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L1[00:00:00] <illy> weechat all the way
L2[00:00:06] ⇦ Quits: Dark (~MrDark@cpe-76-181-157-113.columbus.res.rr.com) (Read error: Connection reset by peer)
L3[00:00:06] <Xemnis> circ ftw
L4[00:00:10] <Xemnis> no pedo chats here
L5[00:00:14] <linuxdaemon> hexchat because linux
L6[00:00:16] <williewillus> bleh I prefer my browser to stick with browsing
L7[00:00:49] <williewillus> anyways "irc client" comes up with mirc, wikipedia, kiwiIRC, XChat, and HexChat, so idk how you got that client lol
L8[00:00:58] <Xemnis> http://prntscr.com/ba1x5p
L9[00:01:04] <Xemnis> this is circ
L10[00:01:10] <Xemnis> its not actually in the browser
L11[00:01:18] <Xemnis> but still is chrome
L12[00:01:26] <williewillus> it's still part of the browser :P
L13[00:01:38] <linuxdaemon> it's so bright...
L14[00:01:50] <williewillus> yeah I have dark theme everything
L15[00:01:56] <williewillus> prefer not to burn my eyes out
L16[00:01:57] <Xemnis> i do prefer dark themes
L17[00:02:04] <linuxdaemon> https://i.gyazo.com/64fc6ab74173e7017005eaa252fb466b.png
L18[00:02:24] <illy> I on the other hand prefer dank memes
L19[00:02:35] <SomeGuyInATree> or just dank buds pl0x
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L21[00:03:37] <Xemnis> can you change the name colors on hexchat?
L22[00:03:44] <williewillus> linuxdaemon: oh god my eyes
L23[00:03:45] <Xemnis> some of those names are unreadable
L24[00:03:55] <kashike> linuxdaemon: so few channels! :P
L25[00:03:57] <SomeGuyInATree> yes, you can
L26[00:03:59] <kashike> 141 buffers (0 merged): 105 channels, 26 queries, 6 servers, 1 xfer, 1 relay, 1 perl, 1 core; 1 windows
L27[00:04:27] <williewillus> kashike: where do you see that?
L28[00:04:42] <kashike> where do I see what?
L29[00:04:53] <williewillus> your buffer count :P
L30[00:05:00] <williewillus> probably your client
L31[00:05:06] <kashike> weestats.pl or .py script
L32[00:05:09] <kashike> /weestats
L33[00:05:22] <kashike> automatically outputs that string :P
L34[00:05:42] <williewillus> hexchat doesnt detect that so ?shrug
L35[00:06:08] <williewillus> I'm in 22 chans, though I'm only active here, #JEI, #ProjectE, and #vazki-i
L36[00:06:15] <williewillus> i also close all my queries after I'm done lol
L37[00:07:45] <linuxdaemon> I should probably go through and tweak the colors, they are kind of annoyingly hard to read, also I need to tweak the font sizes, so I can properly read it, lol
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L40[00:15:10] <Xemnis> guys
L41[00:15:23] <Xemnis> made my first mod
L42[00:15:50] <Xemnis> renamed every item to error and deleted all the textures
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L58[01:16:17] <Fredi100> Could someone look at my repo and tell me why i can't interact with my tileentity? And why the gui is not working? https://github.com/Fredi100/Atomizer/blob/TileEntity/src/main/java/atomizer/tileentities/TileEntityDisassembler1.java
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L64[01:44:17] <FusionLord> Fredi100, my only thought is that you are interacting with a disassembler2/3 and not a 1
L65[01:45:16] <Fredi100> already searched that but thats not the case
L66[01:45:55] <Fredi100> i have probably more than one fault because thats my first te with gui
L67[01:46:00] <FusionLord> add a break point to line 63 of BlockDisassembler1 and see if it stops on it
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L70[01:55:40] <Fredi100> Okay, i'll try that
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L72[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160530 mappings to Forge Maven.
L73[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160530-1.9.4.zip (mappings = "snapshot_20160530" in build.gradle).
L74[02:00:16] <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/
L75[02:00:23] <Fredi100> Good, i got this exception: http://pastebin.com/wH0WdC1e
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L83[02:09:48] <Tazz> who here uses Intellij and wants to help test a project Im working on?
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L85[02:12:24] <illy> Tazz: whats your problem?
L86[02:12:56] <Tazz> illy, I have no problem haha
L87[02:12:58] <illy> I miss read that...
L88[02:12:59] <Tazz> I just need some testers XD
L89[02:13:30] * illy needs to go to bed
L90[02:13:37] <illy> but fuck sleep
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L93[02:26:23] <Xemnis> Tazz: what do you need tested?
L94[02:30:50] <Tazz> Xemnis, someone to test a project that Im working on
L95[02:31:51] <Xemnis> Tazz: can you go more into detail? or is it something you want to keep a secret?
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L97[02:37:03] <Tazz> Xemnis, would rather keep it wrapped up for now
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L99[02:37:56] <Xemnis> Tazz: Well I would be willing to help with anything I can do. Not sure how much help I'd be.
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L380[03:38:37] <Tris> ... do i have permission to repeat my question as it's now lost in hundreds of join/netsplit messages?
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L382[03:40:12] <kashike> sure Tris
L383[03:40:26] <Tris> "Does any mod currently in existance use Cupronickel?"
L384[03:43:07] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 190 seconds)
L385[03:44:17] <Fredi100> what does this exception mean? java.lang.RuntimeException: class atomizer.tileentities.TileEntityDisassembler1 is missing a mapping! This is a bug!
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L387[03:54:09] <Fredi100> Okay, i made a few prints everytime i activate my TE. It does get activated and then it should open the gui but it never opens: http://pastebin.com/s29qY8hD
L388[03:54:56] <gigaherz|work> "is missing a mapping" means you didn't call GameRegistry.registerTileEntity for it
L389[03:56:15] <Fredi100> well, i do register it. Besides, this error gets thrown everytime the world gets saved
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L391[03:58:51] <gigaherz|work> well that's what it means
L392[03:59:25] <gigaherz|work> keep in mind it will NOT magically handle subclasses or superclasses
L393[03:59:37] <gigaherz|work> you have to register each actual used class with its own name
L394[04:00:34] <gigaherz|work> and yes, it's thrown every time TileEntity#writeInternal is called, which gets called by writeToNBT
L395[04:00:51] <Fredi100> okay, i thought i registered it but i called the wrong method. now this exception is gone. But the gui is still not showing
L396[04:01:18] <gigaherz|work> show your gui handler and the code where you call openGui
L397[04:01:25] <Fredi100> okay one moment
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L400[04:02:59] <Fredi100> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/gui/AtomizerGuiHandler.java
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L403[04:04:15] <Fredi100> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/blocks/BlockDisassembler1.java
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L410[04:31:02] <Fredi100> I could fix another bug but still no gui
L411[04:32:36] <gigaherz|work> sorry, work stuff ;P
L412[04:33:13] <gigaherz|work> do you register the guihandler?
L413[04:34:49] <Fredi100> yep, that was the bug i fixed
L414[04:35:18] <gigaherz|work> and still no gui?
L415[04:35:30] <Fredi100> no, i could see a short flash but thats it
L416[04:36:18] <gigaherz|work> hmm that could happen if you were to open the gui on both client and server
L417[04:36:21] <gigaherz|work> but that isn't the case here
L418[04:36:25] <gigaherz|work> I see a !isRemote
L419[04:37:08] <Fredi100> havent pushed the fix yet
L420[04:37:18] <Fredi100> found it just a few minutes ago
L421[04:38:21] <Fredi100> now i should be online
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L435[04:48:28] <Fredi100> Sorry, got disconnected for connection reasons
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L443[04:50:48] <gigaherz|work> redundancy is redundant ;P
L444[04:51:05] <gigaherz|work> "sorry got disconnected" conveys exactly the same information
L445[04:51:22] <Fredi100> no i mean internet is just crappy
L446[04:51:42] <gigaherz|work> we all know the feeling
L447[04:51:56] <Fredi100> you're right ^^
L448[04:52:58] <Fredi100> Have you answered something about my bug while i had those problems?
L449[04:53:25] <gigaherz|work> nope sorry, I'm at work and all ;P
L450[04:53:58] <gigaherz|work> I can't just go and spend a long time looking through someone's code (and I don't really enjoy doing that anyhow)
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L452[04:54:47] <Fredi100> No problem, just wanna make sure i didn't miss anything
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L455[04:59:48] <Fredi100> i am offline now, have school
L456[04:59:55] <Wuppy> woohoo, time for another GoT tonight
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L458[05:00:05] <Wuppy> I wonder who'll die this time :P
L459[05:00:21] <gigaherz|work> Wuppy: in tonights GoT, there will be a scene with people walking down a staircase in front of some castle or something
L460[05:00:27] <gigaherz|work> that was filmed in my city ;P
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L462[05:00:45] <Wuppy> gigaherz|work, they had that in episode 2 or so with cercei IIRC
L463[05:00:47] <Wuppy> but it might happen again
L464[05:00:48] <gigaherz|work> @ the Cathedral of Girona
L465[05:01:07] <gigaherz|work> they are speaking about it all over the place, how ep 6 will be THE one ;P
L466[05:01:19] <Wuppy> I really like watching the recaps of the previous episode before watching the new ones
L467[05:01:40] <Wuppy> both this time and ep 4 or 5 (dont remember) a part of the recap was from like season 2 or 3 because those people were kinda lost xD
L468[05:01:51] <gigaherz|work> and apparently in ep5, there's some theater scene or something, which was also filmed here
L469[05:02:00] <Wuppy> that was hilarious
L470[05:03:18] <gigaherz|work> welp, time to eat something and head back home -- my ear's acting up yet again
L471[05:03:20] <Wuppy> apperantly some pretty cool characters from season 3 are coming back :)
L472[05:03:25] <gigaherz|work> bbl people
L473[05:03:35] <Wuppy> bai
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L489[05:58:05] <Zorn_Taov> fryyyyy, did you actually try fixing LayerHeldItem, OR did you just follow the directions I posted that I thought might work and not test to see what actually happens?
L490[05:59:38] <Zorn_Taov> oh shit, wait
L491[06:00:13] <Zorn_Taov> I retract my question, it actually works now \o/
L492[06:00:22] <Zorn_Taov> thanks fryman <3
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L494[06:21:15] <ghz|afk> worst thing about cheap soft/gel mousepads: they develop an uneven surface with bumps
L495[06:21:28] <ghz|afk> best thing: you cna just buy them in bulk and replace them once a year
L496[06:27:10] <ghz|afk> they don't sell them anymore in my store
L497[06:27:19] <ghz|afk> so the one on the closet is the last one I'll have ;p
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L510[07:12:17] <Wuppy> ghz|afk, I got one of those 1 dollar design it yourself mousepads from china, they're awesome quality
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L519[07:37:03] <Fredi100> does someone have the time to help me find the reason why my gui doesn't get displayed?
L520[07:38:56] <sham1> Show your code
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L522[07:38:59] <BaronNox> ^+1
L523[07:39:32] <Fredi100> https://github.com/Fredi100/Atomizer/tree/master/src/main/java/atomizer
L524[07:39:35] <Fredi100> thats the repo
L525[07:39:49] <sham1> Tsk tsk
L526[07:39:54] <sham1> You don't have the gradle tools in there
L527[07:40:01] <Fredi100> not?
L528[07:40:09] <sham1> What do you mean "not"
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L530[07:40:14] <Fredi100> i dont?
L531[07:40:18] <sham1> Indeed
L532[07:40:23] <sham1> wait no
L533[07:40:25] <sham1> Soz
L534[07:40:32] <sham1> I looked the wrong place
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L536[07:40:37] <Fredi100> no problem ^^
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L538[07:40:52] <sham1> Although you have your build.gradle, there is no gradle wrappers
L539[07:41:00] <sham1> That might be a problem to some
L540[07:41:39] <Fredi100> okay, i will add them as soon as possible
L541[07:42:27] <Fredi100> what exact files should i add?
L542[07:42:44] <BaronNox> your canInteractWith returns false
L543[07:43:10] <BaronNox> in ContainerDisassembler1#canInteractWith
L544[07:43:39] <BaronNox> just return true and try again
L545[07:44:14] <Fredi100> it crashes now
L546[07:44:34] <BaronNox> oh yeah sry i meant „return te.isUseableByPlayer(playerIn)"
L547[07:45:08] <BaronNox> and isUseableByPlayer() should return true
L548[07:46:10] <Fredi100> omg, i can see my gui
L549[07:46:14] <BaronNox> nice :)
L550[07:46:58] <Fredi100> ...okay next part will be, using the correct picture and giving it an inventory
L551[07:47:20] <BaronNox> mostly copy -> paste for vanilla guis/inventories
L552[07:47:36] <Fredi100> its not really vanilla
L553[07:47:52] <Fredi100> well it uses just vanilla components but in a different layout
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L555[07:48:07] <BaronNox> that’s fairly easy ;)
L556[07:49:00] <Fredi100> if not, i just scream and ask you guys ^^
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L558[07:51:06] <sham1> Don't copy-paste from vanilla
L559[07:51:11] <sham1> Use the capability system
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L561[07:54:12] <sham1> Makes your mod easier to be interracted with
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L563[07:57:48] <Fredi100> i am trying to use the capability system, but i still dont really know how that works?
L564[07:58:07] <Fredi100> one question, is there a prefered size, the gui.png should have
L565[07:58:22] <ghz|afk> gui textures are 256x256
L566[07:58:31] <ghz|afk> if you have a different size you have to use the other method that takes a custom size
L567[07:58:41] <Fredi100> okay thx
L568[07:59:07] <ghz|afk> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L569[07:59:11] <ghz|afk> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L570[08:02:30] <LatvianModder> Btw, who's idea was capabilities?
L571[08:02:37] <ghz|afk> lex's?
L572[08:02:39] <ghz|afk> dunno
L573[08:02:51] <LatvianModder> me neither \_o_/
L574[08:02:52] <ghz|afk> lex did the bulk of the work so far as I know
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L577[08:04:27] <LatvianModder> ya think I should make that PermissionsAPI PR?
L578[08:04:38] <LatvianModder> Or I should look into UniverseID making first?
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L584[08:14:20] <sokratis12GR> guys how to check if a guardian is Elder ?
L585[08:14:27] <sokratis12GR> do I need to use NBT ?
L586[08:14:29] <masa> are there methods on vanilal to write string to ByteBuf?
L587[08:14:36] <masa> *in vanilla
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L590[08:18:15] <sham1> sokratis12GR: check how vanilla detects if guardian is an elder
L591[08:18:28] <sokratis12GR> with isElder
L592[08:19:09] <sham1> Okay
L593[08:19:12] <sham1> So use that
L594[08:20:06] <sokratis12GR> but you can't use that in event handler
L595[08:20:32] <sham1> Why not
L596[08:20:34] <sokratis12GR> SubscirbedEvent*
L597[08:21:28] <sokratis12GR> wait i think I found something
L598[08:22:27] <sham1> It's a method call, is it not?
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L600[08:23:50] <masa> yes it's a public method
L601[08:24:04] <sham1> So why not jst use that then
L602[08:24:17] <masa> who knows
L603[08:25:09] <sham1> As long as you can access the entity itself
L604[08:25:13] <sham1> You can call the method
L605[08:26:56] <sokratis12GR> yeah i used that, it worked fine
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L615[08:50:42] <masa> yay I got my HUD and template naming done for my builder's wand
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L617[08:53:26] <masa> https://player.me/feed/4572524
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L626[09:05:25] MineBot sets mode: +v on RichardG
L627[09:05:57] <LatvianModder> Is player.me still popular? I havent used it personally, but do others?
L628[09:06:42] <masa> some do, but I don't think it ever got very popular
L629[09:06:53] <masa> but I like it for posting updates of my modding progress
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L631[09:07:32] <masa> I get to post up to three screenshots that are displayed nicely and no that shitty stuff that twitter does, and also I get more characters to describe what is happening
L632[09:08:24] <masa> plus if someone comments on a post, they are displayed nicely tied to that post and not that weird timeline fuckup that twitter does
L633[09:08:50] <masa> after several years I still don't understand how twitter's feeds are supposed to work :D
L634[09:09:15] <masa> it's just a complete mess when people reply to replies
L635[09:10:26] <LatvianModder> They did before, they changed twitter feedline like 2 years ago
L636[09:10:48] <LatvianModder> Might give player.me a chance
L637[09:11:40] <masa> the main issue of course is that a lot less people are following on player.me... although I have cross-posting to twitter enabled
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L639[09:14:17] <masa> does the client know about the items other players are holding, and their NBT?
L640[09:14:50] <masa> I'm kinda assuming it has to, to render them properly in hand?
L641[09:17:15] <Temportalist> Is there a way to specify the texture for an item model by variant?
L642[09:17:47] <masa> with forge blockstates yes
L643[09:18:16] <Temportalist> masa: like this? https://gist.github.com/8f143a77c3543820d3f7f3504c0a0c30
L644[09:19:27] <masa> well if attack is a property, it should have values
L645[09:19:40] <Temportalist> attack is just a variant name
L646[09:19:51] <Temportalist> I could do properties
L647[09:20:11] <Temportalist> https://gist.github.com/f05be29b99593e10a491a4610945615b
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L650[09:20:52] <masa> ah right well yeah a variant should work too
L651[09:21:14] <masa> but I think it needs to then be surrounded with []
L652[09:21:25] <LatvianModder> Well, there it is. https://player.me/latvianmodder
L653[09:21:25] <masa> the value of it that is
L654[09:21:55] <LatvianModder> Its incredibly slow, but eh, I can work with that. Let's create something so I can post it there!
L655[09:23:28] <Temportalist> masa: what is the builtin model that can go in the model field? is it minecraft:generated?
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L658[09:29:48] <masa> minecraft:builtin/generated
L659[09:30:03] <ghz|afk> the "minecraft:" part is optional -- any resloc without a domain defaults to minecraft
L660[09:30:15] <masa> yep
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L662[09:32:10] <Temportalist> Okay
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L671[09:50:27] <Temportalist> Sooooo my computer just decided to randomly update to Windows 10...
L672[09:51:23] <Necr0> you too have been assimilated
L673[09:51:50] <ghz|afk> Temportalist: embrace it ;P
L674[09:52:02] <Temportalist> Ugh
L675[09:52:08] <ghz|afk> there's one way to avoid that: update before that happens
L676[09:52:08] <ghz|afk> xD
L677[09:52:21] <Temportalist> We will see how it goes
L678[09:52:21] <ghz|afk> and really
L679[09:52:33] <ghz|afk> in a couple months, win10 won't be free anymore
L680[09:52:43] <ghz|afk> and if you don't upgrade "now"
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L682[09:52:53] <ghz|afk> then there will be something you NEED win10 for
L683[09:53:06] <ghz|afk> and you'll have to choose either pay $150 or whatever, or not do the thing
L684[09:55:06] <AKTheKnight> I actually really like W10
L685[09:55:17] <AKTheKnight> (Don't kill me )
L686[09:55:23] <ghz|afk> I... used to like it
L687[09:55:29] <ghz|afk> but on my laptop I have the Insider builds
L688[09:55:50] <AKTheKnight> I did have it
L689[09:55:54] <ghz|afk> and it's getting more annoying stuff than good stuff
L690[09:56:00] <ghz|afk> WAT
L691[09:56:10] <ghz|afk> I just loaded ARK, and I was dead -- on my singleplayer save ;p
L692[09:56:16] <AKTheKnight> gg rip
L693[09:56:33] <wiresegal> my TEs aren't saving data :/
L694[09:56:44] <ghz|afk> ok it's worse, ALL my dinos are gone
L695[09:56:54] <ghz|afk> and with them, ALL my resources
L696[09:57:03] <ghz|afk> (I hadn't built any chest yet ;P)
L697[09:57:07] <AKTheKnight> wiresegal: You mean on relog and world exit/join?
L698[09:57:13] <Ordinastie_> time to start fresh :)
L699[09:57:20] <ghz|afk> nope, time to reload the last backup
L700[09:57:26] <wiresegal> and chunk reload @ AKTheKnight
L701[09:57:38] <AKTheKnight> Same with mine. Not sure why
L702[09:57:47] <AKTheKnight> I've got all the nbt stuff same as other mods
L703[09:57:59] <AKTheKnight> So I've just decided to forget it for another day :P
L704[09:58:16] <wiresegal> they did in 1.9, and now not in 1.9.4
L705[09:59:10] <ghz|afk> wiresegal: are you sure they aren't saving?
L706[09:59:13] <wiresegal> yep
L707[09:59:15] <ghz|afk> they may just not be syncing to client
L708[09:59:21] <wiresegal> or rather
L709[09:59:22] <ghz|afk> the sync stuff changed
L710[09:59:27] <ghz|afk> but the saving stuff did not
L711[09:59:31] <wiresegal> that might be true, how would I fix it if it didn't sync?
L712[09:59:44] <ghz|afk> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L713[09:59:47] <wiresegal> I want my circuittree to work
L714[10:00:15] <wiresegal> also yes, that's a deliberate pun
L715[10:05:43] <wiresegal> yay they sync
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L718[10:13:24] <kreezxil> What is the current advisable method for fixing a corrupted chunk in 1.9.4?
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L720[10:16:54] <wiresegal> is there any way to schedule regular block updates?
L721[10:18:34] <masa> yes
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L723[10:18:51] <masa> that' how most of vanilla redstone stuff works
L724[10:19:05] <masa> kreezxil: corrupted how?
L725[10:19:21] <wiresegal> masa: how though
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L728[10:21:10] <masa> World#scheduleUpdate(pos, blockType, delay);
L729[10:23:39] <wiresegal> I mean scedule updates constantly
L730[10:23:43] <wiresegal> *schedule
L731[10:23:56] <wiresegal> like, every 100 ticks, do X
L732[10:29:28] <masa> for a block or in general?
L733[10:30:13] <masa> for a block, you can just schedule a new update when you process the one that triggers
L734[10:30:43] <masa> and make sure to override the random tick method to not call the other block tick method if you need pecise timing
L735[10:30:45] <wiresegal> for a specific block
L736[10:30:52] <wiresegal> precise is not required
L737[10:31:06] <masa> or then a tick handler and custom scheduler or a TileEntity might be a better option
L738[10:31:26] <wiresegal> the situation here: i've got a block that cares about the blocks of the same type above it to generate a redstone signal
L739[10:31:35] <masa> hm, well is the random tick then even enough?
L740[10:31:48] <wiresegal> I need to update the block and then redstone is recalced
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L743[10:32:14] <masa> so you only care about stuff when some blocks change?
L744[10:32:26] <wiresegal> basically
L745[10:32:31] <masa> then you could use the onNeighbourBlocCHange() possibly?
L746[10:32:37] <wiresegal> hm
L747[10:32:39] <wiresegal> probably
L748[10:33:18] <wiresegal> heh, that's neat
L749[10:33:26] <wiresegal> I've only gotta propogate the update down
L750[10:33:39] <masa> you might need to come up with a nice way for all those blocks to trigger the re-calculation when anything next to any of them changes
L751[10:33:44] <masa> yep
L752[10:33:56] <wiresegal> the calculation is in getWeakPower, it should be fine
L753[10:34:39] <wiresegal> the funny part about all the functional trees that i'm making is you don't have to do anything to make their effect work, but you can move/change them
L754[10:34:53] <wiresegal> you grow the sound muffler tree, it's a sound muffler from the getgo
L755[10:34:57] <wiresegal> etc
L756[10:35:20] <masa> heh
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L758[10:37:00] <wiresegal> there's a lightning absorber, an explosion absorber, a sound absorber, and a redstone emitter
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L761[10:38:50] <wiresegal> o/ willie
L762[10:39:00] <wiresegal> by the way, the inexplicable bug is back
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L764[10:39:30] <williewillus> find out if you can reproduce it with specific commits on your end
L765[10:39:36] <williewillus> aka find out when it "came back"
L766[10:39:54] <wiresegal> it's under different circumstances this time
L767[10:39:58] <wiresegal> that's why I marked it closed
L768[10:40:19] <wiresegal> this time, it's only when you try to attach a botania cosmetic to a non-botania bauble
L769[10:40:32] <williewillus> I mean this only started happening at a specific time right?
L770[10:40:54] <williewillus> so I'm saying find the commit in NP that made it start happening and maybe there's a clue there
L771[10:41:28] <wiresegal> it was that I hadn't found this specific thing
L772[10:41:48] <wiresegal> it used to happen on any combination of non-botania cosmetics
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L774[10:42:59] <wiresegal> ... i might know what it is
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L776[10:44:38] <wiresegal> nope
L777[10:45:41] <wiresegal> this is where it NPEs if (stack.getItem().showDurabilityBar(stack))
L778[10:45:53] <wiresegal> and since stack is already checked to be not null
L779[10:47:00] <wiresegal> the item is null :/
L780[10:49:09] <williewillus> stack.getItem is nullchecked in the recipe
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L782[10:50:43] <wiresegal> well, idk then
L783[10:51:00] <wiresegal> i'm going to put a breakpoint at the recipe and see what I get
L784[10:55:44] <wiresegal> oh so it was just me being an idiot
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L796[11:29:52] <williewillus> where in the code is water washing away plants programmed?
L797[11:30:38] <founderio> williewillus: At least some part depends on the material. Maybe do a usage on Material.blocksMovement()
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L799[11:30:49] <founderio> *usage search
L800[11:30:49] <williewillus> mm
L801[11:31:01] <williewillus> I want apply it to my fake air blocks to prevent water from flowing into them
L802[11:31:10] <masa> uh, the block hardness and resistance stuff seems confusing...
L803[11:31:31] <founderio> then implement in the material:
L804[11:31:31] <founderio> @Override
L805[11:31:31] <founderio> public boolean blocksMovement() {
L806[11:31:31] <founderio> // Required to be true, else will be broken by fluids!
L807[11:31:31] <founderio> // Player suffocation: checked with Block.isVisuallyOpaque() with also
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L809[11:31:32] <founderio> // checks Block.isFullCube()
L810[11:31:32] <founderio> return true;
L811[11:31:33] <founderio> }
L812[11:31:41] <founderio> comments just fyi, if that concerns you as well
L813[11:33:25] <masa> getExplosionResistance() { return this.blockResistance / 5.0F; } ... setResistance(float resistance) { this.blockResistance = resistance * 3.0f; } ... setHardness(float hardness) { this.blockHardness = hardness; if (this.blockResistance < hardness * 5.0f) this.blockResistance = hardness * 5.0f; }
L814[11:34:04] <founderio> masa: what is confusing you about this?
L815[11:34:32] <williewillus> founderio: I don't get what the last two lines mean
L816[11:34:39] <williewillus> doesn't blocksMovement dictate suffocation as well
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L818[11:35:04] <masa> the seemingly arbitrary scaling of the values
L819[11:35:08] <founderio> williewillus: that is just a reminder to me which parts are relevant to prevent suffocation damage..
L820[11:35:10] <williewillus> oh wait I get it
L821[11:35:18] <williewillus> lol
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L824[11:35:52] <founderio> masa: I'll just guess "magic numbers determined during game balancing" ;)
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L827[11:37:15] <founderio> williewillus: so you might want to implement in your block:
L828[11:37:15] <founderio> @Override
L829[11:37:15] <founderio> public boolean isFullCube(IBlockState state) {
L830[11:37:15] <founderio> // Required false to prevent suffocation
L831[11:37:15] <founderio> return false;
L832[11:37:16] <founderio> }
L833[11:37:16] <founderio> I learned that the hard way.. After 3 attempts BOTH things actually worked. Non-Suffocating Water-resistant Block ;)
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L844[11:52:04] <williewillus> what did they change in random block ticks in 1.9?
L845[11:52:12] <williewillus> i can't quite describe this but it's weird and different
L846[11:52:18] <williewillus> !mh onNeighborBlockChange
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L860[12:26:06] <williewillus> how do I prevent my item from being enchanted with unbreaking/mending even though it has durability?
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L862[12:29:44] <founderio> williewillus: closes thing I know is the AnvilUpdateEvent, not sure how much you can change there
L863[12:30:01] <founderio> but won't apply to the enchantment table
L864[12:31:50] <founderio> ah
L865[12:32:26] <founderio> if you could somehow override ItemStack.addEnchantment, that would prevent it. but probably destroy XP/books
L866[12:35:20] <founderio> williewillus: You could probably implement an enchantment that is on your item by default & let that enchantment be incompatible with Unbreaking & Mending
L867[12:35:31] <williewillus> meh
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L870[12:38:35] <Fredi100> How do i access the inventory of a tileEntity if it does not implement IInventory?
L871[12:38:45] <williewillus> you don't :P
L872[12:38:49] <williewillus> also xy
L873[12:38:49] <Fredi100> *how does a slot access
L874[12:39:12] <williewillus> you need a backing inventory for a slot but there's no restriction where that inventory lives
L875[12:39:16] <williewillus> it could just be floating around in memory
L876[12:39:23] <williewillus> either way what are you wanting to accomplish?
L877[12:39:31] <williewillus> !gm Item.isItemTool
L878[12:39:38] <Fredi100> Just a furnace like machine
L879[12:39:45] <williewillus> what mc version
L880[12:39:54] <Fredi100> Input Slot, Output Slot, Luck Slot, Fuel Slot
L881[12:39:57] <Fredi100> 1.8.9
L882[12:40:47] <wiresegal> williewillus: you could just make a custom durability handler?
L883[12:41:03] <williewillus> what does that even mean
L884[12:41:10] <wiresegal> an nbt tag instead of the default damage
L885[12:41:41] <founderio> you'd allow Mending & Unbreaking but just ognore them altogether.. mean, but probably works ;)
L886[12:41:41] <wiresegal> damaging by applying damage to that tag, overriding all the durability bar stuff
L887[12:42:13] <wiresegal> the problem is the existance of the enchantment, not the enchantments applied, right?
L888[12:42:40] <williewillus> i'd like to avoid nbt where possible
L889[12:42:57] <wiresegal> why not change the getRemainingItems or whatever in the disenchant recipe?
L890[12:43:05] <wiresegal> make sure only one cloth gets out
L891[12:43:16] <williewillus> that's the other solution
L892[12:43:22] <wiresegal> or just not allow disenchanting two cloths in the first place
L893[12:43:27] <williewillus> but lore wise it makes sense that the cloth should never have enchants
L894[12:43:32] <williewillus> so I"m going for that
L895[12:43:49] <wiresegal> I think that nbt is the best solution there :/
L896[12:44:27] <Fredi100> willewillus: Would an ItemStackHandler inside of the TE do the job?
L897[12:45:39] <masa> override getItemEnchantability() to return 0?
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L899[12:46:37] <williewillus> nah found an override that disables enchanting at the table
L900[12:46:44] <masa> which one?
L901[12:46:50] <williewillus> Item.isItemTool, it's named bad
L902[12:46:57] <wiresegal> but what about the anvil
L903[12:46:57] <masa> okay..
L904[12:47:01] <williewillus> https://github.com/ModCoderPack/MCPBot-Issues/issues/263
L905[12:47:04] <williewillus> wiresegal: anvil event
L906[12:49:46] <williewillus> oh wait that makes no idfference though since items are unenchantable by default
L907[12:49:54] <williewillus> I'll probably go with changing the recipe for now
L908[12:49:59] <williewillus> but the cloth really should never have enchants
L909[12:51:40] <wiresegal> oh yeah, the lore makes that really bad
L910[12:51:50] <BaronNox> is there an easy way to convert rgba to int in your head? Programmer life-hack so to say.
L911[12:52:01] <wiresegal> isn't there a hook for that in item?
L912[12:52:21] <wiresegal> Item#isBookEnchantable
L913[12:52:37] <williewillus> awesome thansk
L914[12:52:41] <williewillus> BaronNox: it's just packing the bits
L915[12:52:51] <williewillus> so I guess if your head is very good at bitshifting ?shrug
L916[12:53:14] <BaronNox> :D that’s what i thought. Atm I have a one liner method doing the job
L917[12:53:40] <wiresegal> I just search 0x<code> and DDG converts it for me ¯\_(ツ)_/¯
L918[12:54:09] <founderio> why exactly? for colors in MC, or just general? If its in MC you can write 0xABCDEF as literals...
L919[12:54:20] <founderio> * in Java code you can [...]
L920[12:54:40] <BaronNox> color = (a << 24) + (r << 16) + (g << 8) + b;
L921[12:54:51] <BaronNox> dat smiley though
L922[12:54:51] <williewillus> BaronNox: what is your question even then? :P
L923[12:54:57] <williewillus> also + is wrong
L924[12:54:58] <williewillus> use |
L925[12:55:05] <wiresegal> i mean + will technically work
L926[12:55:08] <wiresegal> but | is more correct
L927[12:55:14] <BaronNox> it’s the same
L928[12:55:25] <williewillus> yes but | is how it actually works
L929[12:55:28] <williewillus> :P
L930[12:55:35] <williewillus> either way not sure what your question is
L931[12:55:42] <BaronNox> just | is harder to type on macs. alt + 7 vs just pressing ‚+‘
L932[12:55:53] <wiresegal> | is a key on mac...
L933[12:55:56] <BaronNox> yeah beeing able to do it in my head would be faster
L934[12:56:02] <BaronNox> not on german keyboards *fml*
L935[12:56:07] <wiresegal> ah
L936[12:56:18] <williewillus> "i'd like to perform bit packing of 4 32 bit numbers in my head" ;p
L937[12:56:27] <founderio> yeah, we germans and our special characters...
L938[12:56:47] <BaronNox> \o/ praise the german keyboard layout
L939[12:57:01] <founderio> \o/ praise the flexible fingers!
L940[12:57:33] <founderio> Backslashes are horrible on Mac layout :(
L941[12:57:43] <williewillus> what is there instead? :P
L942[12:57:49] <founderio> <
L943[12:57:51] <BaronNox> shift + alt + 7 = \
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L945[12:58:01] <sham1> >mac
L946[12:58:09] <founderio> bottom row: <yxcvbnm,.-
L947[12:59:06] <wiresegal> \ is right above enter, that's not bad at all
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L949[12:59:16] <williewillus> wiresegal: not on their layout :P
L950[12:59:26] <wiresegal> ah
L951[12:59:26] <founderio> right above enter, we have backspace
L952[13:00:05] <wiresegal> i'm sorry that you have to code on a keyboard that doesn't include \ easily
L953[13:00:22] <founderio> my bottom row was because of the british layout.. I think they have the slashes on beginning & end of that row
L954[13:00:51] <founderio> since I moved to Linux I also have the "Windows Option" available -> Alt + ß
L955[13:01:06] <founderio> which is still annoying...
L956[13:04:46] <BaronNox> I cant code on windows since [] are on altGr + 8/9 and {} on 7/0. After 30min of coding i’d have to take a break. On mac it’s a LOT easier: {} = alt + 8/9 and [] = alt + 5/6
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L958[13:06:09] <founderio> BaronNox: true. which is why I'm still on the Mac Layout :P
L959[13:06:17] <BaronNox> :D
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L961[13:07:18] <Fredi100> I have to give my slot an IInventory. My te has an ItemStackHandler, does that work?
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L963[13:07:44] <williewillus> no
L964[13:07:52] <williewillus> those two types are from completely different systems
L965[13:08:00] <Fredi100> Thought so
L966[13:08:33] <Fredi100> Well some said to me i shouldn't use IInventory on my te and instead use ItemStackHandler. But i have no idea how to use that
L967[13:08:39] <Fredi100> *someone
L968[13:08:41] <BaronNox> this is 1.8 but easily changeable to work on 1.9: http://bedrockminer.jimdo.com/modding-tutorials/advanced-modding/gui-container/
L969[13:08:43] <williewillus> SlotItemHandler
L970[13:08:54] <williewillus> don't use that tut
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L972[13:09:06] <BaronNox> why not?
L973[13:09:12] <Fredi100> Thats the problem. I used this tutorial for everything
L974[13:09:26] <Fredi100> and everytime i ask something i have to rewrite it
L975[13:10:02] <masa> https://github.com/maruohon/enderutilities/tree/MC_1.9/src/main/java/fi/dy/masa/enderutilities/inventory
L976[13:10:11] <masa> tons of inventory stuff there...
L977[13:10:35] <masa> BaronNox: because that tutorial is old and still uses IInventory
L978[13:10:37] <BaronNox> i use bloodmagic and rftools as references in combination with bedrock’s tuts
L979[13:10:44] <BaronNox> ah ok
L980[13:11:56] <Fredi100> so what would be the best way, or is there no "best" way?
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L982[13:14:54] <masa> whta exactly are you asking? that seems like too broad of a question
L983[13:16:07] <masa> you have your tE, you have capabilities in it for the IItemhandler, then you have something implementing IItemHandler for example that ItemStackHandler, and then in your container you use SLotItemHandler slots (or ones that extend it) and give them that ItemStackHandler reference
L984[13:16:42] <masa> or one that wraps it, depending on what is allowed to go in the slots
L985[13:16:50] <BaronNox> So IInventory is deprecated in 1.9.x?
L986[13:16:58] <williewillus> not really but it's not recommended
L987[13:17:04] <williewillus> it's a vanilla interfaec with lots of cruft
L988[13:17:05] <masa> it is vanilla and not recommended
L989[13:17:19] <williewillus> IItemHandler/caps are forge-made so we get to control how it is
L990[13:17:23] <masa> my mod doesn't have any support for IInventory since 1.8.9
L991[13:17:49] <williewillus> Mine mainly use iitemhandler but check for iinventory in automation
L992[13:17:56] <williewillus> probably gonna remove it after 1.9
L993[13:17:58] <masa> how do I tell a block model to not cull back faces?
L994[13:18:07] <williewillus> Block.shouldSideBeRendered
L995[13:18:26] <williewillus> + cullface in the model json but I'm not quite sure how that works
L996[13:18:42] <williewillus> anyways I have a custom world type with the minimum spawn height set to 86
L997[13:18:48] <williewillus> the first player logs in at y 86
L998[13:18:54] <williewillus> but anyy subsequent players log in at -1
L999[13:18:59] <williewillus> anyone know why 0.o
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L1001[13:20:05] <masa> :o
L1002[13:20:34] <williewillus> the world spawn is set at y 86 too
L1003[13:20:37] <williewillus> so idk why
L1004[13:20:40] <Fredi100> yeah, i have a te, ...honestly i dont know if i have capabilities for the IItemHandler. I just have an ItemStackHandler, that doesnt do anything for now because i dont know how. Like i said, i used the bedrockminer tutorial. and someone just said to me i should instead use ItemStackHandler. Now i am sitting here and dont know what to do
L1005[13:20:54] <williewillus> read the cap gist
L1006[13:21:01] <williewillus> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L1007[13:21:05] <theFlaxbeard> I'm having issues with SoundEngine in my dev environment, about 1/3 of the time I run the debug config SoundEngine fails to boot and crashes after an arbitrary amount of time
L1008[13:21:06] <williewillus> general overview of the capability system
L1009[13:21:11] <theFlaxbeard> I don't think it has much to do with my mod, but it's strange
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L1011[13:21:54] <masa> Fredi100: I gave you the basic explanation
L1012[13:22:10] <masa> for code examples you can look at the url I pasted
L1013[13:22:24] <Fredi100> Okay i will read that through and then i will try your explanation
L1014[13:22:27] <masa> https://github.com/maruohon/autoverse/tree/master/src/main/java/fi/dy/masa/autoverse/inventory
L1015[13:22:33] <masa> or this one, it has a bit less code :p
L1016[13:23:50] <BaronNox> Thanks for the links williewillus and masa
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L1018[13:25:48] <BaronNox> gotta go now. o7
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L1021[13:27:20] <masa> bleh what am I doing wrong... my block bounding box doesn't handle rotations
L1022[13:27:27] <masa> the model does rotate though
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L1024[13:30:59] <masa> aha, fixed it... forgot to call getActualState() for the facing since the rotation is in the TE
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L1030[13:43:19] <Fredi100> I probably did something completely wrong. Because when i open my te now, the game crashes
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L1032[13:45:18] <masa> well look at the crash log to see what you did
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L1034[13:48:11] <Fredi100> It says that slot 1 is not in a valid range
L1035[13:49:37] <masa> did you initialize your inventory properly
L1036[13:50:05] <Ordinastie_> do you have at least 2 slots ?
L1037[13:50:32] <Fredi100> yeah, i have 39
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L1041[13:55:59] <Fredi100> Okay, forgot to set the size of the ItemStackHandler
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L1043[13:58:12] <masa> that is sort of exactly what I meant... :p
L1044[13:58:29] <Ordinastie_> and what I asked
L1045[14:00:47] <Fredi100> ohh... *shame on me*
L1046[14:02:19] <AKTheKnight> Fredi100: don't worry. I ask stupid questions quite often
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L1048[14:05:25] <Fredi100> yay, next problem....probably something stupid too....why does the stuff of my inventory not appear in my slots?
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L1050[14:11:15] <McJty> Fridtjof, did you add slots for them to your container?
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L1058[14:30:10] <Fridtjof> lol Fredi100 i think that dude confused us
L1059[14:30:16] <Fridtjof> <McJty> Fridtjof, did you add slots for them to your container
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L1069[14:51:20] <Fredi100> Fridtjof: Yeah, kind of ^^
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L1073[14:57:51] <Fredi100> I probably have a fault inside of my container or my te. could someone look at it. i really cant say, why the inventory items dont appear in my te
L1074[14:58:41] <Fredi100> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/tileentities/TileEntityDisassembler1.java https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/container/ContainerDisassembler1.java
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L1076[15:00:03] <williewillus> you don't add any slots...
L1077[15:00:15] <Fredi100> why not?
L1078[15:00:22] <williewillus> I'm saying you're not adding any
L1079[15:00:25] <williewillus> and you probably should :P
L1080[15:00:28] <Fredi100> woops
L1081[15:00:33] <Fredi100> havent pushed my stuff
L1082[15:00:43] <TechnicianLP> gg
L1083[15:00:57] <Fredi100> wont work like that
L1084[15:01:36] <Fredi100> better
L1085[15:01:42] <Fredi100> now it should be online
L1086[15:01:54] <williewillus> you don't return your invnetory
L1087[15:01:59] <williewillus> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/tileentities/TileEntityDisassembler1.java#L91
L1088[15:02:10] <williewillus> that nice shiny ItemStackHandler shouldn't just sit in your TE
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L1090[15:02:31] <williewillus> also you can just do new ItemStackHandler(4);
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L1092[15:03:21] <williewillus> your container looks okay
L1093[15:04:29] <Fredi100> and how do i correctly return the inventory?
L1094[15:04:52] <williewillus> return ish?
L1095[15:04:56] <Fredi100> haha
L1096[15:05:07] <Fredi100> do i just have to return my ItemStackHandler?
L1097[15:05:13] <williewillus> yes that's how the cap works :P
L1098[15:05:28] <williewillus> getCapability is how the outside world knows your TE has an inventory
L1099[15:05:38] <williewillus> now as for your container it should work
L1100[15:05:47] <williewillus> how does it not work?
L1101[15:06:10] <gigaherz> hasCapability + getCapability
L1102[15:06:13] <gigaherz> you need both
L1103[15:06:21] <gigaherz> hasCapability is meant to be a "quick-exit"
L1104[15:06:33] <gigaherz> so that testing for a capability that isn't present will take the least possible time
L1105[15:06:44] <gigaherz> so don't perform any initialization in hasCapability
L1106[15:06:58] <gigaherz> it should just look like "if (cap == THE_CAPABILITY) return true;"
L1107[15:07:02] <gigaherz> (with fallback to super)
L1108[15:07:05] <tterrag> and since caps are reference-comparable, it should be *very* fast :P
L1109[15:07:14] <williewillus> there you go into all the details again ;p
L1110[15:07:29] <gigaherz> williewillus: can't help it
L1111[15:07:51] <williewillus> hehe I know, but I restrain myself since it overloads the beginners
L1112[15:08:08] <williewillus> now I need to find out why players are spawning at y -1 :/
L1113[15:08:09] <Fredi100> okay i wrote return ish. Can i really just cast it to T?
L1114[15:08:14] <williewillus> yes
L1115[15:08:16] <williewillus> that cast is a lie
L1116[15:08:17] <gigaherz> in 1.9+
L1117[15:08:18] <gigaherz> you do
L1118[15:08:25] <gigaherz> THE_CAP.cast(instance)
L1119[15:08:30] <gigaherz> that way you avoid casting to T
L1120[15:08:35] * diesieben07 complains about that again
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L1122[15:08:52] <Fredi100> but in 1.8.9 i still have to do it
L1123[15:08:57] <tterrag> diesieben07: unsafe generic casts are an unfortunate eventuality. at least that method removes the warning from your codebase
L1124[15:08:58] <williewillus> diesieben07: and the better solution is...? :P
L1125[15:09:32] <diesieben07> the better solution would be to have the capability have a reference to Class<T> and make Capability#cast redirect to Class#cast
L1126[15:09:50] <diesieben07> which actually does a check instead of moving the potential error to some completely unrelated part of the code
L1127[15:10:44] <tterrag> maybe, but you'd have to break backwards compat to add that
L1128[15:10:46] <williewillus> yeah the Cap stores the class name as a string for some reason
L1129[15:10:54] <diesieben07> no you would not tt
L1130[15:11:01] <williewillus> but it could easily store the class object instead
L1131[15:11:03] <tterrag> oh I see
L1132[15:11:05] <tterrag> yeah nvm
L1133[15:11:08] <tterrag> would be easy
L1134[15:11:23] <williewillus> pr it :D
L1135[15:11:54] <diesieben07> last time i suggested it in here the only forge person alive (fry) said it was a stupid suggestion.
L1136[15:11:56] <diesieben07> hence i did not bother.
L1137[15:11:57] <williewillus> i wonder why he chose to use the string name and the class obj
L1138[15:12:13] <williewillus> well lex wrote the system :P
L1139[15:12:35] <fry> storing the class is stupid
L1140[15:12:45] <williewillus> why is that
L1141[15:12:50] <fry> storing the typetoken is a bit less stupid, but still stupid
L1142[15:13:23] <diesieben07> it's better than blindly casting to T
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L1144[15:14:01] <williewillus> at least have some way of checking in Cap.cast
L1145[15:14:04] <fry> jvm will do dynamic typechecking anyway, who cares :P
L1146[15:14:09] <diesieben07> no it will not.
L1147[15:14:18] <diesieben07> a cast to (T) does NOTHING in bytecode.
L1148[15:14:19] <williewillus> yes but it obscures the error
L1149[15:14:23] <diesieben07> the cast happens somewhere else.
L1150[15:14:55] <williewillus> so you get a classcastexception in the code of whoever's using the cap implementation
L1151[15:15:10] <williewillus> instead of the cap provider (who is the actual one at fault)
L1152[15:16:37] <tterrag> if storing the class is stupid, why require it at all?
L1153[15:16:42] <tterrag> if you just immediately turn it into a string...
L1154[15:16:55] <fry> who requires it?
L1155[15:17:04] <tterrag> public <T> void register(Class<T> type, Capability.IStorage<T> storage, Callable<? extends T> factory)
L1156[15:17:21] <tterrag> there's no other way to create a cap
L1157[15:17:52] <williewillus> cap object itself just does type.getName().intern() and stores it like that
L1158[15:18:37] <fry> any other way you know how to guarantee 1 object per type?
L1159[15:19:03] <tterrag> why is that necessary?
L1160[15:19:51] <williewillus> how does doing a class to instance map not guarantee that?
L1161[15:20:12] <williewillus> referring to CapabilityManager#providers
L1162[15:20:46] <tterrag> does the system rely on there only being one cap per class somewhere?
L1163[15:20:54] <tterrag> I don't see it
L1164[15:21:07] <williewillus> that fact that caps are compared with == probably
L1165[15:21:37] <fry> @CapabilityInject uses Class argument
L1166[15:21:40] <williewillus> and CapInject wouldn't make sense
L1167[15:21:46] <williewillus> yeah
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L1169[15:22:02] <williewillus> but i sitll don't see why storing the class is bad
L1170[15:22:08] <fry> class is converted to a string presumably to not cause the classloading
L1171[15:22:09] <tterrag> which is dumb considering you don't store classes. is it not easier/faster to compare class/class than class/string ?
L1172[15:22:14] <fry> not 100% sure about that
L1173[15:22:26] <williewillus> oh it might be that then
L1174[15:22:26] <tterrag> if someone passed in Foo.class it's already loaded
L1175[15:22:34] <fry> not in the annotation
L1176[15:22:49] <tterrag> no? then why does e.g. SidedProxy take strings?
L1177[15:22:52] <williewillus> we were talking about registration :P
L1178[15:22:56] <fry> no idea :P
L1179[15:23:03] <tterrag> (because it does load classes....)
L1180[15:23:08] <williewillus> it doesn't for annotations
L1181[15:23:18] <diesieben07> if you access the annotation using reflection yes it does
L1182[15:23:21] <diesieben07> but FML does it through ASM
L1183[15:23:54] <fry> basically, I remember that it's tricky, and that capability stuff supposed to work if the actual class isn't present, at least somewhat
L1184[15:24:08] <tterrag> but registration shouldn't care about that at all
L1185[15:24:14] <fry> and I'm not famimmiar with it enough to answer your quesrions, Lex wrote it :P
L1186[15:24:18] <tterrag> if you are REGISTERING a cap the class can be loaded
L1187[15:24:20] <diesieben07> and the annotation just listens to a call to register
L1188[15:24:34] <fry> yes, that's why you pass the Class when you're registering
L1189[15:24:48] <williewillus> why can't the class go into the Cap Object then
L1190[15:24:55] <diesieben07> there is no reason it can't
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L1193[15:25:36] <fry> again, don't ask me :P
L1194[15:26:36] <Fredi100> Sorry to interupt your discussion... but.... the te does keeps its inventory stuff now. but i still cant see the stuff of my own inventory
L1195[15:26:36] <williewillus> could just turn CapabilityManager#providers into a ClassToInstanceMap and pass the class into the Cap object and then cast() can have a bit of sanity :P
L1196[15:26:49] <williewillus> Fredi100: mind posting link to your container again?
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L1198[15:26:57] <Fredi100> yep, one moment
L1199[15:27:15] <fry> use the types correctly and you'll have your sanity
L1200[15:27:39] <williewillus> the way it is right now, the cap user gets punished if the cap provider is being dumb :P
L1201[15:27:46] <williewillus> and guess where the bug reports go :P
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L1203[15:27:56] <Fredi100> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/container/ContainerDisassembler1.java
L1204[15:28:10] <williewillus> what do you pass for playerInv?
L1205[15:28:25] <Fredi100> what do i what?
L1206[15:28:42] <Flenix> Is there anything like Item's "getItemStackDisplayName(ItemStack item)" but for blocks? I've got custom code-generated blocks so need to concatenate two localized strings to form it's "name"
L1207[15:28:42] <williewillus> when you construct your container what do tyou pass it
L1208[15:28:55] <williewillus> wat
L1209[15:29:10] <williewillus> blocks just have unlocal names
L1210[15:29:23] <Flenix> Yes, but in-game they pull from the .lang to get the displayed name
L1211[15:29:29] <williewillus> yes
L1212[15:29:37] <williewillus> so get the unlocal name and translate it?
L1213[15:29:43] <Flenix> Except I don't want to pull one thing from the .lang, I want to pull two and mix them together
L1214[15:29:47] <Temportalist> williewillus: gigaherz: So this doesnt throw any errors, but all the textures render as missing texture https://gist.github.com/anonymous/f539a9883e2e80c31397cfd39aba93e2
L1215[15:29:49] <Flenix> In items, I can use that method and it's really easy
L1216[15:29:55] <Flenix> But the method doesn't exist for blocks
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L1218[15:30:00] <williewillus> can't you have your own util that does it?
L1219[15:30:01] <williewillus> :P
L1220[15:30:18] <Flenix> Yes; so long as I know how to tell the game "This block is called X"
L1221[15:30:23] <williewillus> holy modid Temportalist lol
L1222[15:30:29] <williewillus> Flenix: thats what the unlocal name is...
L1223[15:30:30] <Temportalist> williewillus: haha yeaaahhh
L1224[15:30:35] <williewillus> there's nothing else
L1225[15:30:40] <Fredi100> thats where i create the container: https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/gui/AtomizerGuiHandler.java
L1226[15:30:54] <Flenix> I'm talking about the name the player visibly sees when they look at the blocks tooltip in inventory
L1227[15:31:03] <Flenix> IE, the "localized name"
L1228[15:31:11] <Flenix> Unlocalized is fine, no issues there
L1229[15:31:19] <masa> that is the ItemBlock then...
L1230[15:31:21] <williewillus> thats not the block
L1231[15:31:23] <williewillus> that's the item
L1232[15:31:23] <williewillus> :P
L1233[15:31:29] <Flenix> Ah ok, thanks :)
L1234[15:31:40] <williewillus> blocks are only "Blocks" when palced down in world
L1235[15:31:50] <williewillus> they're items (or nothing) anywhere else
L1236[15:31:50] <Flenix> Ah yeah
L1237[15:32:09] <Flenix> Been a surprisingly long time since I did anything with itemblocks actually, but should be able to find it easy enough. Thanks
L1238[15:33:10] <killjoy> I finally figured out how to fit through 1x1 holes
L1239[15:33:13] <killjoy> using the elytra
L1240[15:33:16] <williewillus> elytra trick? :P
L1241[15:33:19] <killjoy> it took me forever
L1242[15:33:20] <williewillus> is it hard to do?
L1243[15:33:24] <killjoy> crawling
L1244[15:33:44] <killjoy> gotta sprint
L1245[15:34:09] <williewillus> does your hitbox actually stay horizontal or are you actually standing with feet in ground
L1246[15:34:24] <killjoy> stays horz
L1247[15:34:42] <killjoy> you're not just noclipping through them
L1248[15:34:56] <killjoy> I want a mod that can toggle that without the elytra
L1249[15:35:07] <killjoy> and without server "help"
L1250[15:35:39] <Temportalist> williewillus: an ideas?
L1251[15:35:53] <williewillus> not really, are you registering them properly?
L1252[15:35:58] <Temportalist> I think so
L1253[15:36:12] <Temportalist> https://www.irccloud.com/pastebin/BmdOr3UA/
L1254[15:37:36] <masa> Fredi100: what is that capabilityinject stuff for?
L1255[15:37:37] <williewillus> yeah idk
L1256[15:37:54] <williewillus> masa: you can keep a local copy of the cap obejct :P
L1257[15:37:58] <williewillus> nothing says you can't
L1258[15:38:19] <masa> hm, right, but is there some benefit to it?
L1259[15:38:26] <Tazz> Hey williewillus do you use intellij
L1260[15:38:38] <williewillus> anyways anyone know why for a custom world type the first player spawns properly, but subsequent players spawn at y -1 0.o
L1261[15:38:41] <williewillus> Tazz: yes
L1262[15:38:52] <gigaherz> williewillus: actually lex suggested that we do it
L1263[15:39:02] <gigaherz> he said something like "local statics are fastest"
L1264[15:39:10] <williewillus> yeah but that's a marginal increase
L1265[15:39:15] <gigaherz> which I understood as "you should use @CapabilityInject on your own statics"
L1266[15:39:25] <williewillus> vm's going to magic it away if it gets accessed enough times anyways
L1267[15:39:30] <Tazz> Williewillus would you like to help by being a tester on this project I'm working on
L1268[15:39:41] <williewillus> what project is it :P
L1269[15:39:46] <Tazz> Pm?
L1270[15:40:02] <williewillus> sure
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L1272[15:40:36] <Temportalist> williewillus: the name in the tag compound was empty
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L1274[15:40:47] <williewillus> hwo do I get a player's spawnpoint?
L1275[15:40:51] <Temportalist> Fixed that, but it is still rendering the missing texture -_-
L1276[15:41:15] <williewillus> oh nvm the field is there
L1277[15:41:19] <williewillus> just named badly (still?!)
L1278[15:41:47] <wiresegal> getBedLocation(0) should work willie
L1279[15:41:52] <wiresegal> without a methodhandle
L1280[15:42:24] <wiresegal> and you can use isSpawnForced(0) to check if it should be used over worldspawn
L1281[15:45:36] <Temportalist> williewillus: I dont think the ItemMeshDefinition is being directed to blockstates
L1282[15:45:54] <williewillus> wat
L1283[15:45:57] <williewillus> you have a custom mesher?
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L1285[15:46:22] <Temportalist> yes
L1286[15:46:30] <williewillus> then why are you setCustomMRL-ing?
L1287[15:46:31] <Temportalist> cause it relies on itemstack data
L1288[15:46:36] <Temportalist> im not
L1289[15:46:46] <Temportalist> https://www.irccloud.com/pastebin/d7vMnxUC/
L1290[15:46:46] <williewillus> oh I misread :P
L1291[15:46:59] <williewillus> did you registerItemVariants?
L1292[15:47:16] <Temportalist> no
L1293[15:47:40] <Temportalist> what is it?
L1294[15:47:52] <diesieben07> it tells the game "i will be using this model"
L1295[15:47:54] <williewillus> ^
L1296[15:47:58] <diesieben07> if you don't call it, the model does not exist
L1297[15:48:11] <diesieben07> setCustomMRL does it for you, but if you have a mesh definition, you need to do it
L1298[15:48:22] <williewillus> since a mesher can return arbitrary paths the game can't tell which ones it needs to load/bake
L1299[15:48:27] <williewillus> so you have to tell it ahead of time
L1300[15:48:46] <Temportalist> where is the method?
L1301[15:48:50] <williewillus> ModelLoader
L1302[15:48:58] <williewillus> this spawnpoint issue is annoying >.<
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L1304[15:49:12] <Temportalist> registerItemVariants doesnt exist
L1305[15:49:23] <Temportalist> ModelBakery >_<
L1306[15:50:08] <williewillus> same difference
L1307[15:50:10] <Fredi100> I really dont understand why i cant see my inventory.
L1308[15:50:18] <williewillus> ModelLoader extends modelbakery
L1309[15:50:20] <Fredi100> the te gets playerInv
L1310[15:50:26] <wiresegal> can you == blockpos?
L1311[15:50:30] <williewillus> no
L1312[15:50:31] <Fredi100> sorry, the container
L1313[15:50:39] <williewillus> why would blockpos be == able :P
L1314[15:50:49] <wiresegal> oh wait
L1315[15:50:52] <wiresegal> it is in kotlin, nv
L1316[15:51:03] <wiresegal> *nvm
L1317[15:51:06] <diesieben07> yeah in kotlin everything is ==able
L1318[15:51:27] <Temportalist> what do i was to the RLs in the registerItemVariants?
L1319[15:51:38] <wiresegal> willie, what spawnpoint problem?
L1320[15:51:47] <williewillus> the gog one
L1321[15:51:48] <diesieben07> the same you return from the ItemMeshDefintiion
L1322[15:51:52] <williewillus> first player spawns on the island
L1323[15:51:58] <williewillus> any subsequent ones spawn at y -1
L1324[15:52:02] <williewillus> world spawn is right
L1325[15:52:09] <williewillus> player spawn point is null as expected
L1326[15:52:10] <wiresegal> because player.isSpawnForced(0) ? getBedLocation(0) else <world get location>
L1327[15:52:16] <williewillus> spawn is not forced
L1328[15:52:21] <williewillus> it doesn't start forced
L1329[15:55:23] <Temportalist> should registerItemVariants be passed ModelResourceLocations or just regular ResourceLocations?
L1330[15:55:41] <williewillus> MRL
L1331[15:55:50] <Fredi100> where should the quicontainer get the playerinventory from?
L1332[15:56:04] <williewillus> yeah as soon as the second player spawns its position is -1
L1333[15:56:10] <williewillus> where is that hardcoded >.<
L1334[15:56:18] <williewillus> Fredi100: show where you construct your container
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L1337[15:56:59] <Fredi100> https://github.com/Fredi100/Atomizer/blob/master/src/main/java/atomizer/gui/AtomizerGuiHandler.java
L1338[15:57:59] <wiresegal> i'm literally making a cat tree
L1339[15:58:01] <wiresegal> what have I become
L1340[15:59:15] <Temportalist> hmmm still missing texture
L1341[15:59:33] <Temportalist> https://gist.github.com/anonymous/bc98d36dea1b92af6189e1ba5b82f9fb
L1342[15:59:44] <Temportalist> https://gist.github.com/anonymous/ad1064932d82ce6f0bbb83f43e31050a
L1343[15:59:46] <williewillus> what are the log errors
L1344[15:59:53] <Temportalist> there are none
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L1346[16:00:15] <wiresegal> williewillus: that was an incredibly efficient report handle :P
L1347[16:00:46] <Wuppy> ugh, I had to stop a game of GoT Risk because of rains of death :V
L1348[16:00:56] <Wuppy> the weather here is fucked
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L1351[16:03:03] <williewillus> ugh this issue is annoying
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L1353[16:03:55] <wiresegal> setworldspawn higher on world creation?
L1354[16:04:22] <Fredi100> williewillus: any idea where my problem could be?
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L1356[16:04:24] <williewillus> no i don't think that has to do with it
L1357[16:04:30] <williewillus> the first player spawns perfectly
L1358[16:04:34] <williewillus> it's any subsequent ones
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L1362[16:09:34] <masa> bleh this is frustrating... one of my models renders with the default derped transformation in hand and in inventory
L1363[16:09:45] <masa> but the blockstate is almost identical to the usual one
L1364[16:09:50] <masa> like what the hell...
L1365[16:10:32] <williewillus> shit I can't even debug this properly
L1366[16:10:40] <Temportalist> So now there are model errors. it wants models/* instead of blockstates
L1367[16:10:41] <williewillus> because the second client times out while I have the host breakpointed
L1368[16:10:42] <williewillus> >.<
L1369[16:10:47] <williewillus> Temportalist: ?
L1370[16:10:54] <williewillus> an MRL is always a variant within a blockstate json
L1371[16:11:02] <Temportalist> https://gist.github.com/anonymous/48e490c8826e34fde55ea12bae4ef8fd
L1372[16:11:02] <williewillus> except for item models
L1373[16:11:15] <Temportalist> williewillus: it is an item
L1374[16:11:21] <williewillus> i meant vanilla item
L1375[16:11:34] <williewillus> er
L1376[16:11:39] <williewillus> items using the vanilla item model system
L1377[16:11:43] <williewillus> it's complicated
L1378[16:11:50] <diesieben07> not really :D
L1379[16:11:54] <diesieben07> everything looks into blockstates
L1380[16:12:02] <diesieben07> BUT items with "inventory" variant fall back on the item model
L1381[16:12:03] <diesieben07> that's all
L1382[16:12:35] <Temportalist> for some reason it wants a models/item/* model, instead of the file under blockstates
L1383[16:12:46] <LatvianModder> Why are there so many Forge PRs open?
L1384[16:12:56] <diesieben07> Temportalist, show the full log please
L1385[16:13:05] <Temportalist> https://gist.github.com/anonymous/99ca39755bf9d0223448c080c9b8ab0f
L1386[16:13:11] <LatvianModder> In somewhat vaporware state.. Neither closed, nor merged
L1387[16:13:44] <diesieben07> there is no variant "type=itemcollect" in the blockstate file
L1388[16:13:53] <williewillus> yeah if the variant is "inventory"
L1389[16:13:54] <diesieben07> it found the file, but not the variant
L1390[16:14:00] <williewillus> then if it doesn't find it in blockstates it looks in models/item
L1391[16:14:02] <williewillus> as a special case
L1392[16:14:04] <Temportalist> hmmm i wonder why it forces lowercase on variant names
L1393[16:14:21] <wiresegal> it does?
L1394[16:14:25] <Temportalist> gonna try putting all lowercase in the blockstates json
L1395[16:14:29] <williewillus> yes
L1396[16:14:42] <williewillus> it's all because there's no equivalent system to the blockstates json for items :P
L1397[16:14:45] <wiresegal> you mean for blocks, or for the names of the json system
L1398[16:14:57] <williewillus> oh that
L1399[16:14:59] <wiresegal> because I have uppercase letters in my variants
L1400[16:15:12] <williewillus> 1.9 property names must be alphanumeric lowercase and _
L1401[16:15:25] <williewillus> i remember grum tweeting it, and the regex is in there somewhere :P
L1402[16:15:26] <LatvianModder> alphanumeric?
L1403[16:15:36] <Temportalist> hmm this is the log
L1404[16:15:37] <Temportalist> https://gist.github.com/anonymous/20052757b7ed247c064e8778a594f279
L1405[16:15:38] <williewillus> lowercase alphabet or numbers or _
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L1407[16:15:43] <LatvianModder> ah
L1408[16:15:46] <Temportalist> and this is in blockstates
L1409[16:15:47] <Temportalist> https://gist.github.com/anonymous/dd3216e9a9babf5ad0163469695605b5
L1410[16:15:52] <williewillus> what the shit the spawnpoint issue disappeared
L1411[16:15:55] <williewillus> schroedingbug
L1412[16:16:26] <LatvianModder> any idea why my blockstates json doesnt work or shall I post full log too? https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/blockstates/lamp.json
L1413[16:16:56] <Temportalist> doesnt the forgemarker mean it should be spread out like normal json?
L1414[16:16:59] <diesieben07> williewillus, it's called a Heisenbug - https://blog.codinghorror.com/new-programming-jargon/
L1415[16:17:05] <williewillus> LatvianModder: if you're going to spell the variants out vanilla style
L1416[16:17:08] <williewillus> you need [] around the variant
L1417[16:17:28] <williewillus> "color=blue,on=false": [{...}]
L1418[16:17:36] <LatvianModder> ah, ok, thanks
L1419[16:17:42] <williewillus> right now it thinks "color=blue,on=false" is a proeprty
L1420[16:17:50] <williewillus> and "textures" is a value for that property
L1421[16:18:21] <williewillus> diesieben07: i think it's because i changed the spawn fuzz of the world type from 2 to 0
L1422[16:18:26] <williewillus> but no idea why having it at 2
L1423[16:18:29] <williewillus> would make the player spawn at -1
L1424[16:18:30] <wiresegal> yay, my explosion dampener works!
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L1426[16:18:39] <williewillus> when the standard spawnpoint is set at y86
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L1428[16:19:27] <williewillus> ahhh i see
L1429[16:19:32] <yopu> Why might my non moving entity be receiving y position updates from the server causing it to "bounce"?
L1430[16:19:39] <williewillus> the spawn fuzz would fuzz the x/z off the island
L1431[16:19:46] <williewillus> and then world.getTopBlock returns -1
L1432[16:19:53] <wiresegal> !gf Explosion.explosionSize
L1433[16:19:58] <williewillus> not sure why it wasn't an issue in 1.7 but ?shrug
L1434[16:20:08] <williewillus> yopu: did you register it to receive updates?
L1435[16:20:11] <LatvianModder> It worked, thanks, williewillus
L1436[16:20:15] <williewillus> and what do you mean bounce?
L1437[16:21:09] <yopu> It can't seem to decide what y level it is on and swaps up and down 1 unit.
L1438[16:21:32] <yopu> Register it to receive updates as in EntityRegistry.registerModEntity ?
L1439[16:21:40] <williewillus> yea what did you pass to that
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L1442[16:22:50] <williewillus> if its completely unmoving pass max value for the update frequency and false for the one after that
L1443[16:23:00] <yopu> Hum, would I need to pass the update frequency a 0 value?
L1444[16:23:05] <williewillus> no max value
L1445[16:23:14] <yopu> Oh
L1446[16:23:20] <williewillus> it's "ticks between updates"
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L1448[16:23:32] <williewillus> so 0 would probably make it update every tick (?)
L1449[16:23:44] <williewillus> max value is safer bet and I think paintings use max value in vanilla
L1450[16:23:58] <gigaherz> or never, if it does "== 0" ;P
L1451[16:24:12] <yopu> That seems odd, it would make more sense to be able to disable it completely.
L1452[16:24:18] <yopu> #notchcode
L1453[16:25:38] <williewillus> yeah vanilla uses amxvalue `else if (entityIn instanceof EntityHanging) { this.addEntityToTracker(entityIn, 160, Integer.MAX_VALUE, false); }`
L1454[16:26:10] <Temportalist> hey, so it still isnt working :/
L1455[16:26:11] <Temportalist> https://gist.github.com/anonymous/caa9904228793209c98164c647ef8f66
L1456[16:26:19] <Temportalist> https://gist.github.com/anonymous/23a931e3af62865684645f35f7702929
L1457[16:26:21] * williewillus does his daily dance for tico to update so he can update his 1.9.0 world
L1458[16:26:23] <wiresegal> it is REALLY scary to stand next to tnt when you're not sure if it'll go off
L1459[16:27:02] <wiresegal> testing lethals, yay
L1460[16:27:08] <yopu> Thanks williewillus. That seems like an odd design choice.
L1461[16:27:18] <williewillus> well max value makes sense
L1462[16:27:31] <williewillus> you want infinity frequency but can't represnet that in an int
L1463[16:27:42] <williewillus> so just let it send a packet every 2 billion something ticks :P
L1464[16:27:53] <williewillus> which is essentially forever
L1465[16:28:11] <wiresegal> williewillus: would it be ok if I added TiCo-mpat for botania?
L1466[16:28:29] <Ordinastie_> what happens if -1 is passed ?
L1467[16:28:36] <yopu> But what if my server is on for 3 billion ticks /s
L1468[16:28:59] <williewillus> maxvalue ticks is about 3.405 years :P
L1469[16:29:30] <Ordinastie_> williewillus, imma make a time travel mod just to make thing break!
L1470[16:29:54] <williewillus> the entity tracker just does if (worldtime % freq == 0) sync
L1471[16:31:03] <yopu> You're saying that my server can only be stable for at most 3.405 years?
L1472[16:31:11] <williewillus> lol
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L1476[16:33:29] <elucent> is NBTTagCompound.hasKey fast enough that I could call it every LivingTickEvent?
L1477[16:33:37] <wiresegal> probably
L1478[16:34:07] <elucent> good to know
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L1480[16:35:40] <Temportalist> diesieben07: it doesnt seem to be finding my variants... :/
L1481[16:37:12] <williewillus> tag compounds are just hashmaps inside
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L1486[16:39:18] <diesieben07> Temportalist, show again what you have now.
L1487[16:39:31] <Temportalist> https://gist.github.com/anonymous/a01b84351aa776e49e2fd7cbb5b84bc4
L1488[16:39:45] <Temportalist> https://gist.github.com/anonymous/ebfddbf1f1a6ca64342c65572b58f8ff
L1489[16:39:56] <Temportalist> https://gist.github.com/anonymous/addc3e8944d828bf7a1acbab8a215bfe
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L1491[16:41:04] <diesieben07> you can't do the variants like that
L1492[16:41:09] <Temportalist> ?
L1493[16:41:14] <diesieben07> either you do them all vanilla style, or you do them all split up
L1494[16:41:25] <Temportalist> which one isnt split up?
L1495[16:41:31] <diesieben07> inventory.
L1496[16:41:36] <Temportalist> oh haha
L1497[16:41:42] <Temportalist> how do i fix that one?
L1498[16:42:02] <diesieben07> specify them all.
L1499[16:42:14] <williewillus> wait I'm pretty sure that json's variants are valid
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L1501[16:43:55] <masa> seems fine to me
L1502[16:44:02] <diesieben07> really?
L1503[16:44:07] <diesieben07> i thougth you couldn't do this
L1504[16:44:23] <Tiktalik> anyone know a non-fishy xray mod?
L1505[16:44:39] <masa> you can't partially split up one full variant string
L1506[16:44:48] <masa> or variant
L1507[16:44:53] <Temportalist> diesieben07: doing that did nothing
L1508[16:44:54] <masa> however you would call it
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L1511[16:47:42] <Temportalist> masa: any idea why it is still erroring then?
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L1515[16:51:38] <masa> hmm
L1516[16:52:27] <masa> so were you using an item mesh definition?
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L1518[16:53:33] <masa> did you then also call ModelLoader.registerItemVariants()?
L1519[16:53:43] <Temportalist> yes and yes
L1520[16:53:58] <Temportalist> https://gist.github.com/anonymous/1aa9f60990e8a3c1ef91f80d5d5a38be
L1521[16:54:14] <Temportalist> https://gist.github.com/anonymous/41c3c9c5952b909476f964c1cd1815f8
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L1524[16:54:48] <williewillus> diesieben07: is changing the datawatcher clientside a no-op or it changes but gets overwritten next sync from server?
L1525[16:55:04] <diesieben07> the latter afaik
L1526[16:55:56] <masa> Temportalist: I can't read that scala bullshit... but you seem to be using ModelBakery instead of ModelLoader, not sure if that matters
L1527[16:56:05] <Temportalist> It shouldnt
L1528[16:56:16] <masa> famouslast words... :p
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L1531[16:56:56] <Temportalist> well registerItemVariants isnt accessible from ModelLoader
L1532[16:57:05] <masa> huh?
L1533[16:57:16] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/proxy/ClientProxy.java#L193
L1534[16:57:20] <Temportalist> registerItemVariants is a static method in ModelBakery
L1535[16:57:44] <masa> oh hmm
L1536[16:57:58] <masa> well whatever
L1537[16:58:34] <Temportalist> masa: not helpful haha
L1538[16:58:34] <masa> so it is accessible but comes from ModelBakery anyway
L1539[16:59:20] <Temportalist> yes
L1540[16:59:28] <Temportalist> I do call it
L1541[16:59:44] <masa> well I don't know what to say... maybe try to go through my stuff and see if you can spot a difference?
L1542[17:00:31] <williewillus> Temportalist: is your stuff on a public repo anywhere?
L1543[17:00:48] <williewillus> hard to pin things down if its all scattered pastes
L1544[17:00:54] <Temportalist> pushing now
L1545[17:01:07] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft
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L1555[17:24:37] <Temportalist> williewillus: any ideas?
L1556[17:26:56] <williewillus> not really sorry :/
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L1559[17:28:01] <williewillus> brb
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L1565[17:45:12] <wiresegal> williewillus: apparently you don't need to setAccessible on fields returned by ReflectionHelper
L1566[17:45:25] <williewillus> ?shrug
L1567[17:45:34] <wiresegal> doesn't hurt :P
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L1580[18:16:35] <masa> why does everything take so frickin long in modding... ;_;
L1581[18:17:10] <masa> I was going to "quickly try implement this" and it has been at least 6 hours since I started this thing
L1582[18:18:22] <williewillus> what is it
L1583[18:18:32] <illy> because programming
L1584[18:20:00] <masa> I'm making my own portals
L1585[18:20:22] <williewillus> ugh
L1586[18:20:34] <williewillus> I wish people would not upload releases with broken models/textures
L1587[18:20:40] <williewillus> so much spam
L1588[18:21:19] <masa> yep I hate that too
L1589[18:21:20] <TehNut> the missing textures in BM are a mystery to me
L1590[18:21:24] <TehNut> I have no clue where they're coming from
L1591[18:21:28] <TehNut> i blame way
L1592[18:21:35] <williewillus> is it from a block that later gets a smartmodel?
L1593[18:21:50] <TehNut> I don't think we use smartmodels
L1594[18:22:00] <williewillus> the biggest offender rn is techreborn
L1595[18:22:08] <williewillus> in my little 1.9.4 experimental pack
L1596[18:22:28] <Prospector> heh those are being worked on
L1597[18:22:30] <masa> http://masa.dy.fi/temp/minecraft/enderutilities/2016-05-31_02.20.44.png http://masa.dy.fi/temp/minecraft/enderutilities/2016-05-31_02.22.00.png
L1598[18:22:51] <TehNut> Those textures are... glorious
L1599[18:22:59] <masa> :DD
L1600[18:22:59] <williewillus> lol
L1601[18:23:11] <williewillus> is that tesr rendered or model magic
L1602[18:23:13] <masa> I was just going to say if someone whu actually can art has free time... :p
L1603[18:23:16] <Prospector> Right now we're in the middle of retexturing techreborn, so there's lots of broken ones that we haven't pushed yet
L1604[18:23:21] <TehNut> It looks like a three year old tried to draw the mystcraft crystals in crayon
L1605[18:23:22] <masa> model with tintindices
L1606[18:23:27] <williewillus> nice
L1607[18:23:45] <williewillus> something I noticed from the snapshots
L1608[18:23:46] <williewillus> that magma block
L1609[18:23:54] <williewillus> vanilla support for multilayer models?
L1610[18:24:06] <williewillus> or the texture is just overlaid manually? :P
L1611[18:24:12] <williewillus> i should check
L1612[18:24:16] <masa> TehNut: haha yep, I just smudged some darker color to a blue background and called it perfect :D
L1613[18:24:23] <TehNut> :D
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L1615[18:25:53] <masa> hmh the colors don't match the dyes in the slots... I wonder if the dye map colors are wonky or if I messed up something
L1616[18:25:56] <williewillus> but holy crap the autojump
L1617[18:26:06] <williewillus> why would you ever set that on by default
L1618[18:26:10] <TehNut> worst thing they've added in a long time
L1619[18:26:24] <masa> oh wait a second, I'm using fromMEta and not fromDamage
L1620[18:26:25] <TehNut> If it was step assist, sure whatever. But auto-JUMP?
L1621[18:26:32] <williewillus> well i get "unifying the versions"
L1622[18:26:35] <masa> haha yeah..
L1623[18:26:37] <williewillus> but it has no need to be on by default
L1624[18:27:07] <masa> I remember jeb_ tweeting something like "we'll turn it on by default so people know about it"
L1625[18:27:14] <masa> really sound logic right there :p
L1626[18:27:42] <TehNut> Just give the player a UI at the start of a new survival world >.>
L1627[18:27:43] <masa> and when you go back and forth in versions it rests to on every time :p
L1628[18:27:52] <TehNut> "hey look at all these things you can enable if you want"
L1629[18:27:53] <masa> *resets
L1630[18:28:18] <williewillus> i'm gonna try to see how they fixed minecarts being absolutely useless and backport that to forge
L1631[18:28:29] <williewillus> not gonna play a whole major version without working carts :P
L1632[18:28:32] <Prospector> to be fair, in 1.9.0 they got backlash for having the attack indicator off by default
L1633[18:28:46] <TehNut> No, that isn't to be fair at all
L1634[18:28:57] <TehNut> The attack indicator is integral to understanding how the game works
L1635[18:29:04] <williewillus> ^
L1636[18:29:04] <TehNut> Auto jump is not
L1637[18:29:36] <Prospector> Yeah, but you can see his thought process
L1638[18:29:42] <TehNut> I really can't :I
L1639[18:29:45] <masa> afaik their current minecart fix still didn't fix the issue
L1640[18:29:53] <masa> at least not properly
L1641[18:30:00] <Prospector> they did a crappy fix
L1642[18:30:00] <masa> which is the mojang norm for "fixes"
L1643[18:30:07] <williewillus> ?
L1644[18:30:19] <williewillus> the issue I'm referring to is where they don't pick things up at all
L1645[18:30:25] <TehNut> "We disabled a feature that helps players learn how the game is played by default, so we need to enable this annoying feature by default"
L1646[18:30:27] <williewillus> because readding the shoving made the mob shove the minecart away
L1647[18:30:32] <Turkey> has anyone here worked with OBJ models?
L1648[18:30:37] <williewillus> before it could pick it up
L1649[18:30:46] <masa> mer aka. lapisdemon ahs been tweeting about that issue, apparently the cart still sometimes stops and also doesn't currently pick up armorstands
L1650[18:30:58] <Prospector> Why not just disable collisions on an empty minecart?
L1651[18:31:25] <masa> then you couldn't even push the carts?
L1652[18:31:28] <masa> yeah no thanks
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L1654[18:31:42] <TehNut> What about for all entities but players?
L1655[18:31:42] <Prospector> well
L1656[18:31:45] <Prospector> yeah
L1657[18:32:02] <TehNut> It's a bandaid, but it would "work"
L1658[18:32:02] <williewillus> aww boo the magma block just has both textures overlaid
L1659[18:32:06] <williewillus> no multilayer models
L1660[18:32:20] <Prospector> aww
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L1662[18:41:19] <williewillus> when did enderio get 3d models?
L1663[18:41:20] <williewillus> cool
L1664[18:41:30] <TehNut> Late in 1.7.10
L1665[18:41:36] <williewillus> welp :P
L1666[18:41:37] <TehNut> Cyanide redid all the models and textures
L1667[18:42:11] <TehNut> I wonder if they got the teleporter animation working...
L1668[18:44:29] <williewillus> i havent actually played modde since normal infinity :P, outside of my very light pack I use for my vanilla world
L1669[18:44:51] <williewillus> are mods still as badly documented as they were or am I just spoiled by the lexicon
L1670[18:44:54] <williewillus> ;p
L1671[18:45:05] <TehNut> Still poorly documented :p
L1672[18:45:21] <williewillus> it feels worse in 1.9 for some reason or I just forgot how bad it is
L1673[18:45:29] <williewillus> feels like I'm back in tekkit where you had to look literally everything up
L1674[18:46:01] <TehNut> I'm lucky. I don't have to write any ingame docs for my mods because they're all pretty self explanatory :P
L1675[18:46:22] <williewillus> does bm have a book?
L1676[18:46:28] <williewillus> ive actually never played it
L1677[18:46:29] <TehNut> It's... getting one
L1678[18:46:32] <TehNut> But I don't write it
L1679[18:46:33] <williewillus> lol
L1680[18:46:39] <TehNut> It has one in 1.7
L1681[18:46:44] <TehNut> But it's *extremely* lore heavy
L1682[18:47:04] <williewillus> i don't mind that i just need info xD
L1683[18:47:10] <TehNut> When Way implements the lore heavy one, I'm going to write a watered down version that's more styled after the Lexicon
L1684[18:47:40] <TehNut> Your best bet for how2bm in 1.8+ is currently Way's videos
L1685[18:47:56] <TehNut> But those are still 30m+ each
L1686[18:48:02] <williewillus> lol
L1687[18:48:18] <TehNut> Or just ping me
L1688[18:48:20] <TehNut> *shrug*
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L1690[18:49:01] <tterrag> williewillus: EIO has a wiki you know :P
L1691[18:49:11] <tterrag> outdated in some places as you'd expect, but mostly accurate
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L1980[19:16:04] <wiresegal> it's a tree which is used for redstone purposes
L1981[19:16:28] <williewillus> very precise :P
L1982[19:16:57] <TehNut> I forget, do you need to mark fields as client?
L1983[19:17:08] <diesieben07> depends™
L1984[19:17:31] <diesieben07> are they in a common class and have a client-only class as the type? then yes.
L1985[19:17:32] <harmony> Ϊ
L1986[19:17:54] * diesieben07 actually has a HexChat auto-replace for _tm->™
L1987[19:18:04] <wiresegal> williewillus: by default, it can be used for making specific levels of redstone easily
L1988[19:18:09] <TehNut> Alright, then yes
L1989[19:18:20] * harmony uses alt code 0153, Œ is 0140
L1990[19:18:24] <wiresegal> williewillus: otherwise, it's used as a crafting component
L1991[19:18:33] <TehNut> Actually, I guess the entire class should be client only
L1992[19:18:47] <wiresegal> I need a name for the tree though, and I want to call it the Circuitree ;-;
L1993[19:18:57] <diesieben07> i can never remember the stupid alt codes
L1994[19:19:16] <TehNut> oh look a pun
L1995[19:19:16] * diesieben07 suspects you only made a "redstone tree" so you can make that pun
L1996[19:19:16] <TehNut> doit
L1997[19:19:53] <wiresegal> no, i made the redstone tree because I needed a logical crafting component for automation components
L1998[19:20:13] <diesieben07> suuuuuure.
L1999[19:21:26] <unascribed> Lirnem
L2000[19:21:29] <unascribed> er
L2001[19:21:31] <unascribed> I didn't mean to send that
L2002[19:21:58] <diesieben07> Lirum Larum
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L2004[19:23:55] <harmony> TehNut, I think I know you from somewhere
L2005[19:24:09] <TehNut> Well I'm in #BTM and I see you in there
L2006[19:24:11] <harmony> outside of this irc
L2007[19:24:20] <TehNut> oh, maybe
L2008[19:24:26] <wiresegal> circuittree only occurred to me after I fleshed out the idea x3
L2009[19:24:27] <TehNut> I'm fairly active on Reddit
L2010[19:24:59] <wiresegal> !gf ItemFood.alwaysEdible
L2011[19:25:05] <harmony> hmm
L2012[19:25:05] <harmony> idk
L2013[19:25:30] <wiresegal> the comment on that field tho
L2014[19:25:35] <wiresegal> "even if the player don't need to eat"
L2015[19:25:50] <TehNut> i doesn't need no feed
L2016[19:26:20] <harmony> me is happy even without feed
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L2018[19:30:32] <williewillus> uhh why does my shield have EU
L2019[19:30:52] <TehNut> I know TR adds EU shields
L2020[19:31:17] <williewillus> ah, strange it appears for the vanilla one
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L2022[19:40:45] <wiresegal> williewillus: why no to the crystal bow firing normal arrows?
L2023[19:42:18] <BaronNox> does forge 1.9.4 differ much from 1.9?
L2024[19:42:33] <diesieben07> not much
L2025[19:42:34] <wiresegal> the mappings are the major difference
L2026[19:42:42] <wiresegal> and a bunch of scary mojang deprecations
L2027[19:42:48] <williewillus> i wouldn't call either of those major
L2028[19:43:08] <wiresegal> major compared to everything else :P
L2029[19:43:19] <BaronNox> thanks, gonna update my workspace to 1.9.4 now. Hopefully nothing breaks
L2030[19:43:35] <wiresegal> a lot of things became all-caps
L2031[19:43:44] <wiresegal> like Items.*, Blocks.*, Material.*
L2032[19:43:48] <wiresegal> just a warning
L2033[19:43:50] <williewillus> that was already in 1.9
L2034[19:43:58] <williewillus> people just don't update their mappings
L2035[19:44:23] <wiresegal> ¯\_(ツ)_/¯
L2036[19:44:43] <masa> pheww, I think I got everything else now finished except the actual portal forming
L2037[19:45:18] <masa> I can now click on the colored notches to select the target Link Crystal, and the middle button changes color based on that active selection
L2038[19:45:41] <masa> oh right...
L2039[19:46:05] <masa> how would I render a text above the control panel when the cursor is held over it?
L2040[19:46:17] <masa> I guess I'll have to look at entity rendering
L2041[19:46:25] <diesieben07> the control panel? is that an entity?
L2042[19:46:32] <masa> no
L2043[19:46:45] <williewillus> theres an event for drawing the selected block bounding box
L2044[19:46:51] <williewillus> do it there :P
L2045[19:46:55] <masa> mmkay
L2046[19:46:57] <diesieben07> yea
L2047[19:47:02] <diesieben07> then you don't need a tesr
L2048[19:48:11] <masa> I've been coding for almost 18 hours today... maybe I should go to sleep soon-ish
L2049[19:48:38] <wiresegal> naaaah
L2050[19:50:10] <masa> RenderBlockOverlayEvent - Called when a block's texture is going to be overlaid on the player's HUD.
L2051[19:50:18] <masa> what the hell does that even mean?
L2052[19:50:25] <masa> I know that' no the one I want now
L2053[19:50:31] <masa> *not
L2054[19:50:36] <TehNut> I assume when you're inside a solid block
L2055[19:50:45] <TehNut> Or water
L2056[19:51:07] <diesieben07> yep
L2057[19:51:11] <diesieben07> also the "on fire" overlay
L2058[19:51:13] <masa> oh okay
L2059[19:52:22] <BaronNox> :decompbileMc failed… welp time to troubleshoot
L2060[19:53:28] <wiresegal> UH
L2061[19:53:34] <wiresegal> oh
L2062[19:53:48] <wiresegal> for a second I thought the texture stich arrow thing was in any world
L2063[19:54:01] <wiresegal> that said, why does it exist because F3+t? williewillus
L2064[19:54:12] <williewillus> ?
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L2066[19:54:32] <williewillus> oh texture atlas dumping
L2067[19:54:37] <williewillus> taht only happens in dev
L2068[19:54:39] <williewillus> and shifting
L2069[19:54:44] <wiresegal> https://github.com/williewillus/Botania/blob/51c7d310a7c52721ce72e14ba314684db385edc6/src/main/java/vazkii/botania/client/core/handler/MiscellaneousIcons.java#L154-L196
L2070[19:54:45] <williewillus> why because I needed it :P
L2071[19:54:47] <wiresegal> yeah
L2072[19:55:00] <wiresegal> but do you need it still, because f3+t basically does the same thing right?
L2073[19:55:07] <williewillus> wat
L2074[19:55:13] <williewillus> f3+t reloads resources
L2075[19:55:17] <williewillus> that thing dumps the atlas into a png file
L2076[19:55:21] <wiresegal> ah
L2077[19:55:34] <wiresegal> I just discovered it xD
L2078[19:55:35] <williewillus> its pretty cool to look at :P
L2079[19:55:39] <williewillus> atlas.png in your rundir
L2080[19:56:20] <wiresegal> that's a lot of graphics barf
L2081[19:56:38] <williewillus> i copied the screenshot code and changed it to bind the atlas instead :P
L2082[19:56:39] <wiresegal> also, sparks.
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L2086[19:57:59] <williewillus> yeah lol
L2087[19:58:06] <wiresegal> heh, there's a tiny teru in the altas because of wiiv's attribution bauble in NP :D
L2088[20:00:08] <wiresegal> speaking of which, if you want one, you can have an attribution bauble williewillus
L2089[20:00:16] <williewillus> what is that :P
L2090[20:00:35] <wiresegal> it's a bauble that is a pendant for most people
L2091[20:00:55] <wiresegal> but for anyone who has contributed in any measure to NP, it's something unique to them
L2092[20:01:16] <wiresegal> and since you port Botania :P
L2093[20:02:26] <wiresegal> wiiv asked for a teru teru bozu coming out of his torso xD
L2094[20:03:13] <williewillus> uhhh idk what I want :P
L2095[20:03:18] <williewillus> let me think of my favourite botania item
L2096[20:03:48] <TehNut> penis shears?
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L2098[20:04:13] <wiresegal> dammit reddit
L2099[20:06:39] <BaronNox> what exactly does „This mapping 'snapshot_20160312' was designed for MC 1.9! Use at your own peril.“ mean when i run ./gradlew setupDecompWorkspace?
L2100[20:06:46] <williewillus> do something with the fabulous pool
L2101[20:06:58] <williewillus> BaronNox: exactly what it says, those mappings are for 1.9.0
L2102[20:07:03] <TehNut> It means that the snapshot was designed for MC 1.9 :I
L2103[20:07:04] <williewillus> use newer ones
L2104[20:07:05] <wiresegal> where should I put it on your player?
L2105[20:07:06] <williewillus> !!latest
L2106[20:07:07] ⇨ Joins: Sangar (~Sangar@2001:41d0:2:b7b9::)
L2107[20:07:07] <MCPBot_Reborn> === Latest Mappings ===
L2108[20:07:08] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2109[20:07:09] <MCPBot_Reborn> 1.9.4 snapshot_20160530
L2110[20:07:09] <MCPBot_Reborn> 1.9 snapshot_20160516
L2111[20:07:10] <MCPBot_Reborn> 1.9 stable_24
L2112[20:07:11] <MCPBot_Reborn> 1.8.9 snapshot_20160301
L2113[20:07:12] <MCPBot_Reborn> 1.8.9 stable_22
L2114[20:07:12] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L2115[20:07:13] <MCPBot_Reborn> 1.8.8 stable_20
L2116[20:07:14] <MCPBot_Reborn> 1.8 snapshot_20151128
L2117[20:07:14] <MCPBot_Reborn> 1.8 stable_18
L2118[20:07:15] <williewillus> wiresegal: wearing itlike a hat :P
L2119[20:07:15] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L2120[20:07:16] <MCPBot_Reborn> + 1 more. Please use !more to see 1 queued entries.
L2121[20:07:24] <williewillus> should ve done latest 1.9.4 woops
L2122[20:07:25] <BaronNox> ah yeah. i feel kinda stupid now
L2123[20:07:33] <BaronNox> thanks
L2124[20:07:35] <BaronNox> ^^
L2125[20:08:09] <wiresegal> my one problem with that is that you haven't fixed the bauble positioning when sneaking :P
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L2128[20:08:21] <wiresegal> otherwise not a problem
L2129[20:10:17] <williewillus> remind me of that again
L2130[20:10:30] <williewillus> i havent fixed half the baubles in 1.9 so i should get on that :P
L2131[20:10:51] <wiresegal> click a Shia LaBeouf potato to get some motivates
L2132[20:11:08] <wiresegal> also I still think that sounds should be "Potato motivates" instead of "DO IT!!!!" in subtitles
L2133[20:12:02] <williewillus> aww yeah found some primuses
L2134[20:12:11] <williewillus> too bad this isnt my primary world :P
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L2137[20:13:14] <wiresegal> primusary world
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L2139[20:14:10] <wiresegal> you just couldn't resist the puns >.> @ Tris
L2140[20:14:23] <wiresegal> williewillus: ingame name?
L2141[20:14:36] <williewillus> same as everywhere
L2142[20:14:39] <wiresegal> ok
L2143[20:14:40] <Tris> no, i just came to see if anyone would be the greatest person in this scenario and yell at you for them
L2144[20:14:43] <wiresegal> just checking
L2145[20:15:34] <wiresegal> you... have a rather boring face on your minecraft skin :P
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L2147[20:15:57] <williewillus> i'm not good at faces
L2148[20:15:59] <williewillus> :P
L2149[20:16:19] <wiresegal> meanwhile i've got something made by an old friend for econ-server money
L2150[20:16:26] <wiresegal> which is actually surprisingly good
L2151[20:16:49] <TehNut> i went to skindex and searched "templar" 4 years ago and still use it today
L2152[20:16:55] <TehNut> :D
L2153[20:16:55] <wiresegal> whatever works
L2154[20:17:15] <wiresegal> williewillus: I actually have one problem with your attribution bauble
L2155[20:17:18] <Tris> I change my skin every five seconds
L2156[20:17:22] <wiresegal> it'll make you more fabulous than me
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L2162[20:31:51] <williewillus> yay another wtf issue
L2163[20:32:03] <wiresegal> ?
L2164[20:32:03] <Tris> link
L2165[20:32:07] <Tris> links are magical
L2166[20:32:13] <williewillus> not a ticket just something I noticed
L2167[20:32:13] <Tris> and you should use them
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L2169[20:32:18] <Tris> oh
L2170[20:32:21] <wiresegal> is it 297?
L2171[20:32:26] <williewillus> the pool sparklies that are emitted when you infuse something
L2172[20:32:38] <williewillus> they spiral upwards prettily in 1.7 but are stationary in 1.9
L2173[20:32:43] <wiresegal> ... huh.
L2174[20:32:45] <williewillus> but they use the same method calls as everything else]
L2175[20:32:47] <williewillus> so they should move
L2176[20:32:56] <williewillus> mystical flower particles are working
L2177[20:33:04] <wiresegal> hey willie, do you want your pool filled?
L2178[20:33:32] <williewillus> sure :P
L2179[20:34:12] <williewillus> 297 is an easy crash, just havent gotten to that yet since this pool thing is bothering me so much :P
L2180[20:35:10] <williewillus> maybe I accidentally deleted the other set of particles :P
L2181[20:35:51] <BaronNox> some1 knows why my gradle gets a NullPointerException on setupDecompWorkspace? version = "1.9.4-12.17.0.1936-1.9.4“ and mappings = "snapshot_20160530" its 3:30am so maybe i’m just dead tired and don’t see my mistake.
L2182[20:36:06] <williewillus> change FG to 2.2 in your build.gradle
L2183[20:36:08] <williewillus> instead of 2.1
L2184[20:36:31] <BaronNox> where is this documented?
L2185[20:36:50] <Tris> wiresegal, check twitter mate
L2186[20:36:52] <Girafi> I think 1936 is broken, use 1935 for the time beeing.
L2187[20:37:42] <williewillus> BaronNox: nowhere, 1.9.4 just requires a higher FG
L2188[20:37:57] <williewillus> well here counts I guess
L2189[20:38:30] <BaronNox> ah thank you. last time i was modding was way back when 1.6.4 was new
L2190[20:38:31] <Girafi> BaronNox, it's always a good idea to look at the build.gradle that is included in the MDK. You will be able to see what versions you should use of FG etc. there :)
L2191[20:39:34] <BaronNox> it seems to work now. Thank you Girafi and williewillus
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L2197[20:45:13] <wiresegal> williewillus: http://imgur.com/PpzB3V5
L2198[20:46:37] <williewillus> nice
L2199[20:46:45] <williewillus> why is gh's search so bad holy moly
L2200[20:46:57] <williewillus> I usually resort to going to the bottom of the last page of results and looking backwards
L2201[20:47:04] <williewillus> because more often than not what I want is actually down there
L2202[20:49:27] <Girafi> GH? ^^
L2203[20:49:54] <wiresegal> github
L2204[20:50:21] <Girafi> Ohh.. x)
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L2206[20:56:11] <williewillus> anyone have a 1.7 workspace handyright now?
L2207[20:56:24] <williewillus> can you pastebin Entity.pushOutOfBlocks and send it to me >.<
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L2209[20:56:53] <wiresegal> sure, one sec
L2210[20:57:33] <wiresegal> no such method?
L2211[20:57:53] <williewillus> uhh !mh pushOutOfBlocks
L2212[20:57:58] <williewillus> !mh pushOutOfBlocks
L2213[20:58:09] <williewillus> func_145771_j
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L2215[20:58:44] <wiresegal> williewillus: http://pastebin.com/EaGEqC1X
L2216[20:58:49] <williewillus> thx
L2217[20:59:25] <williewillus> !gm func_147469_q 1.7.10
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L2221[21:07:39] <masa> hm, where am I supposed to translate to before rendering that label text >_>
L2222[21:07:53] <masa> I seriously suck at rendering stuff
L2223[21:08:02] <williewillus> try -playerPos
L2224[21:08:06] <masa> I just get huge text floating in the sky
L2225[21:08:12] <williewillus> translate(-playerX, -playerY, -playerZ)
L2226[21:08:17] <masa> mmkay
L2227[21:08:22] <williewillus> that's what I remember from pe's highlight renderer :P
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L2229[21:10:57] <masa> hm, no idea where it went with that translation
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L2232[21:16:55] <williewillus> woohoo fixed the wtf particle issue
L2233[21:16:56] <masa> okay finally...
L2234[21:17:41] <masa> my usual rendering coding method: try all possible permutations of all values until it works
L2235[21:17:55] <Tris> williewillus, you should make a bracelet bauble
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L2237[21:18:21] <Tris> so that wire can make me an arm attribution bauble >->
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L2241[21:21:21] <Delenas> o/
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L2250[22:30:13] <KnightMiner> I don't get how so many people feel entitled to a 1.9.4 version of Tinkers when 1.9.4 Forge has been out for only 12 days
L2251[22:31:06] <SkySom> People feel entitled to everything
L2252[22:31:22] <Delenas> Because obvs we have nothing else to do and "it's only a small update, right?"
L2253[22:32:07] <KnightMiner> Yep, "mod devs only purpose is to update mods", they cannot possible have a life outside of modding
L2254[22:32:47] <Delenas> It's not like I have a job and need to sleep or anything.
L2255[22:33:16] <TehNut> I have lost the ability to use that as an excuse
L2256[22:33:39] <Delenas> Did you become a robof?
L2257[22:33:42] <TehNut> I've updated to 1.8, 1.8.8, 1.8.9, 1.9, and 1.9.4 within hours of release
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L2259[22:34:37] <Delenas> Tehnut, pardon ignorance but what mod?
L2260[22:34:56] <TehNut> Soul Shards (and Blood Magic as of 1.8.8) primarily
L2261[22:35:01] <TehNut> I have a few others
L2262[22:35:16] <Delenas> Aha.
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L2264[22:35:35] <Delenas> Well.. Smaller mod, isn't it? Very specific.
L2265[22:35:41] <TehNut> Blood Magic? Hah no
L2266[22:35:50] <Delenas> Not Bm
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L2268[22:35:59] <Delenas> Shatds
L2269[22:36:16] <Delenas> .. Shards* . *bap phone*
L2270[22:36:36] <KnightMiner> I am guessing it just takes an hour or so to do the updating
L2271[22:36:47] <KnightMiner> It is just finding the time in a busy schedule
L2272[22:37:18] <Delenas> Knight, my update for BedcraftAndBeyond took about two hours.
L2273[22:38:04] <Delenas> But I'm doing a lot of extra stuff to add features to it here for the 1.9+ versions.
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L2275[22:38:38] <TehNut> SS is an average size mod
L2276[22:38:56] <KnightMiner> Do the changes to tile entities have that much of an effect on updating time?
L2277[22:39:07] <KnightMiner> Or is something else the major hurtle?
L2278[22:39:29] <TehNut> BM is getting up to almost 40k lines with not even half the features of 1.7.10 >.>
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L2280[22:39:57] <Delenas> Omai.
L2281[22:40:24] <TehNut> KnightMiner: As far as I can tell, it's just an extra method to override
L2282[22:40:32] <TehNut> getUpdateTag or something
L2283[22:41:43] <Delenas> Hopefully fry can get the Blockstate v2 stuff in beta within a month or so. It'll make our bed renders so much cleaner than json errywhere, because we need tintIndex in several spots.
L2284[22:43:45] <KnightMiner> Anyways, I'm off o/
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L2288[22:45:38] <Guy1524> hello, just seeing if I logged in correctly
L2289[22:46:43] <Guy1524> ok, so do any of you know how minecraft submits it's shaders? Based off my knowledge that the moronic devs use .java files for models, I can only assume their shaders are stored as string literals
L2290[22:47:19] <TehNut> "moronic devs" lol
L2291[22:47:51] <Guy1524> what, I think we can all agree that notch is a terrible developer
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L2293[22:48:05] <TehNut> Well Notch isn't the developer.
L2294[22:48:14] <Guy1524> he was
L2295[22:48:17] <TehNut> *was*
L2296[22:48:33] <Guy1524> and he coded the openGL engine
L2297[22:48:39] <Guy1524> which submits the shaders
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L2299[22:50:23] <Guy1524> I wish optifine was Open Source so I could see how they inject shaders
L2300[22:51:55] <Guy1524> oh wow, what has adfly devolved into
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L2308[23:03:32] <harmony> what do you mean Guy1524?
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L2310[23:11:34] <Guy1524> harmony: I want to know if minecraft stores shaders as literals in the code and then submits the array like that or if it loads it from a file then submits the shader
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L2323[23:40:51] *** cpw is now known as cpw|out
L2324[23:42:44] <Nepha> does MC's built-in packet system handle block placement?
L2325[23:43:35] <sham1> Well, it has to sync somehow
L2326[23:47:02] <Nepha> so, in theory, I don't have to send packets all over the place when using setBlock, right?
L2327[23:47:29] <sham1> In practice
L2328[23:47:44] <sham1> You absolutely need not to
L2329[23:47:59] <sham1> You just have to tell MC that you want to sync in the first place
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L2331[23:49:02] <sham1> !gm setBlockState 1.9
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L2333[23:49:54] <Nepha> with markBlockForUpdate()?
L2334[23:49:59] <sham1> No
L2335[23:50:14] <sham1> When you have setBlock, it takes two parametres
L2336[23:50:34] <sham1> I don't know why you are doing pre-1.8 stuff but whatever
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L2339[23:52:26] <Nepha> because most of the major mod packs are still 1.7 and i'm planning to use my mod in one of them
L2340[23:52:44] <sham1> Argumentum ad populum
L2341[23:52:44] <TehNut> And that there is the reason why most of the major mod packs are still 1.7 :P
L2342[23:52:58] <Disconsented> something something friends jumping off a bridge somthing somthing
L2343[23:53:06] <sham1> To be fair
L2344[23:53:20] <sham1> At least with friends jumping down a bridge
L2345[23:53:25] <sham1> There might be a good reason to it
L2346[23:53:47] <sham1> Because you cannot expect a bunch of sane people just deciding for the hell of it to just jump down from a bridge
L2347[23:54:18] <sham1> https://xkcd.com/1170/
L2348[23:54:35] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 384 seconds)
L2349[23:55:15] <sham1> But yeah
L2350[23:55:32] <Delenas> Mod devs need to start moving if their mods are feature complete. Bugfixes, sure. But we need to push 1.8 now, or nobody will ever update. That or your mod will become Redpower. Imo.
L2351[23:55:40] <sham1> 1.9
L2352[23:55:51] <Delenas> Well, yes.
L2353[23:55:53] <TehNut> We need to push *away* from 1.8
L2354[23:55:59] <sham1> Into 1.9
L2355[23:56:29] <Delenas> But when I say 1.8,modders scream JSON NOOO and grumble until the topic is changed.
L2356[23:56:53] <TehNut> Any modder who complains about json is living under a rock
L2357[23:57:10] <TehNut> Write a clone of their mod and move on :P
L2358[23:57:20] <sham1> At least we are not forced to do full-on javascript
L2359[23:57:24] <Delenas> Yes, json sucks. But the rendering and model baking is proven to be friendlier to systems.
L2360[23:57:26] <sham1> Because that would suck
L2361[23:57:42] <TehNut> The JSON really doesn't suck
L2362[23:58:00] <TehNut> I prefer it so much more over IIcon
L2363[23:58:02] <sham1> Yes it does
L2364[23:58:08] <TehNut> No, it doesn't
L2365[23:58:10] <sham1> It originates in JavaScript
L2366[23:58:16] <Disconsented> Json is trival
L2367[23:58:32] <sham1> And I don't like JavaScript
L2368[23:58:37] <Delenas> Oh gods I started a war.
L2369[23:58:41] <sham1> But it is beneficial to modding
L2370[23:58:50] <Disconsented> Delenas> Quick say somthing about emacs vs vim
L2371[23:58:55] <sham1> VIM
L2372[23:59:00] <TehNut> Niether
L2373[23:59:01] <Delenas> Sublime Text ftw
L2374[23:59:04] <sham1> Eww
L2375[23:59:06] <Delenas> Now gtfo
L2376[23:59:23] <sham1> You and your non text-based editor
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