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L1[00:00:00] <illy> weechat all the
way
L2[00:00:06] ⇦
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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
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
L18[00:02:24] <illy> I on the other hand
prefer dank memes
L19[00:02:35] <SomeGuyInATree> or just dank
buds pl0x
L20[00:02:37] ⇦
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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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L39[00:13:56] ⇨
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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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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/
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L83[02:09:48] <Tazz> who here uses Intellij
and wants to help test a project Im working on?
L84[02:12:03] ⇦
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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?
L381[03:40:02]
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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] ⇦
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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!
L386[03:51:19]
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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
L390[03:56:29]
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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
L398[04:01:38] ⇦
Parts: Tris (~Flufflepu@2605:6001:e013:bf00:7c9c:842f:fdad:e5de)
(Le poof, out of the channel I go~))
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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
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
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
L536[07:40:37] <Fredi100> no problem
^^
L537[07:40:42] ***
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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
L560[07:53:10] ***
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L561[07:54:12] <sham1> Makes your mod
easier to be interracted with
L562[07:54:48] ***
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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
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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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
L630[09:06:55]
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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
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
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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 []
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
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"
L681[09:52:50]
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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?
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..
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
L948[12:59:16] ***
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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
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
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
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
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 ^^
L1070[14:56:36]
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L1071[14:56:40]
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L1072[14:56:57] ***
Keridos|away is now known as Keridos
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
L1075[14:59:56]
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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
L1088[15:02:10] <williewillus> that nice
shiny ItemStackHandler shouldn't just sit in your TE
L1089[15:02:21]
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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
L1121[15:08:38]
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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
L1143[15:13:47]
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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
L1168[15:22:00] ***
big_Xplosion is now known as big_Xplo|AFK
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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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
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
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
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
L1273[15:40:44]
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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
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
L1335[15:56:53]
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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
L1343[15:59:46] <williewillus> what are
the log errors
L1344[15:59:53] <Temportalist> there are
none
L1345[16:00:07]
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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
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
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
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
L1410[16:15:52] <williewillus> what the
shit the spawnpoint issue disappeared
L1411[16:15:55] <williewillus>
schroedingbug
L1413[16:16:56] <Temportalist> doesnt the
forgemarker mean it should be spread out like normal json?
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 :/
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.
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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
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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?
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
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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
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
L1614[18:25:23]
⇨ Joins: FusionLord
(~FusionLor@ip70-190-239-223.ph.ph.cox.net)
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
L1653[18:31:34]
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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
L1661[18:38:29]
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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
L2003[19:23:06]
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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
L2017[19:29:43]
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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
L2021[19:40:12]
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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> ?
L2065[19:54:27]
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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
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.
L2083[19:57:33]
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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?
L2097[20:03:50]
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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]
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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
L2126[20:08:12]
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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
L2157[20:17:33]
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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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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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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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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
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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