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L7[00:29:14] <TehNut> Did something change with fluids in 1.9(.4)? Because I can stand on mine >.>
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L10[00:34:56] <Tazz> http://i.imgur.com/0ekzBCP.png weeee
L11[00:35:21] <TehNut> Fancy
L12[00:37:15] <Tazz> TehNut, its changeable too :D
L13[00:37:23] <TehNut> changeable?
L14[00:37:25] <TehNut> The color you mean
L15[00:37:26] <TehNut> ?
L16[00:37:33] <Tazz> yeah
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L18[00:38:26] <TehNut> Nice
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L31[01:35:35] <thecodewarrior> I think I know why there hasn't been any way for arbitrary redstone power until now. And why there won't be for the forseeable future. Redstone is a mess.
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L38[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160528 mappings to Forge Maven.
L39[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160528-1.9.4.zip (mappings = "snapshot_20160528" in build.gradle).
L40[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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L92[05:04:18] <mezz> $ labels add 2923 Fluids
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L94[05:05:25] <PaleoCrafter> fry, where's Actuarius? :P
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L98[05:07:35] <mezz> fluid capability round 2: needs review https://github.com/MinecraftForge/MinecraftForge/pull/2923
L99[05:09:30] <sham1> Every attempt at a fluid capability gets 10/10 by me
L100[05:09:43] <TehNut> what if my attempt doesn't work? :P
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L102[05:10:45] <sham1> At least you tried
L103[05:11:39] <sham1> Anyway, I have some trouble trying to install ncurses weechat
L104[05:13:43] <sham1> The fucker does not want to emerge
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L108[05:16:58] <sham1> Because it cannot find curs_set even though it is present as I do indeed have ncurses
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L111[05:41:53] <fry> PaleoCrafter: someday I'll implement a watchdog, but not today :P
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L113[05:43:33] <PaleoCrafter> I guess that'll come with $xy etc, eh? :P
L114[05:48:50] <Wuppy> damn germans xD http://www.dumpert.nl/mediabase/6784657/e3cd7fa8/duitsers_doen_holland.html
L115[05:50:21] <ghz|afk> there we go... ethernet phase 2 completed
L116[05:50:29] <ghz|afk> now one of my flatmates also has ethernet
L117[05:50:46] <ghz|afk> phase3 is waiting for the other flatmate to be around
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L119[05:51:01] <ghz|afk> but he's not in a hurry since he usually just goes with wifi anyhow
L120[05:51:03] <sham1> I dun understand Dutch
L121[05:51:07] <sham1> What does it say
L122[05:51:41] <Wuppy> click the massive green button
L123[05:52:01] <Wuppy> the video is isn't in dutch :)
L124[05:52:32] <sham1> It still is in part in a language I don't understand
L125[05:53:07] <Wuppy> like I said, damn germans :P
L126[05:53:30] <sham1> In other news, I had to unmask weechat to emerge it
L127[05:53:34] <sham1> ~amd64 damn it
L128[05:56:00] <sham1> And it looks just like Irssi at startup
L129[05:56:02] <sham1> Meh
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L141[06:35:46] <masa> TehNut: aren't you part of the blood magic dev team?
L142[06:36:08] <TehNut> I am
L143[06:36:43] <masa> okay, do you consider it a bug that at least the teleposition focus, when crafted on the bllod altar, doesn't have the empty compound tag on it?
L144[06:36:52] <masa> it does when grabebd from JEI htough
L145[06:37:20] <TehNut> I think JEI's usage of /give provides an empty data tag
L146[06:37:28] <masa> the problem with this is, that it gets the empty compound on the clinet side through addInformation calling the NBTUtils method on it, for example
L147[06:38:09] <masa> which means that it causes visual client side glitches in inventories which allow stacking the non-used focus items, since the client thinks that they don't stack
L148[06:38:32] <TehNut> Well... they don't stack
L149[06:38:33] <masa> because the server side item doesn't have that empty tag, but the client side one does
L150[06:38:54] <masa> yes, except in custom inventories which allow it...
L151[06:38:59] <TehNut> oh
L152[06:39:29] <TehNut> Well the altar is supposed to provide a stack with no tag on it
L153[06:39:33] <masa> so simply adding that same NBTUtils.checkNBT() or whatever it was to the altar crafting output should fix it?
L154[06:39:37] <masa> oh?
L155[06:39:50] <TehNut> It has no need for a tag at the time of crafting
L156[06:39:58] <TehNut> The tag is set when bound to a player or location
L157[06:39:58] <masa> right
L158[06:40:13] <TehNut> If JEI is giving it an empty tag, then it's a JEI thing
L159[06:40:35] <masa> but your addInformation etc. do the nbt check, which basically adds an empty compound to it, instead of checking if it has one before trying to print information...
L160[06:40:46] <masa> well actually
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L162[06:41:00] <masa> I guess the JEI thing is from the same addInformation call
L163[06:41:22] <masa> but you can't actually grab it from JEI without hovering over it :p
L164[06:41:47] <TehNut> Ah, I see
L165[06:42:29] <masa> anyway, was just wondering if you consider this a bug and are willing to change/fix it
L166[06:42:37] <TehNut> Yes, that's a bug
L167[06:42:52] <TehNut> now I get to go find all the places where it's in addInformation...
L168[06:42:57] <TehNut> *grumbles*
L169[06:42:59] <masa> :p
L170[06:43:22] <masa> check the uses of that NBTUtils#whateveritwas() method :p
L171[06:43:36] <masa> checkNBT or something
L172[06:43:40] <TehNut> That is used all over the fucking place
L173[06:43:54] <TehNut> It'll honestly be faster to check overrides of addInformation hehe
L174[06:44:01] <masa> hehe, yep, well if any of those are on the client before the server does it... ;D
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L179[07:09:24] <luacs1998> lex, you there?
L180[07:09:26] ⇨ Joins: OrionOnline (~OrionOnli@ip-81-11-205-78.dsl.scarlet.be)
L181[07:09:30] <OrionOnline> Hello
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L183[07:11:11] <OrionOnline> How is everybody?
L184[07:11:15] <sham1> Well
L185[07:12:12] <OrionOnline> Where did EnumChatFormatting go in 1.9?
L186[07:12:56] <sham1> Renamed
L187[07:13:29] <Kolatra|away> TextFormatting now
L188[07:13:47] <OrionOnline> Ah
L189[07:13:52] <OrionOnline> Stupid me
L190[07:13:57] <OrionOnline> Thank you guys
L191[07:13:57] <Cazzar> Protip
L192[07:14:04] <Cazzar> Look for similar names that make sense.
L193[07:14:08] <OrionOnline> I did
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L195[07:14:14] <OrionOnline> Found the one for Realms
L196[07:14:21] <OrionOnline> Bit missed the Text on
L197[07:15:05] <founderio> com.mojang.realmsclient.gui.ChatFormatting should be the right one
L198[07:15:18] <founderio> or not?
L199[07:15:32] <founderio> or is there a difference?
L200[07:15:57] <Cazzar> >client
L201[07:16:10] <Cazzar> I wouldn't expect that to be on the server side.
L202[07:16:18] <founderio> ah, understood
L203[07:16:24] <ghz|afk> founderio: you shouldn't use anything under the "realms" package
L204[07:16:35] <founderio> got it, will cleanup right away :)
L205[07:18:59] <sham1> O_O
L206[07:19:10] <sham1> You actually used stuff from the realms package
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L211[07:25:51] <Wuppy> heh, Mojang is looking for a UI/UX designer and 2 Senior Gameplay programmers
L212[07:25:56] <Wuppy> anyone interested? :P
L213[07:26:03] <OrionOnline> :P
L214[07:26:15] <OrionOnline> Did the IColoredBakedQuad get removed.... Hmmpf
L215[07:26:47] <sham1> That would probably involve moving to Sweden
L216[07:26:52] <Wuppy> correct
L217[07:26:56] <sham1> Which while an interesting thing to thin
L218[07:27:20] <sham1> It would be interesting indeed
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L220[07:30:22] <OrionOnline> The getGeneralQuadsMethod() has been removed correct?
L221[07:30:29] <OrionOnline> By what has it been replaced?
L222[07:33:20] <founderio> sham1: Yes I did.. Worked fine :S
L223[07:33:52] <founderio> OrionOnline: Its just getQuads now, I think
L224[07:34:03] <OrionOnline> Yeah i figured it out
L225[07:34:09] <OrionOnline> just pass null as state and side
L226[07:34:14] <OrionOnline> (at least for items
L227[07:34:19] <OrionOnline> which is what i care about
L228[07:34:31] <founderio> yes, that is about what I figured as well
L229[07:34:46] <sham1> I love smart pointers
L230[07:34:52] <founderio> had to replace all loaded item models to set the flip-v flag or my textures would be all wrong :(
L231[07:34:59] <OrionOnline> :P
L232[07:35:14] <OrionOnline> Rewrite time for my whole model system again
L233[07:35:24] <founderio> yes, wonderful, isn't it?
L234[07:36:20] <OrionOnline> Not really......+
L235[07:36:23] <OrionOnline> But oh well
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L238[07:42:14] <OrionOnline> Where did the ConfigurationManager on the Server go?
L239[07:42:27] <ghz|afk> it changed names
L240[07:43:10] <ghz|afk> .getPlayerList()
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L242[07:44:33] <OrionOnline> Ah
L243[07:44:45] <OrionOnline> That is something i did not look for
L244[07:44:50] <OrionOnline> Weird rename but okey
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L254[08:02:39] <Greg_> i dont know where else to go for pc help, iv tried many different places and just decided ill try here.
L255[08:02:48] <Greg_> Im having troubles with my windows installation, I was in my new installation of windows updating and installing drivers, when i had completed the graphics driver installation, i rebooted the system to complete the installation, when i booted back to windows i noticed i have no control over my mouse and keyboard, infact, none of my USB ports work when i boot to windows 7, The usb ports work in bios and before windows loads up, but when it boots to windo
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L257[08:02:48] <Greg_> it doesent work. So i thought id boot into safe mode, And i have the same issue. I have tried to reinstall/repair windows with multiple different windows 7 and windows 2011 installation disk’s. same issue. I have even taken out all my storage drives, even the ssd which has my windows installation which doesent allow the usb’s to work and tried reinstalling windows, and it doesent work(same issue, my usb’s work (all of them) in bios and before it l
L258[08:02:49] <Greg_> to any windows installation) I have a PCIe 4 port usb 3.0 expansion card, i have even tried to plug my keyboard/mouse into that but it doesent work(same problem) I have tried to remote into my pc when i have win 7 on the login screen, but that doesent work becuase i didnt set that up. I was told to use a PS2 keyboard, but i dont have that nor a usb to ps2 converter at hand at the moment, at the moment this is the last ditch resort to use a ps2 and hope
L259[08:02:50] <Greg_> works. If not im totally out of ideas and can basically concider my 2000$ computer bricked.
L260[08:02:58] <ghz|afk> you clud have put that on pastebin
L261[08:03:00] <ghz|afk> ;P
L262[08:03:08] <Greg_> i could have, my bad.
L263[08:03:14] <ghz|afk> and that's plenty of windows-related channels
L264[08:03:25] <ThomasRules> why are you asking in a minecraft forge channel?
L265[08:03:54] <Greg_> concider this problem being in the way of me modding with minecraft forge.
L266[08:04:11] <Greg_> and wam! an mc forge channel topic
L267[08:04:14] <ThomasRules> its not a forge issue
L268[08:04:14] <ghz|afk> well a windows dedicated channel may be able to help better
L269[08:04:18] <ThomasRules> its a windows issue
L270[08:04:24] <ghz|afk> my only suggestion is something oyu already mention: try with a ps/2 mouse/kb
L271[08:04:39] <Greg_> and channels you have in mind ghz?
L272[08:04:48] <ghz|afk> dunno, #windows?
L273[08:04:52] <ghz|afk> if not here, on freenode
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L275[08:05:13] <ThomasRules> have you tried usb 2 ports?
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L277[08:05:28] <Greg_> yes thomas, iv tried all the ports…
L278[08:05:42] <Greg_> all 12, 3.0 and 2.0
L279[08:05:51] <ghz|afk> do the mouse/kb lights turn on?
L280[08:06:02] <IoP> 5wasting 2000 dollars for computer and can't even install OS :P
L281[08:06:33] <sham1> Install Gentoo
L282[08:06:38] <ThomasRules> do you want windows 7, or are you just using it to get to windows 10?
L283[08:06:45] <sham1> xD
L284[08:07:06] <ThomasRules> cos a friend had this problem, and using a windows 10 install fixed it
L285[08:07:09] <IoP> Or pay hour or two at 80-sh rate and ask repair persons to fix it
L286[08:07:21] <Greg_> i want win 7, you dont know the hell i went though trying to get windows 7 to recognize my NVMe ssd… and then this
L287[08:07:54] <IoP> shit happens. Did you actually bought hardware which have drivers for windows 7?
L288[08:08:42] <Greg_> yes, and i was installing the drivers with the installation disk that came with the mobo last night, after that i did the graphics driver(for my GTX) and then restarted, and this happened
L289[08:08:58] <ghz|afk> windows 7 may have issues with the usb3 controllers without 3rdaprty drivers, but usb2 should have worked
L290[08:09:02] <TehNut> LPT: do not use the installation disks that come with your hardware
L291[08:09:03] <ghz|afk> but really this isn't the right place to ask
L292[08:09:11] <sham1> Yeah
L293[08:09:23] <TehNut> Grab the latest drivers with a different PC and install those
L294[08:09:25] <sham1> The manuefacture instal disks for drivers are kind of crap
L295[08:10:48] <Greg_> ghz iv been using 2.0 Iv installed the manufactures drivers(MSI) with thier disk, and it worked, no problems
L296[08:10:51] <TehNut> I've had so many issues with shipped installation disks
L297[08:11:01] <Greg_> Sure TehNut ill just do that with my keyboard and mouse
L298[08:11:19] <TehNut> >with a different PC and install those
L299[08:11:40] <Greg_> i have other drivers(usb/network/chipset) on my usb drive, so im not lost with those.
L300[08:11:45] <IoP> sell your pc and buy console!
L301[08:12:30] <Greg_> i physically can not do anything to my pc since even removing all drives and just trying to get win 7 installation disk in and trying to see if it would work, it doesent work(same usb problems)
L302[08:12:43] <Delenas> So, that fluid cap looks nice
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L305[08:13:57] <sham1> yes
L306[08:14:05] <sham1> I definetly like the sound of that
L307[08:15:07] <Delenas> All of the wrapper and IFluidHandler crud is deprecated, right?
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L310[08:20:16] <ghz|afk> Delenas: ah I didn't notice it, thx for mentioning ;P
L311[08:20:18] * ghz|afk reads
L312[08:29:44] <ghz|afk> meh I spent all of my "reviewing energy" already
L313[08:29:49] <ghz|afk> and that was just after two files XD
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L320[08:47:15] <LatvianModder> worldObj.notifyBlockUpdate(pos, state, state, <integer>); that <integer> should be 3? Because I see 3 or 4 in most of minecraft's code
L321[08:48:54] <TehNut> See javadoc for setBlockState
L322[08:49:09] <LatvianModder> thanks
L323[08:50:09] <LatvianModder> so 3 is the best one, if I want my tileentity to send update packet and re-render on other end
L324[08:50:31] <Ordinastie_> it's failed refactoring from mojang
L325[08:50:41] <Ordinastie_> I think only 8 actually does something
L326[08:51:29] <TehNut> Well lots of their methods default to 3 and seem to work just fine
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L328[08:52:53] <OrionOnline> Quick Question:
L329[08:53:17] <OrionOnline> The IFlexibleBakedModel in 1.9 is gone, i looked at IBakedModel to see if something replaced it, but could not find anything
L330[08:53:30] <OrionOnline> What is the route to take here that is generally accepted?
L331[08:54:02] <ghz|afk> IBakedModel now has getQuads(IBlockState,...)
L332[08:54:17] <ghz|afk> and the baked quads have .getVertexFormat
L333[08:54:34] <ghz|afk> so the CORRECT way to handle is
L334[08:54:41] <ghz|afk> is that you get the quads,
L335[08:54:45] <ghz|afk> then start drawing the quads
L336[08:54:53] <ghz|afk> but if a quad is a different vertex format
L337[08:55:09] <ghz|afk> you'd have to end the drawing and start over with a new batch
L338[08:55:33] <ghz|afk> but if you can assume that one model always contains only one type of quad, as is usually the case,
L339[08:55:42] <ghz|afk> the easy route is to just get the format from the first quad ;P
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L342[08:59:36] <OrionOnline> No mean i mean in 1.8 i used a custom model load to create iflexibalebaked models
L343[09:00:30] <OrionOnline> As well as ISmartBlock and ISmartItemModel
L344[09:00:58] <OrionOnline> I can see IBakedModel replacing the the ISmartBlockModel
L345[09:01:05] <OrionOnline> But how does the ISmartItemModel work
L346[09:01:07] <OrionOnline> ?
L347[09:03:28] <PaleoCrafter> overrides, OrionOnline
L348[09:03:49] <OrionOnline> PaleoCrafter, like in the Item?
L349[09:03:56] <OrionOnline> Or in the IBakedModel
L350[09:05:40] <PaleoCrafter> I have no clue xD
L351[09:05:47] <PaleoCrafter> I just know that that is the way to go about it nowadays
L352[09:06:23] <OrionOnline> Damn
L353[09:06:33] <OrionOnline> I am trying to find the Model for the Spawn Egg
L354[09:07:27] <PaleoCrafter> just search for spawn_egg.json in your IDE :P
L355[09:07:32] <OrionOnline> I did
L356[09:07:36] <OrionOnline> found the Json
L357[09:07:48] <OrionOnline> But could have sworn that in 1.8 it had its own model
L358[09:08:01] <OrionOnline> I am going to take a peak at Tinkers Construct
L359[09:08:11] <OrionOnline> They should have the same problem as i have right now
L360[09:08:16] <PaleoCrafter> what do you mean by "its own model"
L361[09:08:53] <ghz|afk> OrionOnline: there's a thing called "item overrides"
L362[09:08:58] <ghz|afk> I have no idea how it's used
L363[09:09:02] <ghz|afk> but it replaces the ISmartItemModel
L364[09:09:03] <OrionOnline> Yeah saw that
L365[09:09:11] <OrionOnline> I am diggin in to those damn things now
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L370[09:14:17] <raoulvdberge> If a mod checks if a tile is an item handler with a "tile instanceof IItemHandler" check instead of using getCapability, that mod is doing it wrong, right?
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L372[09:14:30] <ghz|afk> that's not how it works
L373[09:14:34] <ghz|afk> so yeah
L374[09:14:37] <raoulvdberge> ok good
L375[09:14:38] <ghz|afk> they are doing it VERY wrong
L376[09:14:52] <ghz|afk> you should NOT implement IItemHandler in a TE.
L377[09:14:58] <raoulvdberge> good to hear
L378[09:15:09] <ghz|afk> that's the whole point of capabilities: to remove hardcoded interfaces in APIs
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L380[09:15:43] <raoulvdberge> there is this mod that really pushes IItemHandler, doesn't support normal IInventory tiles (not even wanting to use the inv wrappers) but still check for instanceof in places.
L381[09:15:48] <raoulvdberge> Really frustrating.
L382[09:16:07] <raoulvdberge> Because then people come to me complaining about pipes not connecting to my inventories.
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L384[09:17:37] <Ordinastie_> your getCapability could return this though, right ?
L385[09:18:05] <raoulvdberge> But then you'd still be hardcoding interfaces to your tile?
L386[09:18:25] <Ordinastie_> yes
L387[09:18:43] <raoulvdberge> isn't the point of capabilities to remove hardcoded deps?
L388[09:19:01] <Ordinastie_> for inventories, it doesn't really make sense, but you might have some other caps that do
L389[09:19:06] <raoulvdberge> Meh, I wish the RF API would adapt capabilities :/
L390[09:20:28] <Ordinastie_> as a matter of fact, my components system for blocks first checks for instanceof then for the components
L391[09:20:59] <Ordinastie_> allows to get the implementer of an interface, whether it's the block itself or one of the components
L392[09:21:15] <Ordinastie_> I guess capabilites could behave the same
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L394[09:34:58] <PaleoCrafter> raoulvdberge, which mod? :P
L395[09:35:07] <raoulvdberge> Neotech :p
L396[09:35:36] ⇨ Joins: MaelstromPhx (~maelstrom@77.109.188.251)
L397[09:35:44] <raoulvdberge> https://github.com/TeamBR-Modding/NeoTech/blob/1.9/src/main/scala/com/dyonovan/neotech/pipes/tiles/item/ItemInterfacePipe.scala#L201
L398[09:35:50] * Delenas gets a cudgel. A flaming one.
L399[09:36:21] <raoulvdberge> for there pipe connecting checks they use hasCapability, but the actual code that adds the tile to a item sink uses instanceof. lol
L400[09:37:32] <Delenas> They just tacked on IInventory? Augh.
L401[09:37:44] <PaleoCrafter> The real sin there is the fugly Scala code :P
L402[09:37:53] <PaleoCrafter> Could be so much nicer
L403[09:37:59] <Delenas> Any scala code is fugly.
L404[09:38:17] * Delenas flees from the mob.
L405[09:38:22] <Ordinastie_> +a
L406[09:38:26] <Ordinastie_> I aggree
L407[09:38:35] <PaleoCrafter> You're fugly
L408[09:38:36] <raoulvdberge> yeah
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L410[09:38:48] <PaleoCrafter> Both of you
L411[09:38:52] <raoulvdberge> the code is really hard to read for me
L412[09:38:58] <raoulvdberge> but that is probably also because i didn't use scala before
L413[09:39:05] <raoulvdberge> it might be a good language
L414[09:39:11] <raoulvdberge> but java is more than good enough
L415[09:39:16] <Delenas> Dafuq is case x : IItemHandler. That is not readable.
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L417[09:39:26] <raoulvdberge> if you know scala it might be readable :p
L418[09:39:43] <Delenas> A boolean check for an interface in a switch statement. What?
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L420[09:39:52] <raoulvdberge> yup, i agree
L421[09:39:56] <Delenas> I can read it, but what the fuck
L422[09:40:06] <raoulvdberge> i imagine after a while it gets write-only
L423[09:40:11] <PaleoCrafter> It's not a switch
L424[09:40:13] <raoulvdberge> just like good old perl :P
L425[09:40:20] <PaleoCrafter> It's a match :P
L426[09:41:30] <Delenas> I can't read Scala. I have tried.
L427[09:42:13] <PaleoCrafter> And that's pretty obvious "in case that the matched object is of type IItemHandler, do something with it"
L428[09:42:15] <PaleoCrafter> Basically instanceof + cast
L429[09:42:19] <PaleoCrafter> But that method could really use some idiomatic functional love
L430[09:42:22] <Delenas> Probably because I see too many modders throwing code /fucking everywhere/ and not actually keeping consistency
L431[09:42:33] <HassanS6000> If I have a ContainerWorkbench how can I figure out when a player has crafted something
L432[09:45:09] <ghz|afk> exactly like how vanilla does it
L433[09:45:17] <HassanS6000> Which is?
L434[09:45:24] <ghz|afk> check the crafting table code.
L435[09:47:04] <HassanS6000> Ah.. onPickupFromSlot
L436[09:47:10] <ghz|afk> basically, there's two ways: either you use the PlayerCraftingEvent like you would anywhere else, or you can have a custom SlotCrafting and handle the onPickupFromSlot manually
L437[09:47:23] <HassanS6000> kk
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L441[09:50:56] <Greg_> I fixed my issue with my Win 7 installation, thanks all. http://www.tomshardware.com/answers/id-3072256/bricked-2000-machine.html#18033721
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L444[09:59:24] <ghz|afk> niceto hear :)
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L446[10:04:16] <Greg_> i knew my gaming chair would give me the skill to solve this problem.
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L448[10:04:57] <MaelstromPhx> you can just call up tesselator from anywhere right?
L449[10:05:35] <ghz|afk> not "anywhere"
L450[10:05:54] <ghz|afk> yo ucan call it form mostly any rendering method
L451[10:06:25] <ghz|afk> so if you explain where you want tesellator access
L452[10:06:28] <ghz|afk> we'd be able to confirm
L453[10:06:49] <MaelstromPhx> because i have a class being called from the rendergameoverlayevent
L454[10:07:23] <MaelstromPhx> which i want to use the tessellator in but its not drawing anything
L455[10:07:46] <MaelstromPhx> and i basically copied the draw rect code from vanilla
L456[10:09:01] <Xilef11> is there a replacement for Block#getStateFromMeta?
L457[10:12:38] <Delenas> Ignore the vanilla dep
L458[10:13:27] <Delenas> It's used and works fine, Mojang just uses depre to mean internal use
L459[10:13:43] <Delenas> For some reason.
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L469[10:39:51] <Elucent> does anyone online know anything about ModelBiped armor rendering?
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L474[10:56:52] <bilde2910> Anyone knows who I may contact regarding MinecraftForge.net issues (the website)?
L475[11:01:58] <ghz|afk> the forum side, or the files side?
L476[11:02:03] <bilde2910> Forum site
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L478[11:02:10] <ghz|afk> no idea, then ;P
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L482[11:06:09] <bilde2910> I'll go with WHOIS email, even though that's protected by an anonymizing service.
L483[11:06:49] <williewillus> accidentally left debug code in a prod build
L484[11:06:58] <williewillus> that wipes chest carts on open and regens its loot
L485[11:07:00] <williewillus> >_<
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L487[11:09:54] <williewillus> why are curse approvals so fast all of a sudden? 0.o
L488[11:10:07] <williewillus> or do they get faster as your project gets established
L489[11:10:13] <williewillus> but that was like <1m
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L495[11:18:53] <williewillus> is there a clean example of how to do forge version jsons?
L496[11:19:07] <williewillus> i.e. format and grammar, code reqs
L497[11:20:29] <sokratis12GR> williewillus: https://github.com/sokratis12GR/VersionUpdate/blob/gh-pages/ArmorPlus.json
L498[11:21:01] <williewillus> one line for each version? 0.o
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L500[11:21:09] <williewillus> can i just throw a link to the github changelogs
L501[11:21:21] <sokratis12GR> no
L502[11:21:28] <williewillus> that's terrible
L503[11:21:47] <williewillus> also any code needed
L504[11:22:18] <sokratis12GR> williewillus: https://raw.githubusercontent.com/hea3ven/BuildingBricks/master/media/update.json this is terrible
L505[11:22:59] <williewillus> so I have to reduce every single bugfix and change into one line
L506[11:23:04] <williewillus> "Fixed some stuff and added other stuff"
L507[11:23:05] <Nitrodev> williewillus, you're the dev of Botania 1.9 unofficial right?
L508[11:23:10] <williewillus> might as well not have it at all
L509[11:23:10] <williewillus> yes
L510[11:23:19] <Nitrodev> Okay just checking
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L512[11:23:37] <sokratis12GR> williewillus: you can use different files and put links inside , like "2.1.0" : "Major Changes Here is a list of them: https://ftb.gamepedia.com/ArmorPlus/Changelog#2.1.0&quot;,
L513[11:23:45] <williewillus> stop pinging me every. single. time. :P
L514[11:23:49] <sokratis12GR> sorry xD
L515[11:23:50] <ghz|afk> so Scrap Mechanic got a weld tool in the latest update, and I did this as a test: https://youtu.be/HtJvzHSmwtA
L516[11:23:52] <williewillus> I just said if I can just throw a link in there
L517[11:23:55] <williewillus> and you said no
L518[11:23:56] <williewillus> :P
L519[11:24:12] <sokratis12GR> sorry wrong chat xD
L520[11:24:22] <sokratis12GR> for the "no"
L521[11:24:40] <williewillus> well then it's not terrible :P
L522[11:24:45] <williewillus> I have all my changelogs on github
L523[11:24:50] <williewillus> so just gonna link to those
L524[11:25:31] <sokratis12GR> i keep my changelogs on 3 places xD
L525[11:25:38] <williewillus> yeah no :P
L526[11:25:47] <sokratis12GR> 1 the mod's wiki, github , inside the mod :P
L527[11:25:48] <williewillus> i keep it all on gh and curse/this will just link there
L528[11:26:25] <sokratis12GR> this works everytime: Changelog can be found here: http://ftb.gamepedia.com/ArmorPlus/Changelog
L529[11:26:30] <sokratis12GR> xD
L530[11:26:54] <williewillus> why would you ever use a wiki for a changelog :P
L531[11:26:58] <williewillus> just put it where you release it from
L532[11:27:01] <williewillus> so gh or curse
L533[11:27:44] <sokratis12GR> i do both :P, i like the wiki's markdown more
L534[11:27:51] <williewillus> is promos required?
L535[11:28:03] <ghz|afk> I just put the changelog on the gh releases page
L536[11:28:09] <williewillus> yeah
L537[11:28:14] <williewillus> and link there from everywhere else
L538[11:28:15] <sokratis12GR> yes it is required
L539[11:28:23] <ghz|afk> and then copy it into curseforge
L540[11:28:39] <sokratis12GR> it checks what mc version the user uses and checks if a new version is avaiable
L541[11:28:40] <williewillus> on cf I just link to gh
L542[11:28:50] <williewillus> bleh the latest/rec thing is annoying though
L543[11:28:56] <williewillus> for botania usually the latest *is* the rec
L544[11:29:13] <sokratis12GR> https://github.com/sokratis12GR/VersionUpdate/blob/gh-pages/ArmorPlus.json#L6L7 xD same
L545[11:29:13] <williewillus> and I'm making gradle automate this no way in hell I'm adding more manual labor ;p
L546[11:29:41] <williewillus> hmmm
L547[11:29:48] <williewillus> how does this work if I had a different version scheme in the past
L548[11:30:06] <williewillus> I might just only add json entries for 1.9+
L549[11:30:23] <sokratis12GR> yeah , but must be the same name and url
L550[11:30:28] <sokratis12GR> i mean of the file
L551[11:31:55] *** kirby|gone is now known as mrkirby153
L552[11:32:07] <williewillus> i don't know gradle/groovy that well what do I use to edit json from build.gradle?
L553[11:32:08] <sokratis12GR> williew do you place your changelogs inside your mod ?
L554[11:32:15] <williewillus> no everything links out
L555[11:32:32] <williewillus> if you duplicate things it's duplicated effort
L556[11:32:36] <williewillus> unless you automate it all
L557[11:32:43] <williewillus> which is annoying
L558[11:32:46] <sokratis12GR> well changelogs are easy to handle
L559[11:32:51] <sokratis12GR> https://github.com/sokratis12GR/ArmorPlus/blob/1.9/src/main/resources/Changelog.txt
L560[11:34:00] <williewillus> I hope you automate that shit
L561[11:34:03] <williewillus> :P
L562[11:34:28] <sokratis12GR> no need
L563[11:34:44] <williewillus> so you manually copy everything between all 3 places?
L564[11:34:48] <sokratis12GR> it is better to do it by hand so no shitty things happen
L565[11:34:55] <sokratis12GR> yep
L566[11:34:59] <sokratis12GR> 2 places :P
L567[11:35:05] <williewillus> wat
L568[11:35:07] <sokratis12GR> 1.8.9/master are abardoned
L569[11:35:16] <williewillus> doing it by hand increases the risk of derpage/forgetting
L570[11:35:21] <sokratis12GR> nope
L571[11:35:34] <sokratis12GR> Well I do it all the time so i got used to it
L572[11:35:38] <williewillus> i've never heard of someone against automating of build flow :P
L573[11:35:45] <williewillus> well I have
L574[11:35:48] <williewillus> but it's so annoying
L575[11:36:13] <sokratis12GR> wait are ruby scripts allowed inside mods ?
L576[11:36:36] <sokratis12GR> i can automate the process if so xD
L577[11:37:23] <williewillus> wat
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L579[11:37:27] <williewillus> why would it be inside the mod....
L580[11:37:30] <williewillus> this is all at build-time
L581[11:37:34] <williewillus> in build.gradle
L582[11:37:40] <sokratis12GR> just asking xD
L583[11:37:53] <sokratis12GR> I have some ideas
L584[11:38:05] <williewillus> i'm asking why you need to "automate" it every time a user runs your mod :P
L585[11:38:10] <sokratis12GR> no no
L586[11:38:22] <williewillus> it should all happen in build.gradle which I guess can call out to ruby
L587[11:38:43] *** MrKick|Away is now known as MrKickkiller
L588[11:38:46] <sokratis12GR> is there a tutorial on how to use build.gradle ?
L589[11:39:07] <williewillus> it's just a gradle file
L590[11:39:10] <williewillus> any gradle tutorial
L591[11:39:30] <sokratis12GR> ok
L592[11:39:51] <sokratis12GR> but still i want to know what files are allowed inside mods ?
L593[11:40:15] <williewillus> what the heck does "inside mods" mean?
L594[11:40:16] <williewillus> at runtime?
L595[11:40:17] <williewillus> in the jar?
L596[11:40:26] <williewillus> what? :P
L597[11:40:55] <sokratis12GR> when first said inside mods means while in the devworkspace
L598[11:41:04] <sokratis12GR> the second one inside the jar
L599[11:41:14] <williewillus> in the dev space you can do whatever lol
L600[11:41:21] <sokratis12GR> inside the jar ?
L601[11:41:32] <sokratis12GR> are .bat files allowed ?
L602[11:41:37] <williewillus> not a good idea
L603[11:41:45] <sokratis12GR> ?
L604[11:41:49] <williewillus> not cross platform
L605[11:42:27] <LatvianModder> "but still i want to know what files are allowed inside mods" you mean like, exported jar?
L606[11:42:32] <williewillus> is there a way for raw.githubusercontent.com to auto reference the default branch?
L607[11:42:36] <williewillus> without me specifying the branch in url
L608[11:42:45] <LatvianModder> Anything that isnt .bat file, .sh file or a virus
L609[11:43:31] <williewillus> i'd wager to say just don't include external scripts
L610[11:43:33] <sokratis12GR> LatvianModder: yes exported jar
L611[11:43:37] <williewillus> just do whatever you want in java
L612[11:43:51] <williewillus> i'm still curious what you evven want to do
L613[11:43:52] <williewillus> :P
L614[11:43:55] <LatvianModder> java, scala, image, sound, json, obj files are totally ok
L615[11:44:03] <sokratis12GR> rb files?
L616[11:44:08] <LatvianModder> What are those?
L617[11:44:12] <sokratis12GR> ruby
L618[11:44:26] <LatvianModder> do you write your mod in ruby?
L619[11:44:29] <williewillus> can you GUARANTEE every user has ruby installed?
L620[11:44:30] <williewillus> no
L621[11:44:30] <williewillus> :P
L622[11:44:41] <sokratis12GR> oh yeah xD
L623[11:44:41] <williewillus> unless you shade all of jruby into your jar and then run it on the jvm
L624[11:44:46] <sokratis12GR> they need to have it installed
L625[11:44:51] <LatvianModder> Why would you have ruby file?
L626[11:44:53] <williewillus> which would bloat your jar size a lot
L627[11:44:55] <williewillus> yeah why even
L628[11:45:16] <LatvianModder> dont Ever expect a user to install something other than Java
L629[11:46:07] <sokratis12GR> LatvianModder: Users install whatever shit they find
L630[11:46:21] <williewillus> yes...
L631[11:46:27] <williewillus> but if your mod requires me to grab some random thing
L632[11:46:28] <LatvianModder> Yeah, but you can't Ask someone to install something
L633[11:46:29] <sokratis12GR> so many users use minecraftsix com
L634[11:46:30] <williewillus> I'm not going to play it
L635[11:46:40] <LatvianModder> And I think that even violates ToS
L636[11:46:41] <williewillus> most players don't even know what the hell ruby is
L637[11:47:31] <sokratis12GR> what about vbs scripts ? :P I can create a mod called "Troll" and inside i will have a repeating msgbox saying "freepizza"
L638[11:47:32] <sokratis12GR> xD
L639[11:47:36] <williewillus> oh
L640[11:47:40] <williewillus> 1. don't use windows
L641[11:47:41] <williewillus> 2. done
L642[11:48:00] <sokratis12GR> williewillus: .bat files >?
L643[11:48:04] <LatvianModder> Yeah, then that is technically a virus
L644[11:48:11] <sokratis12GR> yep xD
L645[11:48:17] <williewillus> bat files don't run on linux...
L646[11:48:24] <LatvianModder> If you have a .bat file in your jar, it will get instantly rejected on curseforge
L647[11:48:36] <williewillus> nor anything without +x and I bet curse checks for +x non-class files
L648[11:48:42] <LatvianModder> or at least, it was when there were moderators, as Vaz proved you CAN do that now. But dont.
L649[11:48:43] <williewillus> do it in java :P
L650[11:48:58] <sokratis12GR> williew
L651[11:49:01] <williewillus> whatever crazy thing you wanted to do :P
L652[11:49:27] <sokratis12GR> i can include both unix file and batch file and here it is both OS can be affected xD
L653[11:49:30] <LatvianModder> Anything you can do with .bat.. you can do 100x better in Java
L654[11:49:53] <LatvianModder> Show me your script, you want to include. It sounds Reaaally fishy
L655[11:50:04] <sokratis12GR> it is nothing xD
L656[11:50:11] <sokratis12GR> just a simple matrix machine
L657[11:50:26] <sokratis12GR> 1 sec I need to get the files from my laptop to the pc
L658[11:50:30] <williewillus> wtf is a matrix machine
L659[11:50:34] <LatvianModder> right?
L660[11:50:46] <williewillus> and why would you run anything with the word "matrix" in a scripting lang :P
L661[11:50:53] <LatvianModder> That definetly sounds like something I dont want on my computer
L662[11:51:20] <sokratis12GR> well, how people trust "Popular Mods"
L663[11:51:31] <sokratis12GR> people can get very easily viruses
L664[11:52:01] <williewillus> they're popular for a reason...
L665[11:52:13] <williewillus> and that is not murdering people's computers
L666[11:52:21] <williewillus> there's always the possibility don't get me wrong
L667[11:52:24] <sokratis12GR> here is one simple rb script https://gist.github.com/sokratis12GR/5d3654b0ff86b6f30e9c9d1988080f81
L668[11:52:24] <LatvianModder> They are popular because people trust them
L669[11:52:24] <williewillus> but the chance is lower
L670[11:52:43] <williewillus> how is this script relevant lol
L671[11:52:47] *** LordFokas|out is now known as LordFokas
L672[11:52:52] <williewillus> in any way
L673[11:53:27] <sokratis12GR> williew you know that there are things called "Mod Reposts" ?
L674[11:53:31] <LatvianModder> what the hell
L675[11:53:46] <sokratis12GR> websites that host popular mods and put malwars inside/with them ?
L676[11:54:16] <LatvianModder> you plan to do the same?
L677[11:54:26] <sokratis12GR> no no chance
L678[11:55:17] <sokratis12GR> I'm planning on creating a mod that gets a user's crash report and posts it into the mod's github page like an issue
L679[11:55:26] <sokratis12GR> or there is one ?
L680[11:55:33] <LatvianModder> Wasnt there a mod made like that not long ago?
L681[11:55:59] <LatvianModder> asie probably knows, I saw someone pinging him with something similar
L682[11:56:11] <sokratis12GR> but has it been updated to latest mc version ?
L683[11:56:20] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8000:134f:a947:fd27:a245:9db0)
L684[11:56:27] <sokratis12GR> or is it even created ?
L685[11:56:33] <LatvianModder> http://minecraft.curseforge.com/projects/crashreporter?gameCategorySlug=mc-mods&projectID=245188
L686[11:56:37] <TehNut> It requires the mod to opt-in to the auto-reporting, right?
L687[11:56:38] <LatvianModder> it is
L688[11:56:54] <sokratis12GR> well rip idea xD
L689[11:56:56] <williewillus> good
L690[11:57:05] <LatvianModder> and the mod dev is still active, so RIP in peace
L691[11:57:40] <sokratis12GR> ... do you guys know any place for mod ideas ?
L692[11:57:51] <TehNut> /r/minecraftsuggestions
L693[11:57:52] <TehNut> :P
L694[11:57:56] <sokratis12GR> mod suggestions*
L695[11:57:56] <LatvianModder> /r/modideas pr smth
L696[11:58:04] <sokratis12GR> wtf is /r/ ?
L697[11:58:08] <TehNut> https://www.reddit.com/r/minecraftsuggestions
L698[11:58:09] <TehNut> reddit
L699[11:58:12] <LatvianModder> reddit.com/r/<link>
L700[11:58:20] <sokratis12GR> what is reddit lol
L701[11:58:27] <LatvianModder> Get out
L702[11:58:39] <LatvianModder> The front page of the Internet :D
L703[11:58:42] <williewillus> are you being serious? xD
L704[11:58:49] <sokratis12GR> yes
L705[11:58:56] <williewillus> reddit.com/r/feedthebeast is the hub of modding on reddit
L706[11:59:00] <LatvianModder> You can find literally everything there
L707[11:59:05] <williewillus> including all the juicy drama
L708[11:59:06] <sokratis12GR> can you ?
L709[11:59:08] <sokratis12GR> wait
L710[11:59:08] <LatvianModder> there is /r/ for everything
L711[11:59:12] <sokratis12GR> i have 1 post there lol
L712[11:59:19] <ghz|afk> LatvianModder: jsutto break your mind even more -- I ahve no reddit account ;P
L713[11:59:29] <ghz|afk> and I have no intention on getting one ;P
L714[11:59:34] *** ghz|afk is now known as gigaherz
L715[11:59:35] <LatvianModder> ghz|afk: but you at least know what it is, right?
L716[11:59:40] <gigaherz> yes
L717[11:59:43] <sokratis12GR> well the stylesheet is shit
L718[11:59:45] <gigaherz> you have to live under a rock not to know it
L719[11:59:46] <gigaherz> XD
L720[12:00:00] <LatvianModder> well, I didnt have an account until I started posting on FTB reddit too
L721[12:00:01] <sokratis12GR> is there a way to customize the style ?
L722[12:00:11] <TehNut> Reddit isn't made to be pretty. It's made to be functional and allow individual subreddits to make pretty
L723[12:00:12] <LatvianModder> no, thats the best
L724[12:00:13] <sokratis12GR> because this makes my eyes bleed
L725[12:00:15] <williewillus> yeah
L726[12:00:18] <williewillus> subs have their own CSS
L727[12:00:23] <williewillus> and it doesn't make my eyes bleed...
L728[12:00:27] <williewillus> it's simple and gets the job done
L729[12:00:30] <williewillus> the objective: see posts
L730[12:00:33] <LatvianModder> oh, go to /r/nosleep
L731[12:00:36] <williewillus> does it let me see posts? yes :P
L732[12:00:42] <LordFokas> was block metadata completely removed on 1.9?
L733[12:00:44] <williewillus> are they reasonably organized? yes
L734[12:00:45] <gigaherz> nope
L735[12:00:46] <williewillus> so it works
L736[12:00:47] <williewillus> LordFokas: no
L737[12:00:50] <gigaherz> it works exactly the same as 1.8
L738[12:00:57] <williewillus> it's hidden away :P
L739[12:00:59] <LordFokas> so how would I go about changing it?
L740[12:01:01] <sokratis12GR> well it looks like an advertising site with the default css xD
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L742[12:01:06] <gigaherz> change what?
L743[12:01:07] <williewillus> LordFokas: why do you need to
L744[12:01:09] <williewillus> xy here
L745[12:01:14] <LatvianModder> LordFokas: Have you worked with 1.8 versions?
L746[12:01:14] <gigaherz> exaplin what you want to do
L747[12:01:18] <gigaherz> not how you want to do it
L748[12:01:19] <williewillus> describe what you want to *achieve*
L749[12:01:20] <LordFokas> nope
L750[12:01:27] <LordFokas> oh wait
L751[12:01:28] <williewillus> read <insert blockstate rtd>
L752[12:01:28] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 192 seconds)
L753[12:01:37] <williewillus> i need a macro to paste those
L754[12:01:46] <gigaherz> or a bot, !rtd pagename
L755[12:01:47] <LordFokas> I'm derping, give me a moment :p
L756[12:01:47] <gigaherz> ;P
L757[12:01:57] <williewillus> oh hey bot is back
L758[12:01:59] <LatvianModder> https://github.com/LatvianModder/XPTeleporters/blob/1.9/src/main/java/latmod/xpt/block/BlockTeleporter.java#L134-L159
L759[12:02:11] <LatvianModder> LordFokas: here for example is a simple 6-rotation block
L760[12:02:18] <williewillus> /uqeyr Actuarius
L761[12:02:20] <williewillus> oh god
L762[12:02:29] <TehNut> 10/10
L763[12:02:45] <sokratis12GR> how do you get title on /r/feedthebeast like what mod dev you are ?
L764[12:02:48] <asie> that mod is for server admins and modpack makers more
L765[12:02:49] <LordFokas> LatvianModder, thanks, that illustrates perfectly what I want :p
L766[12:02:50] <asie> that's my intended use
L767[12:03:08] <TehNut> sokratis12GR: You PM the mods and provide proof that you're the dev
L768[12:03:17] <sokratis12GR> proof like ?
L769[12:03:57] <sokratis12GR> http://forum.feed-the-beast.com/threads/mod-dev-title-request.52652/page-7 are they so slow as they are in the forums ? xD
L770[12:03:59] <LatvianModder> they just compare the nicknames lol
L771[12:04:25] <LatvianModder> from the amount of "xD" faces youve typed, I'd say your age is between 15 and 17 :P
L772[12:04:32] <sokratis12GR> 15
L773[12:04:34] <sokratis12GR> :D
L774[12:04:36] <LatvianModder> perfect guess
L775[12:04:47] <williewillus> nothing wrong with smileys
L776[12:04:57] <williewillus> I used to have #1 :P's in #feedthebeast
L777[12:05:06] <williewillus> but I don't talk there a lot anymore since I started modding
L778[12:05:12] <williewillus> and their stat site went down :(
L779[12:05:30] <Elucent> question about ModelBipeds for custom armor models:
L780[12:05:34] <LatvianModder> Im probably that now. ":P" tells your sassyness level.. which probably is around 16-21 :P
L781[12:05:43] <wiresegal> out of?
L782[12:05:54] <williewillus> he means age
L783[12:05:58] <williewillus> and that would be correct I'm 18
L784[12:05:59] <sokratis12GR> last question, how to contact a mod in the reddit ?
L785[12:06:07] <williewillus> it says"message the moderators"
L786[12:06:08] <williewillus> in the sidebar
L787[12:06:08] <Elucent> i have a ModelBiped for custom armor, and it can add boxes and modelrenderers in the constructor fine
L788[12:06:09] <TehNut> I usually only use :D
L789[12:06:16] <wiresegal> i'm 16, so perfectly at that age range x3
L790[12:06:27] <LatvianModder> I sometimes forget how I started sentence, so ending's construction doesnt match the beginning xP
L791[12:06:35] <Elucent> but when i try to render the helmet part, it renders around the player's waist
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L793[12:06:50] <williewillus> why doesn't idea autocomplete in my build.gradle x-x
L794[12:06:58] <williewillus> I don't know gradle func signatures i need halp
L795[12:07:10] <wiresegal> does anyone truly *know* gradle? ¯\_(ツ)_/¯
L796[12:07:17] <harmony> #ForgeGradle? :P
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L798[12:07:20] <williewillus> it's just groovy
L799[12:07:20] <LatvianModder> Elucent: that must be hilarious, can we get a screenshot? :D
L800[12:07:22] <TehNut> mat.thew seems to
L801[12:07:34] <sokratis12GR> williewillus: btw when you saw my simple script what you though ? xD
L802[12:07:34] <williewillus> just saying I'd like groovy autocomplete
L803[12:07:39] <williewillus> what did I think?
L804[12:07:41] <wiresegal> prolly a plugin for that
L805[12:07:50] <sokratis12GR> yeah
L806[12:08:17] <williewillus> "pretty pointless script" :P
L807[12:08:22] <LatvianModder> I though "What a waste of effor"
L808[12:08:24] <LatvianModder> t
L809[12:08:30] <williewillus> I mean it just prints stuff
L810[12:08:32] <sokratis12GR> williewillus: well it creates a cv
L811[12:08:33] <sokratis12GR> xD
L812[12:08:38] <LatvianModder> And btw that can be done in Java, AND I have done that in java
L813[12:08:39] <williewillus> ...okay :P
L814[12:08:51] <williewillus> LatvianModder: it's literally a CS I "print shit" program of course you have ;p
L815[12:08:59] <sokratis12GR> LatvianModder: I know i just wanted it to be just some bits xD
L816[12:09:03] <LatvianModder> Yeah :P
L817[12:09:29] <williewillus> hm the groovy plugin is enabled
L818[12:09:35] <williewillus> why isn't it autocompleting x_x
L819[12:10:10] <sokratis12GR> after it prints the questions and you anwer them it generates a file with your answers, -- CV -- I need to add more usefulquestions
L820[12:10:47] <LatvianModder> ... And that was useful in your crash reported mod, how?
L821[12:11:03] <williewillus> it probably wasn't related
L822[12:11:12] <LatvianModder> oh, yeah
L823[12:11:20] <sokratis12GR> yeah it wasn't related xD
L824[12:11:45] <sokratis12GR> Lat in java it is so ez to create them https://github.com/sokratis12GR/ArmorPlus/blob/1.9.4/src/main/java/sokratis12GR/ArmorPlus/util/Logger.java
L825[12:12:09] <Elucent> latvianmodder http://imgur.com/Hxea6WC
L826[12:12:21] <LatvianModder> helmetpants
L827[12:12:22] <Elucent> just an untextured cuboid i was using for texture
L828[12:12:25] <Elucent> *testing
L829[12:12:59] <sokratis12GR> williewillus: does botania uses custom armor rendering ?
L830[12:13:05] <Elucent> is there something i need to set for the modelbiped to render the model around a certain part?
L831[12:13:05] <williewillus> yes
L832[12:13:17] <williewillus> i didn't make or touch them though
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L834[12:13:21] <williewillus> so probably can't help with any probs :P
L835[12:13:51] <Necr0> williewillus is that better as a test mod? https://gist.github.com/Necr0/4204849f708e1be40916bd382893240a
L836[12:14:19] <williewillus> better but not there yet, you're asking whoever's testing to stand there 5 mins and wait
L837[12:14:20] <williewillus> :P
L838[12:14:23] <williewillus> add some sort of trigger
L839[12:14:45] <sokratis12GR> Lol that difference: Ruby - 4.00 KB , Java - 20KB xD
L840[12:15:21] <Necr0> ok i'll add a command
L841[12:15:48] <LatvianModder> Elucent: it should do that automatically
L842[12:16:28] <Elucent> latvianmodder is there something i need to do in the constructor to set the part?
L843[12:16:34] <LatvianModder> I think. If you override the model boxes.. not sure how it works though, havent made a custom armor in Ages. Do you use Item#ModelBiped getArmorModel(...)?
L844[12:16:44] <Elucent> yeah
L845[12:17:16] <Elucent> currently, in that function, i just return a new instance of the model class
L846[12:17:20] <williewillus> anyone actually know groovy here? xD
L847[12:17:28] <williewillus> i know there's a better way to do what I'm doing
L848[12:17:31] <LatvianModder> Can you show source? Because I think if you just override ModelBiped.bipedHead to your own, it should work
L849[12:17:48] <wiresegal> i just had to look at BA's old code *shudders*
L850[12:18:16] <LatvianModder> Mostly just look at ModelBiped and see what you can override / copy for your model
L851[12:18:43] <LatvianModder> williewillus: what are you trying to do?
L852[12:18:51] <Elucent> here's my source http://pastebin.com/rAbghyUz
L853[12:19:02] <williewillus> automatically insert a new etnry into update.json every release build
L854[12:19:59] <sokratis12GR> o.O still can't find how to message the moderators is there a link or ? because it just says message the moderators but doesn't say how
L855[12:20:07] <williewillus> there s a link in the sidebar
L856[12:20:12] <williewillus> that literally says "message the moderators" :P
L857[12:20:15] <Elucent> not all of it is still used, it's a bit messy from all my attempts to figure it out
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L859[12:20:27] <williewillus> LatvianModder: http://pastebin.com/KrRmRkmn how do improve :P
L860[12:20:32] <LatvianModder> Elucent: hmm. try setting, instead of new headpice, the same bipedHead = new ModelWhatever()
L861[12:20:35] <sokratis12GR> well for me it doesn;t
L862[12:20:39] <williewillus> idk if it even works
L863[12:20:40] <williewillus> lol
L864[12:20:56] <LatvianModder> ...what is that...
L865[12:21:09] <williewillus> what I said i wanted to do :P
L866[12:21:11] <williewillus> it's groovy
L867[12:21:19] <Elucent> latvianmodder like, a new ModelRenderer()?
L868[12:21:25] <sokratis12GR> http://imgur.com/zRPgTGr
L869[12:21:55] <LatvianModder> yeah. I think, not sure. again, havent done this in a long time. but I once got a boat to render instead of helmet :P
L870[12:22:27] <Elucent> ok, i'll mess around some more
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L873[12:22:48] <LatvianModder> sokratis12GR: you can ask Greenphlem here, if he is online
L874[12:23:02] <sokratis12GR> who is Greenphlem ?
L875[12:23:06] <sokratis12GR> a moderator ?
L876[12:23:10] <TehNut> sokratis12GR: Scroll down and look at the sidebar...
L877[12:23:20] <TehNut> There is a list of mods with a link to message them
L878[12:23:32] <LatvianModder> on the very bottom right corner
L879[12:24:02] <sokratis12GR> u.u
L880[12:24:07] <sokratis12GR> 2px text nice
L881[12:24:35] <Necr0> what is the compareTo Method in ICommand for?
L882[12:25:15] <Greenphlem> I've been summoned?
L883[12:25:35] <LatvianModder> sokratis12GR wanted a modder tag or smth on reddit
L884[12:25:46] <LatvianModder> and he doesnt know how to use reddit :P
L885[12:26:08] <sokratis12GR> I have posted one video here :D
L886[12:26:24] <wiresegal> i can't wait until I finish Natural Pledge and I can banish Botanical Addons form my tag :/
L887[12:26:26] <Greenphlem> Which mod?
L888[12:26:39] <sokratis12GR> ArmorPlus and WeaponsPlus (mostly ArmorPlus)
L889[12:27:12] <williewillus> "> Could not find method $() for arguments [build_56ydpkb0gcqnh1ie0wqghcpz9$_run_closure9$_closure18@3437486c] on root project 'Botania'."
L890[12:27:18] <williewillus> tf does that even mean
L891[12:27:42] <Greenphlem> sokratis12GR: I'd need some proof, like you're irc name in a github or something
L892[12:27:59] <harmony> williewillus, gradle stuff afaik
L893[12:28:08] <sokratis12GR> http://ftb.gamepedia.com/sokratis12GR can this help ?
L894[12:28:10] <williewillus> well of course it's gradle stuff
L895[12:28:13] <harmony> not like you didn't know that
L896[12:28:17] <williewillus> I'm trying to change my build script
L897[12:28:24] <williewillus> to auto-add to versions.json
L898[12:28:36] <williewillus> any groovy/gradle masters appreciated >.>
L899[12:28:37] <sokratis12GR> here is more information https://ftb.gamepedia.com/User:Sokratis12GR
L900[12:29:10] <Greenphlem> sokratis12GR: what's your Reddit username
L901[12:29:15] <harmony> wish we had some of those williewillus :P
L902[12:29:22] <sokratis12GR> https://www.reddit.com/user/sokratis12GR/
L903[12:30:38] <Greenphlem> Okay I've added your flair
L904[12:30:47] <sokratis12GR> ty :D
L905[12:33:02] <williewillus> i wish it didn't give such a useless message
L906[12:35:20] *** DRedhorse is now known as DonAway
L907[12:35:21] <harmony> !latest 1.9.4
L908[12:41:40] <sokratis12GR> i know it is a silly question but what do i post on reddit ? like mod updates and such ?
L909[12:41:54] <Necr0> williewillus: https://gist.github.com/Necr0/4204849f708e1be40916bd382893240a
L910[12:42:23] <williewillus> why are you querying the client world
L911[12:42:55] <Necr0> oops wrong side.. but the rest is fine?
L912[12:43:13] <williewillus> after I "disable" the weather with your toggle
L913[12:43:16] <williewillus> how do I know it works?
L914[12:43:26] <williewillus> it being your event
L915[12:45:11] <Necr0> when you toggle it you will be able to see the current weather status in the log. So when you toggle it back on you should still have the same values unless you changed it using commands.
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L917[12:45:25] <williewillus> wat
L918[12:45:39] <williewillus> it still involves me waiting a lot
L919[12:45:42] <williewillus> to see if your event works
L920[12:47:54] <Necr0> That's why i log the stats so you can see if the values changed. They usually change every tick. Toggling it like 3 seconds later should show significant change if it didn't work.
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L922[12:51:13] <williewillus> i guess, it should be fine
L923[12:51:17] <williewillus> leave it disabled when PR-ing
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L930[13:14:04] <LordFokas> I got this missing lib when updating to mc 1-9-4 http://puu.sh/p8esi/6256b8baf9.png
L931[13:14:14] <LordFokas> what should that be pointing to?
L932[13:15:59] <williewillus> did you setupDecompWorkspace?
L933[13:16:04] <Xilef11> ^ rerun setupdecompworkspace
L934[13:16:31] <Xilef11> I usually have to run it 2-3 times to get it working
L935[13:17:23] <williewillus> ive always wondered
L936[13:17:25] <Xilef11> the eclipse task as well
L937[13:17:34] <williewillus> how do anon subclasses close over a static context
L938[13:19:14] <LordFokas> ah ok
L939[13:19:19] <williewillus> if i have `static IRenderFactory foo(Item itemRenderer) { return manager -> new RenderSnowball(manager, itemRendere...) }` how does itemRenderer get into it?
L940[13:19:24] <williewillus> does java pass it in?
L941[13:19:38] <LordFokas> I ran gradlew sDecW eclipse once and expected it to work :p
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L943[13:21:34] <sokratis12GR> I was wondering is OpenEye still being developed ?
L944[13:22:20] <TehNut> Does not appear to have any builds for 1.8 or higher
L945[13:22:29] <TehNut> But the last builds were 25 days ago
L946[13:22:34] <sokratis12GR> hmm
L947[13:22:59] <TehNut> http://openmods.info:8080/view/OpenEye/
L948[13:23:38] <LatvianModder> open eye is still a thing?
L949[13:23:42] <LatvianModder> It was never finished...
L950[13:23:58] <MaelstromPhx> can you draw images with the tessellator?
L951[13:24:05] <sokratis12GR> now there is ModListener right ?
L952[13:24:12] <LatvianModder> http://openeye.openmods.info/mod/notenoughitems#analytics
L953[13:24:12] <sokratis12GR> ModLister*
L954[13:24:23] <LatvianModder> This feature is Still not finished, not even after 2 years
L955[13:24:30] <sokratis12GR> gg
L956[13:24:35] <LatvianModder> There is curseforge, thats all I need
L957[13:25:13] <sokratis12GR> LatvianModder: but mods like ModLister are good for private modpacs
L958[13:25:30] <sokratis12GR> http://modlister.com/
L959[13:25:36] <LatvianModder> I dont think ModLister is a mod
L960[13:25:51] <sokratis12GR> it is xD
L961[13:26:01] <LatvianModder> oh it is. hm
L962[13:26:19] <sokratis12GR> http://minecraft.curseforge.com/projects/modlister
L963[13:26:39] <LatvianModder> oh right, I think its used in twitch mostly or smth
L964[13:26:46] <sokratis12GR> yep
L965[13:26:50] <sokratis12GR> and in ForgeCraft
L966[13:27:03] <sokratis12GR> as i said Private packs mostly
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L968[13:29:27] <fry> williewillus: https://en.wikipedia.org/wiki/Closure_%28computer_programming%29
L969[13:30:40] <Elucent> maelstromphx what do you mean by images? you should be able to draw any textured quad
L970[13:31:10] <MaelstromPhx> how do i attach the texture when using the tesselator tho?
L971[13:34:27] <sham1> What is this talk about Closure
L972[13:34:43] <Elucent> maelstromphx try Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("whatever your texture RL is"));
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L974[13:37:56] <MaelstromPhx> works thanks Elucent
L975[13:38:17] <williewillus> so its passed in :P
L976[13:38:23] <williewillus> i read around
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L978[13:40:51] <LordFokas> can someone explain what the values on EnumBlockRenderType mean? I made my own enum for 1.8, but unsurprisingly Mojang's has ridiculous and not-so-obvious names :/
L979[13:42:31] <williewillus> they're pretty intuitive....
L980[13:42:38] <williewillus> INVISIBLE - invisible
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L982[13:42:44] <williewillus> LIQUID - vanilla liquids. do not use
L983[13:43:08] <williewillus> ENTITYBLOCK_ANIMATED - Force TESR (since those are usually used only for animation)
L984[13:43:20] <williewillus> MODEL - standard block model (tesrs also allowed to render if present)
L985[13:43:39] <williewillus> modded liquids should use MODEL
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L991[14:06:07] <fry> modded everything should use MODEL
L992[14:06:20] <fry> since that's the only way to set the correct particle texture
L993[14:06:37] <fry> (unless your block is truly invisible and you don't need it)
L994[14:06:49] <wiresegal> like Psi's conjured
L995[14:09:48] <williewillus> barrier's particle iss hardcoded iirc
L996[14:09:51] <williewillus> in mojang fashion ;p
L997[14:09:59] <williewillus> actually all nonMODEL particles are hardcoded
L998[14:10:13] <Ordinastie_> damn, why are they so bad :x
L999[14:12:17] <williewillus> it's just because of how the model system is setup
L1000[14:12:42] <williewillus> "particle" doesn't mean anything for those blocks because "particle" becomes part of the baked model, and those blocks just get a dummied out on
L1001[14:12:45] <williewillus> *one
L1002[14:13:19] <Ordinastie_> yeah, flawless design
L1003[14:14:11] <williewillus> i don't fault them *that* much
L1004[14:14:15] <williewillus> it's in progress
L1005[14:14:29] <williewillus> until they get a sane system to replace the old modelbase
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L1009[14:24:14] <MaelstromPhx> is it possible to set an alpha value for a textured quad?
L1010[14:29:49] <williewillus> of course
L1011[14:30:10] <MaelstromPhx> how?
L1012[14:30:26] <williewillus> wait is this quads in the 1.8 sense?
L1013[14:30:39] <MaelstromPhx> for 1.9
L1014[14:30:45] <williewillus> the vertex format has 4-byte color elements
L1015[14:30:46] <MaelstromPhx> drawn with a tessellator
L1016[14:30:50] <williewillus> oh tessellator
L1017[14:31:08] <williewillus> well vertexbuffer.color
L1018[14:31:10] <williewillus> takes alpha
L1019[14:31:10] <williewillus> :P
L1020[14:31:33] <MaelstromPhx> oh lol
L1021[14:31:35] <MaelstromPhx> oops
L1022[14:31:59] <MaelstromPhx> also would a png show the alpha values by default?
L1023[14:32:09] <MaelstromPhx> or is there some special way to load a png
L1024[14:32:13] <williewillus> wat
L1025[14:32:16] <williewillus> you use the resource system
L1026[14:32:21] <williewillus> mc.renderEngine.bindTexture
L1027[14:32:34] <williewillus> give it a resource locatrion to somewhere in assets
L1028[14:33:00] <williewillus> bindTexture(new ResLoc("mymod", "foo")) -> assets/mymod/foo (I think? it might add textures/)
L1029[14:33:10] <williewillus> *assets/mymod/foo.png"
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L1031[14:34:21] <MaelstromPhx> hm
L1032[14:34:28] <MaelstromPhx> i think my image might be too zoomed in then
L1033[14:35:38] <williewillus> how are you choosing your uv's?
L1034[14:35:43] <williewillus> (what you pass to pos())
L1035[14:35:57] <MaelstromPhx> manually defined
L1036[14:36:11] <MaelstromPhx> do i have to scale the image down?
L1037[14:36:34] <williewillus> it should be fine
L1038[14:36:41] <williewillus> idk what you mean by too zoomed in
L1039[14:36:56] <williewillus> is this in a custom GL context?
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L1041[14:37:40] <MaelstromPhx> yeah just custom drawing with the tessellator
L1042[14:38:00] <MaelstromPhx> right now its just showing one big blue square in the middle
L1043[14:38:06] <MaelstromPhx> http://orig01.deviantart.net/ace1/f/2010/227/4/6/png_test_by_destron23.png
L1044[14:38:14] <MaelstromPhx> this is the image im trying to display
L1045[14:39:29] <Biochemic> what do you have used as uv coords?
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L1047[14:39:44] <MaelstromPhx> eh
L1048[14:39:47] <MaelstromPhx> nothing
L1049[14:39:54] <MaelstromPhx> no idea where to set that
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L1051[14:41:22] <Biochemic> okay ill look quick, but i guess it should be 3 params at the end, where you define your quad, etc.
L1052[14:42:05] <MaelstromPhx> ah
L1053[14:42:16] <MaelstromPhx> http://pastebin.com/cMWJV8DP
L1054[14:42:17] <Biochemic> oh it was 2 params ^^
L1055[14:44:05] <williewillus> that's not how you do it
L1056[14:44:14] <williewillus> if you want coloring you need to use a vertexformat with COLOR
L1057[14:44:18] <williewillus> POSITION_COLOR exists I think
L1058[14:44:26] <MaelstromPhx> ah okay
L1059[14:44:32] <williewillus> also
L1060[14:44:37] <williewillus> this vertexformat has no UV's
L1061[14:44:42] <williewillus> you need POSITION_TEX_COLOR :p
L1062[14:45:02] <williewillus> pos() is the in-world position to draw
L1063[14:45:06] <williewillus> tex() is uv
L1064[14:45:12] <williewillus> color() is rgba
L1065[14:45:22] <williewillus> and you have to do it in that order + endVertex
L1066[14:45:46] <williewillus> so you're not setting a uv at all lol
L1067[14:46:14] <MaelstromPhx> the uv is the texture scaling?
L1068[14:46:21] <Biochemic> wouldnt it work with the tesselator directly? thats why i currently wondering
L1069[14:46:31] <Biochemic> uv are the tex Coordinates
L1070[14:46:35] <williewillus> no.. uv are texture coords
L1071[14:46:49] <Biochemic> and they should be between 0 and 1, i guess?
L1072[14:46:57] <williewillus> not sure, they might
L1073[14:47:08] <williewillus> i think so actually
L1074[14:47:17] <MaelstromPhx> wait then why would i set the texture coordinates 4 times?
L1075[14:47:38] <Biochemic> for every vertex
L1076[14:47:55] <williewillus> yes
L1077[14:47:58] <Biochemic> or more precise: for the points of your quad
L1078[14:48:06] <williewillus> you have to do pos().tex().color().endVertex for EVERY vertex
L1079[14:48:20] <williewillus> i should've just linked my primer instead of explaining it all xD oh well
L1080[14:48:34] <Biochemic> haha xD
L1081[14:48:52] <williewillus> and of course you have to set the texture coords 4 times
L1082[14:49:03] <williewillus> a quad has 4 sides so you need to define the 4 corners of the texture region to use
L1083[14:49:56] <MaelstromPhx> hm
L1084[14:50:00] <MaelstromPhx> its not showing at all now
L1085[14:50:20] <MaelstromPhx> http://pastebin.com/bUWaGvr6
L1086[14:51:05] <williewillus> play around with tex
L1087[14:51:17] <williewillus> and i can't remember if that uv winding order is correct
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L1089[14:52:43] <MaelstromPhx> yay
L1090[14:52:44] <MaelstromPhx> works
L1091[14:52:45] <Biochemic> yeah it could possibly be yes ^^
L1092[14:52:46] <MaelstromPhx> thanks
L1093[14:52:50] <Biochemic> nice ^^
L1094[14:52:57] <MaelstromPhx> <3
L1095[14:53:18] <LatvianModder> looking into creating a Forge patch, what do these numbers mean? https://github.com/LatvianModder/MinecraftForge/blob/master/patches/minecraft/net/minecraft/item/ItemStack.java.patch#L158
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L1097[14:55:01] <IoP> LatvianModder: http://stackoverflow.com/questions/987372/what-is-the-format-of-a-patch-file
L1098[14:55:07] <MaelstromPhx> hm the alpha still isnt working properly q.q
L1099[14:55:20] <LatvianModder> Thanks
L1100[14:55:24] <williewillus> identifies the patch region
L1101[14:55:37] <williewillus> MaelstromPhx: show the whole class that' scalling this
L1102[14:55:40] <LatvianModder> I didnt know this format isnt local :P
L1103[14:55:57] <IoP> more importand question why are you asking that?
L1104[14:56:08] <williewillus> IoP: whats wrong with being curious? :P
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L1106[14:56:29] <MaelstromPhx> http://pastebin.com/8FapZHkm
L1107[14:56:33] <IoP> sometimes curious means stupid things:P
L1108[14:57:00] <LatvianModder> you at me? :P
L1109[14:57:14] <williewillus> i disagree but whatever
L1110[14:57:23] <IoP> e.g. manual patch file editing
L1111[14:57:30] <IoP> btdt
L1112[14:57:37] <LatvianModder> Oh. I just want to do smth with vanilla class
L1113[14:57:47] <LatvianModder> and make PR in forge
L1114[14:58:22] <williewillus> being curious is what makes people smart :P
L1115[14:58:35] <williewillus> you just have to ask when you don't know
L1116[14:58:42] <williewillus> and people tell you "no, use genPatches"
L1117[14:58:46] <williewillus> and it's all good
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L1119[14:59:57] <LatvianModder> so the proper way to do this.. gradlew setupForge, edit the class and the gradlew genPatches?
L1120[15:00:05] <LatvianModder> Because Ive never contributed to forge :P
L1121[15:00:38] <MaelstromPhx> any ideas willie?
L1122[15:02:15] <williewillus> LatvianModder: yes
L1123[15:02:20] <williewillus> make sure to edit the "Forge" copy
L1124[15:02:39] <williewillus> there's two copies of everything one's the "Clean" Mcp copy and that's diffed with the Forge copy to make the patches
L1125[15:03:03] <williewillus> and sometimes genPatches spits out extra patches for classes that you didn't edit remove those
L1126[15:03:04] <LatvianModder> MaelstromPhx: GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
L1127[15:03:09] <LatvianModder> after you enable blending
L1128[15:03:17] <williewillus> and also don't change imports in vanilla classes
L1129[15:03:20] <williewillus> that's basically it :P
L1130[15:03:24] <williewillus> keep patches tiny
L1131[15:03:26] <LatvianModder> and I think you need to enableBlend() not enableAlpha()
L1132[15:03:36] <williewillus> you need both right
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L1134[15:06:17] <sokratis12GR> LatvianModder: Are you making FTB Utlities Compatible in 1.9.4 with Journey Map ?
L1135[15:06:23] <LatvianModder> Yeah, why?
L1136[15:06:42] <LatvianModder> williewillus: Task 'setupForge' not found in root project 'ProjMC_ForgeDev' :(
L1137[15:06:48] <LatvianModder> sokratis12GR: http://imgur.com/a/EI8gj
L1138[15:07:05] <williewillus> lol wat
L1139[15:07:08] <sokratis12GR> Just wondering, cause it sounds cool
L1140[15:07:12] <williewillus> did you checkout the 1.9.4 branch
L1141[15:07:21] <LatvianModder> er.. no <.<
L1142[15:07:27] <LatvianModder> I downloaded MDK
L1143[15:07:33] <IoP> :P
L1144[15:07:36] <LatvianModder> I.. was supposed to that? :P
L1145[15:07:50] <LatvianModder> One sec! :D
L1146[15:08:05] <williewillus> lol
L1147[15:08:06] <williewillus> no
L1148[15:08:12] <williewillus> MDK is MOD dev kit
L1149[15:08:16] <williewillus> you need to clone the forge repo itself
L1150[15:08:19] <LatvianModder> Right
L1151[15:09:14] <MaelstromPhx> still not setting the alpha right :/
L1152[15:09:36] <williewillus> where is this render() beging called?
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L1154[15:09:48] <williewillus> when I meant the render context I meant what functional *thing* calls it
L1155[15:09:49] <williewillus> a TESR?
L1156[15:10:10] <MaelstromPhx> RenderGameOverlayEvent
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L1159[15:11:05] <LatvianModder> Whats the difference between master and 1.9.4 branches?
L1160[15:11:09] <williewillus> master is 1.9.0
L1161[15:11:16] <williewillus> what are you pring
L1162[15:11:29] <LatvianModder> ah, ok, so I need 1.9.4
L1163[15:16:58] <gigaherz> woudl be nice if git had branch aliases
L1164[15:17:25] <gigaherz> so that development could be done on like "1.9", but then have master point to "1.9:HEAD" instead of being its own branch
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L1168[15:23:47] <LatvianModder> ok, Atom is shit. Its much much slower than Notepad++ on my pc
L1169[15:23:57] ⇨ Joins: Naiten (~Naiten@77.34.166.12)
L1170[15:24:00] <williewillus> sublime? :D
L1171[15:24:01] <wiresegal> sublime ༼つ ◕_◕ ༽つ
L1172[15:24:22] <Biochemic> sublime!
L1173[15:24:25] <LatvianModder> I dont see why not
L1174[15:25:32] <gigaherz> LatvianModder: duh. Notepad++ is C++ code
L1175[15:25:35] <gigaherz> Atom is javascript
L1176[15:25:41] <LatvianModder> Sublime is Much better
L1177[15:25:47] <LatvianModder> Thanks
L1178[15:25:55] <gigaherz> Sublime is like Atom, just less crappy
L1179[15:26:00] <gigaherz> I dislike both
L1180[15:26:05] <gigaherz> I don't like that kind of UI
L1181[15:27:38] <wiresegal> and sublime is python, your point? gigaherz
L1182[15:27:50] <LatvianModder> https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
L1183[15:27:55] <LatvianModder> I dont get Step 5 and 6
L1184[15:28:31] <gigaherz> wiresegal: python is a semi-decent langauge.
L1185[15:28:41] <gigaherz> anything javascript is slow by the nature of javascript ;P
L1186[15:28:45] <wiresegal> true
L1187[15:28:52] <gigaherz> they have done an awesome job with the engines
L1188[15:28:55] <gigaherz> but it's still javascript
L1189[15:30:20] <LatvianModder> <williewillus> what are you pring
L1190[15:30:20] <LatvianModder> I think I never answered. Im adding a getter for EnumDyeColor.chatColor, because for some reason there isnt..
L1191[15:31:26] <wiresegal> i have slowly but surely fallen in love with how easy it is to make pretty recipes in JEI
L1192[15:32:03] ⇦ Quits: p455w0rd (~p455w0rd@172.76.206.224) ()
L1193[15:32:07] <LatvianModder> You mean plugins?
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L1195[15:32:16] <wiresegal> yeah
L1196[15:32:27] <LatvianModder> I have to try it out
L1197[15:32:33] <wiresegal> I just made a recipe handler for saplings growing things (manual addition, but still)
L1198[15:32:47] <LatvianModder> I have made ONE nei plugin before, and it wasnt pretty
L1199[15:33:41] <wiresegal> NEI is bleh, JEI is beauty
L1200[15:33:42] <williewillus> yeah nei plugins are nasty
L1201[15:34:00] <wiresegal> this is the recipe handler for the saplings <3 http://imgur.com/a/i0SEA
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L1204[15:35:38] <AKTheKnight> That's nice
L1205[15:36:45] <gigaherz> wiresegal: i have to do custom recipe "pages" for my essentializer
L1206[15:36:47] <gigaherz> someday
L1207[15:37:01] <gigaherz> how idea how that works, though XD
L1208[15:37:36] <wiresegal> this is my favorite one i've made http://imgur.com/RMW926O
L1209[15:37:58] <wiresegal> not as complex as the one I did for Psi crafting (which required rendering the spell piece)
L1210[15:38:11] <wiresegal> and using the programmer texture as the hover
L1211[15:38:28] <wiresegal> gigaherz: what would the recipe need to convey?
L1212[15:39:33] <gigaherz> let me find a screenshot of the machine
L1213[15:39:47] *** mrkirby153 is now known as kirby|gone
L1214[15:39:49] <gigaherz> ah better, i ahve a video around: https://dl.dropboxusercontent.com/u/743491/MC/2016-01-13-0232-37.mp4
L1215[15:40:36] <gigaherz> the jei page would show the selected item in the center
L1216[15:40:45] <gigaherz> with the resulting elemental essences around it
L1217[15:40:58] <wiresegal> that doesn't sound too hard
L1218[15:41:05] <williewillus> can i suggest a ui change for that :P
L1219[15:41:07] <gigaherz> yeah I just haven't looked at it ;P
L1220[15:41:22] <wiresegal> I kinda like the ui :P
L1221[15:41:23] <gigaherz> williewillus: suggest ahead, but I doubt I'll change the UI in hte near future
L1222[15:41:25] <williewillus> shrink the numbers and move them off the stack, high numbers look really bad on the stack like that
L1223[15:41:31] <williewillus> imo
L1224[15:41:35] <gigaherz> done ;p
L1225[15:41:45] <williewillus> lol
L1226[15:41:50] <wiresegal> also pls don't use >16x textures
L1227[15:41:56] <gigaherz> those aren't textures
L1228[15:41:59] <williewillus> lol
L1229[15:41:59] <gigaherz> those are 3d models ;P
L1230[15:42:04] <wiresegal> w... why
L1231[15:42:11] <williewillus> because this is 1.9
L1232[15:42:14] <williewillus> everythings a model ;D
L1233[15:42:15] <gigaherz> that's how my mod works
L1234[15:42:20] <AKTheKnight> Just to confuse you wire :P
L1235[15:42:26] <gigaherz> I have model wands, model rings, model magic orbs
L1236[15:42:30] <gigaherz> model book
L1237[15:42:31] <gigaherz> etc
L1238[15:42:44] <gigaherz> in this mod, there's less textures than actual .obj models
L1239[15:42:45] <gigaherz> ;P
L1240[15:42:49] <wiresegal> why obj :D
L1241[15:42:51] <wiresegal> *D:
L1242[15:43:00] <gigaherz> because I like to craft models in external programs
L1243[15:43:10] <wiresegal> use cubik?
L1244[15:43:12] <gigaherz> nope.
L1245[15:43:17] <wiresegal> k
L1246[15:43:17] <gigaherz> I don't want "just cubes"
L1247[15:43:30] <wiresegal> but just cubes is what Minecraft is
L1248[15:43:32] <gigaherz> sorry, if you want to keep minecraft as only cubes, my mod isn't for you XD
L1249[15:44:24] <gigaherz> let me open the mod and take some more recent screenshots/videos
L1250[15:44:24] <gigaherz> ;P
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L1252[15:47:59] <williewillus> wiresegal: the "doppleganger" never rendered the player's skin :P
L1253[15:48:06] <williewillus> it's just a steve
L1254[15:48:09] <williewillus> obscured by the shader
L1255[15:48:11] <wiresegal> that can be considered a bug
L1256[15:48:20] <wiresegal> if you think about it
L1257[15:48:33] <williewillus> vaz would've made it render the player's skin if he intended it to :P
L1258[15:49:05] <williewillus> i might change it
L1259[15:49:07] <williewillus> depending on how easy it is
L1260[15:49:16] <williewillus> skulls/skins are a black box of magic
L1261[15:49:41] <wiresegal> it's just a different texture to bind, right?
L1262[15:50:08] <williewillus> yeah but you have to deal with their profile/uuid, etc.
L1263[15:50:17] <williewillus> hopefully i think it's just a 1 liner
L1264[15:51:06] <gigaherz> wiresegal: https://dl.dropboxusercontent.com/u/743491/MC/2016-05-28-2250-00.mp4
L1265[15:51:36] <gigaherz> high-res screenshot: https://dl.dropboxusercontent.com/u/743491/MC/2016-05-28_22.51.06.png
L1266[15:53:15] <AKTheKnight> That looks awesome
L1267[15:53:17] <gigaherz> other stuff from my mod: https://dl.dropboxusercontent.com/u/743491/MC/2016-05-28-2252-06.mp4
L1268[15:53:19] <wiresegal> i can't load the video
L1269[15:53:27] <gigaherz> hm?
L1270[15:53:36] <gigaherz> the first one or the second one?
L1271[15:53:39] <wiresegal> both
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L1273[15:53:57] <gigaherz> weird
L1274[15:53:59] <gigaherz> Video: MPEG4 Video (H264) 852x480 30fps 8007kbps [V: Video Media Handler (h264 high L3.1, yuv420p, 852x480, 8007 kb/s)]
L1275[15:53:59] <gigaherz> Audio: AAC 48000Hz stereo 3kbps [A: Sound Media Handler [eng] (aac lc, 48000 Hz, stereo, 3 kb/s)]
L1276[15:54:00] <wiresegal> this is why you use something other than dropbox :3
L1277[15:54:18] <gigaherz> they play just fine here, in firefox
L1278[15:54:28] <wiresegal> not playing fine here, in firefox
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L1280[15:54:52] <wiresegal> they're just a black screen
L1281[15:54:55] <heldplayer> gigaherz: SPHERES?! HERESY!
L1282[15:54:55] <gigaherz> :/
L1283[15:54:56] <wiresegal> with no sound
L1284[15:55:07] <gigaherz> well no sound is sortof normal
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L1286[15:55:11] <gigaherz> my mod doesn't have custom sounds yet ;P
L1287[15:55:34] <gigaherz> heldplayer: deal with it ;P
L1288[15:55:53] <gigaherz> it's a magic mod, it "defies reality" ;P
L1289[15:55:59] <gigaherz> also
L1290[15:56:03] <gigaherz> they are technically cubes
L1291[15:56:09] <gigaherz> just... deformed into spheres
L1292[15:56:10] <gigaherz> ;P
L1293[15:56:19] <wiresegal> trying waterfox, it doesn't load at all
L1294[15:56:23] <gigaherz> meh
L1295[15:56:25] <gigaherz> let me up to youtube
L1296[15:56:28] <Tazz> gigaherz, http://i.imgur.com/puHx2g2.png
L1297[15:56:35] <williewillus> wtf
L1298[15:56:44] <williewillus> me changing the gaia head renderer interferes with the other skull renderers
L1299[15:56:47] <williewillus> that makes no sense
L1300[15:56:53] <wiresegal> oh hey, that's tris's texture work!
L1301[15:57:03] <Tazz> wiresegal, yeah
L1302[15:57:03] <LatvianModder> That looks amazing
L1303[15:57:04] <Tazz> I know
L1304[15:57:16] <gigaherz> Tazz: not bad ;P
L1305[15:57:18] <LatvianModder> Is that armor or mob?
L1306[15:57:26] <williewillus> !gc WorldChunkManager
L1307[15:57:31] <Tazz> LatvianModder, a robit
L1308[15:57:37] <LatvianModder> so an entity
L1309[15:57:48] <LatvianModder> That would totally look awesome as armor
L1310[15:57:53] <Tazz> gigaherz, http://i.imgur.com/mP9jH68.png it also changes colour
L1311[15:57:56] <wiresegal> there's also another robot, right?
L1312[15:57:58] <gigaherz> wiresegal: https://youtu.be/z9JuZ3lsMHI
L1313[15:58:04] <wiresegal> and a computer block
L1314[15:58:11] <Tazz> wiresegal, correct
L1315[15:58:16] <wiresegal> I only know this because tris brags about her textures to me :P
L1316[15:58:41] <gigaherz> and https://youtu.be/6abe_DCDQpQ
L1317[15:58:53] <wiresegal> aaaaaaaa gigaherz
L1318[15:58:58] <wiresegal> the models
L1319[15:58:59] <wiresegal> why
L1320[15:59:31] <Tazz> wiresegal, haha
L1321[15:59:31] <gigaherz> ^_^
L1322[15:59:48] <williewillus> I'm so confused
L1323[15:59:49] <wiresegal> ... i can accept the book, if it gets a regular texture in-inv
L1324[15:59:54] <williewillus> how does my head renderer affect the other ones
L1325[16:00:07] <wiresegal> magic?
L1326[16:00:20] <gigaherz> wiresegal: best thing about 1.8+ models: you can edit the json files and tell them to use a plain old texture if you don't like the current models ;P
L1327[16:00:29] <gigaherz> resourcepack magic ftw ;P
L1328[16:01:04] <williewillus> cant be magic, the superclass isn't stateful
L1329[16:01:06] <williewillus> ugh
L1330[16:01:17] <wiresegal> yeah but by default please because most people only use the default for anything
L1331[16:01:20] <gigaherz> williewillus: pushMatrix?
L1332[16:01:33] <gigaherz> pushAttributes?
L1333[16:01:40] <gigaherz> do you undo any other state changes?
L1334[16:01:43] <williewillus> let me show code
L1335[16:01:52] <williewillus> this entirely is using the superclass
L1336[16:01:54] <gigaherz> wiresegal: as I said, i like it this way
L1337[16:01:56] <fry> imma leave this here too, since we're showing off models: https://gfycat.com/IdenticalSmoothCricket
L1338[16:02:01] <sokratis12GR> gigaherz: but for resource packs you would have to write each file inside the jar file...
L1339[16:02:07] <gigaherz> sokratis12GR: lol no
L1340[16:02:09] <wiresegal> it hurts me in my soul gigaherz
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L1342[16:02:13] <gigaherz> the wohle point of resources
L1343[16:02:15] <williewillus> gigaherz: https://github.com/williewillus/Botania/blob/MC19/src/main/java/vazkii/botania/client/render/tile/RenderTileSkullOverride.java
L1344[16:02:17] <gigaherz> is that you can load a resourcepack
L1345[16:02:20] <gigaherz> and it will replace mod resources too
L1346[16:02:23] <williewillus> everything is super straightforward
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L1348[16:02:34] <williewillus> and somehow it's interfering with non-botania skulls
L1349[16:02:38] <gigaherz> fry: that's still made of cubes
L1350[16:02:49] <gigaherz> mine have spheres and cylinders
L1351[16:02:50] <gigaherz> ;P
L1352[16:02:58] <williewillus> oh wait shit
L1353[16:02:59] <fry> who cares about that
L1354[16:03:00] <williewillus> I know hy
L1355[16:03:04] <fry> it's loaded with the same system :P
L1356[16:03:07] <gigaherz> wiresegal does.
L1357[16:03:26] <williewillus> the superclass has a method that sets the mutable singleton field TileEntitySkullRenderer.instance to itself
L1358[16:03:27] <williewillus> -.-
L1359[16:03:46] <gigaherz> lol
L1360[16:04:00] <gigaherz> you'll have to copy the code, then
L1361[16:04:03] <gigaherz> instead of inheriting?
L1362[16:04:27] <gigaherz> or
L1363[16:04:32] <gigaherz> actually let it handle ALL the skulls? ;P
L1364[16:04:35] <williewillus> nah
L1365[16:04:37] <gigaherz> just don't enable the shader if not your own
L1366[16:04:48] <williewillus> it's in a setter
L1367[16:04:49] <gigaherz> although that'd conflict with other mods attempting the same ;P
L1368[16:05:02] <williewillus> setRenderDispatcher() { this.renderDispatcher = param; instance = this; }
L1369[16:05:15] <gigaherz> heh
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L1371[16:06:23] <gigaherz> so yeah williewillus, as the video shows, the text is smaller and overlaps less and handles bigger values better ;p
L1372[16:07:38] <williewillus> you can do --uuid to get your skin in dev right
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L1375[16:10:30] <wiresegal> does it work now? :P
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L1377[16:11:11] <williewillus> yes
L1378[16:11:18] <williewillus> more than one line but effectively one line :P
L1379[16:11:37] <williewillus> someone with a cool looking skin
L1380[16:11:41] <williewillus> give me your name to test
L1381[16:11:50] <williewillus> I just have a steve head with brown eyes :P
L1382[16:13:59] <wiresegal> mine is neat
L1383[16:14:01] <wiresegal> yrsegal
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L1387[16:18:54] <wiresegal> williewillus: how does my skin look with it?
L1388[16:19:10] <gigaherz> I could give you mine, but it's just a balding head ;P
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L1390[16:20:46] <gigaherz> http://www.minecraft-skin-viewer.net/?username=gigaherz&vert_rotation=170
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L1392[16:21:41] <williewillus> wiresegal: https://gyazo.com/563e8de4fd9034e48a1eb5e253008c43
L1393[16:22:03] <wiresegal> that looks actually really awesome
L1394[16:22:18] <wiresegal> it gives a slight impression of armor
L1395[16:22:50] <Tazz> http://i.imgur.com/vEuWiga.png did I mention you can mix and match the parts?
L1396[16:23:16] <wiresegal> whoa, that's neat. Also, tris's stuff is really awesome
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L1399[16:24:19] <Tazz> each part set uses 1 texture btw
L1400[16:24:43] <Tazz> the bright colour is dynamically done
L1401[16:25:03] <williewillus> wait I have to make it render the right skins if spectating from a zombie or skeleton ;p
L1402[16:25:24] <wiresegal> I still don't like the plating on the computer, it feels kind of wrong @ Tazz
L1403[16:25:30] <wiresegal> contrast too high
L1404[16:25:48] <Tazz> wiresegal, honestly and Im going to talk to Tris about it, I dont like the computer texture that much
L1405[16:25:52] <wiresegal> williewillus: that's a separate model, though, for skeles?
L1406[16:26:03] <williewillus> oh yeah
L1407[16:26:07] <williewillus> just zombies then
L1408[16:26:15] <williewillus> and also if you spectate another player it should look like that player
L1409[16:26:23] <wiresegal> interesting
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L1411[16:28:00] <wiresegal> hm... does anyone have an idea for a functional tree? I want four, and I already have 3
L1412[16:28:10] <gigaherz> functional tree?
L1413[16:28:24] <wiresegal> the three are: sound muffler.tree, lightning rod, and redstone component
L1414[16:28:54] <gigaherz> o_O not sure how that relates to trees
L1415[16:28:54] <gigaherz> XD
L1416[16:29:01] <wiresegal> they're *magic* trees
L1417[16:29:05] <gigaherz> oooooh
L1418[16:29:08] <wiresegal> I just need another idea :P
L1419[16:29:28] <gigaherz> still can't imagine a redstone component tree
L1420[16:29:28] <gigaherz> XD
L1421[16:29:45] <wiresegal> it'll be an emitter, but also a crafting component
L1422[16:29:46] <gigaherz> does it like, grow redstone torches as gruit?
L1423[16:29:49] <wiresegal> the way it'll emit
L1424[16:29:55] <gigaherz> fruit*
L1425[16:30:08] <wiresegal> is the number of blocks of that wood connected to it determine redstone strength
L1426[16:30:14] <gigaherz> heh
L1427[16:30:21] <wiresegal> leaves, logs, saplings, and planks will all work
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L1429[16:30:59] <wiresegal> standing under a sealing tree (sound muffler) is so peaceful while it's raining
L1430[16:31:29] <wiresegal> since every leaf or log in the tree multiplies sounds volume within 8 blocks by .5
L1431[16:31:31] <gigaherz> what does "functional" imply?
L1432[16:31:37] <wiresegal> it does a thing
L1433[16:31:46] <gigaherz> yeah but, wht kind of things are observed
L1434[16:32:02] <wiresegal> ¯\_(ツ)_/¯
L1435[16:32:18] <gigaherz> I can imagine a tree of wellbeing, that gives you health and hunger if you rest below its leaves
L1436[16:32:24] <gigaherz> but is that "functional"?
L1437[16:32:48] <wiresegal> that sounds like it would require mana, which is hard when every block does the effect by itself
L1438[16:32:56] <gigaherz> how about a tree that scares mobs away?
L1439[16:33:11] <gigaherz> or a tree that prevents damage from breaking within an area?
L1440[16:33:12] <wiresegal> hm... how easy is it to make mobs avoid something
L1441[16:33:22] <wiresegal> I could make it just an interdiction tree :P
L1442[16:33:26] <wiresegal> but there's a spell for that
L1443[16:33:42] <wiresegal> what do you mean by prevents damage from breaking
L1444[16:33:46] <gigaherz> eh
L1445[16:33:50] <gigaherz> mixed two concepts in my head
L1446[16:34:09] <gigaherz> prevents damage to players / prevents blocks from breaking due to explosions/endermen
L1447[16:34:43] <wiresegal> prevents explosions? hm, i need to see the block break event
L1448[16:35:24] <wiresegal> oooooo
L1449[16:35:27] <wiresegal> there's an explosion event
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L1459[17:07:10] <elucent> so, apparently in 1.9.4 all the internal item names are in all-caps
L1460[17:07:28] <elucent> does anyone know if this affected unlocalized names as well?
L1461[17:07:54] <elucent> actually, nevermind, i can test this myself
L1462[17:08:30] <gigaherz> that was changed in 1.9.0
L1463[17:08:35] <gigaherz> and no
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L1465[17:09:16] <gigaherz> actually, what do you mean by "the internal names"?
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L1468[17:09:34] <gigaherz> the names for stuff like Items.* are provided by the community
L1469[17:09:48] <gigaherz> but the registry name "minecraft:iron_boots" is assigned by mojang
L1470[17:10:00] <gigaherz> so is the unlocalized name
L1471[17:10:55] <gigaherz> the Items.something -> Items.SOMETHING change was done in 1.9 mappings
L1472[17:11:00] <gigaherz> some weeks ago
L1473[17:11:18] <gigaherz> if you only noticed it on 1.9.4, it means you used very old mappings on 1.9
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L1475[17:11:44] <unascribed> or he skipped 1.9
L1476[17:12:02] <gigaherz> true
L1477[17:12:12] <LexManos> or he used the default mappings forge provided
L1478[17:12:23] <LexManos> I only updated it in 1.9.4 cuz im lazy and only update once a mc version
L1479[17:12:26] <gigaherz> which are "very old mappings" ;P
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L1482[17:16:08] <Tris> wire|away, scrublord
L1483[17:17:59] <elucent> that's weird, i was running it on the stable 1.9.0 version and it was all lowercase
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L1485[17:18:44] <wiresegal> ye
L1486[17:19:21] <PaleoCrafter> the Gradle shadow plugin and Kotlin really don't like each other xD
L1487[17:19:30] <wiresegal> gradle shadow?
L1488[17:19:36] <PaleoCrafter> yes :P
L1489[17:19:59] <gigaherz> elucent: did you ever update the mappings line on build.gradle?
L1490[17:20:07] <wiresegal> what is it :P
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L1492[17:20:18] <elucent> no i didnt, so that's probably why
L1493[17:20:21] <gigaherz> yep
L1494[17:20:31] <williewillus> instance initialiers are run before the ctor right
L1495[17:20:32] <gigaherz> the stock mappings on the mdk build.gradle are always outdated ;P
L1496[17:20:33] <PaleoCrafter> adds your dependencies to your own JAR
L1497[17:20:43] <gigaherz> williewillus: not 100% certain on java
L1498[17:20:46] <gigaherz> but generally
L1499[17:20:51] <williewillus> 0.o
L1500[17:20:51] <PaleoCrafter> and (optionally) remaps them to a different package to prevent name clashes
L1501[17:21:10] <gigaherz> static initializers run first, then super, then instance fields, then the constructor
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L1504[17:23:07] <diesieben07> instance initializers run right after the super constructor
L1505[17:23:09] <diesieben07> like field init
L1506[17:24:25] <elucent> do i still need to override getUpdatePacket() in 1.9.4?
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L1508[17:24:54] <gigaherz> elucent: you never "needed" to
L1509[17:25:04] <gigaherz> it's only useful if you want to sync data to the client
L1510[17:25:16] <elucent> what about this getUpdateTag() thing
L1511[17:25:26] <gigaherz> getUpdateTag is used when the chunk loads
L1512[17:25:32] <gigaherz> to include the block data with the chunk packet
L1513[17:25:51] <gigaherz> then afterward notifyBlockUpdate will use getUpdatePacket for "incremental updates"
L1514[17:25:58] <elucent> do i need to override it to include my own writing to NBT?
L1515[17:26:09] <founderio> gigaherz: elucent: https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L1516[17:26:12] <gigaherz> if you want to sync data to the client, you'll want to
L1517[17:26:18] <gigaherz> if you don't want to sync data to theclient
L1518[17:26:20] <gigaherz> you don't ahve to
L1519[17:26:35] <williewillus> oh i should update that
L1520[17:26:40] <williewillus> forge added a hook
L1521[17:26:40] <founderio> O_O
L1522[17:26:46] <founderio> oh boy
L1523[17:26:54] <gigaherz> yeah counterpart to onDataPacket
L1524[17:27:03] <gigaherz> so that you can decode the update tag yourself
L1525[17:27:11] <founderio> fancy!
L1526[17:27:13] <gigaherz> instead of being hardcoded to readFromNBT
L1527[17:27:15] <williewillus> but that tag still must contain the TE id and pos
L1528[17:27:24] <williewillus> or else the client doesn't know what to do with it
L1529[17:27:29] <founderio> makes sense
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L1532[17:28:25] <elucent> so would something like "return writeToNBT(super.getUpdateTag())" work, keeping the vanilla update tag along with the data i want to update?
L1533[17:28:42] <gigaherz> no need
L1534[17:28:48] <williewillus> oh you don't need the TE id anymore
L1535[17:28:50] <williewillus> just the pos
L1536[17:29:03] <gigaherz> your writeToNBT should call super.writeToNBT, which calls writeInternal
L1537[17:29:13] <gigaherz> so it's already doing what the super would do
L1538[17:29:17] <gigaherz> so you can just do
L1539[17:29:20] <founderio> I think he meant getUpdateTag
L1540[17:29:24] <elucent> so writeToNBT(new NBTTagCompound())?
L1541[17:29:28] <gigaherz> return writeToNBT(new NBTTagCompound())
L1542[17:29:32] <elucent> ok, good
L1543[17:29:51] <gigaherz> but only if your writeToNBT wnds up calling writeInternal.
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L1545[17:31:14] <elucent> yeah, i do super.writeToNBT()
L1546[17:31:27] <founderio> then you should be good to go
L1547[17:31:31] <gigaherz> yeah
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L1549[17:34:30] <williewillus> okay I updated the gist
L1550[17:36:12] <founderio> brilliant :) less chance of me forgetting that ;)
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L1552[17:37:41] <elucent> what on earth is armor toughness
L1553[17:38:34] <gigaherz> a new feature
L1554[17:38:54] <gigaherz> the way it works is that
L1555[17:39:07] <gigaherz> strong blows affect non-though armor more
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L1557[17:39:29] <elucent> ok, makes sense
L1558[17:39:38] <elucent> kinda interesting mechanic i suppose
L1559[17:40:52] <gigaherz> https://gist.github.com/gigaherz/ac86a14bce341420551c55ba8e820f1f
L1560[17:41:08] <gigaherz> this is the code
L1561[17:41:12] <gigaherz> with params renamed for clarity
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L1563[17:41:47] <gigaherz> as you can see, it reduces the armor based on damage, but this damage affects the reduction less, if there's toughness
L1564[17:42:05] <elucent> yeah
L1565[17:42:08] <elucent> interesting
L1566[17:42:20] <thecodewarrior> PSA: In your dev instance make a resource pack that's symlinked to your mod assets. No more refreshing the project in eclipse to update the textures!
L1567[17:42:36] <elucent> like many of the features in 1.9, i think it has potential for a lot of interesting mod features
L1568[17:43:47] <gigaherz> hmmm
L1569[17:43:55] <gigaherz> i just had an idea ...
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L1571[17:44:14] <gigaherz> there's certain materials irl
L1572[17:44:19] <elucent> you could have one armor set with less protection but higher toughness
L1573[17:44:19] <gigaherz> that become harder the stronger the force
L1574[17:44:22] <elucent> or vice versa
L1575[17:44:29] <gigaherz> you could simulate that with a negative toughness
L1576[17:44:35] <elucent> oh man, that would be awesome in a tech mod
L1577[17:44:43] <gigaherz> but only if all the armor was negative
L1578[17:44:44] <elucent> late-game, you get those non-newtonian helmets the army has
L1579[17:44:47] <gigaherz> otherwise you'd just reduce it
L1580[17:44:48] <gigaherz> XD
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L1583[17:45:27] <gigaherz> problem is that toughness is just an entity attribute
L1584[17:45:36] <gigaherz> so it gets aggregated with all armor pieces
L1585[17:46:23] <gigaherz> (so if one piece has 2 and one has -2, you'd end up at 0, rather than have a thing where the armor increases with damage ;P)
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L1589[17:48:27] <gigaherz> actually that makes no sense
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L1591[17:48:46] <gigaherz> hmm
L1592[17:49:29] <gigaherz> wait yes it would work "2.0F + toughness / 4.0F;" -- you'd need over -8 toughness for that, but it is possible to cause that equation to come out negative
L1593[17:49:30] <gigaherz> ;P
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L1605[18:15:35] <Lordmau5> any easy way to fetch a texture of a block dynamically in 1.9.4? ;P
L1606[18:15:46] <harmony> what do you mean?
L1607[18:15:57] <Lordmau5> trying to update someone's mod from 1.7 and they were using "getIcon(0, 0)" in a custom AchievementPage class
L1608[18:16:22] <williewillus> don't
L1609[18:16:27] <williewillus> update the page to use a model
L1610[18:16:27] <gigaherz> that won't work anymore
L1611[18:16:33] <Lordmau5> alright, figured
L1612[18:16:34] <williewillus> there is not such idea as "the icon of a block"
L1613[18:16:38] <Lordmau5> yup
L1614[18:16:39] <williewillus> since blocks can use many different textures
L1615[18:16:56] <harmony> btw, does the override system work for blocks as well?
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L1617[18:17:21] <Lordmau5> so e.g. "rendererDispatcher.getModelForState(Blocks.BEDROCK.getDefaultState());"?
L1618[18:17:54] <gigaherz> I'd just use the item version
L1619[18:17:58] <Lordmau5> hmm, true
L1620[18:18:09] <Lordmau5> does RenderItem contain some method to render in a GUI?
L1621[18:18:20] <Lordmau5> found it lol
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L1627[18:22:50] <williewillus> why does immutablelist not permit nulls >->
L1628[18:22:54] <harmony> what's the difference between setPositionAndRotation and setLocationAndAngles?
L1629[18:24:19] <kashike> williewillus: https://github.com/google/guava/wiki/ImmutableCollectionsExplained#why
L1630[18:24:22] <kashike> see last part
L1631[18:25:16] <harmony> :S
L1632[18:25:21] <williewillus> bleh :D
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L1634[18:25:28] <williewillus> understandable
L1635[18:25:31] <kashike> harmony: have a look at the code :P
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L1641[18:31:11] <harmony> well tbh I don'T see the point in the nickname changes when away
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L1643[18:36:16] <MoxieGrrl> Some people really hate to /away. :P
L1644[18:39:44] <harmony> hm
L1645[18:40:13] <harmony> anyone know a solution to stop the player from moving and attacking ...
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L1649[18:48:44] <alekso56> how do i render a entity model from json :v
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L1652[18:49:54] <Dark> harmony, use the forge event system
L1653[18:50:25] <harmony> hm?
L1654[18:50:35] <williewillus> alekso56: xy, describe what you want to accomplish
L1655[18:50:38] <williewillus> not the methods to do so
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L1658[18:52:22] <harmony> anyone know how to show domain in znc instead of ip?
L1659[18:52:27] <alekso56> williewillus: okay, i use cubik to export a .json file, i want to render that in minecraft on the player, not a block.
L1660[18:52:27] <harmony> as in the whois
L1661[18:52:45] <williewillus> that is nothing like what you just described xD
L1662[18:52:46] <alekso56> harmony: use a company provided server like a vps.
L1663[18:52:50] <williewillus> and is much easier to do
L1664[18:52:57] <harmony> I have an vps
L1665[18:52:58] <harmony> and a domain
L1666[18:53:04] <harmony> I even connect via the domain
L1667[18:53:22] <alekso56> ask them to link the reverse dns on your vps to your domain
L1668[18:53:46] <harmony> that will work?
L1669[18:54:06] <alekso56> ask them :l
L1670[18:54:42] <raoulvdberge> Will forge ever change ItemStack stackSize to an integer?
L1671[18:55:04] <raoulvdberge> I know the class holds an integer, but saves / sends net data as short.
L1672[18:56:12] <alekso56> williewillus: cool, have a tutorial somewhere?
L1673[18:56:33] <williewillus> raoulvdberge: no since it will break the network protocol
L1674[18:57:22] <williewillus> not on hand but you want to load the json, bake it, then render it
L1675[18:57:29] <williewillus> all of which are relatively not-hard
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L1677[18:59:45] <williewillus> load: ModelLoader.getModel(), bake: bake(), render it: mc.getBlockRendererDispatcher.getBlockModelRenderer().renderModel*
L1678[18:59:55] <williewillus> then render it in a layerrenderer
L1679[19:02:07] <alekso56> i'll take a look at that.
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L1686[19:09:14] <harmony> wiresegal ?
L1687[19:09:18] <harmony> oh ffs
L1688[19:09:26] <harmony> this is bs
L1689[19:09:44] <harmony> how unlucky can one be :P
L1690[19:11:54] <harmony> why is setRotation in entity protected, wtf mojang, setPosition is not
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L1692[19:17:07] <williewillus> that's not wtf mojang
L1693[19:17:13] <williewillus> that's "we didn't need it to be any more visible"
L1694[19:17:30] <williewillus> modders terribly assume that they code with modders in mind; they dont :P
L1695[19:18:08] <williewillus> (most of the time)
L1696[19:18:30] <Dark> in generally taught in college level courses that methods should be private by default
L1697[19:18:55] <Dark> only expose methods that are designed to be shared
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L1700[19:36:17] <harmony> well, I don't think minecraft really conforms to norms
L1701[19:36:31] <harmony> most properties are public for whatever reason
L1702[19:37:23] <Ordinastie_> most public properties are made public from forge for convenience to modders afaik
L1703[19:39:48] <harmony> oh?
L1704[19:39:58] <harmony> wouldn't that break if you reobf then?
L1705[19:41:15] <Ordinastie_> forge deobf at runtime too
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L1708[19:51:21] <williewillus> ^
L1709[19:51:30] <williewillus> that's why forge crashlogs never look like vanilla ones
L1710[19:51:55] <williewillus> vanilla: SomeException AT a.b at cz.k at bN.V ...
L1711[19:51:58] <williewillus> forge you get nice names
L1712[19:52:49] <harmony> ok
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L1716[20:00:24] <harmony> also any ideas why kotlin takes forever to compile?
L1717[20:02:08] <wiresegal> doesn't for me ¯\_(ツ)_/¯
L1718[20:02:18] <harmony> you're back
L1719[20:02:19] <harmony> :P
L1720[20:02:23] <wiresegal> yep
L1721[20:02:48] <harmony> how did you get the replace in teh build.gradle to work?
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L1723[20:03:34] <wiresegal> the replace?
L1724[20:03:45] <wiresegal> you mean replacing gradle version in LibMisc, etc?
L1725[20:03:53] <harmony> yea
L1726[20:04:03] <wiresegal> uh
L1727[20:04:12] <wiresegal> you realise my kotlin is in src/main/java right?
L1728[20:04:19] <wiresegal> it just kinda works
L1729[20:04:24] <harmony> mine is too
L1730[20:04:38] <wiresegal> it just works ¯\_(ツ)_/¯
L1731[20:04:48] <wiresegal> i know 0 about gradle
L1732[20:04:48] <harmony> my mcmod.info also doesn't get updated :(
L1733[20:05:11] <harmony> ok
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L1735[20:06:20] <wiresegal> fun, CME :/
L1736[20:06:20] <harmony> where is your libmisc even williewillus
L1737[20:06:27] <harmony> * wiresegal
L1738[20:06:27] <williewillus> ?
L1739[20:06:28] <harmony> fuck
L1740[20:06:45] <harmony> always forget the third char
L1741[20:06:56] <wiresegal> my libmisc is in the api
L1742[20:06:58] <wiresegal> :3
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L1744[20:08:11] <harmony> lol
L1745[20:08:31] <GunnerWolf> If I want a block to retain it's TE's NBT data when picked up, I need to transfer that NBT data to the ItemBlock when it's dropped, right?
L1746[20:08:46] <Ordinastie_> yes
L1747[20:10:22] <GunnerWolf> does forge have an easy method of handling that or is it just a matter of overriding the drop method and adding the NBT to the itemstack before returning it?
L1748[20:10:36] <Ordinastie_> you have to do it manually
L1749[20:10:59] <williewillus> uh why does gson include my java escape \'s in the outputted json
L1750[20:11:17] <williewillus> customEmc.put("__comment2", "Entries are objects with keys \"name\", \"data\", and \"emc\" ");
L1751[20:11:28] <williewillus> the \'s show up in the file 0.o
L1752[20:11:34] <wiresegal> yeah that make sense
L1753[20:11:40] <wiresegal> because json needs escapes too
L1754[20:11:57] <wiresegal> you can't just put a naked quote in, for the same reason you can't here
L1755[20:12:03] <williewillus> no
L1756[20:12:12] <williewillus> adding more \'s for json doesn't work either
L1757[20:12:35] <wiresegal> ?
L1758[20:12:47] <williewillus> doing \\\" doesn't work either
L1759[20:12:51] <williewillus> all three \\\'s show up
L1760[20:12:56] <williewillus> in the actual file
L1761[20:13:15] <wiresegal> yeah that's intended
L1762[20:13:40] <wiresegal> because you need to escape the backslash, so \\ and you need to escape the quote, so \"
L1763[20:13:56] <diesieben07> haha http://www.minecraftforge.net/forum/index.php?topic=39304
L1764[20:14:10] <williewillus> oh yeah derp
L1765[20:14:12] <williewillus> -.-
L1766[20:14:13] <harmony> williewillus it can't parse the file otherwiese?
L1767[20:14:15] <harmony> :P
L1768[20:14:19] <harmony> rip willie
L1769[20:14:36] <wiresegal> gah, why isn't my lightning thing working
L1770[20:14:46] <williewillus> diesieben07: wat
L1771[20:14:50] <diesieben07> exactly
L1772[20:14:55] <williewillus> tf is clonecraft
L1773[20:15:02] <diesieben07> no idea
L1774[20:15:03] <wiresegal> who knows
L1775[20:15:09] <diesieben07> but wwhatever it is, it is horribly broken
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L1778[20:18:18] <harmony> diesieben07 check for keybinds in onTick or listen to an event?
L1779[20:18:34] <diesieben07> depends™
L1780[20:18:51] <harmony> nice™
L1781[20:19:24] <diesieben07> if you want continous checking, ClientTickEvent
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L1783[20:20:53] <harmony> do I want ”continous ckecking”™?
L1784[20:21:37] <diesieben07> Trademark™
L1785[20:21:44] <diesieben07> it depends.
L1786[20:21:51] <harmony> ™
L1787[20:21:51] <diesieben07> what does your keybind do?
L1788[20:21:52] <williewillus> if I just have pojos with string/int/list fields i don't need custom type adapters right
L1789[20:21:56] <williewillus> for gson
L1790[20:21:59] <diesieben07> yep willie
L1791[20:22:05] <harmony> it's for controlling a plane
L1792[20:22:10] <diesieben07> it'll create a magic reflecction thingy for you
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L1794[20:22:28] <harmony> and I'm probably gonna have to transmit it via the network
L1795[20:22:29] <diesieben07> then you probably want continous checking
L1796[20:22:35] <harmony> alright
L1797[20:22:55] <harmony> in what case would I not use it?
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L1799[20:24:50] <diesieben07> say you want something special to happen if the user right-clicks and holds down your key
L1800[20:25:03] <diesieben07> then you'd subscribe to the right click event and check for your keybind then
L1801[20:25:09] <harmony> ok
L1802[20:25:20] <GunnerWolf> so like veinminer?
L1803[20:25:31] <GunnerWolf> I imagine that only needs to check for it's keybind when you break a block
L1804[20:25:40] <harmony> also can I somehow keep the player from attacking / using anything whilst holding my item?
L1805[20:26:00] <GunnerWolf> override onleftClickEntity and return true?
L1806[20:26:20] <harmony> and destroying
L1807[20:26:27] <harmony> basically from doing anything
L1808[20:26:33] <harmony> even when in creative mode
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L1810[20:26:57] <GunnerWolf> might be better to just add a check to the left and right click events and cancel them if the player is holding the item
L1811[20:29:27] <harmony> wiresegal, what's the ? operator again, is it != null?
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L1813[20:30:08] <wiresegal> harmony: the elvis or the ternary?
L1814[20:30:15] <harmony> wat
L1815[20:30:26] <wiresegal> elvis operator is if null do block
L1816[20:30:34] <wiresegal> ternary is if condition do a else b
L1817[20:30:43] <wiresegal> cond ? a : b
L1818[20:30:46] <harmony> oh
L1819[20:30:50] <harmony> first one
L1820[20:30:55] <wiresegal> elvis is ?:
L1821[20:30:57] <wiresegal> so
L1822[20:31:09] <harmony> if(inHand?.item is ItemRemote)
L1823[20:31:11] <wiresegal> getObject() ?: return false
L1824[20:31:16] <wiresegal> oh that's the 'safe' operator
L1825[20:31:29] <harmony> so it will just return false in that case?
L1826[20:31:32] <wiresegal> if inhand is null that will be false
L1827[20:31:32] <wiresegal> yeah
L1828[20:31:36] <harmony> ok
L1829[20:31:42] <harmony> I know that !! is assert
L1830[20:31:47] <harmony> or something similar
L1831[20:31:58] <diesieben07> !! is make nullable nonnullable
L1832[20:32:02] <diesieben07> and throw if its null
L1833[20:32:05] <wiresegal> yep
L1834[20:32:22] <wiresegal> it's the non-null assertion operator
L1835[20:32:32] <diesieben07> also won't ?: give *null* if the object is null? not false?
L1836[20:32:44] <diesieben07> actually nvm
L1837[20:33:13] <wiresegal> null is <nonnull type> is always false, so
L1838[20:33:35] <harmony> oh right, can't canel the interact event
L1839[20:34:07] <diesieben07> the individual sub-events are cancelable
L1840[20:34:16] <GunnerWolf> How do I add NBT data to an ItemStack?
L1841[20:34:18] <diesieben07> don't subscribe t the plain PlayerInteractEvnet, choose a sub-event
L1842[20:34:28] <harmony> well, I want to use all of them :P
L1843[20:34:42] <harmony> and cancel all
L1844[20:35:29] <diesieben07> they are not all cancelable :P
L1845[20:35:31] <diesieben07> RightClickEmpty is not
L1846[20:35:35] <wiresegal> Gunner, you can affect the stackTagCompound (getStackTagCompound)
L1847[20:35:50] <diesieben07> subscribe to PlayerInteractEvnet then, check if it's cancelable (there is a method) and if so cancel
L1848[20:35:52] <wiresegal> although i'd just recommend copying Vazkii's ItemNBTHelper @ GunnerWolf
L1849[20:36:06] <harmony> is there even an event for playerattack
L1850[20:36:29] <GunnerWolf> heh, is there anything Vazkii *hasn't* made at this point? :P
L1851[20:36:35] <GunnerWolf> thanks wiresegal
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L1853[20:36:37] *** immibis was kicked by MineBot (User is banned from this channel))
L1854[20:36:44] <diesieben07> LivingAttackEvent
L1855[20:36:46] <harmony> lol
L1856[20:36:55] <diesieben07> it's funny how immibis keeps trying to join here lol
L1857[20:37:01] <diesieben07> like every month or so
L1858[20:37:02] <harmony> who is he?
L1859[20:37:04] <wiresegal> why are they banned?
L1860[20:37:09] <harmony> and that yes
L1861[20:37:15] <diesieben07> http://immibis.com/mcmoddl/
L1862[20:37:21] <GunnerWolf> I know he's a modder, but I can't remember what mods he made, I just remember immibisCore
L1863[20:37:52] <Ordinastie_> how can he even join if he's banned ?
L1864[20:37:52] <williewillus> how long is he banned for?
L1865[20:38:03] <wiresegal> and why is he banned
L1866[20:38:05] <diesieben07> no idea, weird type of ban?
L1867[20:38:12] <diesieben07> he has been banned as long as i can remember.
L1868[20:38:16] <williewillus> lol
L1869[20:38:18] <diesieben07> i dont remember why he was banned, he probably annoyed lex to death
L1870[20:38:18] <GunnerWolf> looks like it's a ban at the bot level, so he joins, bot kicks him
L1871[20:38:31] <williewillus> he's been part of the comm for a long time
L1872[20:38:43] <williewillus> but hey no 1.8+ ports from him so... rip?
L1873[20:40:02] <harmony> any event for breaking blocks before it happens? :P
L1874[20:40:56] <wiresegal> not that I know of
L1875[20:41:03] <diesieben07> PlayerInteractEvent.LeftClickBlock ? :D
L1876[20:41:12] <wiresegal> oh for a player
L1877[20:41:14] <wiresegal> yeah there's a few :P
L1878[20:42:20] <wiresegal> can someone help me figure out why this class's fake lightning won't show up at the correct location? https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/block/dendrics/thunder/ThunderEventHandler.kt
L1879[20:42:47] <harmony> fake lightning xD
L1880[20:43:11] <wiresegal> yes
L1881[20:43:24] <wiresegal> it is fake
L1882[20:43:55] <diesieben07> i dont think you can add custom "weather" entities
L1883[20:44:00] <diesieben07> i.e. globally visible
L1884[20:44:29] <wiresegal> why not?
L1885[20:44:40] <diesieben07> because its hardcoded in SPacketSpawnGlobalEntity
L1886[20:44:46] <wiresegal> fffffff
L1887[20:45:02] <diesieben07> use a normal entity or a custom packet
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L1889[20:45:19] <wiresegal> i guess ATs it si
L1890[20:45:20] <diesieben07> actually yeah you maybe can just send a custom packet to spawn it on the client
L1891[20:45:21] <wiresegal> *is
L1892[20:45:24] <wiresegal> oh wait
L1893[20:45:25] <wiresegal> nvm
L1894[20:45:26] <diesieben07> ATs dont help ou here
L1895[20:45:30] <wiresegal> yes they do
L1896[20:45:35] <wiresegal> with them I can check for effectOnly
L1897[20:45:46] <diesieben07> ....
L1898[20:45:48] <diesieben07> reflection
L1899[20:45:50] <diesieben07> don't use ATs
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L1902[20:48:17] <wiresegal> where would I send that packet?
L1903[20:48:43] <diesieben07> after youve spawned the entity on the server
L1904[20:48:56] <diesieben07> then send the packet and do exactly what the vanilla packet does but for your entity
L1905[20:50:15] <wiresegal> what packet was it again? I lost the history because I had to restart :P
L1906[20:50:25] <williewillus> how do you go from Class<?> -> Type?
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L1908[20:50:35] <harmony> this is probably a bad idea to do all of this *shrugs*
L1909[20:50:42] <diesieben07> williewillus, Class implements Type :p
L1910[20:50:43] <williewillus> wiresegal is obssessd with AT's for some reason lol
L1911[20:50:49] <williewillus> oh loool
L1912[20:50:49] <wiresegal> i like them :3
L1913[20:50:50] <harmony> in the end nothing is gonna work anyways
L1914[20:50:55] <williewillus> methodhandles are so much better
L1915[20:50:57] <wiresegal> in the end it didn't even matter
L1916[20:51:13] <wiresegal> well if you can teach me reflection i can do them :3
L1917[20:51:20] <harmony> what even is an AT?
L1918[20:51:20] <williewillus> direct, vm supported, and not hacky
L1919[20:51:26] <wiresegal> also can they grab a class's fields if the class is private?
L1920[20:51:27] <diesieben07> AT = AccessTransformer
L1921[20:51:30] <williewillus> hacky ASM that converts private things to public
L1922[20:51:33] <wiresegal> (willie that was a song reference)
L1923[20:51:36] <diesieben07> yes, MethodHandles can access prives
L1924[20:51:37] <williewillus> wiresegal: of course
L1925[20:51:54] <williewillus> they can do everything reflection does, at near native speed if you set it up right
L1926[20:52:00] <williewillus> see botania's methodhandles :P
L1927[20:52:07] <diesieben07> not even near :P
L1928[20:52:16] <diesieben07> once it's inlined it's exactly the same assembler code
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L1930[20:55:54] <wiresegal> welp time to nuke my ATs
L1931[20:56:15] <harmony> wait, I am using grade 2.7, can that cause issues?
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L1933[20:58:51] <wiresegal> now time to see all the shit that will error now that no ATs are active \o/
L1934[20:59:26] <wiresegal> oh boy
L1935[21:00:03] <wiresegal> can I set a final field with MethodHandles?
L1936[21:00:14] <diesieben07> yes, but don't.
L1937[21:00:19] <wiresegal> I need to
L1938[21:00:21] <diesieben07> why?
L1939[21:00:23] <diesieben07> what field?
L1940[21:00:38] <wiresegal> CooldownTracker.Cooldown.createTicks and .expireTicks
L1941[21:00:54] <wiresegal> there's no way to create an in-progress cooldown
L1942[21:01:07] <wiresegal> without this
L1943[21:01:23] <diesieben07> uhmmm
L1944[21:01:25] <williewillus> how about
L1945[21:01:25] <diesieben07> wat?
L1946[21:01:30] <williewillus> you do what sane people do
L1947[21:01:31] <diesieben07> how about you call the constructor
L1948[21:01:40] <williewillus> and PR an event that fires when cooldowns are set
L1949[21:01:42] <williewillus> hmm? :P
L1950[21:01:43] <wiresegal> i guess I can now that i'm using reflection
L1951[21:01:52] <williewillus> that too :P
L1952[21:01:58] <diesieben07> you could do the same before?!?
L1953[21:02:03] <diesieben07> you can AT constructors..a.
L1954[21:02:03] <wiresegal> no
L1955[21:02:07] <wiresegal> i couldn't
L1956[21:02:11] <wiresegal> it was locked for some reason
L1957[21:02:20] <diesieben07> then you did something wrong.
L1958[21:02:25] <williewillus> only you would use AT's before reflection 0.o
L1959[21:02:26] <williewillus> lol
L1960[21:02:32] <wiresegal> yep x3
L1961[21:02:35] <williewillus> it's higher than reflection on the hackiness totem
L1962[21:03:04] <wiresegal> but so much easier to grasp
L1963[21:03:10] <williewillus> ....not really?
L1964[21:03:15] <williewillus> what's hard to grasp about reflection?
L1965[21:03:27] <wiresegal> i know 0 about it
L1966[21:03:33] <wiresegal> so so far
L1967[21:03:34] <wiresegal> everything
L1968[21:03:34] <williewillus> so it's not hard to grasp
L1969[21:03:38] <diesieben07> that is not an answer to the question...
L1970[21:03:44] <williewillus> ^
L1971[21:03:48] <williewillus> :P
L1972[21:03:48] <diesieben07> not knowing about it does not mean it's hard to grasp
L1973[21:04:25] <wiresegal> bleh, now I have to make a LibObfuscation
L1974[21:04:32] <diesieben07> dafuq
L1975[21:04:41] <williewillus> yeah....your _at.cfg serves the same purpose
L1976[21:04:53] <williewillus> what is so bleh
L1977[21:04:58] <diesieben07> wtf is a "LibObfuscation"?
L1978[21:05:12] <williewillus> diesieben07: it's what vaz named his util class that has all names for reflection
L1979[21:05:14] <wiresegal> its just more work this time though :P
L1980[21:05:31] <diesieben07> that is a fuckin awful name.
L1981[21:05:36] <williewillus> ?shrug
L1982[21:05:38] <williewillus> tell vaz that
L1983[21:05:49] <diesieben07> i dont carae :D
L1984[21:05:55] <williewillus> what else would you name it
L1985[21:06:03] <williewillus> neither do i it serves its purpose :P
L1986[21:06:26] <williewillus> gson also understands arrays like it does lists right
L1987[21:06:31] <diesieben07> LibObfuscation sounds like a library that obfuscates
L1988[21:06:39] <diesieben07> it should but i ahve never tried
L1989[21:06:57] <diesieben07> i named mine SRGConstants
L1990[21:07:07] <diesieben07> since i only store SRG names and read the mcp names at runtime
L1991[21:07:10] <diesieben07> if needed
L1992[21:09:41] <wiresegal> how do you set a field to not final?
L1993[21:10:29] <diesieben07> why do you need to set these fields?
L1994[21:10:33] <diesieben07> setting final fields is BAD.
L1995[21:12:13] <wiresegal> it's fine in this case :/
L1996[21:13:20] <diesieben07> No it is not
L1997[21:13:24] <diesieben07> the JVM hates you for it.
L1998[21:13:29] <diesieben07> nothing to do with java.
L1999[21:14:48] <diesieben07> again: why do you need to set these
L2000[21:15:17] <diesieben07> just show the code you currently have where you set them
L2001[21:15:17] <williewillus> what fields are you even setting?
L2002[21:15:56] <diesieben07> CooldownTracker.Cooldown.* apparently
L2003[21:16:06] <williewillus> for the love of god just PR
L2004[21:16:12] <williewillus> i think there's even one open right now
L2005[21:16:16] <wiresegal> ¯\_(ツ)_/¯
L2006[21:16:19] <williewillus> >_<_^_v
L2007[21:16:24] <wiresegal> well when it gets merged i'll change it
L2008[21:16:29] <diesieben07> wat....
L2009[21:16:32] <diesieben07> why is there a PR?
L2010[21:16:35] <diesieben07> what is going on
L2011[21:16:42] <williewillus> diesieben07: no a general "set cooldown" PR
L2012[21:16:48] <williewillus> like an event for whenever a cooldown is set
L2013[21:16:56] <wiresegal> but that isn't what I need
L2014[21:17:01] <williewillus> yes it is
L2015[21:17:01] <wiresegal> I need to make NEW cooldowns that are custom
L2016[21:17:05] <williewillus> you want to change the time
L2017[21:17:11] <williewillus> s
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L2019[21:17:32] <williewillus> if you just want to make new ones why tf can' tyou just call the ctor
L2020[21:18:35] <wiresegal> i can't access anything i need for that without the class being public
L2021[21:19:58] <williewillus> okay then you can AT the class... why does this have to do with final reassignment? :P
L2022[21:20:15] <diesieben07> you dont need an AT...
L2023[21:20:29] <diesieben07> you can access the ctr via reflection
L2024[21:20:31] <diesieben07> or MethodHandles
L2025[21:21:03] <williewillus> oh yeah misread
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L2029[21:24:59] <wiresegal> if I want to get a package-private class, do I use Class.forName?
L2030[21:25:19] ⇨ Joins: vox (~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L2031[21:25:23] <vox> o/
L2032[21:25:27] <vox> Long time no see :P
L2033[21:25:33] <diesieben07> yes you do wiresegal
L2034[21:25:38] <vox> Biochemic: yeah that's no problem
L2035[21:25:48] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2036[21:25:58] <harmony> wiresegal, does kotlin load the androidjpsPlugin for you?
L2037[21:26:36] <harmony> vox, he didn't say anything, at least not in this channel
L2038[21:26:37] <harmony> :P
L2039[21:26:52] <wiresegal> yes, harmony, I think
L2040[21:26:57] <vox> harmony: yeah he does, I've talked to him before
L2041[21:27:16] <vox> He's done some art for me before and he's doing some models for me now
L2042[21:27:22] <harmony> that's not a response to my statement
L2043[21:27:28] <harmony> red it again
L2044[21:27:34] <harmony> *read
L2045[21:27:49] <wiresegal> i'm not sure, harmony, but I think so
L2046[21:28:07] <harmony> wiresegal, the 39 second compile time is really bugging me
L2047[21:28:22] <williewillus> how does gson handle sets?
L2048[21:28:22] <wiresegal> i have a 5 second compile time ._.
L2049[21:28:24] <williewillus> just curious
L2050[21:28:37] <harmony> I literally have no idea what it's doing
L2051[21:28:39] <williewillus> i assume it just dumps it into an array
L2052[21:28:42] <diesieben07> it probably serializes every collection is a list
L2053[21:28:46] <diesieben07> *as a
L2054[21:29:00] <harmony> it's like waiting like 30 seconds before it says anything about using kotlin home
L2055[21:29:26] <harmony> :'((
L2056[21:30:22] <harmony> kill me pls
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L2058[21:32:27] <wiresegal> oh hell
L2059[21:32:44] <wiresegal> one of the things that i reflected is a final field, but it's going to be REALLY annoying to get around
L2060[21:33:14] <wiresegal> *AT'd
L2061[21:33:30] <diesieben07> what field is it? you sound like you resort to this kinda stuff way to easily
L2062[21:33:39] <williewillus> ^ :P
L2063[21:33:48] <williewillus> i'm still confused what requires final manipulation
L2064[21:34:04] <wiresegal> blockState
L2065[21:34:10] <diesieben07> ?
L2066[21:34:10] <wiresegal> Block.blockState
L2067[21:34:15] <williewillus> 0.o
L2068[21:34:18] <williewillus> do NOT touch that
L2069[21:34:18] <williewillus> NO
L2070[21:34:19] <williewillus> :P
L2071[21:34:22] * diesieben07 cries
L2072[21:34:26] <wiresegal> only for my own...
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L2074[21:34:46] <williewillus> gues where that field is set from?
L2075[21:34:50] <williewillus> YOU PROVIDE THAT
L2076[21:34:50] <wiresegal> I know where
L2077[21:34:52] <wiresegal> and I hate it
L2078[21:34:58] <diesieben07> -_-
L2079[21:35:01] <williewillus> I'm so confused
L2080[21:35:01] <wiresegal> because you can't pass it any of your parameters
L2081[21:35:10] <williewillus> wtf
L2082[21:35:17] <williewillus> you can return whatever you want from createBlockState
L2083[21:35:26] <wiresegal> I can't have a 'colorSet' int I pass in which is then used in createBlockState
L2084[21:35:35] <wiresegal> because it doesn't EXIST by then
L2085[21:35:39] <williewillus> wat
L2086[21:35:48] <wiresegal> it's called in a PREVIOUS constructor
L2087[21:35:57] <diesieben07> yes
L2088[21:36:01] <williewillus> but you OVERRIDE it
L2089[21:36:08] <williewillus> that's how virtual inheritance wrosk
L2090[21:36:08] <wiresegal> but I can't touch parameters then
L2091[21:36:09] <williewillus> jesus
L2092[21:36:13] <diesieben07> yes but you cant access our constructor parameters yet
L2093[21:36:15] <diesieben07> he has a point willie
L2094[21:36:19] <diesieben07> btu WHY do you need those params
L2095[21:36:49] <diesieben07> what is this "colorSet"?
L2096[21:36:56] <wiresegal> 16 colors of logs
L2097[21:37:01] <wiresegal> split among four blocks
L2098[21:37:12] <williewillus> how is this relevant to the blockstate
L2099[21:37:27] <wiresegal> the index of the block didn't exist when it was needed
L2100[21:37:38] <diesieben07> createBlockState only needs to know the properties
L2101[21:37:44] <wiresegal> so I recreated the blockstate without a dummy param in my init
L2102[21:37:44] <diesieben07> why do those depend on the constructor params?
L2103[21:37:48] <williewillus> yeah I'm stil confused
L2104[21:38:06] <williewillus> I can implement 16 colored logs split into four blocks without having to reassign finals..
L2105[21:38:28] <wiresegal> but I need to split the colors into four properties
L2106[21:38:37] <wiresegal> anyway I have a solution which doesn't require reflection
L2107[21:38:40] <williewillus> yes you do
L2108[21:39:00] ⇦ Quits: PBlock96 (~PBlock96@64.53.13.215) (Quit: If you think nobody cares, try missing a few payments)
L2109[21:39:05] <williewillus> PropertyEnum.create(EnumDyeColor.class, "name", Custom, colors here)
L2110[21:40:14] <wiresegal> yeah
L2111[21:40:15] *** Mine|away is now known as minecreatr
L2112[21:40:22] <wiresegal> but I need four of those in the same clas
L2113[21:41:02] <diesieben07> yes, this is a bit inconvenient
L2114[21:41:10] <wiresegal> anyway I have a solution, it'll work probably ¯\_(ツ)_/¯
L2115[21:41:12] <diesieben07> but it is a better solution to make 4 small classes than to set final fields
L2116[21:41:13] <williewillus> oh i remember how i handled this
L2117[21:41:19] <williewillus> yeah I just made tiny subclasses
L2118[21:41:24] <williewillus> WAY better than hacking internals
L2119[21:41:37] <wiresegal> that's the plan
L2120[21:41:48] <diesieben07> also way less work :D
L2121[21:41:59] <williewillus> a lot of modders are like code-line watchers even 1 extra line kills them so they go an make elaborate hacks ;)
L2122[21:42:11] <williewillus> hehe
L2123[21:42:32] <diesieben07> which are then 200 lines -_-
L2124[21:43:01] <wiresegal> yep ;D
L2125[21:43:24] <wiresegal> look i'm tired when i do my silliest things
L2126[21:43:27] <diesieben07> and 200 ugly lines at that
L2127[21:43:28] <wiresegal> like the whole blockstate thing
L2128[21:43:50] <wiresegal> how does a methodhandle constructor work?
L2129[21:44:39] <williewillus> theres factories
L2130[21:44:41] <diesieben07> first access the constructor using reflection: Class#getDeclaredConstructor
L2131[21:44:47] <wiresegal> I already have the constructor
L2132[21:44:49] <diesieben07> call setAccessible(true)
L2133[21:44:51] <wiresegal> what do I do with the handle
L2134[21:45:02] <wiresegal> (also it's ctor.isAccessible = true in kotlin)
L2135[21:45:15] <williewillus> whatever :P
L2136[21:45:22] <diesieben07> then MethodHandles.publicLookup().unreflectConstructor
L2137[21:45:28] <diesieben07> store that in a static final (!) field
L2138[21:45:33] <diesieben07> then call invokeExact on it
L2139[21:45:34] <wiresegal> already have
L2140[21:45:44] <wiresegal> ok I knew all of that but invoke exact and said that >.>
L2141[21:45:53] <diesieben07> although kotlin probably does not support this
L2142[21:45:57] <williewillus> :P
L2143[21:45:58] <wiresegal> it do
L2144[21:45:59] <diesieben07> since it's java 7 stuff
L2145[21:46:02] <diesieben07> Nope it do not
L2146[21:46:08] <wiresegal> it's working here :P
L2147[21:46:09] <williewillus> ohhhh yeah
L2148[21:46:15] <williewillus> it's going to break
L2149[21:46:20] <williewillus> because of sigpoly
L2150[21:46:22] <williewillus> right?
L2151[21:46:23] <diesieben07> with MethodHandles?
L2152[21:46:24] <wiresegal> sigpoly?
L2153[21:46:26] <diesieben07> yeah
L2154[21:46:30] <williewillus> @PolymorphicSignature
L2155[21:46:32] <diesieben07> signature polimorphic
L2156[21:46:43] <wiresegal> i'm building on java 8, it should work right?
L2157[21:46:48] <williewillus> no because kotlinc
L2158[21:46:58] <williewillus> doesn't generate the stuff needed for invokeExact
L2159[21:46:58] <wiresegal> well, we'll see
L2160[21:47:10] <williewillus> the compiler has special support for methodhandles iirc
L2161[21:47:16] <williewillus> which is only present in 7+
L2162[21:47:17] <harmony> I might actually give up on this mod
L2163[21:47:19] <harmony> :(
L2164[21:47:24] <williewillus> harmony: whats your mod?
L2165[21:47:31] <harmony> rc mod
L2166[21:47:33] <wiresegal> i can shove the methodhandles in a .java if I need to
L2167[21:47:49] <harmony> after all this work
L2168[21:47:50] <williewillus> oh are you DebugsPeople :P
L2169[21:48:42] <williewillus> but yeah invokeExact requires an exact type bound on everything, the params, return types, etc.
L2170[21:48:57] <wiresegal> so?
L2171[21:49:04] <williewillus> I'm just saying
L2172[21:49:06] <williewillus> lol
L2173[21:49:07] <wiresegal> I can make helpers and stuff :P
L2174[21:49:12] <harmony> ya
L2175[21:49:22] <harmony> ./whois :P
L2176[21:49:27] <wiresegal> to java it is!
L2177[21:49:33] <williewillus> I was invokeExacting a methodhandle with signature ()I and since I discarded the result it crashed
L2178[21:49:37] <wiresegal> I don't like it, but ¯\_(ツ)_/¯
L2179[21:49:46] <harmony> srsly, I can't do it
L2180[21:49:53] <williewillus> because the compiler detected the exact signature as ()V
L2181[21:50:03] <harmony> I'm sitting here all night, not getting anything done
L2182[21:50:08] <williewillus> harmony: dude just take a break
L2183[21:50:23] <wiresegal> whoa, that's crazy willie
L2184[21:50:27] <harmony> I feel like I haven't made any progress in the last week
L2185[21:51:06] <diesieben07> its crazy, yes, but its what allows it to be just as fast as direct access
L2186[21:51:11] <harmony> I should start with something simpler
L2187[21:51:17] <diesieben07> the stupid varargs and boxing is why reflection is slow
L2188[21:54:24] <williewillus> and people not caching the objects and redoing the lookup every frame/tick
L2189[21:54:26] <williewillus> :P
L2190[21:55:00] <williewillus> y is tinkers not updated yet;-;
L2191[21:57:30] <wiresegal> because laziness is king
L2192[21:57:34] <wiresegal> and also real life
L2193[21:57:46] <wiresegal> which is why NP isn't out also :P
L2194[21:58:13] <wiresegal> so, the thing which I'm using the MethodHandle in has to be java as well?
L2195[21:58:31] <williewillus> it can all be in kt, except for where you call invokeExact
L2196[21:58:38] <wiresegal> ah
L2197[21:58:40] <williewillus> that has to be in a java 7+ compiled place
L2198[21:58:53] <wiresegal> any stipulation against putting that in the same class as the methodhandle finder
L2199[21:59:02] <williewillus> dont think so
L2200[21:59:10] <wiresegal> cool, so I can have self-contained methodhandles
L2201[22:02:00] <harmony> is the entitysynchronization only server -> client or both ways?
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L2203[22:02:51] <diesieben07> server>client
L2204[22:02:55] <wiresegal> uh... will it break if I'm returning Object from a constructor
L2205[22:03:01] <wiresegal> with a handles
L2206[22:03:52] <diesieben07> wat.
L2207[22:04:09] <diesieben07> constructors dont return anything
L2208[22:04:57] <wiresegal> I mean using a MethodHandle constructor
L2209[22:05:38] <diesieben07> a MethodHandle that points to a constructor?
L2210[22:05:41] <wiresegal> yeah
L2211[22:06:13] <diesieben07> you must cast the result to the exact type of the class you construct
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L2214[22:06:27] <diesieben07> but since you cant do that since the class is package private
L2215[22:06:44] <diesieben07> you need to call asType(methodType(Object.class, <params>)) ont he mthodhandle
L2216[22:06:49] <diesieben07> and store THAT in the static final
L2217[22:06:53] <diesieben07> then the return type is Object
L2218[22:08:01] <wiresegal> params as in the same ones I used to get the constructor?
L2219[22:08:30] <diesieben07> the parameter types of the constructor
L2220[22:08:39] <wiresegal> OK
L2221[22:09:17] <diesieben07> you could also do methodhandle.asType(methodhandle.type().changeReturnType(Object.class));
L2222[22:10:19] <wiresegal> are both fine?
L2223[22:11:34] <diesieben07> yes
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L2225[22:12:59] <wiresegal> bleh
L2226[22:13:32] <wiresegal> how do I put a private classed object into a map
L2227[22:13:42] <wiresegal> (the map is Map<Item, Cooldown>
L2228[22:14:51] <diesieben07> you have the map?
L2229[22:15:02] <wiresegal> yes, but as a Map<?, ?>
L2230[22:15:05] <wiresegal> also
L2231[22:15:11] <wiresegal> i'm faiiiirly sure that's going to blow up
L2232[22:15:14] <diesieben07> cast to Map, raw type
L2233[22:15:22] <wiresegal> got it
L2234[22:15:27] <diesieben07> not sure if thats gonna work in kotlin though, kotlin hates raw types for a good reason
L2235[22:15:32] <wiresegal> not in kotlin
L2236[22:15:41] <wiresegal> i'm doing all this in java, and calling it from kotlin
L2237[22:16:17] <wiresegal> will casting it to Map raw be fine with the MethodHandles
L2238[22:17:07] <diesieben07> they got nothing to do with generics
L2239[22:17:16] <diesieben07> they only care about raw types
L2240[22:17:19] <wiresegal> ok cool
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L2245[22:29:06] <wiresegal> I love how it's literally one less line per class to fix my blockstate hackery
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L2247[22:30:28] <wiresegal> and no reflection either
L2248[22:34:20] <wiresegal> aaaaand I crashed
L2249[22:35:23] <wiresegal> ... so 'parrently I *can't* construct new cooldowns.
L2250[22:35:33] <wiresegal> what.
L2251[22:36:09] <wiresegal> java.lang.NoSuchMethodException: net.minecraft.util.CooldownTracker$Cooldown.<init>(int, int)
L2252[22:36:56] <wiresegal> !gm net.minecraft.util.CooldownTracker$Cooldown.<init>
L2253[22:42:57] <wiresegal> so apparently it's an inner class or something
L2254[22:45:44] <Tazz> obviously with the $ its almost guarenteed to be an inner class
L2255[22:47:14] <williewillus> it's a nonstatic inner class
L2256[22:47:23] <williewillus> so I think it has an implicit arg to the enclosing class
L2257[22:47:27] <williewillus> just list all the constructors
L2258[22:47:31] <williewillus> *print out
L2259[22:47:45] <Tazz> williewillus, nonstatic inner classes are terribad :/
L2260[22:47:50] <williewillus> wat
L2261[22:47:56] <williewillus> they have their uses
L2262[22:48:07] <williewillus> that's like saying anons are always bad, or capturing lambdas are always bad
L2263[22:48:09] <Tazz> but each instance causes a memory leak
L2264[22:48:14] <williewillus> wat
L2265[22:48:16] <Tazz> yes
L2266[22:48:22] <williewillus> no it doesn't if you use them properly
L2267[22:48:26] <Tazz> it does
L2268[22:48:28] <williewillus> of course they'll leak all over if you abuse them
L2269[22:48:39] <williewillus> tell me if I use them perfectly WHAT will leak
L2270[22:49:03] <Tazz> the reference to the outerclass
L2271[22:49:10] <williewillus> that is how they work
L2272[22:49:12] <Tazz> it wont be reclaimed
L2273[22:49:13] <williewillus> that's not a "leak"
L2274[22:49:56] <williewillus> if someone leaks that it's just a lack of understanding of how those work and what they're used for
L2275[22:50:01] <Tazz> https://blogs.oracle.com/olaf/entry/memory_leaks_made_easy
L2276[22:50:28] <williewillus> yes that is in the domain of "being dumb and using them wrong"
L2277[22:50:41] <Tazz> where can you use an inner class right and not have it leak memory
L2278[22:50:59] <williewillus> when the inner does not outlast the outer
L2279[22:51:23] <williewillus> of course in this case that Cooldown obviously should be static but I'm talking generally
L2280[22:51:25] <Tazz> did you even read the article
L2281[22:51:41] <williewillus> yes
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L2283[22:51:59] <williewillus> i do not see how they are absolutely evil 100% of the time
L2284[22:52:05] <williewillus> if you aren't stupid with them they're fine
L2285[22:52:06] <Tazz> say you have this: public class Outer{ public final class Inner{ } }
L2286[22:52:10] <williewillus> okay
L2287[22:52:19] <Tazz> anytime you create an instance of Inner your creating an implicit instance of Outer
L2288[22:52:29] <Tazz> that will never be reclaimed no matter what you do
L2289[22:52:30] <williewillus> you need an instance of outer to even create an inner
L2290[22:53:22] <wiresegal> bleh
L2291[22:53:26] <wiresegal> another problem
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L2293[22:53:55] <williewillus> you would need to do new Outer().new Inner() i think the syntax was
L2294[22:54:01] <williewillus> or else you would get a compile error
L2295[22:54:09] <williewillus> and from there it's on you to manage the lifetimes of those objs
L2296[22:54:15] <williewillus> and not be dumb with them
L2297[22:54:16] <wiresegal> it's complaining that i'm giving a getter an Object instead of the (package private) cooldown
L2298[22:54:48] <Tazz> williewillus, new Outer().Inner()
L2299[22:54:50] <Tazz> I believe
L2300[22:55:12] <williewillus> i just tried it
L2301[22:55:18] <williewillus> it's .new Inner() which is weird
L2302[22:55:25] <williewillus> wiresegal: changeParamterType?
L2303[22:55:25] <Tazz> erally?/
L2304[22:55:32] <Tazz> thats fricken odd
L2305[22:55:49] <williewillus> because Inner() could be a method
L2306[22:55:56] <williewillus> a terrible programmer's method
L2307[22:55:58] <williewillus> but could be one
L2308[22:56:11] <wiresegal> williewillus: on what
L2309[22:56:25] <williewillus> what diesieben07 said to change the return type
L2310[22:56:30] <williewillus> do the same thing for the params
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L2313[23:01:11] <wiresegal> i'm getting slightly farther
L2314[23:02:03] <wiresegal> java.lang.NullPointerException: Ticking player at java.lang.invoke.DirectMethodHandle.checkBase(DirectMethodHandle.java:442) at shadowfox.botanicaladdons.common.core.helper.BAMethodHandles.getCreateTicks(BAMethodHandles.java:80)
L2315[23:02:35] <wiresegal> this is the getter I forced to be Object -> int (Cooldown -> int)
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L2319[23:04:59] <williewillus> is your code on git?
L2320[23:05:17] <wiresegal> not yet
L2321[23:05:20] <wiresegal> i'll push
L2322[23:06:19] <wiresegal> https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/core/helper/BAMethodHandles.java
L2323[23:06:22] <Tazz> ugggh I need to figure out a better encode/decode algo for my assembler
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L2325[23:06:57] <wiresegal> all the functions are so I don't have to do invokeExact outside java
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L2327[23:12:41] <wiresegal> you actually couldn't make custom block enums in kotlin 1.0.0
L2328[23:13:14] <wiresegal> it saw getName() and saw it as an conflict with enum.name's implicit getter
L2329[23:13:19] <williewillus> heh
L2330[23:13:28] <williewillus> which method did you say crashed?
L2331[23:13:39] <wiresegal> getCreateTicks
L2332[23:13:45] <wiresegal> assumedly getExpireTicks as well
L2333[23:13:56] <wiresegal> but i haven't been able to test since it never can make it there :P
L2334[23:14:16] <williewillus> because you're passing a Cooldown in :P
L2335[23:14:23] <williewillus> you declared your methodhandle Obj -> I
L2336[23:14:29] <williewillus> but your invokeExact call is Cooldown -> I
L2337[23:14:41] <wiresegal> do I need to downcast it or something?
L2338[23:14:49] <wiresegal> also
L2339[23:14:55] <wiresegal> I tried it without the .cast
L2340[23:15:01] <wiresegal> same exact error
L2341[23:15:11] <williewillus> so don't cast it and we'll search elsewhere
L2342[23:15:17] <williewillus> because the types need to match exactly
L2343[23:16:14] <wiresegal> ok
L2344[23:16:58] <williewillus> huh
L2345[23:17:06] <williewillus> apparently checkbase is verify a nonnull receiver
L2346[23:17:18] <williewillus> so....something is null :P
L2347[23:17:39] <williewillus> whatever the receiver of the getter so that'd be...the cooldown object?
L2348[23:17:42] <wiresegal> yeah, the class
L2349[23:17:45] <wiresegal> the CLASS is null
L2350[23:17:55] <wiresegal> that... wait.
L2351[23:17:59] <wiresegal> i'm an IDIOT.
L2352[23:18:08] <williewillus> receiver means the instance you're calling the getter on
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L2354[23:18:29] <williewillus> did you pass null in? ;p
L2355[23:18:31] <wiresegal> i'm not checking if cooldown is null. wow.
L2356[23:18:32] <wiresegal> yep
L2357[23:19:00] <williewillus> that @ForceInline internal annotation in the methodhandles is interesting
L2358[23:19:01] <williewillus> vm magic
L2359[23:19:07] <wiresegal> yep
L2360[23:19:46] <wiresegal> this is what I get for learning reflection at midnight
L2361[23:20:51] <williewillus> hehe
L2362[23:20:54] <williewillus> does it work?
L2363[23:23:01] <wiresegal> all the methodhandles work
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L2365[23:23:08] <wiresegal> I think, one last one I haven't tried
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L2367[23:25:29] <wiresegal> it's so hot here my computer is lagging, and it lagged so hard I thought it crashed xD
L2368[23:25:42] <wiresegal> oh and then it ACTUALLY goes and crashes
L2369[23:25:52] <williewillus> if its so hot your computer is crashing you need some ac man
L2370[23:26:10] <wiresegal> yeah, but you see
L2371[23:26:25] <wiresegal> that's against the law here to do remodels that major on houses
L2372[23:26:32] <wiresegal> without knocking them down
L2373[23:26:45] <wiresegal> because... historic preservation zones. yay.
L2374[23:27:04] <wiresegal> so, no ac in our house, except for in two small rooms, none of which are my bedroom
L2375[23:27:17] <wiresegal> so it's fans, cooling pads, and hope
L2376[23:27:58] <wiresegal> also, the crash was using unreflectGetter instead of unreflectGetter x3
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L2382[23:39:17] <harmony> rip
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L2384[23:39:20] <harmony> willieaway
L2385[23:39:23] <harmony> rip rip
L2386[23:45:52] <MoxieGrrl> xD
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