Sandra> it does for the
capability, but it would usually need to be instantiated newly
anyway.
L2119[23:07:56] <LexManos> not
nessasarily.
L2120[23:08:18] <tterrag> lex: couldn't
the Capability impl itself require the world context?
L2121[23:08:30] <LexManos> But anyways
the point still stands that putting this on blocks 1) is dumb and
2) has no clean way of keeping that context object.
L2122[23:08:44] <tterrag> getCapability
would still be just (cap, side)
L2123[23:08:50] <LexManos> If the cap
interface itself required the position context
L2124[23:08:57] <LexManos> it screws up
the entire fucking design of the cap system
L2125[23:09:05] <tterrag> it doesn't need
position context
L2126[23:09:06] <LexManos> and we'd have
all this context being passed around for no reason
L2127[23:09:26] <mezz> having a tile
entity with the capability is like 0 overhead anyway. adding it to
the block too just complicates it slightly for questionable gain
imo
L2128[23:09:44] <LexManos> The more we
talk and the more I think about it the more it reinforces that caps
on blocks is a bad idea
L2129[23:09:46] <Sandra> there's no
disadvantage to having TEs?
L2130[23:09:52] <Sandra> none at
all?
L2131[23:09:56] <mezz> you just have a
dumb TE with no data sync
L2132[23:10:01] <LexManos> final decision
IF YOU WANT CAPS ON BLOCKS IT WILL BE CONTEXTLESS
L2133[23:10:05]
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L2134[23:10:05] <tterrag> I don't see why
you can't just slap ICapabilityProvider on blocks
L2135[23:10:15] <tterrag> of course the
GETTER for the cap would be contextless
L2136[23:10:20] <tterrag> I was never
suggesting anything
L2137[23:10:22] <Delenas> Then make sure
the state is the actual state first, then it should have all the
data you need from a position.
L2138[23:10:23] <tterrag> anything
else*
L2139[23:10:28] <Sandra> I mean sure
that'd work.
L2140[23:10:30] <LexManos> tterrag, you
wernt Sandra was
L2141[23:10:31] <tterrag> the cap ITSELF
would have methods that take in world/pos
L2142[23:10:41] <LexManos> tterrag, thats
fucking retarded
L2143[23:10:46] <tterrag> why?
L2144[23:11:00] <LexManos> becuase its
breaking the whole design pattern of caps
L2145[23:11:06] <LexManos> caps are
suposed to know what they are
L2146[23:11:35] <LexManos> the only real
thing that I can think caps on blocks would be useful for
L2147[23:11:41] <Sandra> I mean, okay,
you've worn me down.
L2148[23:11:43] <LexManos> is things like
infinite supplies of things.
L2149[23:11:55] <tterrag> it would?
L2150[23:11:56] <Sandra> stateless block
caps let's go.
L2151[23:12:19] <LexManos> You stick down
a creative water tank. It's just a Block that implements the
IFluidTank cap
L2152[23:12:22] <LexManos> and noops the
drain
L2153[23:12:29] <tterrag>
Capability<IRotationHandler> -> IRotationHandler has
rotate block methods which take in all necessary context
L2154[23:12:32] <mezz> anyone have an
example of what a stateless block cap would do? I'm not picturing
it
L2155[23:12:34] <Sandra> contextless
block caps go for it.
L2156[23:12:37] <tterrag> that doesn't
seem a stupid design to me
L2157[23:12:58] <LexManos>
IRotationHandler is a dumb cap IMO.
L2158[23:13:01] <tterrag> perhaps
L2159[23:13:13] <tterrag> but what about
IDismantleable from CoFH? that's an interface and require type
checking
L2160[23:13:17] <tterrag> making it a
block cap would be much better
L2161[23:13:30] <tterrag> saying
"I'm a block that can be wrenched"
L2162[23:13:31] <LexManos> the fuck is
IDismantleable
L2163[23:13:33] <Delenas> Cap
FuelAcceptor. Never actually takes info, but passes along that it
CAN accept fuel.
L2164[23:13:37] <LexManos> remember 90%
of the crap in COFH is wrong
L2165[23:13:41] <tterrag> it's an
example
L2166[23:13:46] <mezz> ok thanks
L2167[23:13:53] <tterrag> it's an
interface that says "this block is wrenchable and can be
modified with a wrench"
L2168[23:13:59] <Sandra> the API for
removing things by wrenching.
L2169[23:14:02] <Delenas> I'm asking more
for hasCap, not for getCap.
L2170[23:14:17] <tterrag>
block.getCapability(DISMANTLEABLE_CAPABILITY,
side).onWrenched(world, pos);
L2171[23:14:19] <LexManos> you cant have
one without the other del
L2172[23:14:20] <SkySom> Why would a
block need to say it can accept fuel?
L2173[23:14:25] <LexManos> ya no
L2174[23:14:34] <tterrag> or, sorry
L2175[23:14:50] <LexManos> im not going
to support anything that encourages people to add world context to
the capabilities
L2176[23:15:02] <mezz> I think these
examples are not good. let's take a 5 minute break and reconvene
heh
L2177[23:15:08] <LexManos> world
parameters**
L2178[23:15:23] <Delenas> Sky. Pipes,
hoppers, any item acceptor. Lets the thing know before queries the
tile that it can or not.
L2179[23:15:55] <mezz> what's wrong with
just asking the tile if it has a capability? Seems needlessly
pre-optimizey
L2180[23:15:58] <SkySom> So why not just
query for the direct TE Itemhandler?
L2181[23:16:14] <Delenas> Because that's
extra lookup time.
L2182[23:16:14] <Sandra> querying block
states would be the major reason I'd think.
L2183[23:16:18] <LexManos> These guys are
bitching that they dont want TEs
L2184[23:16:21] <mezz> no. my god
L2185[23:16:26] <mezz> okay I'm out then
lol
L2186[23:16:37] <SkySom> seems like
querying a cap, and then querying another cap would be extra lookup
time.
L2187[23:16:38] <Delenas> No, I want to
keep tiles because I understand why they're needed.
L2188[23:16:38] *
mezz is back to 1.9.4 network hackery garbage
L2189[23:16:49] <LexManos> Again the ONLY
logical thing I can think of for Block based caps
L2190[23:16:56] <LexManos> is things like
creative tanks/blocks
L2191[23:17:03] <tterrag> don't lump me
in with "these guys"
L2192[23:17:04] <Akkarin> Sounds
sane
L2193[23:17:11] <tterrag> I would never
suggest removing TE caps...that's dumb
L2194[23:17:24] <tterrag> my use case is
for blocks which don't have TEs
L2195[23:17:27] <Sandra> say crops could
have a cap that used the state to tell the growth state.
L2196[23:17:27] <tterrag> (and
can't)
L2197[23:17:55] <Akkarin> Sandra: That
sounds a bit like hacking it in though tbh
L2198[23:17:55] <Delenas> I am NOT
REMOVING tile caps. I'm moving the CHECK for them into the block to
avoid the tile lookup on something you already know from the
block!
L2199[23:18:08] <Akkarin> considering
that it's a regular game element as is and you could just provide
an interface to simplify that
L2200[23:18:15] <Akkarin> instead of
creating obscure APIs
L2201[23:18:18] <mezz> Delenas, is there
a real performance problem there? measure it please, before
suggesting whole new features...
L2202[23:18:31] <Akkarin> if you know
what I mean by that
L2203[23:18:43] <tterrag> lex: the
capability itself would NOT need world context. it would simply get
the instance of T which would then have methods that require
context.
L2204[23:18:50] <Sandra> I guess I'll
keep with my 2 versions of my API.
L2205[23:18:51] <Delenas> Empty data,
adding extra tiles for things that might not need it?
L2206[23:18:56] <tterrag> I am not
suggesting any major changes to how Capability works
L2207[23:19:00] <LexManos> Delenas, as it
sits the solution to that is this: ICapProvider p = state.hasTE() ?
getTe() : state;
L2208[23:19:02] <LexManos> Deal with
it
L2209[23:19:13] <Sandra> one an interface
I implement on a block, and one a capability I include in a
TE.
L2210[23:19:24] <tterrag> the IStorage
woudl simply ignore the NBT as there is no saveable state
L2211[23:19:32] <tterrag> and return a
singleton instance, I suppose
L2212[23:19:38] <Delenas> Okay, okay.
Fine.
L2213[23:19:52] <Delenas> Next cap
dramallama. Fluid cap. Items.
L2214[23:20:45] <mezz> just for yalls
info, I'm planning to work on fluid cap once I get forestry working
on 1.9.4 so I can test it well
L2215[23:20:54] <mezz> wish me luck, mail
me beer
L2216[23:20:56] <tterrag> lex: I'm still
not clear on where IStorage is used. I see no calls to
getStorage()
L2217[23:21:10] <Akkarin> No beer until
it's done ... well actually I guess the Ballmer peak is a
thing
L2218[23:21:16] <Delenas> Mezz, I need an
address and a preferred brand.
L2219[23:21:28] <Sandra> now tell me, is
there a performance impact implementing a TE on every block instead
of just on blocks that need it?
L2220[23:21:40] <Sandra> a TE that just
contains logic?
L2221[23:21:44] <Sandra> no data?
L2222[23:22:03] <LexManos> IStorage is
used for people who use the default implementation
L2223[23:22:05] <Delenas> This is
Mojang.
L2224[23:22:09] <LexManos> i have a few
examples of it in the test mods
L2225[23:22:12] <mezz> now that I think
of it I should not give out my address, thanks though
<_<
L2226[23:22:35] <Delenas> They once made
every entity CONSTANTLY query the world for nearby creeper
explosions. Every tick.
L2227[23:22:53] <LexManos> Anyways
L2228[23:23:04] <LexManos> I have to
actually do more important work now.
L2229[23:23:07] <Delenas> Never
forget.
L2230[23:23:12] <LexManos> But ya the
take away from this discussion:
L2231[23:23:21] <LexManos> IBlockState
implements ICapProvider
L2232[23:23:31] <LexManos> Anyone who ads
position to their cap is a retard
L2233[23:23:42] <Sandra> if that is a
negligible perf impact, I retract my entire argument.
L2234[23:23:44] <LexManos> ICapProvider p
= state.hasTE?getTE:state;
L2235[23:23:46] <LexManos> Done and
done
L2236[23:23:46] <tterrag> lex: the cap
wouldn't require position. but the held object would
L2237[23:24:11] <tterrag> just like
IItemHandler requires an ItemStack for some of its methods. do you
see what I mean? the generic type of the cap can do whatever it
wants
L2238[23:24:29] <LexManos> IItemHander's
itemstack has nothing to do witht he hander...
L2239[23:24:32] <tterrag> it would just
mean that instead of one instance of T per TE/ItemStack
L2240[23:24:42] <tterrag> there would
just be ONE instance of T, for the block
L2241[23:24:56] <Sandra> add a method to
block that is a final ICapProvider getCapProvider(state).
L2242[23:25:01] <Sandra> that does that
code.
L2243[23:25:08] <tterrag> no, it doesn't.
that's the point. the handler would be agnostic of the required
context
L2244[23:25:19] <Sandra> (it's simple but
still.)
L2245[23:25:29] <LexManos> no Sandra I'd
have it just bounce the methods like IBlockState does now.
L2246[23:26:05] <Sandra> hmm?
L2247[23:26:55] <LexManos>
IBlockState.getCap(cap, side) -> Block.getCap(state, cap,
side)
L2248[23:26:59] <tterrag> the only issue
I see with my plan is that the read/write NBT would be returning a
new intsance of T every time. when really it could be a singleton
instance. read/write would never be used anyways
L2249[23:27:04] <LexManos> thats the
design everything goes with when it comes to blocks
L2250[23:27:13] <Sandra> ah, yeah.
L2251[23:27:20] <LexManos> Read write of
what?
L2252[23:27:31] <Delenas> Lex, would
getActualState be factored in so the state is
"correct"?
L2253[23:27:32] <LexManos> If this is
done on Bloick states
L2254[23:27:39] <LexManos> anything that
has to do with read/write nbt will be nuked
L2255[23:27:43] <tterrag> lex: currently
the instance of T is written to the TE's NBT, right? that's how
IItemHandler is saved
L2256[23:27:55] <tterrag> obviously,
blocks have no such thing. but you still have to get that instance
of T somehow.
L2257[23:28:06] <LexManos> the
serialization is up to the modder
L2258[23:28:08] <LexManos> we dont
care
L2259[23:28:24] <LexManos> The way it
WOULD be done is this:
L2260[23:28:28] <tterrag> yeah. it juts
may be useful to provide an IStorage impl which does ntohing in
read/write and stores a singleton instance to return
L2261[23:28:34] <LexManos> public class
MyBlock extends Block {
L2262[23:28:54] <LexManos>
@CapHolder(SomeShit.class) private static final
CapHolder<SomeShit> SOMESHIT;
L2263[23:29:04] <Sandra> I mean, if it
has to fetch the TE at all, it'd need the world and pos
right?
L2264[23:29:11] <tterrag> public class
BlockStorage<T> implements IStorage<T> { private final
T instance; readNBT() { return instance; } writeNBT() { noop; }
}
L2265[23:29:11] <LexManos> private static
final SomeShit MY_SOME_SHIT = new FuckIt();
L2266[23:29:39] <LexManos> getCap(state,
cap, side){ return cap == SOME_SHIT ? MY_SOME_SHIT : null; }
L2267[23:30:00] <LexManos> Where does
IStorage come into any of this?
L2268[23:30:18] <tterrag> caps require an
IStorage instnace, no?
L2269[23:30:25] <LexManos> Cap
definitions
L2270[23:30:45] <tterrag> right. but for
a block that means nothing
L2271[23:30:48] <Sandra> what is the
purpose of IStorage anyway?
L2272[23:30:50] <tterrag> there's no NBT
to save to
L2273[23:30:53] <LexManos> for a block
they dont care
L2274[23:30:57] <LexManos> they have no
toNBT method
L2275[23:31:00] <LexManos> to serialize
it to
L2276[23:31:01] <tterrag> right
L2277[23:31:15] <tterrag> but, for these
theoretical block caps, say I made my
Capability<IWrenchHandler> or whatever
L2278[23:31:22] <tterrag> how is a caller
meant to get an IWrenchHandler instance?
L2279[23:31:41] <Sandra> I don't see why
IStorage is needed in the first place actually now.
L2280[23:31:46] <LexManos>
state.getCap(IWRENCHCAP, EAST)
L2281[23:31:55] <tterrag> no, that gives
Capability<IWrenchHandler>
L2282[23:32:03] <tterrag> right?
L2283[23:32:04] <LexManos> Ive said this
hundreds of times before
L2284[23:32:15] <LexManos> IStorage and
the Default implementation are there for two reasons
L2285[23:32:22] <tterrag> shoot, no
L2286[23:32:23] <tterrag> sorry
L2287[23:32:26] <LexManos> 1) It forces
the modders to think about documentation, and write functional
example code
L2288[23:32:36] <LexManos> 2) It allows
people who dont give a shit to be able to do things like:
L2289[23:32:37] <Sandra> default
implementation makes lots of sense.
L2290[23:32:56] <Sandra> just the
IStorage that I don't understand.
L2291[23:33:24] <LexManos>
@Capregistered(Cap){ MY_CAP = cap.getDefaultInstance(); }
toNBT(){nbt.set("crap", CAP.getStorage().write(MY_CAP);
}
L2292[23:33:28] <LexManos> there they
implemented the cap
L2293[23:33:30] <Delenas> Sandra, it's
not for you to care about if you're just using other crap.
L2294[23:34:01] <Sandra> of course! that
all makes sense that.
L2295[23:34:18] <Sandra> but why do you
need to register an IStorage?
L2296[23:34:32] ***
Sandra was kicked by LexManos (I JUST FUCKING SAID
WHY))
L2297[23:34:41] <tterrag> lex: reading
CapabilityDispatcher, where does it get ICapabilityPRovider
instances from?
L2298[23:34:43]
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L2299[23:34:57] <tterrag> the only
implementer I see of that is CapabilityDispatcher itself (and TE,
ItemStack, etc)
L2300[23:35:06] <LexManos> The Item and
the AttachCapabilityies event
L2301[23:35:27] <LexManos> see how
CapDispatcher is constructed for ItemStacks
L2302[23:35:41] <Sandra> what I was
meaning to say was: why couldn't the default implementation of the
cap contain the write itself. or am I missing something.
L2303[23:36:06] <LexManos> because you
dont want every fucking cap to have toNBT/fromNBT in the
interface
L2304[23:36:07] <LexManos> that is
dumb
L2305[23:36:19] <Delenas> .... The
default impl DOES contain write code, ya doof
L2306[23:36:32] <LexManos> Why do I as an
external party care, or want to serialize every capability?
L2307[23:36:37] <tterrag> lex: i see no
calls to AttachCapabilityEvent.addCapability
L2308[23:36:51] <tterrag> does forge not
use it?
L2309[23:36:55] <LexManos> well no shit
tterrag thats for modders to call -.-
L2310[23:37:09] <Sandra> I'm not saying
include it in the interface. I'm saying put it in the default
implementation.
L2311[23:37:10] <tterrag> where does
forge attach IItemHandler to vanilla TEs?
L2312[23:37:11]
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L2313[23:37:17] <LexManos> IN THE
TES
L2314[23:37:31]
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L2316[23:38:15] <Sandra> if the IStorage
can only serialize the default implementation, there's no reason
for it to be separate.
L2317[23:38:28] <Sandra> or can it
serialize other implementations too?
L2318[23:38:48] <tterrag> ah...so if a
modder used AttachCapabilityEvent they'd make their own
ICapabilityProvider....sorry for some reason that was unclear to
me
L2319[23:39:13] <Sandra> it's for
attaching capabilities to things that they don't own isn't
it?
L2320[23:39:38] <Sandra> like if you
wanted to attach your IBetterItemHandler to a chest.
L2321[23:39:41] <tterrag> anyways, this
seems clear. blocks (and/or states) would impl ICapabilityProvder
as TEs etc do. that's all. whatever is returned by getCapability
can require the world/pos/etc state
L2322[23:39:50] <Sandra> (just as a
ludicrous example.)
L2323[23:40:34] <tterrag> so what was
wrong with block.getCapability(DISMANTLEABLE_CAPABILITY,
side).onWrenched(world, pos);
L2324[23:40:36] <tterrag> lex ^ ?
L2325[23:40:39] <LexManos> Sandra, it
can, it depends on the API providers choice.
L2326[23:40:41] <tterrag> that seems
perfectly reasonable ot me
L2327[23:41:02] <tterrag> eh, except for
it needs to be switched to bounce to the state
L2328[23:41:40]
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L2329[23:41:45] <LexManos> tterrag,
stack.getCap(DISMANTELABLE_CAPABILITY, EAST).onWrenched(world,
pos)
L2330[23:41:49] <LexManos> Whats wrong
with that?
L2331[23:42:05] <tterrag> stack? you mean
state
L2332[23:42:10] <tterrag> if so, then
yeah nothing's wrong with that
L2333[23:42:19] <tterrag> we'd just have
bouncer methods on the block like vanilla does, right?
L2334[23:42:28] <LexManos> no
L2335[23:42:29] <LexManos> i mean
stack
L2336[23:42:31] <Delenas> Stack caps
confirmed for forge 1.9.4. /s
L2337[23:42:36] <tterrag> itemstacks
already have caps
L2338[23:42:44] <tterrag> so I'm
confused
L2339[23:43:02]
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seconds)
L2340[23:43:17] <Sandra> that's the exact
thing lex is saying.
L2341[23:43:38] <Sandra> if you put this
cap on an item, the item wouldn't make sense.
L2342[23:43:43] <Sandra> *cap.
L2343[23:44:06] <tterrag> no, but you
wouldn't. just like you wouldn't put IItemHandler on a block. and
just like you wouldn't put IGrowable on an item.
L2344[23:44:18] <LexManos>
except...
L2345[23:44:19] <LexManos> you
would
L2346[23:44:22] <tterrag> certain things
just aren't meant to be used for other things. just because you can
doesn't mean you should
L2347[23:44:30] <LexManos> IItemHanders
would be great for Bags
L2348[23:44:30] <Delenas> We needed an
item switch ability for stacks to complete the fluid cap,
right?
L2349[23:44:38] <LexManos> IGrowables are
great for saplings and plants
L2350[23:44:46] <tterrag> exactly.
IGrowable is for /blocks/
L2351[23:44:51] <tterrag> implementing it
on an Item would do...nothing
L2352[23:44:52] <tterrag> but you
CAN
L2353[23:44:58] <LexManos> It wouldnt do
nothing
L2354[23:45:19] <LexManos> I can already
see people making automation systems IN THEIR INVENTORY for
simulating blocks
L2355[23:45:22] <LexManos> and i think
that would be cool
L2356[23:45:33]
⇨ Joins: killjoy1 (~killjoy@71.65.255.183)
L2357[23:45:38] <Sandra> brb writing that
mod.
L2358[23:45:54] <LexManos> Stick a MCF
farmer next to a sapling in your inventory
L2359[23:46:00] <LexManos> on top of a
energy cell
L2360[23:46:06] <LexManos> and next to a
bag
L2361[23:46:07] <tterrag> perhaps. but in
this case, the cap is designed FOR blocks, I see no reason that a
cap can't decide "hey I should only be used on
blocks"
L2362[23:46:10] <Delenas> Hahaha
L2363[23:46:20] <LexManos> Look you have
a small tree farm in your inventory!
L2364[23:46:32] <tterrag> plenty of
things only have real meaning in certain contexts.
L2365[23:46:42] <LexManos> the context
should be the ICapProvider
L2366[23:46:50] <LexManos> thats my
entire fucking point
L2367[23:46:52] <tterrag> what if I put
IGrowable on my packet? that's not going to do much
L2368[23:46:54] <tterrag> but again, I
can
L2369[23:47:06] <LexManos> packets dont
provide caps, but sure you can
L2370[23:47:08] <tterrag> IGrowable comes
with the expectation that it's only really going to do anything on
blocks
L2371[23:47:16] <tterrag> I'm talking
about the interface. there is no growable cap right now
L2372[23:47:36] <tterrag> I see NO reason
why caps can't come with the same expectation that they only work
in certain contexts
L2373[23:47:42] ***
big_Xplosion is now known as big_Xplo|AFK
L2374[23:48:14]
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L2375[23:48:41] <LexManos> Okay how about
this because ive said it 50 fucking times.
L2376[23:48:45]
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L2377[23:48:52] <Delenas> Perhaps add a
usage check to the attach event (block, item, both)
L2378[23:48:56] <LexManos> You are
correct there is no technical reason you cant add these poarameters
to your capabilities
L2379[23:48:59] <LexManos> HOWEVER
L2380[23:49:44] <LexManos> I WILL NOT,
let me repeat that WILL FUCKING NOT support, encourage, endorse, or
advocate, any capability or develoepr doing that because IT GOESD
AGAINST THE FUCKING DESIGN OF CAPABILITIES AND I SHOULD KNOW WHAT
THE DESIGN IS I FUCKING WROTE IT
L2381[23:50:06] <LexManos> Is that
clear?
L2382[23:50:30] <tterrag> then block caps
will never work. which is a shame
L2383[23:50:42] <tterrag> or if they do,
they will always be severely limited
L2384[23:50:52] <Delenas> Lex, make
ICapability abstract and make IItemCap and ITileCap.
L2385[23:50:56] <LexManos> Thats why I
never implemented Block caps.
L2386[23:51:03] <Sandra> Delenas,
no.
L2387[23:51:05] <tterrag> hahaha no
Delenas
L2388[23:51:05] <Sandra> no.
L2389[23:51:07] ***
Delenas was kicked by MineBot (Banned: (1d) fuck off with that
retardedness))
L2390[23:51:07] <Sandra> don't do
that.
L2391[23:51:09] <Sandra> that's
silly.
L2392[23:51:35] <killjoy1> um..
L2393[23:51:39] <killjoy1> abstract
interface?
L2394[23:51:40] <killjoy1> wut?
L2395[23:51:44] <tterrag> I understand
that it goes against your idea of what caps should look like. but
what good reason is there for saying it's "wrong"? Again
plenty of things have an expectation that they only work in certain
contexts.
L2396[23:52:05] <LexManos> Yes but caps
do not
L2397[23:52:41] <tterrag> /why/
L2398[23:52:48] <LexManos> Because they
are designed not to.
L2399[23:53:21] <tterrag> why not? just
because you don't want them to be, or do you have a reason for this
limitation?
L2400[23:53:36] <LexManos> Im talking in
circles here...
L2401[23:53:50] <LexManos> why dont you
try reading what I say instead of just glossing over it?
L2402[23:54:09] <tterrag> I am reading
it. you are saying you won't support it because you didn't design
it that way. but *WHY* didn't you design it that way?
L2403[23:54:25] <LexManos> Because the
entire fucking things
L2404[23:54:26] <LexManos> was
designed
L2405[23:54:31] <LexManos> to not need
any of that context
L2406[23:54:43] <LexManos> so that your
fucking caps could be applied TO ANY FUCKING THINGS
L2407[23:54:47] <LexManos> and you dont
give a shit
L2408[23:54:50] <Sandra> yeah.
L2409[23:55:06] <LexManos> And as I have
stated above
L2410[23:55:07] <Sandra> any context they
have is based on where they're fetched from.
L2411[23:55:17] <tterrag> ok. I'm just
saying that this design will be limiting
L2412[23:55:18] <Sandra> not from passing
it to them.
L2413[23:55:24] <Sandra> not
really.
L2414[23:55:31] <tterrag> it would be
nice to get rid of interface type checks on blocks like we did on
TEs
L2415[23:55:34] <LexManos> THIS IS A
FUCKING DESIGN CHOICE THERE IS NO NEED FOR ANY MORE RATIONALIZATION
THEN I HAVE ALREADY GIVEN AND AS STATED THERE IS NO TECHNICAL
LIMITATION ON YOUR GUYS DOING IT WRONG.
L2416[23:55:39] <tterrag> but with this
design paradigm, it can't happen
L2417[23:55:41] <LexManos> I KNOW ITS
FUCKING LIMITING
L2418[23:55:43] ***
Vigaro is now known as V
L2419[23:55:49] <LexManos> you think im a
fucking amature
L2420[23:55:55] <LexManos> Im getting
really sick of talking in circles
L2421[23:56:00] <LexManos> its pissing me
off
L2422[23:56:03] <tterrag> no, I don't.
I'm just trying to understand the decision. you explained it now. I
haven't asked any more qwuestions
L2423[23:56:08] <tterrag> so, I'm
done
L2424[23:56:16] <tterrag> thanks for
answering me
L2425[23:56:37] <tterrag>
aaaaaanyways
L2426[23:57:05] <asie> there should not
be a capability on blocks
L2427[23:57:12] <asie> just like there is
no capability on items, but itemstacks
L2428[23:57:16] <asie> tile entities are
blocks' itemstacks
L2429[23:57:54] <tterrag> except not
really
L2430[23:58:06] <tterrag> because it's
perfectly reasonable for a block to exist where a TE doesn't. items
don't "exist" anywhere
L2431[23:58:15] <LexManos> I can see the
need for caps on states
L2432[23:58:26] <LexManos> it would open
up the world to a lot of extra possibilities
L2433[23:58:27] <LexManos> HOWEVER
L2434[23:58:33] <LexManos> if you want to
do shit that is positional
L2435[23:58:37] <LexManos> USE A FUCKING
TE
L2436[23:58:40] <asie> but if we store
capabilities as lists
L2437[23:58:44] <asie> it's essentially
reinventing tile entities
L2438[23:58:54] <asie> it would be better
to make tile entity storage faster
L2439[23:59:02] <LexManos> This has
nothign to do with storage
L2440[23:59:07] <LexManos> blocks would
not store jack
L2441[23:59:16] <tterrag> it's hard to do
anything with block(state)s that isn't positional
L2442[23:59:18] <LexManos> all tes on
blocks would be transiesnt NO STORAGE
L2443[23:59:28] <asie> all caps on
blocks..
L2444[23:59:33] <tterrag> TEs have
overhead. even non-ticking
L2445[23:59:35] <LexManos> tterrag,
seriously dude, get reading glasses...
L2446[23:59:53] <LexManos> tterrag, ive
given a few examples of caps that'd work on block with no need for
positional information