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L11[00:48:30] <tterrag> $ labels add 2835
Regression
L12[00:48:31] <Actuarius> Added labels
[Regression] for issue 2835; new labels: [Regression].
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L32[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160527 mappings to Forge Maven.
L33[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160527-1.9.4.zip
(mappings = "snapshot_20160527" in build.gradle).
L34[02:00:17] <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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L57[03:31:09] <Tazz> rofl
L59[03:31:31] <Tazz> writing out hello
world in my assembler language for my computer mod is a bitch
L60[03:31:44] <gigaherz|work> how so?
L61[03:31:51] <gigaherz|work> dunno how
your assembler langauge works
L62[03:31:54] <sham1> It's almost as if you
are using Assembly or something
L63[03:31:57] <gigaherz|work> but it should
be a bit like
L64[03:32:23] <gigaherz|work> text DATA
"Hello, World!"
L65[03:32:39] <Tazz> currently there isnt
db XD
L66[03:32:42] <gigaherz|work> MOV reg,
data
L67[03:32:56] <Tazz> so I basically have to
write:
L68[03:32:57] <gigaherz|work> print
reg
L69[03:32:59] <gigaherz|work> loop
L70[03:33:00] <gigaherz|work> ;P
L71[03:33:05] <Tazz> mov RDI, <character
in ascii>
L72[03:33:09] <Tazz> syscall 10
L73[03:33:11] <gigaherz|work> then fix your
assembler.
L74[03:33:12] <gigaherz|work> XD
L75[03:33:20] <Tazz> I havent written
support for db yet XD
L76[03:33:28] <Tazz> I only worked on it
for like 2 hours XD
L77[03:33:33] <sham1> "db"
L78[03:33:34] <gigaherz|work> well,
;P
L79[03:33:40] <sham1> Real men use
.string
L80[03:33:41] <gigaherz|work> "Data,
Byte"
L81[03:33:44] <gigaherz|work> ;P
L82[03:33:51] <sham1> Or .ascii
L83[03:34:03] <gigaherz|work> lol no
L84[03:34:07] <gigaherz|work> that meme
works the other way around
L85[03:34:14] <gigaherz|work> real men do
the hard thing
L86[03:34:16] <gigaherz|work> not the easy
one
L88[03:34:56] <sham1> But that's
stupid
L89[03:35:10] <gigaherz|work> "real
men punch wood with their fists"
L90[03:36:01] <gigaherz|work>
although
L91[03:36:17] <gigaherz|work> "real
men catch a wither and stand back while it blows the wood out of
the trees"
L92[03:37:43] ⇨
Joins: brandon3055 (~Brandon@122.129.142.1)
L94[03:38:13] <Tazz> hello world XD
L95[03:38:36] <Tazz> since there are no
facets for anything but moving ascii data into register and
appending that register
L96[03:38:37] <Ratys> Jeez, 'tis the season
for computer & programmagical mods it seems
L97[03:38:52] <sham1> Minecraft under a
tiling window manager
L98[03:38:56] <sham1> This is interesting
looking
L99[03:39:38] *
Ratys is implementing an interpreter pattern to run custom
spells
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L101[03:43:26] <Ratys> Also, periodically
getting the urges to make a plaintext->spell parser
L102[03:44:05] <Ratys> With nigh-natural
language and other bells
L103[03:44:26] <Tazz> Ratys, if you do
could you link me? would be interesting to see
L104[03:44:32] <Tazz> might be able to
help you out with it too :p
L105[03:45:20]
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L107[03:45:57] <Ratys> Doubt I'll do the
parser though. The way spells are represented in data is best
displayed and worked on as a graph, akin to visual programming of
say Unreal Engine
L108[03:46:25]
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L109[03:46:48] <Ratys> Which just won't
translate into natural language, unless there are few more
steps
L110[03:47:26] <Ratys> And I'm afraid end
result would be kind of unwieldy, and feel like coding more than
writing anyway
L111[03:48:28] <Tazz> fry, what is it?
XD
L112[03:48:48] <fry> a thing I did last
year :P
L113[03:49:28] <fry> wanted to get unix
running, may someday
L114[03:50:15] <fry> needs massive
refactoring to continue going iirc, so I temporarily lost interest
:P
L115[03:50:16] <gigaherz|work> pdp11
emulator?
L116[03:50:28] <fry> bingo
L117[03:50:50] <fry> running
FKAAC0.mem
L118[03:50:57] <fry> gotten from the
interwebs
L119[03:51:16] <fry> don't remember from
the top of my head what that tested
L120[03:51:27] <gigaherz|work> Ratys: in
my magic mod, I plan on implementing a "spell ritual"
system using spelldust and blocks of different types
L121[03:51:37] <gigaherz|work> as a way to
"setup" complex spells
L122[03:52:12] <fry> 11/34 BASIC CPU TEST
it looks like
L123[03:52:30] <gigaherz|work> the spell
would start on a specific block
L124[03:52:38] <gigaherz|work> and then
scan the ritual structure
L125[03:52:44] <gigaherz|work> and
"compile" a spell from it
L126[03:53:25] <sham1> PDP-11 emulator
eh?
L127[03:53:28] <sham1> Sounds
amazing
L128[03:53:34] <gigaherz|work> blocks
would activate a tiny bit like redstone, but the ritual would be
scanned all at once
L129[03:53:46] <gigaherz|work> and then
"run" as a program
L130[03:53:46] <Ratys> Neat, I was musing
on having the spell writing be done via blocks in the world
myself
L131[03:53:47] ***
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L133[03:54:12] <gigaherz|work> I was
thinking of having things for like
L134[03:54:33] <Tazz> can I force a tile
entity to sync itself?
L135[03:54:38] <gigaherz|work> detecting
when certain entities enter the ritual bounds
L136[03:54:44] <gigaherz|work>
notifyblockUpdate on the TE's position
L137[03:54:50] <Tazz> 1.9
L138[03:54:53] <gigaherz|work> yes
L139[03:55:03] <gigaherz|work> it was
markBlockForUpdate before 1.9
L140[03:55:06] <Ratys> Buuut then realized
that I want arbitrary inputs and outputs on every 'word' (read:
function), which is impossible to do in rigid cartesian
coords
L141[03:55:16] <gigaherz|work> heh
L142[03:55:23] <gigaherz|work> mine
wouldn't really be "functions"
L143[03:55:26] <Tazz> I see
L144[03:55:30] <gigaherz|work> it woudl be
a tiny bit like redstone
L145[03:55:32] <Tazz> gigaherz|work, what
are the flags?
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L147[03:55:57] <gigaherz|work> Tazz: note
that you need to implement getDescriptionPacket (getUpdatePacket +
getUpdateTag on 1.9.4) and onDataPacket
L148[03:56:03] <gigaherz|work> the flags
don't matter
L149[03:56:13] <gigaherz|work> the only
value that's meaningful is 8
L150[03:56:16] <gigaherz|work> and only in
the client
L151[03:56:27] <gigaherz|work> and the
only thing it does is cause the render update to be done
quicker
L152[03:56:32] <gigaherz|work> at the
expense of less batching
L153[03:56:55] <Tazz> Im just worried
about synching data haha
L154[03:56:59] <Tazz> no rendering needed
atm
L155[03:57:00] <gigaherz|work> that said,
you should use 3
L156[03:57:07] <Tazz> rofl I put 0
:/
L157[03:57:10] <gigaherz|work> since
that's what the default value is for setBlockState
L158[03:57:17] <Ratys> So, what I have
right now is more or less classic interpreter: every 'word' has an
execute(context), which makes stuff happen in the world and alters
the context
L159[03:57:21] <gigaherz|work> and the
flags are supposed to "mean" the same as
setBlockState
L160[03:57:39] <Tazz> gigaherz|work, wanna
see what my artist did for these robots that are in the mod?
L161[03:57:41] <gigaherz|work> so if
someday the flags become meaningful, you should have the right bits
in there
L162[03:57:50] <Tazz> they are pretty
snazzy
L163[03:57:56] <gigaherz|work> nah not
while at work ;P
L164[03:58:28] <gigaherz|work> Ratys: heh
sounds nice
L165[03:58:42] <gigaherz|work> in my case
the idea was more like redstone
L166[03:58:56] <gigaherz|work> xcept
there's 8 elemental dusts, and a generic dust
L167[03:59:00] <gigaherz|work> and I'd
have blocks that like
L168[03:59:03] <Ratys> Yeah, I get your
meaning
L169[03:59:07] <gigaherz|work> depending
on the condition, activate one or another
L170[03:59:22] <gigaherz|work> like plcing
a certain dust on a certain block
L171[03:59:27] <gigaherz|work> woudl act
as a light detector
L172[03:59:39] <gigaherz|work> which would
activate "light" element dust around itself while it's
day
L173[03:59:44] <gigaherz|work> and
"darkness" while it's dark
L174[04:00:12] <gigaherz|work> then those
two could be used to activate an effect
L175[04:00:34] <Ratys> That sounds like
hardcore fun for redstoners
L176[04:01:39] <gigaherz|work> I want to
have detectors for things like "entity within radius",
"day/night", fire/water, ...
L177[04:02:09] <gigaherz|work> and
activators for all the same spells that are possible with a
staff/wand
L178[04:02:35] <Cypher121> should I pay
any attention to getBoundingBox being deprecated in Block?
L179[04:02:38] <gigaherz|work> along with
misc stuff like "looping" and delays
L180[04:02:54] <gigaherz|work> Cypher121:
no, the deprecation means "dont' call this
directly"
L181[04:03:07] <gigaherz|work> external
callers should use state.getBoundingBox
L182[04:03:19] <gigaherz|work> while
functions that override should just have @Deprecated
themselves
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L184[04:04:09] <Ratys> Control statements,
right. Actually working through some of them for the interpreter,
particularly one that would split execution flow (and literally
split the spell, new context and entity and everything)
L185[04:04:16] <Cypher121> that's not how
deprecation is supposed to work =\
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L189[04:08:13] <gigaherz|work> Cypher121:
yup very annoying. blame mojang.
L190[04:09:12] <Tazz> wow its been a long
night
L191[04:09:17] <Tazz> create a packet to
send to the client
L192[04:09:25] <Tazz> first thing I do is
write sendToServer
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L198[04:27:21] ***
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L202[04:38:00] ***
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L204[04:38:38] <gigaherz|work> A spanish
company made this arduino learning tool
L205[04:39:03] <gigaherz|work> you can
configure an arduino with components, then use a visual language to
program it
L206[04:39:20] <gigaherz|work> and then
compile the program and upload it to a real arduino to test
L207[04:43:31] <sham1> >Bitbloq is only
100% compatible with desktop Chrome browser
L208[04:43:46] <sham1> FFS
L209[04:44:08] *
gigaherz|work shrugs
L210[04:44:13] <gigaherz|work> blame the
internet
L211[04:44:14] <gigaherz|work> ;P
L212[04:44:22] <gigaherz|work> I use
firefox at home
L213[04:44:24] <gigaherz|work> but chrome
here
L214[04:44:39] <gigaherz|work> because the
product is chrome-only
L215[04:44:52] <gigaherz|work> Chrome is
the new IE6
L216[04:45:02] <sham1> Indeed
L217[04:45:06] <sham1> Both are
propriatory software
L218[04:45:16] <gigaherz|work> nah
chromium is opensource
L219[04:45:20] ⇦
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L220[04:45:24] <gigaherz|work> and it
mostly runs the same things that chrome does
L221[04:45:24] <sham1> But
L222[04:45:25] ***
Ratys is now known as Ratys_
L223[04:45:25] <gigaherz|work> but
still
L224[04:45:28] <sham1> Still
L225[04:45:30] <gigaherz|work> the
internet is ignoring standards
L226[04:45:34] <gigaherz|work> in favor of
chrome-specific hacks
L227[04:45:54] <gigaherz|work> to the
point even Mozilla considered switching to a webkit-based
engine
L228[04:46:02] <gigaherz|work> but that
owuld be a mistake, imo
L229[04:46:26] <sham1> I never understood
why chrome is so popular anyway
L230[04:46:29] <gigaherz|work> we
shouldn't allow the standards to be overriden by one
implementation
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L232[04:47:04] <gigaherz|work> brb
L233[04:47:57] <sham1> Anyway, got XMonad
running in a way that I like
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L239[05:08:28] <asie> huh. the BTM server
still has weird issues with IDs breaking themselves
L240[05:08:38] <asie> upon mod addition or
removal
L241[05:08:43] <asie> (not always; only
sometimes)
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L245[05:13:39] <asie> not likely
L247[05:18:09]
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L249[05:25:13] <MaelstromPhx> is there
some sort of conversion factor between GL11 screen coords and
minecraft screen coords?
L250[05:25:26] <PaleoCrafter>
ScaledResolution
L251[05:25:34] <gigaherz|work> Scaled...
what PaleoCrafter said
L252[05:25:38] <PaleoCrafter> :P
L253[05:26:07] <MaelstromPhx> is that some
sort of property i can call?
L254[05:26:13] <PaleoCrafter> it's a
class
L255[05:28:15] <MaelstromPhx> awesome
thanks
L256[05:31:01] <MaelstromPhx> also is
there any way to reset gl color to the default? it changes my
hotbar color after i change it :P
L257[05:38:45] <gigaherz|work> how do you
change it?
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L259[05:39:09] <gigaherz|work> if you use
GL11.*
L260[05:39:15] <gigaherz|work> you shoudl
be using GlStateManager.* instead
L261[05:39:41] <MaelstromPhx> ah
okay
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L264[05:43:01] <MaelstromPhx> does that
apply to everything, like drawing shapes as well?
L265[05:49:44] <Necr0> spawning an entity
should automatically sync it's extended properties right?
L266[05:49:52] <Necr0> *sync
L267[05:55:12] <Necr0> ok no it
didn't.
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L271[06:11:56] <PerikiyoXD> Is it normal
to have cpw.mods.fml missing?
L272[06:12:16] <Ordinastie_> package
changed
L273[06:12:43] <PerikiyoXD> hmm
L274[06:12:54] <ThomasRules> its like
minecraftforge. something now
L275[06:13:10] <Ordinastie_>
net.minecraftforge.fml iirc, but your IDE should automatically find
them
L276[06:13:19] <ThomasRules> thats
it
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L278[06:13:21] <PerikiyoXD> got it
L279[06:13:35] <PerikiyoXD> but still, im
looking for the tickHandler
L280[06:15:40] <PerikiyoXD> hmm, no
ITickHandler.
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L285[06:22:14] <Fredi100> Hey guys, i am
having problems understanding the way how inventorys and GUIs on
tileentitys work
L286[06:26:05] <PaleoCrafter> PerikiyoXD,
has been gone since 1.7, iirc :P you want TickEvent
L287[06:26:31] <PerikiyoXD> wow, im such
old then
L288[06:27:20] <barteks2x> I'm trying to
test travis ci, and it sees all repositories except the one I want
to test it with
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L305[07:08:22] <Tazz> is there any reason
why rendering a model isnt working for 1 specific class and not
another? o_O
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L307[07:19:02] <barteks2x> apparently I
can't use travis easly because I need git describe to get version
number
L308[07:20:40] <sokratis12GR> guys what
are the newerst mappings for 1.9 ?
L309[07:21:38] <fry> !!latest 1.9.4
L310[07:21:38] <MCPBot_Reborn> === Latest
Mappings ===
L311[07:21:38] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L312[07:21:39] <MCPBot_Reborn> 1.9.4
snapshot_20160527
L313[07:21:57] <fry> !!latest 1.9
L314[07:21:57] <MCPBot_Reborn> === Latest
Mappings ===
L315[07:21:58] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L316[07:21:59] <MCPBot_Reborn> 1.9
snapshot_20160516
L317[07:21:59] <MCPBot_Reborn> 1.9
stable_24
L318[07:22:23] <alekso56> how do i access
getServer from a static location?
L319[07:22:58] <alekso56> or rather, how
do i get a players uuid from their name? (online player)
L320[07:22:59] <sokratis12GR> thank
you
L321[07:23:10] <alekso56> it was easier in
bukkit :v
L322[07:28:05]
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L324[07:28:14] <P3pp3rF1y2> alekso56, you
have the player instance? in that case
player.getGameProfile().getId()
L325[07:28:26] <alekso56> i have neither a
player or world instance.
L326[07:29:21] <P3pp3rF1y2> well, not sure
what to use then, just remembered that I used this one, but in that
case I have player's instance handy
L327[07:31:16] <thecodewarrior> If you
want a List<EntityPlayer> you can do
"FMLServerHandler.instance().getServer().getPlayerList().getPlayerList()"
L328[07:31:28] <thecodewarrior> or just
FMLServerHandler.instance().getServer() to get the server
L329[07:32:04] <alekso56> awww yesss,
thanks thecodewarrior.
L330[07:32:09] <Necr0> it's kinda weird
that entity capabilities still use a facing.
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L337[07:40:21] <Fredi100> Hey, i have
massive problems understanding how guis and inventorys on
tileentitys work. I am using a tut but i really dont understand it.
Is there an "easier" way to do all that? or maybe even a
different better tutorial?
L338[07:40:29] <barteks2x> um... what is
the timeout on travis CI?
L339[07:40:54] <barteks2x> I made infinite
loop in build script
L340[07:41:54] <barteks2x> or at least,
how to cancel a build?
L341[07:42:00] <Ordinastie_> you should be
able to cancel a job
L342[07:42:07] <barteks2x> I can't find
that option
L344[07:43:15] <Fredi100> That is the
tutorial i am using, and i dont know why but i just dont get
it
L345[07:44:05] <P3pp3rF1y2> what part you
don't get?
L346[07:44:57] <barteks2x> I still can't
find the "calcel" button, and it's still running.
L347[07:45:01] <Fredi100> i am kind of
confused with the whole
L348[07:45:55] <barteks2x> ok, the button
appeared after a few minutes minutes of waiting
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L350[07:49:03] <P3pp3rF1y2> well, in that
case I am not sure we can help, just try implementing it as per the
tut and then changing to whatever you need
L351[07:49:14] <Fredi100> okay,
thanks
L352[07:49:24]
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L353[07:52:23] <barteks2x> I give up, I
can't get git describe working on travis
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L356[08:03:23] <asie> justasiethings: an
API for sending encoded audio data which has an AudioPacket
implements ICapabilityProvider
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L358[08:08:30] <asie> Actually,
nevermind.
L359[08:08:51] <asie> Here's a good
question: Is there a way (planned) to add custom registries for
objects to Forge?
L360[08:09:16] <fry> you can already do
it?
L361[08:09:17] <PaleoCrafter> uhm...
custom in what way?
L362[08:09:21] <PaleoCrafter> --^
L363[08:09:31] <asie> fry: (planned) was
in parens for that reason
L364[08:09:33] <asie> i was just making
sure
L365[08:09:38] <asie> PaleoCrafter: custom
in the sense of custom object type
L366[08:09:47] <asie> let's say
"audio packet", and I want to assign various audio packet
classes different IDs
L367[08:09:53] <asie> but I want Forge to
take care of saving the IDs per-world etc for me
L368[08:09:57] <PaleoCrafter> yeah, that
was introduced with the new system
L369[08:10:36] <asie> also, a request: we
have INBTSerializable and a few others now; can we get
IBufferSerializable?
L370[08:12:06] <asie> that's not super
necessary, however... back to work
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L374[08:19:37] <Ivorius> fry, you gonna
fix the issue or do you have me on mute? :P
L375[08:19:58] <fry> gonna fix it at some
point
L376[08:20:15] <fry> but I have no idea
why the forge example works and your code doesn't
L377[08:20:28] <Ivorius> Well, my thing is
Open Source
L378[08:20:36] <Ivorius> If you want I can
commit my current changes and let you fiddle with it
L379[08:20:51] <fry> forge is open source
too :P
L380[08:21:08] <Ivorius> But I don't know
your Model system
L381[08:21:22] <Ivorius> Working into that
for this one issue would take forever
L382[08:21:46] <fry> switching context for
me right now will take forever too :P
L383[08:22:09] <fry> you should be able to
see the difference easily
L384[08:22:13] <fry> and come up with a
workaround
L385[08:22:24] <fry> the fix will
obviously take longer
L386[08:22:33] <fry> but the workaround
should be enough for you :P
L387[08:22:59] <alekso56> did i workaround
and hacks again? :o
L388[08:23:07] <alekso56> did i
hear*
L389[08:23:12] <Ivorius> I'm very much
guessing the difference lies in the b3d file
L390[08:23:19] <Ivorius> Which would not
be very quick to fix at all
L391[08:23:49] <Ivorius> It took me like 4
hours to adjust it not to crash in your special case of a parser
man
L392[08:24:00] <Ivorius> And another 2 so
that the animation actually works
L393[08:28:44] ***
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L396[08:34:12] <asie> any idea if there's
a nicer way?
L397[08:35:15] <PaleoCrafter> lol,
klazz
L398[08:35:38] <Ordinastie_> that feels
wrong ><
L399[08:35:54] <asie> it feels very
wrong
L400[08:36:06] <Ordinastie_> why not clazz
?
L401[08:36:16] <asie> oh, /that/
L402[08:36:18] <asie> not the design
itself
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L404[08:36:59] <asie> hm... on second
thought, i don't need the registries at all, as the data is not
saved anywhere
L405[08:37:15] <asie> only used for
network comms
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L423[09:27:08] <masa> omfg are you kidding
me... I spent almost an hour head desking and trying to figure out
why my inventory wrapper doesn't work, and slapping debug prints
everywhere
L424[09:27:44] <masa> then I noticed that
the getStackInSlot() was missing one little "return "
from infron of the wrapper call in one case :D
L425[09:28:03] <PaleoCrafter> inventory
wrapper for what? :P
L426[09:28:07] <masa> and suddenly
everything works
L427[09:28:15] <PaleoCrafter>
IItemStackHandler wrapped in IInventory?
L428[09:28:24] <masa> a new super
complicated ans useless block
L430[09:29:58] <Wuppy> o/
L432[09:30:04] <masa> that
L433[09:30:33] <masa> basically when you
toggle it between area mode and "bound targets mode" this
wrapper inventory changes between two underlying
IItemHandlers
L434[09:31:09] <masa> and I was missing
the return from the area mode, it just called the getStackInSlot
but didn't return he value, but instead continued to the other case
and retuned there
L435[09:31:48] <PaleoCrafter> I don't even
want to try understanding that GUI :P
L436[09:32:34] <Ordinastie_> holy
shit
L437[09:32:43] <Ordinastie_> do people
actually use that ?
L438[09:32:45] <Wuppy> dear lord
masa
L440[09:32:53] <blood|work> what you think
of that =)
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L442[09:33:30] <blood|work> Forge can
easily adopt this system, i would just have to PR it with all the
proper hooks for mods
L443[09:33:43] <masa> yeah well... my
stuff tends to be a bit... umm... complex? versatile?
L444[09:33:50] <blood|work> Aikar created
it
L445[09:33:55] <Ordinastie_> that look
nice, but why do you ask me? ^^
L446[09:34:07] <blood|work> didnt you run
a large server? or am i mistaken lol
L447[09:34:17] <Ordinastie_> you are
:)
L449[09:34:20] <blood|work> ah k
L450[09:34:21] <Ordinastie_> just made
mods :p
L451[09:34:23] <masa> there is another
example
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L455[09:41:04] <AKTheKnight> masa. Do you
ever get confused by your own gui?
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L458[09:41:36] <Wuppy> considering the gui
looks like taht, I don't even want to see the code for that
:o
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L460[09:42:29] <masa> AKTheKnight: no, I'm
the one who designed it, so... :p
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L462[09:42:48] <masa> I kinda know how it
works
L463[09:42:56] <masa> (but nobody else
probably does) ;p
L464[09:45:02] <AKTheKnight> Okay :P
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L471[09:49:49] <thecodewarrior> Is there
an ewasy way for me to undo all my changes to a minecraft
class?
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L479[10:05:55] <thecodewarrior> So, I'm
making a redstone event. Should I have it be technically correct in
that strong power won't power redstone, but will through another
block, or more intuitive, so if you make a block emit a redstone
signal it'll power redstone right next to it and through
blocks.
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L483[10:06:50] <ThomasRules> strong power
powers redstone as well as blocks, doesn't it?
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L485[10:08:36] <thecodewarrior> Yes,
though in the code a block that emits a strong signal won't
actually power redstone next to it. The blocks that are
"strongly powered" are actually just blocks with a
strongly powered block adjacent to them.
L486[10:09:32] <ThomasRules> go intuitive
and make it power redstone as well as blocks
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L488[10:10:20] <thecodewarrior> That's
what I was thinking.
L489[10:10:26]
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L490[10:10:43] <thecodewarrior> Now to
work on making weakly powered blocks not power redstone.
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L494[10:14:42] <MaelstromPhx> is it
possible to draw an overlay with java Graphics?
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L499[10:23:25] <PaleoCrafter> guys, I need
ideas on how to insert blaze powder into the brewing stand in-world
xD
L500[10:24:29] <fry> right click? :P
L501[10:24:39] <PaleoCrafter> which
section though? :P
L502[10:25:05] <fry> top probably
L503[10:25:12] <fry> since that's where
ingredient goes
L504[10:25:38] <PaleoCrafter> well, yeah,
but blaze powder isn't just an ingredient anymore :P
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L506[10:27:56] <fry> if there's no fuel -
consume it as a fuel
L507[10:28:05] <fry> if there's fuel - put
it in as an ingredient
L508[10:28:29] <PaleoCrafter> still feels
meh, but I guess it works :P
L509[10:29:08] <LatvianModder> rather, if
there is fuel and if its full
L510[10:31:02] <fry> another possibility
is to only add it as a fuel if the ingredient slot is
occupied
L511[10:31:18] <fry> (or can you put full
stacks of stuff there? :P)
L512[10:32:35] <PaleoCrafter> well, yeah,
add is as fuel either if the ingredient already is another item (or
is blaze powder and full) or if the fuel is full
L513[10:33:14] <PaleoCrafter> eh, *not
full xD
L514[10:33:34] <PaleoCrafter> and you'll
be able to insert the ingredient by dropping it into a bowl sort of
thing anyway
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L516[10:41:29] <PaleoCrafter> fry, could
we get a player/entity sensitive getSelectedBoundingBox, pwease?
:P
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L519[10:42:29] <PaleoCrafter> I think that
used filthy state :P
L520[10:42:42] <fry> then make a comment
before it's too late
L521[10:42:48] <fry> or PR to ama's
branch
L522[10:42:52] <fry> or talk to him
:P
L523[10:43:00] <PaleoCrafter> I'm looking
for the line right now
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L540[11:08:49] <Necr0> can someone explain
to me what the point of the attach capability events is?
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L542[11:11:17] <sham1> To attach a
capability
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L544[11:11:39] <Elucent> !gm
p_i1149_2_
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L546[11:13:03] <Necr0> but i mean are
there any advantages to just overriding getCapability and
hasCapability?
L547[11:13:35] <sham1> You can attach
capabilities to TileEntities for instance that you cannot modify
the source of
L548[11:17:37] <Necr0> so if i don't need
to override any existing capabilities, i might just as well
override the method or not?
L549[11:18:09] <sham1> Pardon
L550[11:18:37] <sham1> If you *cannot*
override getCapability and hasCapability
L551[11:18:40] <sham1> You use the
events
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L553[11:19:54] <Necr0> okay that's what i
meant. I mean there is no reason to use the event to attach
capabilities to my own tile entities, right?
L554[11:20:04] <sham1> Indeed
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L558[11:25:34] <Elucent> anyone have a
good resource on how modelbipeds work?
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L571[12:02:55] <DebugsPeople> what's the
nickname character limit in here again?
L572[12:05:49] <thor12022> IRC limits
nicks to 9 characters
L573[12:06:14] <thor12022> er. I thought
it did anyway
L574[12:06:17] <Wuppy> not true
L575[12:06:29] <Wuppy> debugs has a longer
name
L576[12:06:45] <thor12022> yeah, I noticed
after I said it
L578[12:08:31] <Wuppy> hmm,
interesting
L579[12:08:43] <Wuppy> but I believe it's
either around 24 or 32
L580[12:10:04] <thor12022> ¯\_(ツ)_/¯
L581[12:14:13] <Fredi100> Would someone be
so kind to teach me how to make tileentitys with GUIs. I am trying
to understand it through tutorials, but is just doesn't work
L582[12:14:28] <IoP> 20:13 [esper] -!-
SAFELIST ELIST=CTU CHANTYPES=# EXCEPTS INVEX
CHANMODES=eIbq,k,flj,CFLPQTcgimnprstz CHANLIMIT=#:50 PREFIX=(ov)@+
MAXLIST=bqeI:100 MODES=4 NETWORK=EsperNet KNOCK are supported by
this server
L583[12:14:32] <IoP> 20:13 [esper] -!-
STATUSMSG=@+ CALLERID=g CASEMAPPING=rfc1459 NICKLEN=30
MAXNICKLEN=30 CHANNELLEN=50 TOPICLEN=390 ETRACE CPRIVMSG CNOTICE
DEAF=D MONITOR=100 are supported by this server
L584[12:14:47] <IoP> Maybe that's the
answer ;)
L585[12:15:46] <IoP> iirc this channel has
+q for nicks longer than 15 characters
L586[12:15:57] <DebugsPeople> ahh
L587[12:16:24] <DebugsPeople> that's what
I was looking for
L588[12:19:19] <Xilef11> Fredi100, what
did you try?
L589[12:21:52] <Fredi100> @Xilef11: I am
trying to make a tileentity with GUI and inventory. I already have
some code but i probably forgot something or did something
wrong
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L592[12:24:19] <Xilef11> with a few
renames and preferably using the IItemHandler capability instead of
IInventory
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L594[12:25:57] <Fredi100> how does
IItemHandler work?
L596[12:28:28]
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L597[12:28:45] <MaelstromPhx> anyone made
a circle with GL11 before?
L598[12:28:51] <PaleoCrafter> fry, we need
something like $caps as well :P
L599[12:30:06] <thor12022> 'circle' ?
never heard of it
L600[12:30:52] <MaelstromPhx> :P
L601[12:31:45] <MaelstromPhx> im trying to
make one using the gl_triangle_fan but nothing shows :/
L602[12:31:58] <Elucent> source
code?
L603[12:34:19] <Fredi100> sorry for asking
again but... what to i do with IItemHandler now?
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L608[12:35:00] <MaelstromPhx> the width
and height are defined in another part of the class
L609[12:35:04] <diesieben07> Fredi100, are
you trying to use one or make one?
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L612[12:35:28] <DebugsPeople> well that
was too long
L613[12:36:13] <Fredi100> diesieben07 i
dont really know. I just want a machine with an inventory that
takes items from its internal inventory and processes them into new
items
L614[12:36:37] <diesieben07> so you want
to make a machine with an inventory
L615[12:36:41] <Fredi100> yes
L616[12:37:01] <diesieben07> simplest
implementation of IItemHanlder ("just a bunch of slots")
is ItemStackHandler
L617[12:37:06] <diesieben07> make one of
those and store it in your TE
L618[12:37:16] <diesieben07> then expose
it using hasCapability and getCapability
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L623[12:48:04] <HassanS6000> Hello. I was
wondering, how would I go about making it so players cannot remove
an item from an inventorybasic? Minecraft 1.8.9
L624[12:48:46]
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L625[12:48:47] <thecodewarrior> Override
canTakeItem in the slot?
L626[12:48:57] <diesieben07> why are you
using IInventoryy still? use IItemHandler
L627[12:49:14] <DovahOfKiin> diesieben07,
is there a simpler tutorial on that? other than the primer and the
mcforge docs
L628[12:49:20] <DovahOfKiin> i'm
struggling to undestand it
L629[12:49:23] <DovahOfKiin>
understand*
L630[12:51:07] <diesieben07> DovahOfKiin,
what exctly do you not understand?
L631[12:52:04] <DovahOfKiin> pretty much
everthing about it. I was asked to abandon the IInventory system.
So I tried to undestand it, but couldn't
L632[12:52:38] <diesieben07> so you looked
at IItemHandler
L633[12:52:43] <diesieben07> and you read
the javadocs
L634[12:52:54] <diesieben07> and you do
not udnerstand *anything at all*?
L635[12:54:25] <HassanS6000> diesieben07:
How would I use IItemHandler?
L637[12:55:15] <diesieben07> no need to
implement it yourself, forge already provides ItemStackHandler,
which is a simple "just a bunch of stacks"
inventory
L638[12:55:28] <diesieben07> and no, do
not use IInventory *at all*
L639[12:55:33] <HassanS6000> Okay
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L641[12:57:16] <HassanS6000> Now that I've
done that, how do I make it so the player can't remove anything
from it?
L642[12:57:32] <diesieben07> in your
Container you are creating slots, right?
L643[12:57:44] <diesieben07> for the Slot
that nothing can be removed from, make a custom slot class
L644[12:57:46] <DovahOfKiin> iirc override
SlotItemHandler or smth like that?
L645[12:57:48] <diesieben07> and override
canTakeStack
L646[12:58:15] <DovahOfKiin>
s/override/extend
L647[13:01:28] <Fredi100> diesieben07: i
have these two methods get/hasCapabilitys. what gets inside
them?
L648[13:02:28] <thecodewarrior> What would
be/is the policy for helper methods in forge? I want to have a
redstone update helper because you have to call it with a block
that can provide power as the block that changed. Also, should I
make a dummy block that I use instead of a redstone torch or
something?
L649[13:02:41] <diesieben07> has: check if
the capabaility is the IItemHandler capability (or any other
capability you wnat to expose) and if so, return true.
L650[13:02:44] <diesieben07> get: do the
same check and return the correct capability implementation
L651[13:03:51] <barteks2x> I easted 4
hours because I forgot that "git push" doesn't push
tags...
L652[13:04:11] <thecodewarrior> ouch
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L654[13:05:42] <barteks2x> I created test
repository for ttravis CI, which was supposed to be exact copy of
my cubicchunks repository. And it always generated output with
unknown version, which I tracked down to git tags not being cloned.
After another 2.5 hours I realized I never pushed them to the test
repository
L655[13:06:14] <PaleoCrafter> welp, that's
the brewing stand done
L656[13:08:06] <Fredi100> diesieben07: How
do i check the capability, i cant just do an if statement and say
if(capability == myCapability)
L657[13:08:21] <diesieben07> yes, exactly
like that.
L658[13:08:27] <Fredi100> what?
L659[13:08:34] <Fredi100> but
L660[13:08:42] <diesieben07> you do if
(capability == <the capability>) { return myInstance; }
L661[13:08:48] <Fredi100> they are not the
same, are they?
L662[13:08:57] <diesieben07> define
"they"
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L664[13:09:07] <Fredi100> the two
capabilities
L665[13:09:08] <thecodewarrior> the
capability is like the key, like how you do state.getBlock() ==
Blocks.STONE
L666[13:09:15] <diesieben07> ^
L667[13:09:21] <thecodewarrior> it took me
a while to realize that
L668[13:09:37] <Fredi100> so, the truly
are the exact same two objects?
L669[13:09:51] <Fredi100> *they
L670[13:09:59] <diesieben07> that's what
you check for, yes
L671[13:10:08] <Fredi100> i would have
never thought about that
L672[13:10:10] <diesieben07> i think what
you are thinking is comparing it to your implementation
L673[13:10:12] <diesieben07> do NTO do
that.
L674[13:10:18] <diesieben07> you compare
it to the *capability*
L675[13:10:21] <diesieben07> not your
IItemHandler
L676[13:10:23] <Fredi100> yea yea
L677[13:10:47] <gigaherz> MEH
L678[13:10:51] <gigaherz> trying to do an
ehternet installation
L679[13:11:05] <Fredi100> i got that, but
i didnt know that the capability my TE has is the same as the
capability which gets passed along on calling this method
L680[13:11:08] <gigaherz> can't get the
cable to test correctly :/
L681[13:11:23] <diesieben07> how would you
expect other people to get your capability then?
L682[13:11:27] <diesieben07> there must be
an identifier
L683[13:11:58] <PaleoCrafter> so, I
wondered why YouTube's player in theatre mode wasn't any larger
than normal
L684[13:12:04] <diesieben07> now i gotta
get off the train, so talk to you all later
L685[13:12:04] <gigaherz> Fredi100: the
Capability instance is both an identifier and a helper
L686[13:12:09] <PaleoCrafter> turns out I
had YT zoomed in ever so slightly
L687[13:12:17] <gigaherz> but the
"capability instance" that you return, is an instance of
the interface
L688[13:12:26] <Fredi100> so its like
using .class
L689[13:13:03] <gigaherz> hence: if
(capabilityMethodParameter == TheCapability) return
TheCapability.cast(theInstanceToReturn);
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L691[13:15:06] <gigaherz> anyone here hs
experience with crimping ethernet cables?
L692[13:16:07] <Fredi100> ...what is
crimping?
L693[13:16:14] <thecodewarrior> A little
bit
L694[13:16:24] <gigaherz> Fredi100: then
you don't ;P
L695[13:16:29] <Fredi100> haha
L696[13:16:37] <gigaherz> thecodewarrior:
here is the story
L697[13:16:48] ⇦
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L698[13:16:53] <gigaherz> I'm installing
ehternet between the bedrooms in the flat and the router
L699[13:17:03] <Fredi100> diesieben07: and
what exact instance do i have to return then?
L700[13:17:16] <gigaherz> in the middle is
the box where all the cables go, and I'm installing a switch in
there
L701[13:17:18] <gigaherz> now
L702[13:17:32] <gigaherz> in the rooms
(well one room so far), I installed a FEMALE ethernet box
L703[13:17:35] <HassanS6000> Alright
diesieben07 I did that, but I am getting a desync issue.
L704[13:17:50] <HassanS6000> I can take
out of the inventory visually, but if I relog the item I took is
not there
L705[13:18:08] ⇦
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L706[13:18:35] <PaleoCrafter> gigaherz,
crimping isn't "crimping" in every language, you know
:P
L707[13:18:54] <Necr0> what should i use
for modelling? is there any techne/tabula equivalent for json
files?
L708[13:19:07] <PaleoCrafter> there are a
few
L709[13:19:19] <PaleoCrafter> MrCrayfish's
editor is good
L710[13:19:21] <PaleoCrafter> or so I've
heard
L711[13:20:09]
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L712[13:20:18] <gigaherz_r> bleh
L713[13:20:24] <gigaherz_r> what's the
last thing I said?
L714[13:20:35] <thecodewarrior> femail
box
L715[13:20:51] <gigaherz_r> [20:17]
(gigaherz): while the cables on the other end will be male
L716[13:20:51] <gigaherz_r> [20:17]
(gigaherz): for the female part, I used the instructions on the
box, but now I'm trying to crimp the male part
L717[13:20:54] ⇦
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L718[13:20:57] <gigaherz_r> but the tester
shows the wrong pins lighting up
L719[13:22:06] <gigaherz_r> now what I'm
wondering is, if this is even wrong
L720[13:22:15] <gigaherz_r> or if I did
the female side wrong
L721[13:22:16] <gigaherz_r> or what
L722[13:22:43] <thecodewarrior> Is the
male side a transparent connector?
L723[13:22:51] <gigaherz_r> yup
L724[13:23:14] <gigaherz_r> well it has a
bit of shielding, but the cable is UTP so that doesn't matter
L725[13:23:27] <Fredi100> is it cross over
or straight through?
L726[13:23:38] <gigaherz_r> Fredi100:
should be straight
L727[13:23:48] <thecodewarrior> so you can
check the order of the wires on the male end?
L728[13:24:09] <Fredi100> okay, and you
say, the tester shows the wrong pins, try do twist them?
L729[13:24:11] <gigaherz_r> thing is, the
female box is already installed, I can't just cut there and start
over
L730[13:24:22] <gigaherz_r> Fredi100:
that's not the question
L731[13:24:36] <Fredi100> oh, then i
misunderstood you
L732[13:24:53] <gigaherz_r> my question is
really: in this specific case where I'm installing a cable that has
a male end, and a female end
L733[13:25:11] <gigaherz_r> SHOULD the
other end test in the right order at all?
L734[13:25:33] <gigaherz_r> because maybe
I'm just overthinking it
L735[13:25:44] <gigaherz_r> but i can't
really TEST the ethernet until I have both ends connected, and the
switch turned on
L736[13:26:10] <Fredi100> you mean, it
should fail the test because there are two different ends?
L737[13:26:14]
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L738[13:26:22] <thecodewarrior> What you
could do, is go on the female end and check the ordering, if it's
out of order you can fix it. Since both ends of the ethernet cable
are in the same order you just want the wires to line up.
L739[13:26:24] <gigaherz_r> this is the
setup i'm trying to get to work
L740[13:26:38] <thecodewarrior> If I
recall correctly they are the same order
L741[13:26:42] <gigaherz_r> router
<-> female box --- male end <-> switch <-> male
end --- female box <-> computer
L742[13:27:08] <thecodewarrior> So the
part you
L743[13:27:08] <gigaherz_r> where
"<->" is a standard pre-assembled ethernet
cable
L744[13:27:15] <Gregory> Just an odd
question to anyone in the know, but .... any uses for a colorizer
class beyond ColorizerFoliage or ColorizerGrass?
L745[13:27:26] <gigaherz_r> the part that
confuses me is "female box --- male end <-> switch
<-> male end --- female box"
L746[13:27:39] <thecodewarrior> *so the
part you're working on is router <-> female box -> cable
-> device (router/switch/whatever)
L747[13:27:51] ***
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L748[13:28:05] <gigaherz_r> yup
L749[13:28:12] <gigaherz_r> and I have to
do that 4 times
L750[13:28:30] <gigaherz_r> once to the
router, and once to each bedroom, with the switch in the
middle
L751[13:28:31] <thecodewarrior>
Specifically connecting the female box so a premade cable would
work to connect it to a device, correct?
L752[13:28:40] <gigaherz_r> yes
L753[13:28:42] <gigaherz_r> well no
L754[13:28:46] <gigaherz_r> the female box
is installed
L755[13:28:53] <gigaherz_r> and glued to
the wall already
L756[13:29:00] <gigaherz_r> the direct
connection was working fine
L757[13:29:06] <gigaherz_r> now I decided
to cut, and put the switch in between
L758[13:29:17] <gigaherz_r> so that I can
add cables to the other two bedrooms
L759[13:29:32] <gigaherz_r> but I don't
know if the female boxes were done wrong or what
L760[13:29:40] <gigaherz_r> right now the
tester does
L761[13:29:48] <gigaherz_r> 1,2, 6,5,4,3,
7,8
L762[13:30:19] <gigaherz_r> but that's not
how a crossover cable should look like, either ;P
L763[13:30:30] <Fredi100> thats pretty
odd
L764[13:31:12] <thecodewarrior> All the
wires should be identical, so if you fix the ordering on the male
end it should work. (disclaimer: never done this)
L765[13:31:17] <gigaherz_r> so yeah I
think I'll "compensate" for that, and see what
cappens
L766[13:31:22] <gigaherz_r> happens
L767[13:31:27] <gigaherz_r> worst case I
blow up my pc, router, or switch
L768[13:31:32] *
gigaherz_r sighs
L769[13:32:15] <thecodewarrior> More
likely cause your computer do nothing and just say
"whadat?"
L770[13:35:02]
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L771[13:36:24] *
mikebald reads up, starting at "the female box is installed
and glued to the wall already" isn't a good
start.
L772[13:42:20] ⇦
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L773[13:43:35] ***
tterrag|ZZZzzz is now known as tterrag
L774[13:47:28] *
gigaherz_r facepalms HARD
L775[13:47:36] <gigaherz_r> I know exactly
WHY I messed up
L776[13:47:43] <gigaherz_r> installing the
female box
L777[13:47:51] <gigaherz_r> I fixed one,
now I need to fix the one on the wall XD
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L789[14:04:56] <gigaherz_r> there both
ends working -- managed a successful connection
L790[14:07:04] <Tazz> gigahertz_r I got my
computer working in the mod haha
L791[14:07:10] <Tazz> Works awesome
L792[14:07:45] <Tazz> And the assembler
now supports jmp'ing and db
L793[14:08:15] <gigaherz_r> heh
L794[14:09:10] <Tazz> It's actually nice
and works smoothly
L795[14:09:32] <Tazz> I'll be able to the
boot loader in asm
L796[14:09:56] <Tazz> And the os in
c
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L805[14:23:02] <gigaherz_r> there we
go!
L806[14:23:12] <gigaherz_r> wiring phase 1
completed!
L807[14:23:25] <gigaherz_r> crimping is
actually quite easy
L808[14:23:35] <gigaherz_r> the only issue
was reading the instructions for the female box wrong
L809[14:24:00] <gigaherz_r> I flipped 4
pins by mistake
L810[14:24:03] <gigaherz_r> instead of
doing
L813[14:24:36] ⇦
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L814[14:24:39] <fry> and it's very hard to
wire them wrong :P
L815[14:24:50] <gigaherz_r> aAbB/cCdD I
did AabB/CcdD
L816[14:25:30] <gigaherz_r> fry: those
aren't "good boxes" ;P
L817[14:25:44] <gigaherz_r> (the ones I
bought)
L818[14:25:55] <gigaherz_r> but they do
the trick
L819[14:26:02] <gigaherz_r> so long as you
actually read the instructions
L820[14:26:17] <gigaherz_r> instead of
just thinking you are too smart for them
L821[14:26:30] <mikebald> *shrugs* if
you're putting on both ends as long as you match the pattern you're
good.
L822[14:27:17] <gigaherz_r> mikebald: well
you have to at least match the pairs
L823[14:27:40] <gigaherz_r> reversing
white/solid won't cause any issues so long as the corresponding
white and solid are swapped, and not with another pair
L824[14:27:51] <gigaherz_r> anyhow
L825[14:27:56] <gigaherz_r> everything
worked well in the end
L826[14:28:16] <gigaherz_r> now I just
have to cleanup the mess behind the main door
L827[14:28:21] <gigaherz_r> before anyone
hurts themselves
L828[14:28:28] ⇦
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L829[14:29:08] <gigaherz_r> next step:
update openwrt on this router
L830[14:29:19] <gigaherz_r> it's not quite
reaching 300mbps
L831[14:29:25] <gigaherz_r> while the
isp-provided one has no issues with it
L832[14:29:47] <mikebald> if you have IPS
enabled it may drop the speed a little
L833[14:29:54] <gigaherz_r> IPS?
L834[14:30:38] <gigaherz_r> this is about
the pppoe connection with the ISP
L835[14:30:40] <mikebald> Intrusion
Prevention System; it does deep packet inspection to... well, keep
an eye on things
L836[14:30:44] <gigaherz_r> Oh
L837[14:30:49] <gigaherz_r> I'll check on
the firewall tab
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L840[14:33:36] ***
kroeser is now known as kroeser|away
L841[14:35:13] <gigaherz_r_t> okay I'll
update the firmware to 15.05.1, be back in a few minutes, if all
goes well
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L846[14:39:20] <gigaherz> yeah as expected
-- same speed
L847[14:40:45] <gigaherz> ah this explains
it: OpenWrt does not support hardware-accelerated NAT, which limits
its WAN to LAN throughput. OEM firmware on most modern routers
enables hardware accelerated NAT, many supporting near gigabit
speeds. I have not heard any plans to bring hardware NAT to
OpenWrt.
L848[14:41:27] <gigaherz> brb
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L854[14:43:38] <MaelstromPhx> hey gigaherz
have you ever made a circle with gl?
L855[14:43:59] <gigaherz> sortof
L856[14:44:20] <LatvianModder> I use
TRIANGLE_FAN and sin/cos values
L857[14:44:23] <MaelstromPhx> i cant seem
to get the triangle fan or polygon working
L858[14:44:29] <gigaherz> you mean a
circle as a curve, or surface or what?
L859[14:44:46] <gigaherz> well it's really
the same:
L860[14:44:48] <MaelstromPhx> yeah like a
circle for a gui
L861[14:44:49] <LatvianModder> place one
point at center, and then the rest of the points around that
point
L862[14:45:11] <LatvianModder> check if
texture is enabled/disabled, color is set, etc
L863[14:45:14] <gigaherz> for(int
i=0;i<SPLITS;i++) {
L864[14:45:27] <MaelstromPhx> well i have
the code and it works when i draw it with just lines but as soon as
i try the simple fan it doesnt render anything
L865[14:45:39] <gigaherz> x = radius =
cos(i * two_pi / SPLITS)
L866[14:45:44] <gigaherz> oops
L867[14:45:48] <gigaherz> x = radius *
cos(i * two_pi / SPLITS)
L868[14:45:53] <gigaherz> y = radius *
sin(i * two_pi / SPLITS)
L869[14:45:58] <gigaherz> }
L870[14:46:04] <LatvianModder> pretty
much
L872[14:46:10] <gigaherz> if it's a
polygon
L873[14:46:12] <gigaherz> just draw
that
L874[14:46:15] <gigaherz> if it's a
disc
L875[14:46:23] <LatvianModder> also, dont
forget x = centerPointX + the rest
L876[14:46:25] <gigaherz> you'll want to
start the triangle fan with the center point
L877[14:46:35] <gigaherz> and then revolve
around
L878[14:46:37] <tterrag> ...
L879[14:46:40] <tterrag> break; <-
why?!
L880[14:46:41] <LatvianModder> dont use
polygon, its depricated
L881[14:46:44] <MaelstromPhx> oh
woops
L882[14:46:47] <MaelstromPhx> that was for
testing
L883[14:46:54] <MaelstromPhx> doesnt work
without it either tho
L884[14:46:58] <gigaherz> but really
L885[14:47:25] <LatvianModder> If this is
for minecraft.. use Tessellator :P
L886[14:47:33] <gigaherz> on modern games
you'd just have a quad
L887[14:47:37] <gigaherz> with a circle
texture
L888[14:47:48] <fry> if it's minecraft,
don't use GL directly :P
L889[14:47:50] <LatvianModder> I do
that
L890[14:48:00] <LatvianModder> I mean,
circle in quad, not GL :P
L891[14:48:05] <gigaherz> using a certain
function to check if you should draw opaque or transparent, in a
shader
L892[14:48:47] <MaelstromPhx> so how would
i do it with the tesselator?
L893[14:49:13] <LatvianModder> Depends on
mc version
L894[14:49:16] <fry> what are you
doing?
L895[14:49:23] <LatvianModder> drawing a
circle
L896[14:49:24] <fry> what context?
L897[14:49:34] <MaelstromPhx> 1.9
L898[14:49:41] <MaelstromPhx> to draw a
circle in the overlay that i have
L899[14:49:45] <gigaherz> that's not what
he asked ;P
L900[14:49:46] <fry> overlay?
L901[14:50:06] <fry> so, is it always flat
on the screen?
L902[14:50:16] <MaelstromPhx> yeah
L903[14:50:23] <LatvianModder> Check how
GuiScreen.drawRect does it
L904[14:50:31] <fry> use a quad with
transparency :P
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L906[14:50:33] <LatvianModder> and then
just modify it to TRIANGLE_FAN
L907[14:50:36] <LatvianModder> or
that
L908[14:50:41] <gigaherz> yeah just use a
texture.
L909[14:50:51] <MaelstromPhx> ah
okay
L910[14:50:59] <MaelstromPhx> lemme see if
i can get it working
L911[14:50:59] <gigaherz> enable alpha
test
L912[14:51:09] <gigaherz> wait not alpha
test
L913[14:51:12] <gigaherz> alpha blend
XD
L914[14:51:34] <gigaherz> actually...
alpha test would work, if you enable texture filtering
L915[14:52:25] <fry> stop listening to
half-advices on IRC and read the documentation about each GL call
carefully, and what state it affects, before using it
L916[14:52:29] <LatvianModder> nah, dont
mess his head. Alpha blending + alpha mode to 770, 771 ( I dont
remember the variable names >.<)
L917[14:52:33] <fry> we have enough state
corruption already
L918[14:52:46] <LatvianModder> :D
L919[14:52:57] <fry> ah for the love of
everything that's holy don't use number constants like the
decompiled code does
L920[14:53:27] <LatvianModder> I remember
when those didnt have GL names back in the days
L921[14:54:04] <tterrag> you mean
never?
L922[14:54:30] <LatvianModder> Minecraft
code only had numbers for a long time
L923[14:54:40] <tterrag> it still only has
numbers
L924[14:54:47] <tterrag> final primitives
are always inlined
L925[14:54:56] <gigaherz> isn't there a
constant renamer?
L926[14:55:03] <gigaherz> for certain
specific functions
L927[14:55:06] <tterrag> maybe, but if so,
it doesn't do a very good job
L928[14:55:16] <Ordinastie_> funnily, I
don't remember the actual constant names either, but I do remember
770 771
L929[14:55:20] <fry> it broke when
glStateManager became a thing
L930[14:55:39] <LatvianModder> if you look
at GlStateManager, you can find GL11.glPolygonMode(GL11.GL_BACK,
GL11.GL_FILL);
L931[14:55:41] <fry> GL_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA
L932[14:55:56] <MaelstromPhx> what are the
various vertexformats for?
L933[14:56:06] <Ordinastie_> yes, that
one, but I can never remember it, I always need to look back in
code where it was used
L934[14:56:15] <gigaherz> to tell the gpu
what your packed quads contain
L935[14:56:18] <gigaherz> baked
quads*
L936[14:56:42] <gigaherz> for
"standard" models
L937[14:57:06] <gigaherz> they are baked
as ITEM, but when placed on the world, use BLOCK (don't worry, they
are interchangeable, and the two bytes that aren't the same are
corrected by minecraft)
L938[14:57:29] <gigaherz> but your drawing
doesn't have to use that format.
L939[14:57:49] <gigaherz> if you want to
draw a texture with color
L940[14:57:55] <gigaherz> you may want
POSITION_TEX_COLOR
L941[14:58:07] <gigaherz> this would allow
you to draw with texture and provide a color multiplier
L942[14:58:15] <gigaherz> so that the
texture can always be white, but you can draw circles of any
color
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L946[15:04:57] <thor12022> Well, that
looks like more fun the the lawn mowing I'll probably be doing
then
L947[15:05:07] <Ordinastie_> the warriors
remix sounds awful :(
L948[15:05:15] <Wuppy> that's a great song
:<
L949[15:05:20] <Ordinastie_> the original
one yes
L950[15:05:39] <Wuppy> but the last 2
songs (24:20 onwards)
L951[15:05:47] <Wuppy> those are
awesome
L952[15:05:56] <Wuppy> especially the
second one :D
L953[15:07:22] <fry> sooooo much phones in
the audience
L955[15:07:49] <Wuppy> yeah I dont
understand that... people should enjoy it instead of
recording
L956[15:08:08] <Wuppy> the first 2
festivals I went to I also used my phone a lot, but you never
actually watch the videos :P
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L972[15:34:59] <gudenau> Hey.
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L974[15:35:09] <Wuppy> good day
L975[15:37:51] <gudenau> Question, my OBJ
block renders fine in world, but the inventory and in hand
rendering is not correct. In the inventory it appears to be using
an Orthographic projection and one of the faces fills the entire
slot. And in hand the block is huge. What do I need to change to
fix this?
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L977[15:38:40] <gudenau> 1.9.4 BTW
L978[15:38:58] <gudenau> I should also
update my Forge in the dev envrioment...
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L989[15:57:08] <gigaherz> gudenau:
L990[15:57:12] <gigaherz> in your
blockstates file
L991[15:57:18] <gigaherz>
"transform": "forge:default-block"
L992[15:59:15] <gudenau> Uhm, where?
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L994[15:59:43] <LatvianModder> ok, what
the hell. EnumDyeColor.chatColor isnt visible and doesnt have a
getter either. What.
L995[15:59:45] <gudenau> Defaults?
L996[16:00:10] <gigaherz> wherever it fits
you
L997[16:00:14] <LatvianModder> fry: could
that be a bug in forge or just mojang being mojang? ^
L998[16:00:16] <gigaherz> either inside
defaults, or inside a variant
L999[16:01:31] <LatvianModder> !gm
L1000[16:01:50] <LatvianModder> !gm
EnumDyeColor.chatColor
L1001[16:02:09] <LatvianModder> how do I
do dis. Halp
L1002[16:02:25] <LatvianModder> !gf
L1003[16:02:37] <LatvianModder> oh.
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L1007[16:06:38] <TechnicianLP>
TextFormatting.fromColorIndex(EnumDyeColor.getDyeDamage())
L1008[16:07:33] <TechnicianLP> (mostly
works)
L1009[16:08:22] <TechnicianLP> ok forget
it works in 2 cases only -.-
L1010[16:08:38] <LatvianModder>
lol..
L1011[16:09:05] <LatvianModder> nah, i'll
add a reflection-er until this gets fixed. Maybe I will even make a
PR for once, who knows
L1012[16:09:42] <TechnicianLP> why do you
need to get from a dye to a chatcolor?
L1013[16:11:10] <LatvianModder> for
printing stuff :P
L1014[16:11:26] <LatvianModder> so I can
convert color to ITextComponent
L1015[16:11:52] <LatvianModder> I guess I
Could use just TextFormatting, but I also need colorValue /
MapColor, so..
L1016[16:12:00] <TechnicianLP> you can
also build a lookup
L1017[16:12:06] <LatvianModder> Thats
what I did
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L1021[16:17:23] <gudenau> gigaherz
thanks!
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L1025[16:23:02] <PaleoCrafter> can
somebody enlighten me on what MathHelper.truncateDoubleToInt
does?
L1026[16:23:30] <gudenau> Sounds like it
truncates a double and casts it to an int.
L1027[16:23:56] <PaleoCrafter> yeah, but
it does some weird stuff by adding 1024 to the double to subtract
that again then
L1028[16:24:55] <gudenau> I'll look into
it later.
L1029[16:27:33] <TechnicianLP> mojang
being weird confirmed
L1030[16:27:37] <diesieben07>
PaleoCrafter, i think it additionally clamps it between
Integer.MIN_VALUE and Integer.MAX_VALUE - 1024
L1031[16:27:38] <diesieben07> Why?
idk.
L1032[16:27:52] <PaleoCrafter> yeah, it's
weird :D
L1033[16:28:06] <diesieben07> in their
code (RealmsMath) its called fastFloor
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L1035[16:29:15] <diesieben07> ah
L1036[16:29:55] <diesieben07> (int) -3.25
= -3; ((int) (-3.25 + 1024)) - 1024 = -4
L1037[16:30:03] <diesieben07> the 1024 is
arbitrary
L1038[16:30:54] <diesieben07> but it only
works if the value is not lower than -1024 of course
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L1040[16:30:56] <diesieben07> wtf
L1041[16:31:14] <Ordinastie_> and is it
really faster than (int) Math.floor ?
L1042[16:31:29] <diesieben07> Math.floor
is definitely horrible
L1043[16:31:35] <diesieben07> but not
sure about MathHelper.floor_double
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L1045[16:32:58] <TechnicianLP> yay
vectormath
L1046[16:33:09] <Corosus> hows 1.9.4
forge lookin these days, stable enough?
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L1048[16:33:24] <gigaherz> haven't hit
any issue yet
L1049[16:33:50] <gudenau> Works for me,
plus it takes time to port stuff eh?
L1050[16:33:59] <Corosus> cool cool
L1051[16:34:00] <gudenau> Work on the
updates while they work on the bugs.
L1052[16:34:11] <Corosus> indeed
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L1054[16:34:43] <gigaherz> 1.9.4 build
.1916 is one of my favorites so far ;P
L1055[16:34:57] <gigaherz> it improved
something that I needed for my Survivalist mod ;p
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L1058[16:35:35] <gigaherz> which means
I'll just drop the pre-1.9.4 versions and continue developing only
on 1.9.4 ;P
L1059[16:36:26] <gigaherz> ah cool
L1060[16:36:37] <gigaherz> *22 adds a
handleUpdateTag method to TEs
L1061[16:36:44] <tterrag> woo \o/
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L1063[16:37:47] *
gigaherz wasn't affected by that because he doesn't use
update-specific tags, just plain writeToNBT if
anything
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L1067[16:40:22] <TechnicianLP> is there
an easy way to cenvert the xz part of a vector to an angle?
L1068[16:40:29] <gudenau> Trig?
L1070[16:40:41] <DebugsPeople> best pull
request :DD
L1071[16:40:43] <gigaherz>
atan2(z,x)
L1072[16:41:31] <TechnicianLP>
thanks
L1073[16:44:05] <gudenau> Should I go
make a huge gramer/formatting Nazi PR? :-P
L1074[16:44:40] <ThomasRules> bearing in
mind you can't spell 'grammar', no
L1075[16:44:48] <Ordinastie_> that's the
thing, the bigger the PR, the more legit it gets
L1076[16:48:25] <gudenau> I have
spellcheck in my IDE.
L1077[16:52:01] <gigaherz> I hate IDEA's
spellcheck.
L1078[16:52:48] <IoP> DebugsPeople: shame
on ya. You did not change tabs to spaces. That't not real
OCD!
L1079[16:53:07] <DebugsPeople> I
did?
L1080[16:53:11] <PaleoCrafter> gigaherz,
it's okay when you actually look for typos :P
L1081[16:53:17] <PaleoCrafter> just have
to ignore the 1000 programming terms
L1082[16:53:23] <gigaherz> sure
L1083[16:53:27] <gigaherz> but it's
annoying nonetheless
L1084[16:54:12] <gudenau>
Tabs>Spaces
L1085[16:54:34] <gudenau> Movement is so
much better with tabs.
L1086[16:54:42] <IoP> weird. I was sure
there was tabs in dependencies block. Not anymore
L1087[16:54:53] <IoP> my bad nvm
L1088[16:55:12] <gudenau> When I looked I
did not find a tab option in Idea. :-/
L1089[16:55:15] <gigaherz> gudenau:
that's literally the only "upside" of tabs
L1090[16:55:16] <gigaherz> ;P
L1091[16:55:27] <gigaherz> everything
else about it is either pointless or bad
L1092[16:55:28] <gudenau> Less bytes are
used/
L1093[16:55:35] <gigaherz> yeah we are in
2016 ,p
L1094[16:55:47] <gudenau> The dial up
users though! :-P
L1095[16:56:15] <gudenau> Do not say
anything about GZip.
L1096[16:58:35] <IoP> gzip
L1097[16:59:51] <gudenau> Can I ban you
now? :-P
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L1100[17:02:20] <gudenau> Now I need to
figure out this stupid collision crap.
L1101[17:03:51] <TechnicianLP>
collision?
L1102[17:04:37] <gudenau> With
blocks.
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L1113[17:47:35] <TechnicianLP> the
unknown facing was removed?
L1114[17:47:53] <gigaherz> a long long
time ago, yes
L1115[17:48:21] <gigaherz> or more
accurately
L1116[17:48:26] <gigaherz> ForgeDirection
had it
L1117[17:48:32] <gigaherz> but mojang's
EnumFacing did not
L1118[17:51:55] <diesieben07> imho if you
notied that unknown is gone, your API is broken :D
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L1137[18:34:29] <gigaherz> hmmm what was
the way to add a message to the chat from the client? XD
L1138[18:34:43] <DebugsPeople> ?
L1139[18:34:53] <DebugsPeople>
player.addChatMessage ?
L1140[18:34:59] <gigaherz> nm yeah
L1141[18:35:20] <DebugsPeople> alright
:(
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L1143[18:40:16] <gigaherz> there,
works
L1145[18:40:38] <gigaherz> which may not
even be accepted at all
L1146[18:40:48] <gigaherz> I decided to
send the info to theclient, and print to chat directly from the
client.
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L1149[18:46:59] <DebugsPeople> is the
entity update frequency in ticks/s ?
L1150[18:47:08] <gigaherz> wat?
L1151[18:47:20] <gigaherz> mc is always
20 ticks/s, globally
L1152[18:48:04] <DebugsPeople> <int
updateFrequency> in registerModEntity
L1153[18:48:23] <Ordinastie_> number of
ticks between updates iirc
L1154[18:48:44] <DebugsPeople> so 0 would
be every tick?
L1155[18:49:17] <Ordinastie_> or no
update ? I don't know
L1156[18:49:19] <Ordinastie_> test
?
L1157[18:50:29] <DebugsPeople> rip
_
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L1164[19:00:54] <williewillus>
DebugsPeople: that updateFrequency is how often mc resyncs it to
the client
L1165[19:00:58] <williewillus> and it's
in ticks
L1166[19:01:08] <williewillus>
"resync to client every <updateFrequency>
ticks"
L1167[19:01:16] <DebugsPeople> ahh
L1168[19:01:44] <DebugsPeople> what does
the ender dragon have on that?
L1169[19:04:40] <DebugsPeople> oh wait,
found it
L1170[19:04:41] <DebugsPeople> 3
L1171[19:05:50] <DebugsPeople> gonna put
mine on 2 because that's what players have and well it has to be
synced quite quickly
L1172[19:18:08]
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L1174[19:22:41] <DebugsPeople> what
actually get's synced?
L1175[19:22:56] <DebugsPeople> I'm not
guessing that any non vanilla properties do
L1176[19:24:40] <williewillus> position +
velocity
L1177[19:24:46] <williewillus> everything
else is handled in the datawatcher
L1178[19:29:23] <DebugsPeople>
datawatcher?
L1179[19:29:24] <DebugsPeople> :P
L1180[19:33:35] <williewillus> you
haven't heard of that? :P
L1181[19:33:40] <williewillus> it's how
entities sync their data
L1182[19:33:55] <williewillus> everything
that's not pos/vel is synced by that and has been since...1.5?
:P
L1183[19:34:00] <williewillus> probably
earlier
L1184[19:34:08]
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L1185[19:34:24] <williewillus>
datawatcher automatically syncs whenever theres dirty changes
L1186[19:34:30] <williewillus> sending
only whats changed
L1187[19:37:45]
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L1188[19:38:15] <DebugsPeople> I never
really modded before
L1189[19:38:24] <DebugsPeople> is that
the datamanager?
L1190[19:38:51] <williewillus>
EntityDataManager in 1.9 yes
L1191[19:44:06] <DebugsPeople> ok, thx,
I'll take a look at it
L1192[19:44:30] <DebugsPeople> don't get
why kotlin takes ages to make
L1193[19:45:52] <williewillus> does that
have runtime deps?
L1194[19:46:17] <williewillus> oh wait
you shade the lib nvm
L1195[19:46:19] <unascribed> yes
L1196[19:46:34] <williewillus> i might
use it
L1197[19:46:39] <williewillus> but just
seems like a meh lang to me
L1198[19:48:15] <DebugsPeople> why?
L1199[19:48:58]
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L1200[19:49:26] <williewillus> mediocre
stdlibs mainly
L1201[19:49:39] <williewillus> but again
i ahven't used it much so not a true assessment
L1202[19:49:45] <williewillus> just from
reading the docs
L1203[19:50:12] <williewillus> and I
guess it's designed to be a "meh" lang that just gives
java the parts people keep clamoring for
L1204[19:50:18] <williewillus> nothing
revolutionary
L1205[19:51:10]
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L1206[19:51:14] <DebugsPeople> my item is
broke :(
L1207[19:51:30] <williewillus> how
:P
L1208[19:53:33]
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L1215[20:11:06] <DebugsPeople> idk
L1216[20:11:17] <DebugsPeople> onCreate
doesn't work I guess
L1217[20:13:32] <DebugsPeople> well, that
only works with crafting and smelting yay
L1218[20:18:08] <DebugsPeople> gg
wp
L1219[20:19:57] ***
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L1220[20:20:01] <DebugsPeople-->
yes?
L1221[20:20:04] ***
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L1224[20:20:43] <DebugsPeople> this is so
much bs
L1225[20:20:43]
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L1226[20:23:35] <DebugsPeople> oh right
and the problem with the playerInteractEvent still exists
L1227[20:24:02] <williewillus> what is
bs? :P
L1228[20:24:10] <williewillus> and yes,
yes it does
L1229[20:24:15] <williewillus> I haven't
had time to work on t
L1230[20:24:17] <williewillus> *it
L1231[20:24:37] <DebugsPeople> the nick
length limit
L1232[20:26:34] <williewillus> pretty
standard irc rule :P
L1233[20:26:57] <DebugsPeople> only for
this channel thoug
L1234[20:27:08] <DebugsPeople> and it's
<= 14
L1235[20:27:15] <DebugsPeople> why 14?
:P
L1236[20:27:18] <williewillus> plenty of
other channels do it
L1237[20:27:20] <williewillus> no idea
:P
L1238[20:27:47] <williewillus> heck the
mc irc community is already pretty nice, other places get irritated
if you have awaynicks
L1239[20:27:57] <DebugsPeople> lol
L1240[20:28:00] <DebugsPeople> war
L1241[20:28:02] <DebugsPeople> *wat
L1242[20:28:07] <williewillus> it spams
the channel
L1243[20:28:10] <DebugsPeople> oh
L1244[20:28:25] <DebugsPeople> well, I
guess there's the away status
L1245[20:29:04] <DebugsPeople> nice
bouncer btw :P
L1246[20:29:11] <DebugsPeople>
Get.A.Free.Bouncer.At.PanicBNC.com
L1247[20:29:25] <williewillus>
?shrug
L1248[20:29:29] <williewillus> i'll take
anything better
L1249[20:29:42] <DebugsPeople> just a
funny name
L1250[20:29:43] <williewillus> panicbnc
is banned bouncer-wide on some channels I want to be in
L1251[20:29:44] <Lymia> People who don't
have servers are strange.
L1252[20:29:51] <DebugsPeople> and why
exactly are they needed?
L1253[20:29:58] <williewillus> 1.
backlog
L1254[20:30:03] <williewillus> 2. offline
presence
L1255[20:30:09] <williewillus> both are
really the same thing
L1256[20:30:18] <williewillus> but
someone can still ping/pm me when I"m offline
L1257[20:30:23] <williewillus> since it
goes to the bouncer
L1258[20:30:29] <DebugsPeople> I guess,
yes
L1259[20:30:36] <williewillus> and when I
sign back in the bouncer sends it to my client
L1260[20:30:44] <DebugsPeople> I'm just
too lazy to set one up
L1261[20:30:50] <williewillus> i don't
have a server...so
L1262[20:30:53] <DebugsPeople> I have my
own server
L1263[20:30:56] <williewillus> I'll make
do with what I can find
L1264[20:31:29] <DebugsPeople> and why is
it banned?
L1265[20:32:03] <williewillus> a user
probably got banned and they ipbanned the whole domain
L1266[20:32:10] <williewillus> it's
#touhou
L1267[20:32:21] <DebugsPeople> Lymia,
what software do you use?
L1268[20:32:27] <williewillus> znc
L1269[20:32:30] <williewillus> like
everyone does :P
L1270[20:32:32] <DebugsPeople> oh
L1271[20:32:34] <DebugsPeople> ok
L1272[20:32:41] <williewillus>
(probably)
L1273[20:33:14] <DebugsPeople> whatever
#touhou is
L1274[20:34:45] <williewillus> a lovely
series of indie shooters
L1275[20:37:04] <DebugsPeople> ok
L1276[20:38:56] <HassanS6000> How to
check if player is shift clicking
L1277[20:39:05] <HassanS6000> While in an
open container
L1278[20:39:13] <williewillus> you do
that in transferStackInSlot
L1279[20:39:17] <williewillus> or
whatever the shift click method is called
L1280[20:40:16] <HassanS6000> What about
GuiScreen.isShiftKeyDown()
L1281[20:40:30] <williewillus> that works
too i guess
L1282[20:40:35] <williewillus> only
clientside
L1283[20:41:12]
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L1284[20:41:31] <HassanS6000> Wait that's
clientside
L1285[20:41:35] <HassanS6000> I need
server side lol
L1286[20:42:10] <williewillus> wtf
fernflower is failing on one of my other mod spaces
L1287[20:42:14] <williewillus> but not my
botania one
L1288[20:42:45] <HassanS6000> does
isSneaking only refer to if the player is not in a chest or
something
L1289[20:42:55] <HassanS6000> Cus it
seems to return false when pressing shift in a chest
L1290[20:43:17] <williewillus> because
you can't sneak in a gui
L1291[20:43:26] <williewillus> it
literally means the actual gameplay sneaking
L1292[20:43:33] <williewillus> which you
cannot do with an interface open
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L1294[20:45:20] <williewillus> ah lol
forgot FG 2.2
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L1296[20:46:32] <HassanS6000>
williewillus: okay then how can I do it without overriding
Minecraft's slot
L1297[20:46:43] <HassanS6000> Or rather
extending it and using my own version
L1298[20:46:47] <williewillus> describe
what you want to achieve
L1299[20:46:54] <williewillus> instead of
the methods to do it
L1300[20:47:15] <HassanS6000> When a
player shift clicks in an inventory - I want to be able to do
something - from server side
L1301[20:47:19] <DebugsPeople> seems like
i failed at setting up znc
L1302[20:47:22] <DebugsPeople> :(
L1303[20:47:25] <HassanS6000> Basically
need a way of detecting it
L1304[20:48:02] <williewillus> if you
need shift clicking in a slot
L1305[20:48:13] <williewillus> you need
to override Container.transferItemInSlot
L1306[20:48:17] <williewillus> that's
where shift clicking happens
L1307[20:50:44] <DebugsPeople>
arggg
L1308[20:51:02]
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L1309[20:51:23] <HassanS6000> k
thanks
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L1311[20:55:36] <HassanS6000>
williewillus: did you mean transferStackInSlot
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L1313[20:58:04] <williewillus> yes
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L1319[21:09:20] <gudenau> You know what I
just noticed? GameRegistry.registerItem is deprecated,
interesting.
L1320[21:10:58] <williewillus> !mh
onCraftGuiOpened
L1321[21:11:06] <williewillus> gudenau:
because of the unified register() method now
L1322[21:11:13] <gudenau> I see
that.
L1323[21:11:19] <gudenau> It is
interesting.
L1324[21:11:43] <gudenau> Just use the
item and a resourcelocation with the modid and the name I would
have used before correct?
L1325[21:11:52] <williewillus> yes
L1326[21:12:09] <gudenau> Does this mean
I could register an item under a diffrent mod?
L1327[21:13:39] <williewillus> i think it
warns you and changes it back to yours?
L1328[21:13:41] <williewillus> not
sure
L1329[21:14:36] <gudenau> I will have to
try. >:-]
L1330[21:15:24] <HassanS6000>
williewillus: didn't work
L1331[21:15:25]
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L1332[21:15:35] <harmony> it worked
\o/
L1333[21:15:48] <williewillus>
HassanS6000: describe "didn't work"
L1334[21:16:28]
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L1335[21:16:33] <HassanS6000> Overrode
it, still able to take items from the container using shift
click
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L1337[21:16:41] <HassanS6000> I did
nothing in my container
L1338[21:17:01] <gudenau> Ok, how do I
register the ItemBlock?
L1339[21:17:11] <williewillus> gudenau:
register(new ItemBlock(block), name)
L1340[21:17:18] <williewillus> they're
completely not tied to the block
L1341[21:17:20]
⇦ Parts: harmony (~harmony@37.114.46.210) ())
L1342[21:17:24] <gudenau>
Interesting.
L1343[21:17:33] <williewillus>
HassanS6000: post Container
L1344[21:17:44] <gudenau> Got to do both
then? Does the order mater?
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L1347[21:18:17] <HassanS6000> This is how
I display it
L1349[21:18:27] <gudenau> I really have
being so pesky with the questions. .-.
L1350[21:19:11] <williewillus> gudenau:
you've always had the option to only do the block, since
1.8.0
L1351[21:19:16] <williewillus> and I'd do
the item after
L1352[21:19:29] <williewillus> the block
and itemblock are decoupled
L1353[21:19:38] <gudenau> Shows what I
know. :-P
L1354[21:19:52] <williewillus> wtf is
that opening
L1355[21:19:57] <gudenau> Should I just
go back to making mods in alpha? :-D
L1356[21:20:01] <williewillus> why aren't
you opening the gui the normal way
L1357[21:20:05] <williewillus>
like...player.openGui :P
L1358[21:20:15] <HassanS6000> uhh
L1359[21:20:25] <gudenau> player.openGui
has been the method since forge was made iirc.
L1360[21:20:56] <HassanS6000> Well
besides that.. what about the container
L1361[21:21:32] <williewillus> no idea
because you aren't even opening the gui correctly
L1362[21:22:32] <gudenau> williewillus,
same resource ID for both the block and the item?
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L1364[21:22:41] <williewillus> yes
L1365[21:22:45] <williewillus> that's the
only association they have
L1366[21:23:01] <williewillus> also, who
was it that was trying to figure out how to get IDEA to help you
get rid of the nonnull/nullables?
L1367[21:23:07] <williewillus> I found
out why you aren't seeing the quick-fix
L1368[21:23:39] <gudenau> ctrl+r?
L1369[21:23:56] <williewillus> no
:P
L1370[21:25:00] <gudenau>
ctrl+shift+r?
L1371[21:25:10] <williewillus> no
:P
L1372[21:25:17] <williewillus> you have
to change the annotation type to the javax
L1373[21:25:18] <gudenau> (Just tryied
that and it is a thing, neat)
L1374[21:25:19] <williewillus> ones
L1375[21:25:35] <gudenau> Oh.
L1376[21:25:36] <DebugsPeople>
williewillus, if you want to I can add you to my bouncer :P
L1377[21:25:37] <gudenau> Derp.
L1378[21:25:40] <gudenau> I read that
wrong.
L1379[21:25:51] <williewillus>
DebugsPeople: is it always going to be up?
L1380[21:26:00] <DebugsPeople> idk
:S
L1381[21:26:04] <williewillus> welp
:P
L1382[21:26:13] <DebugsPeople> the server
seems to crash sometimes for unknown reasons :P
L1383[21:26:32] <gudenau> Uhm,
interesting.
L1384[21:26:43] <gudenau> Seems that
getItemFromBlock is returning null for things now.
L1385[21:26:49] <williewillus> show
code
L1386[21:26:54]
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L1387[21:27:01] <gudenau> Do I need to
explictly register all blocks as items?
L1388[21:27:08] <williewillus> yes
L1389[21:27:10] <gudenau> .-.
L1390[21:27:15] <williewillus> that makes
sense
L1391[21:27:17] <williewillus> not all
blocks have items
L1392[21:27:22] <williewillus> it was
dumb to assume they all did
L1393[21:27:23]
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L1394[21:27:35] <gudenau> May I have an
example?
L1395[21:28:12] <gudenau> (Not code, but
in MC or vinilla)
L1396[21:28:48]
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L1397[21:29:01] <gudenau> Who remebers
the 255 block limit?
L1398[21:31:39] <williewillus> gudenau:
all technical blocks in 1.8+ have no item form
L1399[21:31:42] <williewillus> the portal
blocks
L1400[21:31:49] <williewillus> the true
redstone cake and cauldron blocks
L1401[21:31:51] <williewillus> block
36
L1402[21:31:54] <gudenau> Oh.
L1403[21:31:56] <williewillus> etc.
L1404[21:32:10] <gudenau> No more giving
portals? :-(
L1405[21:32:13] <williewillus> nope
L1406[21:34:01] <gudenau> Weee, more
NPEs!
L1407[21:34:06]
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L1408[21:34:45] <williewillus> post code
:p
L1409[21:34:56] <gudenau>
"net.minecraftforge.fml.common.registry.GameData$ItemCallbacks.onAdd(GameData.java:317)"
when running "GameRegistry.register(new
ItemBlock(energyCollector), new ResourceLocation(MOD_ID,
"energy_crystal"));"
L1410[21:35:12] <gudenau> Seems related
to the block being null.
L1411[21:35:17] <gudenau> Which it should
not be.
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L1416[21:35:57] <harmony> welp, sorry
about the spam
L1417[21:36:01] <williewillus> post code
:P
L1418[21:37:04] <gudenau> What in the
world, it is stone? Give me a second, this is strange. Thought I
could fix it.
L1419[21:37:34] <harmony> rip
L1420[21:38:29] <harmony> this is
strange
L1421[21:38:35] <harmony> oh well
L1423[21:38:53] <gudenau> If you need
more.
L1424[21:39:02] <gudenau> Just
yell.
L1425[21:39:05] <harmony>
energyCollector?
L1426[21:39:21] <harmony> or MOD_ID
L1427[21:39:46] <harmony> but I guess
it's a static import on that one
L1428[21:40:12] <gudenau> MOD_ID is a
static import, it equals "gud_machine"
L1429[21:40:27] <gudenau> DERP
L1430[21:40:27] <harmony> what about
energyCollector?
L1431[21:40:30] <harmony> lol
L1432[21:42:40] <gudenau> Ok, forge warns
you about using the wrong location but does nothing about it.
L1433[21:43:00] <harmony> and that was
the npe?
L1434[21:43:15] <gudenau> using
energyCollector instead of energyCrystal
L1435[21:43:23] <gudenau> That was the
NPE.
L1436[21:43:34] <gudenau> energyCollector
was not set at that point.
L1437[21:45:24] <gudenau> So less
deprecated method calls, yay!
L1438[21:46:04] <harmony> lol
L1439[21:46:17] <gudenau> So idea
question: How can I automaticly refresh a class?
L1440[21:46:23]
⇨ Joins: Noc7is
(~Noc7is@ip174-74-41-119.om.om.cox.net)
L1441[21:46:23] <harmony> ?
L1442[21:46:30] <harmony> run ->
reload changed
L1443[21:46:39] <harmony> or what?
L1444[21:46:40] <gudenau> How can I do
that automaticly?
L1445[21:46:44] <harmony> no idea
L1446[21:46:52] <gudenau> That is the one
thing I miss from Eclipse.
L1447[21:46:55] <harmony> don't think it
works
L1448[21:47:00] <gudenau> The debugger
sucks.
L1449[21:47:13] <harmony> *shrugs*
L1450[21:47:16] <Noc7is> In 1.8.9, is
there a way that I can display a container to the player and
prevent them from putting items in or taking them out from *only*
the server side?
L1451[21:47:32] <gudenau> There should be
an event for that.
L1452[21:47:44] <Noc7is> Cool, which
event?
L1453[21:48:36] <HassanS6000> iirc is no
event for that in Forge
L1454[21:48:53] <gudenau> There is
PlayerOpenContainerEvent and you could do some magic with that,
replace the slots.
L1455[21:49:09] <gudenau> Kinda hacky
though.
L1456[21:49:24] <Noc7is> Will give it a
shot. Kinda on a last resort type thing right now.
L1457[21:51:12] <williewillus> you can
replace the slots serversidew :P
L1458[21:51:40] <gudenau> That is what I
said. :-P
L1459[21:52:13] <williewillus> not using
the event
L1460[21:52:21] <williewillus> the event
doesn'treally work properly
L1461[21:53:15] <gudenau> Oh.
L1462[21:53:30] <Noc7is> So there's a
better way?
L1463[21:54:37] <gudenau> Not a coremod I
am sure.
L1464[21:54:38]
⇦ Quits: alekso56 (~znc@ti0107a400-2313.bb.online.no) (Read
error: Connection reset by peer)
L1465[21:54:43] <gudenau> What are you
trying to change?
L1466[21:54:49] <williewillus> this is
xy
L1467[21:54:53] <williewillus> what are
you trying to achieve?
L1468[21:55:24] <gudenau>
*facedesk*
L1469[21:55:29] <Noc7is> Basically I just
need a way to show the player an inventory full of itemsstacks that
I can click and sortof use as buttons, since Ill be using them as
buttons I cant allow the player to take or put stacks back in
L1470[21:55:43] <Noc7is> From only the
server side
L1471[21:55:54] <williewillus> then make
a container with customs slots
L1472[21:56:00] <gudenau> It would help
if I used the for loop variables to offset data in the world.
L1473[21:56:03] <williewillus> that
prevent any taking
L1474[21:56:20] <gudenau> That is
easy.
L1475[21:56:27] <Noc7is> Alright.
L1476[21:56:59] <williewillus> why is
this server only?
L1477[21:57:00] <williewillus> btw
L1478[21:57:30] <Noc7is> Just so the
clients dont have to install it.
L1479[21:57:31] <gudenau> I thought you
where making some game mode or somthing.
L1480[21:57:46] <gudenau> OH
L1481[21:57:48] <gudenau> I get it.
L1482[21:57:52] <Noc7is> Its kindof a
request by the players.
L1483[21:58:02] <williewillus> oh like
those bukkit things
L1484[21:58:07] <Noc7is> Yeah
L1485[21:58:11] <gudenau> Like those
silly chest menus with bukkit servers.
L1486[21:58:18] <Noc7is> Yeah those
L1487[21:58:35] <gudenau> Just use chat
and commands. :-p
L1488[21:59:17] <williewillus> nah this
should be easy with a custom container
L1489[21:59:20] <williewillus> andor
slots
L1490[21:59:27] <Noc7is> Already have the
command part under control, just needed to fix the part where
players could take things. This sounds like it'll solve it
L1491[22:00:06] <Noc7is> (Command is used
to bring up the container)
L1492[22:02:00]
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L1500[22:14:41]
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L1502[22:25:06] <harmony> do I part and
rejoin?
L1503[22:26:51] <williewillus> /part
:P
L1504[22:26:51]
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(Read error: Connection reset by peer)
L1505[22:26:52] <williewillus>
/join
L1506[22:28:14] <harmony> no
L1507[22:28:22] <harmony> did I do that
before my last message
L1508[22:28:51] <williewillus> yes
L1509[22:30:21] <harmony> did I join
right before my message?
L1510[22:30:30] <harmony> because rip
bouncer then
L1511[22:30:39] <williewillus> yes
L1512[22:31:48] <harmony> :S
L1513[22:34:36] <harmony> I don't get
it
L1514[22:38:05] <harmony> lol the
awaynick module is discouraged
L1515[22:38:17] <harmony> or rather using
it is
L1516[22:39:34]
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L1517[22:40:34] <williewillus> mc
communities don't care, others do
L1518[22:40:47] <HassanS6000> How would I
go about getting the output from a craftmatrix
InventoryCrafting
L1519[22:40:56] <HassanS6000> *I have
access to InventoryCrafting
L1520[22:42:17] <HassanS6000> nvm
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またね)
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L1534[23:23:43] <HassanS6000> Is there
any id of some sort to tell Containers apart?
L1535[23:23:50] <williewillus> window
id
L1536[23:24:28] <HassanS6000> ok
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L1541[23:34:33] <thecodewarrior> Is there
an event for when a block has just been changed?
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L1546[23:53:29] <thecodewarrior> UGH!
Redstone is complicated!
L1547[23:54:12] <harmony> Lol
L1548[23:55:46] <Akkarin> That might be
the reason why nobody has bothered updating it in a while ...
:P
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L1550[23:56:24] <thecodewarrior> The
problem I'm having is that my event can't unpower a door because
the block technically can't connect to power.
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