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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
L58[03:31:16] <sham1> ?
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
L87[03:34:53] <Tazz> XD
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"
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L93[03:38:06] <Tazz> https://gist.github.com/s0cks/ad384ede1ab4a6b14ee291b342d76cd0 basically
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
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L106[03:45:56] <fry> a thing I did last year: https://gist.github.com/RainWarrior/674c277ecd5b46b05e53a5da9c1eebeb
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
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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
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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 =\
L186[04:04:59] <Tazz> XD
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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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L203[04:38:20] <gigaherz|work> wow cool http://bitbloq.bq.com/
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
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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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L244[05:11:12] <PaleoCrafter> asie, could be related to this, maybe? https://github.com/MinecraftForge/MinecraftForge/issues/2825
L245[05:13:39] <asie> not likely
L246[05:15:09] <PaleoCrafter> just assumed since it apparently is related to https://github.com/MinecraftForge/MinecraftForge/issues/2768
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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
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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
L343[07:42:56] <P3pp3rF1y2> Fredi100, try this one http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/gui-container/
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
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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
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L395[08:34:06] <asie> http://paste.asie.pl/SiiY so ugly, but might just work
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
L429[09:28:27] <masa> no
L430[09:29:58] <Wuppy> o/
L431[09:30:03] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/advanced_quick_stacker/
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
L439[09:32:50] <blood|work> Ordinastie: https://timings.aikar.co/v2/?id=741fb6774b8f4d06aaedc350ac781493&section=all
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 :)
L448[09:34:19] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-01-26_19.57.06.png
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.
L480[10:06:27] <Wuppy> so this is pretty Epic https://www.unrealengine.com/showcase/nhtv-epic-games-educational-spotlight
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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.
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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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L518[10:42:15] <fry> probably is in here: https://github.com/MinecraftForge/MinecraftForge/pull/2891
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
L524[10:43:40] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/pull/2891#discussion_r64251805 time to talk to ama, yeah :D
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L531[10:50:43] <Xilef11> Could someone check my TE syncing for 1.9.4? https://github.com/Xilef11/Runes-of-Wizardry/blob/master/src/main/java/com/zpig333/runesofwizardry/tileentity/TileEntityDustPlaced.java#L374-L403
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L533[10:53:27] <Fredi100> I tried to make my first own GUI. I am not even sure what i did so i cant say whats wrong because it is not showing when i activate the tile entity. Could someone take a look and maybe explain to me what is not working and why? Here is the repo link: https://github.com/Fredi100/Atomizer/tree/master/src/main/java/atomizer
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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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L569[11:57:49] <Wuppy> damn this looks incredible http://www.therookies.co/media/reviews/photos/thumbnail/767x1500s/a5/a3/49/2016-05-24-17-30-20-63-1464111020.png
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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
L577[12:07:10] <thor12022> releated: https://tools.ietf.org/html/rfc2812 - section 1.2.1
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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L591[12:23:48] <Xilef11> afaik this should still be mostly valid http://greyminecraftcoder.blogspot.ca/2015/01/gui-containers.html
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?
L595[12:27:08] <Xilef11> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
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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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L605[12:34:30] <MaelstromPhx> http://pastebin.com/UMUeQdnW
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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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L620[12:42:12] <Xilef11> Could someone check my TE syncing for 1.9.4? https://github.com/Xilef11/Runes-of-Wizardry/blob/master/src/main/java/com/zpig333/runesofwizardry/tileentity/TileEntityDustPlaced.java#L374-L403
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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
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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?
L636[12:54:43] <HassanS6000> Like this? http://pastebin.com/WXpBvnfQ
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
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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
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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
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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
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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?
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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)
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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?"
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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.
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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
L811[14:24:04] <fry> good boxes look like this: http://cpc.farnell.com/productimages/standard/en_GB/AV19237-40.jpg
L812[14:24:30] <fry> or this: http://g01.a.alicdn.com/kf/HTB15hizKFXXXXXpXXXXq6xXFXXXN/Free-shipping-single-port-RJ45-cat5e-wall-mount-junction-box.jpg
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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
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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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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
L871[14:46:07] <MaelstromPhx> http://pastebin.com/CjqHijpQ
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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L945[15:03:08] <Wuppy> just 8 days from now, at around this time.... https://www.youtube.com/watch?v=84rkZ4hD_4Y
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
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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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L1019[16:16:17] <Xilef11> Could someone check my TE syncing for 1.9.4? just want to make sure I did it properly https://github.com/Xilef11/Runes-of-Wizardry/blob/master/src/main/java/com/zpig333/runesofwizardry/tileentity/TileEntityDustPlaced.java#L374-L403
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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?
L1069[16:40:32] <DebugsPeople> https://github.com/simeonradivoev/MatterOverdrive/pull/519/files
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
L1144[18:40:33] <gigaherz> rather than wait for https://github.com/MinecraftForge/MinecraftForge/pull/2915
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
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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
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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
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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?
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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
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L1206[19:51:14] <DebugsPeople> my item is broke :(
L1207[19:51:30] <williewillus> how :P
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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
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L1220[20:20:01] <DebugsPeople--> yes?
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L1224[20:20:43] <DebugsPeople> this is so much bs
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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
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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
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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
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L1332[21:15:35] <harmony> it worked \o/
L1333[21:15:48] <williewillus> HassanS6000: describe "didn't work"
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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
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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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L1346[21:17:58] <HassanS6000> http://pastebin.com/8VR7gSfW
L1347[21:18:17] <HassanS6000> This is how I display it
L1348[21:18:17] <HassanS6000> http://pastebin.com/CYC2D5K3
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
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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
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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)
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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] ⇨ Joins: harmony (~harmony@37.114.46.210)
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
L1422[21:38:39] <gudenau> http://pastebin.com/5cmsxwBP
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?
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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.
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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)
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L1500[22:14:41] ⇨ Joins: harmony (~harmony@37.114.46.210)
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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] ⇦ Quits: Gregory__ (~Gregory@173-224-23-159.stanton.net) (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] ⇨ Joins: blood_ (unknown@ool-4574115b.dyn.optonline.net)
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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L1523[22:46:38] MineBot sets mode: +o on LexManos
L1524[22:56:27] *** Akkarin is now known as Optional
L1525[22:56:29] *** Optional is now known as Akkarin
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L1530[23:11:55] ⇦ Quits: KnightMiner (~KnightMin@adsl-68-255-5-212.dsl.emhril.sbcglobal.net) (Quit: Leaving)
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L1533[23:19:35] ⇨ Joins: Naiten (~Naiten@77.34.107.209)
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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L1539[23:33:23] *** williewillus is now known as willieaway
L1540[23:34:19] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L1541[23:34:33] <thecodewarrior> Is there an event for when a block has just been changed?
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L1544[23:45:37] *** Vigaro is now known as V
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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
L1549[23:55:57] *** harmony is now known as harmony_
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.
L1551[23:57:20] *** harmony_ is now known as harmony
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L1553[23:59:33] ⇦ Quits: Gil (uid147942@id-147942.brockwell.irccloud.com) (Quit: Connection closed for inactivity)
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