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L1[00:00:13] <Delenas> If you need me I'll
be running circles by using multi-caret editing and plugins.
L3[00:00:29] <sham1> Who needs multi-carret
when you have modal editing
L4[00:00:45] <sham1> Because one must be
better
L5[00:00:54] <sham1> And VIM and Emacs do
have plugins
L6[00:01:08] <Delenas> I know they have
plugins.
L7[00:01:16] <Delenas> Friggin
butterflies.
L8[00:01:31] <sham1> One I really like is
Eclim
L9[00:01:41] <sham1> Lets you connect either
Emacs or VIM into eclipse
L10[00:01:53] <sham1> So they can be used
to mod
L11[00:03:06] <Delenas> Okay, so. I feel
like making a mod where all it does it rare spawn giant dildo mobs
in the end.
L12[00:03:15] <Delenas> For trolling
purposes.
L13[00:06:38] <Delenas> Anyway. Is there a
kinda sorta standard for an energy capability yet?
L14[00:06:57] <Disconsented> RF
L15[00:07:14] <Tris> I look into this chat
to see what new messages were happening
L16[00:07:18] <Tris> first word i see is
dildo
L17[00:07:46] <Delenas> You're
welcome.
L18[00:07:51] <Tris> thanks mate
L19[00:08:06] <Delenas> Disconsented, rf
does nkt use caps.
L20[00:08:28] <Disconsented> Thats nice
dear
L21[00:08:43] ⇨
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L22[00:09:21] ⇨
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L23[00:09:31] <sham1> Umn
L24[00:09:31] <sham1> Why would I want
Creepers in my End
L25[00:09:52] <Delenas> Because green
dildos.
L26[00:10:03] <Delenas> Only purple,
because end.
L27[00:10:06] <Delenas> Logic.
L28[00:10:57] <Tris> actually, end colours
is purple, black, baige, and green. scrub.
L29[00:11:13] <Delenas> Green? Where.
L30[00:11:18] <Tris> ender eye
L31[00:11:21] <Tris> ender pearl
L32[00:11:24] <Tris> end portal
frames
L33[00:11:25] <Delenas> Ah.
L34[00:11:27] ⇨
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L35[00:11:32] <Tris> enderium
L36[00:11:37] <Tris> that really fucking
annoying fluid ender
L37[00:11:53] <Tris> beta endermen
eyes
L38[00:11:57] <Tris> The list goes on
L39[00:12:15] ***
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L40[00:12:35] <Delenas> Also. Vanilla ender
fluid would be neat in the end cities.
L41[00:12:53] <Delenas> Like. As fountains
or waterfalls or something.
L42[00:13:13] <Tris> rivers too
L43[00:13:30] <Delenas> Rivers, yus
L44[00:13:44] <Tris> Time to go bug the
quark dev
L45[00:14:15] <Delenas> Wait. Endermites
don't move, od they?
L46[00:14:31] <Tris> yeah they do
L47[00:14:33] <Tris> just weirdly
L48[00:15:01] ***
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L49[00:15:10] <Delenas> Likd
L50[00:15:23] <Delenas> Don't they just
kinda wiggle in place
L51[00:15:42] ***
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L54[00:16:24] <Tris> they randomly move
sometimes i think
L55[00:16:33] <Tris> zero idea as I never
use enderchests
L56[00:16:38] <Tris> oh, also enderchests
has green in it
L57[00:17:27] <Delenas> Vanilla mechanics.
Confusing modders since.. Always.
L58[00:17:48] <Tris> especially dire
L59[00:18:09] <sham1> Well technically he
is not a modder, but a player who uses mods
L60[00:18:12] <sham1> But still
L61[00:18:18] <sham1> Vanilla confuses the
poor guy
L62[00:18:49] <Delenas> He's learning
vanilla redstone and that scares me
L63[00:19:01] <sham1> Why
L64[00:19:13] <Tris> Imagine if he actually
made mods
L65[00:19:41] <Delenas> Uh. He's gotten
pretty close with Computercraft and psi.
L66[00:19:53] <Delenas> If Forge supported
lua.. Oh gods.
L67[00:20:02] <sham1> PSI, the only almost
turing-complete magic mod
L68[00:25:14] <Tris> welp
L69[00:25:20] <Tris> back to making fifteen
different robot mdoels
L70[00:25:22] <Tris> models*
L71[00:25:28] <Tris> thanks for giving me
an excuse to take a small break
L72[00:26:18] <sham1> No problema
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L81[00:48:29] <tterrag> would
"implementation-less" caps for items/blocks be useful, I
wonder?
L82[00:48:40] <tterrag> so instead of
instanceof ItemTool we coudl have a tool cap which is more or less
just a tag
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L84[00:49:07] <tterrag> and things like
enchantments would be refactored to use
item.hasCapability(TOOL_CAPABILITY)
L85[00:49:25] <tterrag> sounds like it may
be a decent compromise
L86[00:49:43] <sham1> Well how would it be
used in Vanilla
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L88[00:49:52] ***
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L89[00:50:13] <tterrag> sham1: what do you
mean?
L90[00:50:20] <tterrag> we would attach
them to vanilla items like we do with existing caps
L92[00:50:29] <tterrag> how do you think
chests get IItemHandler cap?
L93[00:50:53] ⇨
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L94[00:51:17] <sham1> Magic
L95[00:57:39] ⇦
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L97[01:01:32] <LexManos> tterrag, no
L98[01:01:45] <LexManos> better to have a
ForgeProperties ro something
L99[01:01:52] <tterrag> oh for sure. I
wasn't thinking literally caps
L100[01:01:55] <tterrag> just something of
that nature
L101[01:01:58] <LexManos> but as it sits
we dont need it as we just edit the base class
L102[01:02:08] <tterrag> enchantment still
uses instanceof :/
L103[01:02:11] <tterrag> and lots of other
places
L104[01:02:17] <LexManos> yes because
enchantments are dumb
L105[01:02:22] <LexManos> and we wont be
patching them
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L107[01:02:28] <tterrag> um, ok?
L108[01:02:29] <LexManos> because it
breaks a shitload of mods/other shit
L109[01:02:41] <LexManos> We've tried in
the past the community flipped its shit
L110[01:02:47] <tterrag> tried what,
exactly?
L111[01:03:07] <LexManos> removing all
instanceof ItemTools and replacing them with calls to our took
system
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L113[01:03:17] <tterrag> I mean, in this
case, ItemTool would already have the ForgeProperty or whatever
applied to it, so nothing would change
L114[01:03:26] <tterrag> mods that extend
ItemTool would still get enchantments the same
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L116[01:06:10]
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L117[01:07:04] <Fredi100> Does the
inventory slots have to have a special order. Because when i open
my te the stuff of my inventory is in a totaly different
ordering
L118[01:07:25]
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L119[01:07:56] <tterrag> it matches up
with the IItemHandler order
L120[01:08:20] <Fredi100> Okay, so i can
just look that up inside and change it then
L121[01:08:43] <tterrag> wot
L122[01:09:15] <Fredi100> i may have
missunderstood you
L123[01:09:33] <tterrag> and I you. what
exactly are you doing? :P
L124[01:09:38] <Fredi100> haha
L125[01:09:56] <Fredi100> i have a te
which should display its own inventory as well as the inventory of
the player
L126[01:10:23] <Fredi100> when i have item
in my own inventory and open the te, i can see all my stuff but in
a wrong order
L127[01:11:53] <tterrag> post code
:P
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L131[01:24:46] <Fredi100> Sorry, i'm in
school, no i can post it. What exactly do you want to see? The
container?
L132[01:24:58] <Fredi100> or should i just
give you the link to my repo?
L133[01:25:05] <tterrag> repo is
fine
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L136[01:30:31] <tterrag> Fredi100: the ID
you pass to the slot constructor is not global
L137[01:30:38] <tterrag> it applies to the
inventory you pass in
L138[01:30:42] <tterrag> so don't start
the player inv at 4
L139[01:31:19] <Fredi100> can i make it
global? i guess not
L140[01:31:55] <tterrag> no, why would
you? :P
L141[01:32:22] <Fredi100> no i mean, is
there already a gobal one? like just taking the id the playerInv
already has?
L142[01:32:43] <tterrag>
Slot.slotNumber
L143[01:32:49] <tterrag> it's initialized
automatically by addSlotToContainer
L144[01:33:11] <Fredi100> So i cant even
set it my own?
L145[01:33:37] <tterrag> again
L146[01:33:38] <tterrag> why would
you
L147[01:33:45] <Fredi100> you're
right
L148[01:34:53] <Fredi100> i just thought,
i could like iterate through the original playerInv and create my
slots in that order
L149[01:35:09] <tterrag> you can, but it'd
be a bit tricky to calculate the positions
L150[01:35:27] <tterrag> but that is the
gist
L151[01:36:02] <Fredi100> okay, so it
would work, but it probably is not worth the time
L152[01:37:35] <tterrag> what you have is
fine
L153[01:37:38] <tterrag> just remove the
+4
L154[01:38:54] <Fredi100> sure?
L155[01:39:09] <Fredi100> i thought i have
to have a continous number
L156[01:39:12] <Fredi100> ....wait
L157[01:39:18] <tterrag> yeah, tbh I'm not
sure how it hasn't crashed :P
L158[01:39:32] ⇦
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L159[01:39:45] <Fredi100> no your right,
those are two different ItemHandler of course they have their own
ids
L160[01:39:48] <Fredi100> gosh
L161[01:40:44] <Fredi100> i thought for a
moment, that i only have one id, and this one has to be given to
every slot
L162[01:41:21] <Fredi100> so i changed the
four of my te and made them to 37-40 and now it crashed
L163[01:43:01] <Fredi100> now it works,
thank you
L164[01:44:59] <Fredi100> how do i say a
slot, what it can do. Like for example. the ouput slot should not
accept items from the player, but provide them if my machine
produced something
L165[01:45:16] <Fredi100> and the fuel
slot should only accept...fuel
L166[01:45:31] <tterrag> override
isItemValid
L167[01:45:49] <Fredi100> so, i have to
make my own slot?
L168[01:46:00] <tterrag> or just an anon
class
L169[01:46:05] <Fredi100> hmm
L170[01:46:22] <Fredi100> is there a
default fuel slot, like for the furnace?
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L172[01:47:05] <tterrag> pretty sure
yes
L173[01:47:22] <Fredi100> okay, so i could
try to just use that one instead
L174[01:47:30] ⇦
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(Le poof, out of the channel I go~))
L175[01:47:56] <tterrag> probably
L176[01:48:26] <Fredi100> lets see, i tell
you if i found one
L177[01:49:45] <Fredi100> okay, yes there
is a SlotFurnaceFule and a SlotFurnaceOutput
L178[01:51:06] <Fredi100> if it were so
easy. SlotFurnaceFuel is no IInventory
L179[01:51:58] <tterrag> what
L180[01:53:50] ***
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L181[01:54:49] <Fredi100>
addSlotToContainer needs an IInventory... but SlotFurnaceFule is no
IInventory
L182[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160531 mappings to Forge Maven.
L183[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160531-1.9.4.zip
(mappings = "snapshot_20160531" in build.gradle).
L184[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/
L185[02:05:19]
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L188[02:08:26] <Fredi100> Okay, was easier
than expected. I just created my own Slot which extend
SlotItemHandler, and then i just override the methods i found in
the SlotFurnaceFule and SlotFurnaceOutput
L189[02:09:30] <Tazz> any reason why usign
a deobfCompile dependency makes gradle pull from
libraries.minecraft.net?
L190[02:10:07]
⇨ Joins: gigaherz|work (~gigaherz@84.89.63.25)
L191[02:10:45] <Tazz> yo gigaherz|work you
familiar with deobfCompile dependencies??
L192[02:10:58] <gigaherz|work>
vaguely
L193[02:11:02] <gigaherz|work> I have used
it for JEI
L194[02:11:24] <Tazz> any reason why usign
a deobfCompile dependency makes gradle pull from
libraries.minecraft.net?
L195[02:11:33] <gigaherz|work> it's the
fallback
L196[02:11:42] <Tazz> makese sense
L197[02:11:43] <Tazz> lol
L198[02:11:52] <gigaherz|work> iirc,
dependencies that aren't found on any other repository, are tried
on libraries.minecraft.net last
L199[02:12:14] <Tazz> mmk
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L201[02:12:23] <gigaherz|work> I could be
wrong
L202[02:12:26] <gigaherz|work> but I think
that's it XD
L203[02:12:37] <Tazz> it makes sense so Im
going with that haha
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L206[02:17:02] <tterrag> Fredi100: ...you
could have just added a SlotFurnaceFUel to your container
L207[02:17:10] <tterrag> why did you think
you should pass a slot to a slot?
L208[02:17:27] <tterrag> Tazz: that's not
the complete explanation
L209[02:17:36] <tterrag>
libraries.minecraft.net is stupid and returns 403 instead of
404
L210[02:17:43] <Fredi100> No because
SlotFurnaceFuel is no IInventory which addSlotToContainer
needs
L211[02:17:44] <tterrag> so gradle doesn't
think "missing" it thinks "this repo
errored"
L212[02:17:56] <tterrag> Fredi100: no,
addSlotToContainer takes Slot
L213[02:19:18] <Fredi100> okay, i missread
the warning. SlotFurnaceFuel wants as first argument a
IInventory
L214[02:19:32] <Fredi100> But i gave him a
ItemStackHandler
L216[02:26:16] <LexManos> wtf are you
doing tazz?
L217[02:26:20] <tterrag> right, I forgot
about that
L218[02:26:27] <Tazz> LexManos, wut?
L219[02:26:28] <tterrag> well it's not
hard to recreate SlotFurnaceFuel with IItemHandler
L220[02:26:59] <LexManos> what is your
plugin suposed to do?
L221[02:27:11] <tterrag> new
SlotItemHandler(...) { @Override public boolean
isItemValid(ItemStack stack) { return
TileEntityFurnace.isItemFuel(stack); }};
L222[02:27:12] <tterrag> done :P
L223[02:27:47] <Tazz> LexManos, add
general support for MinecraftForge, like generating new mod
projects, adds inspections for possible mistakes as well as quick
fixes for them and generators for common classes
L224[02:27:55] ***
Tazz was kicked by LexManos (Rules))
L225[02:28:09] <LexManos> Ya no sounds
dumb, but whatever
L226[02:28:16]
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L227[02:29:01] <Lordmau5> sooo, 1.9(.4)
changed Vec3 to... which class? :p
L228[02:29:46] <tterrag> Vec3d
L229[02:29:57] <tterrag> (because there is
also Vec3i)
L230[02:30:03] <tterrag> ((which is a
superclass to BlockPos))
L231[02:30:14] <Lordmau5> ah
L232[02:30:28] <LexManos> Better practice
to have type name sin math classes.
L233[02:30:39] <Tazz> LexManos,
rules?
L234[02:30:43] <tterrag> dang man
L235[02:30:45] <tterrag> read the
topic
L236[02:30:47] <tterrag> bye bye
L237[02:30:55] <Tazz> oh sorry
L238[02:30:55] ***
Tazz was kicked by MineBot (Banned: (1h) In the topic, DO NOT PING
ME.))
L239[02:31:46] <Lordmau5> rip
L240[02:32:02] <Lordmau5> nice hostname
though, gotta say :p
L241[02:32:34] <tterrag> I'm partial to my
own :P
L242[02:32:48] <Lordmau5> alright, and
what was the alternative to markBlockForUpdate in 1.9.4? (I think I
have it in one of my mods, but I can't seem to find it right now
haha)
L243[02:33:24] <tterrag>
notifyBlockUpdate
L244[02:33:32] <tterrag> flag 8
L245[02:34:00] <Lordmau5> and the same
state it already has, I assume?
L246[02:34:15] <Lordmau5> as in,
worldObj->getState(pos)
L247[02:34:32] <tterrag> right
L248[02:34:49] <Lordmau5> alrighty, thanks
:P
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L250[02:42:36] <Fredi100> Haven't thought
that the furnace algorithm is so....hard for me to understand
L251[02:50:46] <Fredi100> Is there a
unified Fuel class thingie or something. so i can check if an item
is fuel?
L252[02:53:47] <tterrag> I posted your
code needed above
L253[02:53:51] <tterrag> which includes
such a thing
L254[02:57:01] <Fredi100> Nono i'm
currently writing the logic behind my machine. And i need to check
if the item sitting in my fuel slot is fuel, and how much it
provides
L255[02:57:10] <tterrag> yeah I know
L256[02:57:19] <tterrag> read the code I
posted, eh?
L257[02:57:29] <Fredi100> i did but that
uses the method of furnace
L258[02:57:37] <tterrag> yes, it
does
L259[02:57:37] <Fredi100> and i dont know
if i can just use that
L260[02:57:38] <tterrag> and?
L261[02:57:41] <tterrag> you can
L262[02:57:54] <Fredi100> okay
L263[02:58:23] <Fredi100> what happens if
someone adds another mod with new fuel, will it then be updated
automatically?
L264[02:58:37] <tterrag> yes
L265[02:58:39] <Fredi100> ohhhhh
L266[02:58:45] <Fredi100> well then i can
really use it
L267[02:58:46] <tterrag> the vanilla
furnaces uses mod fuels too, right?
L268[02:58:53] <Fredi100> yea
L269[02:59:43] <Fredi100> i just had the
method in front of me and every fuel was hardcoded so i didnt know
how it works with new fuels
L270[03:00:41] <tterrag> if you look very
closely you'll see:
L271[03:00:42] <tterrag> return
net.minecraftforge.fml.common.registry.GameRegistry.getFuelValue(stack);
L272[03:04:54] <Fredi100> i really should
look more carefull
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L274[03:06:35] <Fredi100> Nice, the
burning cycle of my machine does work now
L275[03:06:54] <Fredi100> it consumes fuel
and adds the burning time to my te
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*!*@ds003.info
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L293[04:20:14] <Domochevsky>
Gentlemen.
L294[04:20:59] <Domochevsky> I was just
informed by a user that one of my mods "does not wish to run
in Minecraft version Minecraft 1.9.4". What's that
about?
L295[04:21:11] <gigaherz|work> I wanted to
have a similarly fancy reply to that, but I have no idea what such
a reply would have had to be.
L296[04:21:23] <gigaherz|work> is your mod
ported to 1.9.4?
L297[04:21:26] <Domochevsky> A hat tip
mayhaps
L298[04:21:29] <Domochevsky>
"ported"?
L299[04:21:34] <gigaherz|work> 1.9.0 mods
simply do not work on 1.9.4
L300[04:21:34] <Domochevsky> It's for
1.9
L301[04:21:42] <Domochevsky> Works for .1,
.2 and .3
L302[04:21:43] <tterrag> gigaherz|work:
some can, but it's unlikely
L303[04:21:43] ⇦
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L304[04:21:58] <tterrag> in this case, the
modder likely explicitly prevented 1.9.4 from working in their
@Mod
L305[04:22:03] <tterrag> what mod is
this?
L306[04:22:04] <gigaherz|work> there has
been no forge on 1.9.x between 0 and 4
L307[04:22:08] <tterrag> ^
L308[04:22:14] <Domochevsky> This is one
of MY mods and I did no such thing
L309[04:22:22] <tterrag> post your code
then
L310[04:22:33] <Domochevsky> What code in
particular
L311[04:22:36] <tterrag> (if you didn't
put ANYTHING as your mcversion in your @Mod it is filled in
automatically)
L312[04:23:00] <Domochevsky>
@Mod(modid="dropchevsky", name="World Drop",
version="b14", acceptableRemoteVersions = "*",
canBeDeactivated = true) <- this is what the annotation
reads
L313[04:23:19]
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L314[04:23:24] <Domochevsky> I did not
define anywhere what it would run with
L315[04:23:55] <gigaherz|work> wait is
this a server-only mod and the user trying to connect with a
different version of MC than the server?
L316[04:24:03] <tterrag> read what I
said
L317[04:24:13] <tterrag> if you specify
nothing for the mcversion, forgegradle will fill it in for
you
L318[04:24:20] <tterrag> and if you built
the mod on 1.9.0, guess what gets put there?
L319[04:24:26] <Domochevsky> How
thoughtful of it
L320[04:24:38] <tterrag> I've said
multiple times that this behavior is unexpected and annoying
L321[04:24:40] <tterrag> but they won't
change it
L322[04:24:41] <tterrag> *shrug*
L323[04:24:48] <gigaherz|work> all mods
are assumed to work only on the one single version they were
compiled on
L324[04:24:56] <Domochevsky> I certainly
didn't expect it. Especially with that phrasing
L325[04:24:58] <gigaherz|work> it's left
to the modder to say otherwise
L326[04:25:01] <tterrag> which is dumb,
considering all the work that went into srg names
L327[04:25:05] <Domochevsky> Makes it
sound like I don't want this to happen, which is bogus
L328[04:25:17] <tterrag> I would say the
default should be [version,nextmajorversion)
L329[04:25:25] <gigaherz|work> yep
L330[04:25:28] <tterrag> i.e.
[1.9,1.10)
L331[04:25:29] <gigaherz|work> but
then
L332[04:25:40] <tterrag> or just
nothing
L333[04:25:45] <Domochevsky> Plus, in
mcmod.info it says "mcversion": "1.9"
L334[04:25:51] <Domochevsky> Which I
understand to cover ALL sub-versions
L335[04:25:57] <tterrag> because mojang
doesn't understand versioning, 1.9 == 1.9.0
L336[04:25:59] <Domochevsky> 1.9.*
L337[04:26:08] <gigaherz|work> some things
DO break between versions, and some mods would stop working, and
people wouldn't know exactly why, which I suppose is the rationale
behind this choice
L338[04:26:21]
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L339[04:26:26] <Domochevsky> But when
things break between versions they can at least show up with an
error report
L340[04:26:30] <Domochevsky> This is just
"bla"
L341[04:26:34] <gigaherz|work>
Domochevsky: sadly as tterrag says, Mojang's versioning system is
"1.9" "1.9.1" ...
L342[04:26:39] <tterrag> the fix is
easy
L343[04:26:41] <gigaherz|work> there's no
"1.9.0" so far as they are concerned
L344[04:26:46] <tterrag> change your @Mod
to require [1.9, 1.10)
L345[04:26:47] <Domochevsky> Loverly
L346[04:27:05] <Domochevsky> What would
that do
L347[04:27:20] <gigaherz|work> allow any
version >= 1.9 and < 1.10
L348[04:27:26] <gigaherz|work> [] means
inclusive
L349[04:27:31] <gigaherz|work> () means
exclusive
L350[04:27:39] <gigaherz|work> maths
notation for ranges
L351[04:27:46] <tterrag> so if for some
reason mojang released 1.9.873457636 or 1.9.banana you'd still
load
L352[04:28:11] <gigaherz|work> so far as
"1.9.banana" compares as < "1.10" ;P
L353[04:28:43] <Domochevsky> That's...
dumb. But alright, I guess
L354[04:28:47] <tterrag> it will
L355[04:28:52] <tterrag> FML version
comparison is pretty smart
L356[04:29:09] <tterrag> Domochevsky:
actually I find that notation to be the least dumb thing about the
system
L357[04:29:14] <tterrag> it's extremely
flexible :P
L358[04:29:24] <Domochevsky> ...wait, so
my mods don't work on .1, .2 and .3 right now either?
L359[04:29:33] <gigaherz|work> there is NO
FORGE on .1 .2 or .3
L360[04:29:36] <tterrag> ^
L361[04:29:41] <tterrag> so...no...but
also...no?
L362[04:29:43] ⇦
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L363[04:30:00] <gigaherz|work> so there's
no way to install forge on those versions, which means there's no
way to install the mod on those versions either
L364[04:30:17] *
Domochevsky sighs and updates some descriptions
L365[04:30:29] <tterrag> m8 just release a
version with it fixed
L366[04:31:04] <Domochevsky> I'm gonna,
yeah, but I still need to remove false information from old
builds
L367[04:31:11] <gigaherz|work> check if
your mod works as-is on 1.9.4 (as in, compile for 1.9.0, but with
the range added), and if it works as-is without causing loading
crashes
L368[04:31:31] <gigaherz|work> if it does,
then release that, if it doesn't then release a 1.9.4-specific
version
L369[04:31:43] <Domochevsky> And no one
mentioned this earlier because only now a .4 version of Forge is
out... tch
L370[04:31:58] <gigaherz|work> it is...
common knowledge to us modders
L371[04:32:01] <gigaherz|work> we don't
think to mention that
L372[04:32:20] <Domochevsky> One of the
problems of Common Knowledge, yes
L373[04:32:32] <Domochevsky> You're
expected to know something no one ever tells you
L374[04:32:51] <BaronNox> *shruggs*
L375[04:32:55] <gigaherz|work> yep but no
on tells you because no one knows you don't know
L377[04:33:25] <tterrag> if no one ever
does....then it will remain "common knowledge"
L378[04:33:27] ⇦
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L380[04:33:45] <Domochevsky> And they know
by you demonstrating that you don't know, leading to them saying
"EVERYONE knows that, duh!"
L381[04:33:58] <Domochevsky> And now I
know too
L382[04:34:06] ⇦
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L383[04:34:07] <Domochevsky> Possibly to
never ever mention it to anyone ever, because Everyone Knows
That
L384[04:34:19] <gigaherz|work> a flaw of
the human mind
L385[04:35:15] <BaronNox> You can teach
your children and they can pass the knowledge on to theirs.
L386[04:35:30] <gigaherz|work> but yes, as
tterrag said, now that you learned that, if you do have a moment,
it would be the ideal time to write some documentation
L387[04:35:39] <gigaherz|work> and submit
it to the project's documentation effort
L388[04:35:50] <tterrag> or I will, when I
find the time (i.e. never)
L389[04:35:50] <gigaherz|work> if we all
wrote things down when we learn them
L390[04:36:00] <Domochevsky> "the
project" being what?
L391[04:36:09] <gigaherz|work>
github.com/MinecraftForge/Documentation
L392[04:36:24] <gigaherz|work> which
compiles into mcforge.readthedocs.io
L393[04:36:34] <Domochevsky> Ah
L394[04:37:38] <masa> hmm, I guess the
code to do "proper" wool notch hit detection would get
pretty complicated... I mean so that their thickness would also be
taken into consideration
L395[04:37:47] <masa> like Ender Storage
used to do I think
L396[04:38:02] <Domochevsky> "What is
@Mod? More information can be found at… (Coming Soon)" oh
ok
L397[04:38:16] <masa> I currently only do
2D detection on the block's face
L398[04:38:18] <gigaherz|work> masa: I
gave up trying to do that, and just defined a certain rectangle on
the top face
L399[04:38:24] <masa> yeah
L400[04:38:54] <masa> otherwise you would
need to hmm
L401[04:39:03] <masa> wait how did that
work with ender storage
L402[04:39:07] <gigaherz|work> it
shouldn't have be complicated -- minecraft must already have code
to match boxes against the ray
L403[04:39:22] <gigaherz|work> so if there
was some method to return WHICH box was hit
L404[04:39:23] <masa> if you target from a
side so that you only hit a wool notch, can you break the block
then?
L405[04:39:27] <gigaherz|work> along with
the hit position...
L406[04:39:36] <gigaherz|work> but that
would first require the ability to have more than one selection
box
L407[04:39:42]
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L408[04:40:18] <masa> yeah..
L409[04:40:48] <masa> I guess you could
fake it in the render event by ray tracing to virtual boxes
L410[04:41:08] <gigaherz|work> incidently,
i see that the getSelectedBoundingBox is only used for
drawSelectionBox
L411[04:41:26] <gigaherz|work> what box is
used for the client raytrace, then?
L412[04:41:40] <gigaherz|work> the
sollision ones?
L413[04:42:17] <gigaherz|work>
collision*
L414[04:42:24] <gigaherz|work> or the
global bounds?
L415[04:43:42] <gigaherz|work> if it's the
collision boxes, it may be possible to make some kludge that allows
returning different selection boxes based on the last hit
position
L416[04:43:44] <masa> for normal ray trace
just the normal block bounds
L417[04:44:02] <gigaherz|work> if it's
just the general bounding box, then that may not work
L418[04:44:03] <masa> or did you ask what
is used or what would be used?
L419[04:44:23] <gigaherz|work> I was
wondering what is used now
L420[04:44:40] <masa> don't know
L421[04:45:09]
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L422[04:45:39] *
Domochevsky edits the doc
L423[04:45:48] <Domochevsky> Now where is
actual information about all the components of @Mod()...
L424[04:48:56] <masa>
getCollisionBoundingBox() is used in World#rayTraceBlocks(), which
is what Entity#rayTrace() uses
L425[04:49:26] <masa> which is
whatEntityRenderer#getMouseOver() calls
L426[04:50:21] <masa> wait
L427[04:51:42] <masa> but those continue
to Block#collisionRayTrace() which by default uses
IBlockState#getBoundingBox() ie. Block#getBoundingBox()
L428[04:54:13] <tterrag> it's
getSelectionBoundingBox
L429[04:54:22] <tterrag> do your own
raycast there
L430[04:54:56] <tterrag> !gm
getSElectedBoundingBox
L431[04:55:00] <tterrag> erm
L432[04:55:10] <tterrag> !findallm
getSelectedBoundingBox
L433[04:55:18] <tterrag> yeah that's
it
L434[04:57:34] ***
tterrag is now known as tterrag|ZZZzzz
L435[05:01:04] <masa> hmm, would I then
need to be checking the returned AABB's reference to know which box
I'm looking at?
L436[05:01:29] <masa> or doing equals to
known boxes
L438[05:01:39] <Domochevsky> Can anyone
add to it?
L439[05:06:21] ⇦
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L440[05:09:02] <BaronNox> nice job
Domochevsky *thumbs up*
L441[05:10:19] <Domochevsky> Ok, so it's
not completely horrible. That's a start
L442[05:10:31] <Domochevsky> Needs more
additions though
L443[05:11:00] <masa> "should
probably the first thing"
L444[05:11:14] <Domochevsky> words i dont
even
L445[05:12:12] <Domochevsky> What
else
L446[05:12:42] <masa> seems pretty
good
L447[05:12:45] <masa> but what do I know
:p
L448[05:13:01] <BaronNox> canBeDeactivated
should only be true for client-side only mods (like Minimaps). As
soon as the mod adds custom stuff to the game (blocks, items,…) the
boolean has to be false (which it is by default) or the game will
?crash? (actually not sure what will happen). Just my random 2
cents
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L450[05:14:48] <Domochevsky>
Sensible
L451[05:15:01] <masa> I'd also add
dependencies and acceptedMinecraftVersions and updateJSON and
possibly guiFactory components, they are pretty commonly used
L452[05:15:40] <BaronNox> fancy
fancy
L453[05:15:52] <masa> (looking at my mod
atm to say that :p)
L454[05:15:55] <Domochevsky> What're those
about
L455[05:17:01] <masa> dependencies if what
the mod depends on, like dependencies =
"required-after:Forge@[12.16.0.1859,);"
L456[05:17:20] <masa> updateJSON is for
the Forge update checker system
L459[05:18:24] <Domochevsky> But is there
a description of how to use it?
L460[05:18:38] <masa> which one?
L461[05:19:41] <masa> and
acceptedMinecraftVersions says what versions of Minecraft the mod
can run on, by default it is was it "" which FML turns
into the version you are compiling for, if you allow more then you
need to add that component
L462[05:20:40] <Domochevsky> k...
*edits*
L463[05:21:11] <masa> stuff like
"1.8,1.8.8,1.8.9" or "[1.8,1.8.9]" or
"[1.8,1.9)" should work, but the latter are bad and
shouldn't be used anyway...
L464[05:21:37] <Domochevsky> Why's
that
L465[05:21:52] <masa> you don't want to
pretend to work on future versions
L466[05:22:34] <masa> so I guess it kind
of depends when you add that, if there are going to be matching
future versions, but then what is the point in doing it that way
anyway
L467[05:22:49] <Domochevsky> But what if
you want it to work for all subversions of the third degree, like
1.9.*?
L468[05:23:27] <masa>
"[1.9,1.10)" should work
L469[05:23:32] <masa> but again, bad
L470[05:23:48] <masa> what if you now
release a mod like that, then 1.9.5 comes along and breaks
stuff
L471[05:23:59] <masa> your mod still tries
to run on it and can blow up stuff
L472[05:24:28] <Domochevsky> At least you
know then why it blew up
L473[05:24:47] <BaronNox> so updateJSON is
basically a changelog?
L474[05:25:16] <Domochevsky> IS it?
L475[05:25:49] <BaronNox> it looks like
one, it sounds like one it even tastes like one
L476[05:25:51] <masa> it also gives you
the marker on the Mods button and in the mod list
L477[05:26:06] <masa> when updates are
available
L478[05:26:28] <BaronNox> ohh fancy. but
what does „promos“ stand for?
L479[05:26:43] <BaronNox> it’s never used
in the JSON itself.
L482[05:28:37] <BaronNox> ah nvm i got
it
L483[05:29:11] <masa> "whatever I'm
currently editing it with in Eclipse" should probbaly be more
like "what I'm compiling the mod against" or
something
L484[05:30:01] <BaronNox> minecraft
version and corresponding mod version
L485[05:30:25] <masa> or more formally,
"the Minecraft version the mod is compiled for"
L486[05:30:40] <masa> or against
L487[05:30:43] <masa> whoever can
english
L488[05:30:50] <BaronNox> not me
L489[05:30:51] <BaronNox> :D
L490[05:30:52] <Domochevsky> Is that
likely to be understood by the Common Man?
L491[05:30:58] <Domochevsky> (Don't ask
me, I'm german. >_> )
L492[05:31:02] <BaronNox> same
L493[05:31:27] <Domochevsky> So, we
out!
L494[05:31:28] <masa> well I eman
"editing in eclipse" doesn't have anything to do with it,
and also assumes the modder is using eclipse
L495[05:31:39] <Domochevsky> True
L496[05:32:15] <Domochevsky> "your
editor of choice"? Or "what I'm compiling the mod against
in my editor of choice (eg Eclipse)"
L497[05:32:49] <BaronNox> your editor of
choice sounds good imho
L498[05:33:01] <masa> but again, the
editor has nothing to do with it...
L499[05:33:20] <Domochevsky> Again,
though, is that likely to be understood by the Common
Man/Modder?
L500[05:33:22] <masa> you can just clone a
repo and compile the mod without ever seeing any of the code in
even a notepad
L501[05:33:37] <Domochevsky> For example:
I don't know jack about gradle. I just press the buttons that makes
the command window go
L502[05:33:55] <masa> well if the modder
who reads it doesn't know what compiling or building a mod means,
he/she has some more problems to deal with first
L503[05:34:16] <Domochevsky> Gotta start
somewhere
L504[05:34:54] <Domochevsky> But hm... how
would that concept then be explained, in a side sentence or
two
L505[05:35:30] <Domochevsky> For example,
I write "compiled against" and "building". The
person is confused by those concepts. What is my third sentence to
tie that package together in their head
L506[05:35:54] <Domochevsky> So they both
now have a basic idea that those concepts exist and what they
do
L507[05:38:43] <masa> well you can't and
shouldn't explain the whole world and all the modding prequisities
(?) in a document that is about mod structuring
L508[05:39:13] <masa> keep it to the point
and clean
L509[05:39:33] <BaronNox> Do it like Lex
and say: „This is an Annotation, it does stuff“ :P
L510[05:39:37] <masa> imo compiling or
building a mod is the best way to describe this case
L511[05:47:36]
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L515[05:54:49] <tobimai> Is there a forge
dev group/channel for asking questions about mc forge
modding?
L516[05:55:19] <AKTheKnight> You mean this
one?
L517[05:55:22] <Domochevsky> Like this
one?
L518[05:56:02] <Domochevsky> There's a
fortunate overlap
L519[05:56:22] <gigaherz|work> this one is
mostly about creating mods
L520[05:56:32] <gigaherz|work> we
sometimes help people who want to use forge with mods
L521[05:56:35] <gigaherz|work> but that's
mostly out of pity
L522[05:56:41] <tobimai> Ok i thougt this
was not it because a forbidden topic is thr api?
L523[05:56:42] <gigaherz|work> the primary
purpose is creating the mods
L524[05:56:59] <gigaherz|work> it means
the official modding api that mojang said they'd create
L525[05:57:09] <gigaherz|work> it's not
allowed to speculate about it
L526[05:57:11] <tobimai> Ohhh that
api.....
L527[05:57:20] <tobimai> Ok i
misunderstood this
L528[05:57:23] <gigaherz|work> althoguh it
happens sometimes
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L530[06:00:39] <tobimai> Ok then i'll ask
my questions once im home
L531[06:01:58] <LatvianModder>
@SideOnly(Side.SERVER) means only on dedicated server or when
logical side is server?
L532[06:02:14] <LatvianModder> For example
MinecraftServer.registerTickable
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L534[06:03:27] <Domochevsky> Logical, I
think, so the internal server should could
L535[06:03:29] <Domochevsky> *count
L536[06:04:21] <gigaherz|work>
LatvianModder: that's for the jars
L537[06:04:34] <gigaherz|work> when FML
loads a class
L538[06:04:53] <gigaherz|work> it will
discard the class if it has @SideOnly of the wrong jar side
L539[06:05:06] <gigaherz|work> and it will
remove methods similarly
L540[06:05:16] <LatvianModder> There you
have it. java.lang.NoSuchMethodError:
net.minecraft.server.MinecraftServer.registerTickable(Lnet/minecraft/util/ITickable;)V
L541[06:05:36] <LatvianModder> So
Side.SERVER means only dedicated server
L542[06:05:45] <gigaherz|work> no it means
only the server JAR has it
L544[06:05:54] <gigaherz|work> it just
happens that the server jar only contains the dedicated
server
L545[06:05:55] <gigaherz|work> XD
L546[06:06:06] <LatvianModder> |:I
L547[06:06:07] <gigaherz|work> @SideOnly
is about jars
L548[06:06:29] <gigaherz|work> when FML is
loading things on the client jar, it will discard things with
@SideOnly server
L549[06:06:34] <BaronNox> use
world.isRemote
L550[06:06:43] <gigaherz|work> and when
it's loading things on the server jar, it will discard things with
@SideOnly client
L551[06:06:51] <LatvianModder> that really
sucks though... Why should ITickable only be server side |:I
L552[06:06:57] <Domochevsky> (Man, who
thought that up...)
L553[06:06:58] <gigaherz|work> wat
L554[06:07:00] <gigaherz|work> no
L555[06:07:10] <gigaherz|work> it's the
method
L556[06:07:12] <gigaherz|work> not
ITickable
L557[06:07:17] <LatvianModder> yeah, the
method
L558[06:07:45] <LatvianModder> I can still
use reflection >:D
L559[06:07:58] <LatvianModder> !gf
MinecraftServer.tickables
L560[06:08:05] <gigaherz|work> and it's
server only because only the server's player list calls it
L561[06:08:18] <gigaherz|work> so the
obfuscator removes the method
L562[06:08:28] <LatvianModder> Lets test
it
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L564[06:18:33] <Lordmau5> o/
L565[06:20:17] <BaronNox> o7
L566[06:21:00] <Lordmau5> soooo is there
any good way to check if the CoFH API is supplied by some
mod?
L567[06:21:29] <Lordmau5> or would I just
do "Loader.isModLoaded" on the specific API?
L568[06:22:13] <LatvianModder> o/
L569[06:22:19] <LatvianModder> Reflection
helped :D
L570[06:22:44] <LatvianModder> Only the
method has @SideOnly(Side.SERVER)... for whatever reason...
L571[06:22:45] <Lordmau5> I don't know how
OC does it, but I know that we had some issues in BTM the other
day
L572[06:23:06] <Lordmau5> due to some mods
supplying the CoFH API... hmm
L573[06:23:10] <gigaherz|work> Lordmau5:
can't remember if there was a way to get the api but
L574[06:23:21] <gigaherz|work> you could
test if Class.fromName succeeds or throws an exception
L575[06:23:27] <Lordmau5> oh that's true,
yea
L576[06:23:42] <gigaherz|work> there MAY
be a better way, but for now ;P
L577[06:23:53] <gigaherz|work> you can
always use the better method later ;P
L578[06:24:41] <Lordmau5> CoFHAPI|energy
hmm
L579[06:26:04] <Lordmau5>
ModAPIManager.INSTANCE.hasAPI
L580[06:26:06] <Lordmau5> well there we
go
L581[06:27:43] <gigaherz|work> :)
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L589[06:56:53] <tobimai> IF you create a
fluid with the Forge API, is there a way to block it from traveling
through pipes and only allow certain pipes?
L590[07:05:25] <BaronNox> i guess, TE
fluiduct gets destroyed on fluids that are too hot/cold
L591[07:07:05] <BaronNox> but i don’t
think you can say „my fluid should only be pipeable by EnderIO
pipes“
L592[07:07:34] <BaronNox> since you’d have
to change the behaviour of said pipes
L593[07:08:47] <BaronNox> behavior*
L594[07:09:35] <Fredi100> do empty
ItemStacks exist?
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L596[07:09:52] <Fredi100> Like, its not
null but contains no item?
L597[07:10:18] <wiresegal> yes
L598[07:10:20] <Cazzar> IIRC they can, but
shouldn't
L599[07:10:23] <BaronNox> mmh I already
encountered ItemStack with stacksize == 0.
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L601[07:10:43] <wiresegal> for example,
ItemStack(Blocks.end_portal) will be ItemStack(null)
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L603[07:10:56] <wiresegal> because there's
no item for end portal
L604[07:12:42] <Fredi100> so i could write
itemStack.getIsItemStackEqual(null) ?
L605[07:14:00] <BaronNox> I made my own
GUI and I’m not sure if its style is acceptable. (it’s halfway done
and I don’t want to waste my time on it if it’s ugly ;) ) Can I
have some feedback pls?
http://imgur.com/sZXv64e
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L607[07:15:31] <wiresegal> fredi, no.
stack.getItem() == null would be the check
L608[07:15:58] <tobimai> thjere shoud be
some kind of grid in the onventory, but other than that it's
acceptable I would say
L609[07:16:14] <BaronNox> yeah that’s what
i meant with half-way done :)
L610[07:16:39] <BaronNox> thank you tobi,
gonna finish it and link it again
L611[07:16:40] <gigaherz|work> BaronNox:
what do you mean with "the style"?
L612[07:16:54] <BaronNox> well it’s kinda
simple isn’t it?
L613[07:17:02] <BaronNox> 4 colors
L614[07:17:22] <gigaherz|work> that looks
a lot like the layout of the gui from the dispenser/dropper
L615[07:17:35] <gigaherz|work> why not
reuse that gui as a base rather than make your own
"skin"?
L616[07:18:04] <BaronNox> I dont like the
2px spacing between slots in vanilla guis :C
L617[07:18:08] <gigaherz|work> I like my
UIs to be consistent
L618[07:18:24] <AKTheKnight> I've never
made a gui at all
L619[07:18:36] <gigaherz|work>
AKTheKnight: it's simple
L620[07:18:36] <AKTheKnight> So I hope
Bagginses doesn't break
L621[07:18:42] <gigaherz|work> you
providea background image with the slots pre-drawn
L622[07:18:46] <AKTheKnight> I might have
a try
L623[07:18:57] <gigaherz|work> and you
locate each Slot object to the XY coords that make it draw on top
of the background slot image
L624[07:19:01] <gigaherz|work> and poof,
GUI done
L625[07:19:18] <BaronNox> Indeed but
coding it is way more fun
L626[07:20:01] <gigaherz|work> yes but if
you do it custom, then resourcepack authors can't customize it so
it looks "like the rest"
L627[07:20:30] <BaronNox> mmh. Damnit ur
right.
L628[07:21:20] <gigaherz|work> I wish the
UI was a json/xml file so you could customize the location of the
slots
L629[07:21:26] <BaronNox> ^+1
L630[07:21:55] <gigaherz|work> and in
fact, it would be relatively easy to implement...
L631[07:22:22] <gigaherz|work> it would
rquire some hooks on the vanilla Container and Slot
L632[07:22:29] <AKTheKnight> api time
:P
L633[07:22:31] <gigaherz|work> so that
they use the input XY as default values
L634[07:22:46] <gigaherz|work> but
hmm
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L636[07:22:59] <gigaherz|work> there
values are also used on the server
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L638[07:25:17] <BaronNox> that’s what I
dont understand. Why is the slot layout used on the server? A
simple slot ID syncing client with server and all you need on
server side is a list of Slots. Or am I missing here
something?
L639[07:26:56] <gigaherz|work> I think
mojang just didn't want to have two separate classes to
manage
L640[07:27:15] <gigaherz|work> so they
mashed up the server version of the container and slot into the
same class
L641[07:27:32] <gigaherz|work> it doesn't
make sense, though
L642[07:27:43] <BaronNox>
#blamemojang
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L646[07:40:17] <Fredi100> i am completely
lost. My te actually produces stuff now but.... it doubles the
ouput.....and if i remove the output stack it can't produce
anything at all but still consumes the input and the fuel
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L649[07:42:44] <AKTheKnight>
Breakpoints
L650[07:42:58] <AKTheKnight> Use them and
see if you can work out what's being called and what isn't
L651[07:43:17] <AKTheKnight> Also, any
linux and Intellij users around?
L652[07:43:30] <Fredi100> i tried, but i
have the feeling, using breakpoints destroys the flow of the game
breaks everything
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L654[07:43:54] <fry> AKTheKnight:
yup
L655[07:44:14] <AKTheKnight> Have you had
an issue where mc doesn't release the mouse when using
breakpoints?
L657[07:44:26] <gigaherz|work> it's not
really mc's fault
L658[07:44:29] <AKTheKnight> Did you find
a solution by any chance?
L659[07:44:31] <gigaherz|work> mc can't do
anything
L660[07:44:34] <fry> I switch workspace
back and forth
L661[07:44:37] <gigaherz|work> on windows-
press the windows key
L662[07:44:45] <gigaherz|work> it will
force release the mousecapture
L663[07:44:56] <gigaherz|work> on linux,
some people plug two mice and enable a second mouse cursor
L664[07:45:04] <fry> there were couple
people here who found a more universal solution, but I don't
remember exactly
L665[07:45:43] <AKTheKnight> I'll have
another try and see if that works for me
L666[07:45:49] <gigaherz|work> ideally,
IDEs or the debug engines in OSs would detect this condition
L667[07:45:54] <fry> what wm are you
using?
L668[07:45:58] <gigaherz|work> and
temporarily release mouse captured owned by the suspended
thread
L669[07:46:04] <gigaherz|work> but it's
not the case ;P
L670[07:46:17] <gigaherz|work>
captures*
L671[07:46:18] <AKTheKnight> The default
Ubuntu one. I haven't changed anything
L672[07:46:25] <AKTheKnight> (Still a bit
of a linux noob)
L673[07:47:08] <fry> try binding
"xdotool key XF86Ungrab" to some hotkey
L674[07:47:50] <Fredi100> and i think the
algorithm itself is not correct
L675[07:48:18] <gigaherz|work> that'w why
breakpoints are good
L676[07:48:23] <gigaherz|work> they let
you run the algorithm step by step
L677[07:48:30] <gigaherz|work> and see how
the values change as you advance line by line
L678[07:49:29] <AKTheKnight> (Still a bit
of a linux noob)7
L679[07:49:33] <AKTheKnight> Huh
L680[07:49:49] <AKTheKnight> Switching
workspace doesn't seem to fix it
L681[07:50:02] <AKTheKnight> And
"xdotool key XF86Ungrab" in terminal isn't unbinding
it
L682[07:50:45] <AKTheKnight> It works fine
if I'm in some kind of gui. But breakpoints in other positions lock
the mouse
L683[07:55:36] <Fredi100> how do i animate
the fuel flames and the process bar?
L684[07:55:46] <IoP> earlier someone
posted IDE snippet which unlocked mouse after hitting
breakpoint
L685[07:56:02] <gigaherz|work> Fredi100:
you want to make it show the progress like a furnace does?
L686[07:56:22] <gigaherz|work> if so...
look at the furnace gui ;P
L687[07:56:24] <AKTheKnight> IoP: rough
idea of how much earlier? (I can scroll up a lot if needed)
L688[07:56:27] <Fredi100> true
L689[07:56:31] <gigaherz|work> it will use
drawTextureModalRect
L690[07:56:38] <gigaherz|work> with the
area of the gui that contains the flames
L691[07:56:43] <gigaherz|work> and with
the progress arrow
L692[07:56:47] <Fredi100> okay
L693[07:57:06] <Fredi100> so i need the
arrow and the flame as seperate pic?
L694[07:57:07] <IoP> earlier like in this
year. just wait and someone might remember that
L695[07:57:12] <AKTheKnight> Ahh
okay
L696[07:57:13] <BaronNox> so… new
ResourcLocation(MOD_ID, „:textures/gui/testGui.png“) resolves to
resources/assets/MOD_ID/textures/gui/testGui.png, doesn’t it?
L697[07:57:23] <BaronNox>
ResourceLocation*
L698[07:58:16] <AKTheKnight> well,
apparently I can use
"Minecraft.getMinecraft().setIngameNotInFocus();"
L699[07:58:29] <AKTheKnight> But that's a
bit of a faff every time I want a breakpoint
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L701[08:00:13] <IoP> AKTheKnight:
-Dsun.awt.disablegrab=true ?
L702[08:00:27] <AKTheKnight> Just found
that as well. I'll give it a try
L703[08:00:41] <fry> AKTheKnight:
setxkbmap -option grab:break_actions
L704[08:00:56] <fry> after that xdotool
key XF86Ungrab should work
L705[08:02:09] <AKTheKnight> IoP: That
didn't seem to work
L706[08:02:15] <AKTheKnight> Thanks fry,
that does now :)
L708[08:02:27] *
fry will remember this
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L711[08:07:33] <BaronNox> this freaking
ResourceLocation is killing me
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L713[08:08:10] <BaronNox> i even copied
the folder names and still FileNotFoundException
L714[08:08:47] <BlueMonster> are you
including your modid?
L715[08:09:27] <BaronNox> yes. new
ResourceLocation("murphyslaw:textures/gui/test_gui.png")
L716[08:09:39] <BaronNox> no spelling
mistake
L717[08:09:39] <gigaherz|work> texture
locations don't include the .png part
L718[08:09:48] <BaronNox> i tried and
still not working
L719[08:09:50] <gigaherz|work> nor the
textures/
L720[08:09:54] <gigaherz|work> I
think
L721[08:09:54] <BaronNox> wow
L722[08:10:15] <BaronNox> so
MODID:gui/test_gui
L723[08:10:28] <BlueMonster> try new
ResourceLocation("murphyslaw",
"gui/test_gui")
L724[08:10:34] <gigaherz|work> no
wait
L725[08:10:37] <gigaherz|work>
nevermind
L726[08:10:39] <gigaherz|work> that's for
models
L728[08:10:50] <gigaherz|work> gui ones DO
include both
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L731[08:11:49] <gigaherz|work> BaronNox:
and is it properly under
src/main/resources/assets/murphyslaw/textures/gui/test_gui.png?
L732[08:11:58] <BaronNox> yes it is
L733[08:12:06] <gigaherz|work> yeah that's
just less efficient
L734[08:12:10] <gigaherz|work> you can
reuse the same object
L735[08:12:15] <gigaherz|work> rather than
create it every single frame
L736[08:13:22] <gigaherz|work> ah
L737[08:13:24] <gigaherz|work> there's a
difference
L738[08:13:35] <gigaherz|work> you should
call
L739[08:13:36] <gigaherz|work>
mc.renderEngine.bindTexture
L740[08:13:42] <gigaherz|work> not
getTextureManager().bindTexture
L741[08:13:57] <BaronNox> oh
L742[08:14:00] <BaronNox> let me try
that
L743[08:14:17] <gigaherz|work> although
that's a texture manager
L744[08:14:53] <gigaherz|work>
nevermind
L745[08:14:59] <gigaherz|work>
getTextureManager() returns renderEngine
L746[08:15:03] <gigaherz|work> just a name
mistmatch.
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L750[08:17:13] <BaronNox> ok here is the
path to test_gui.png:
http://imgur.com/FqNwTrP and this is my
ResourceLocation: ResourceLocation("murphyslaw",
"textures/gui/test_gui.png")
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L752[08:17:47] <gigaherz|work> eclipse or
idea?
L753[08:17:55] <BaronNox> eclipse
L754[08:17:56] <BaronNox> Failed to load
texture: murphyslaw:textures/gui/test_gui.png
L755[08:17:57] <BaronNox>
java.io.FileNotFoundException:
murphyslaw:textures/gui/test_gui.png
L756[08:18:13] <gigaherz|work> hmf no idea
then
L757[08:18:27] <gigaherz|work> although it
wouldn't make sense either way
L758[08:18:44] <BaronNox> maybe forge is
broken?
L759[08:18:48] <Cazzar> BaronNox: using it
for a GUI?
L760[08:18:51] <BaronNox> yes
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L768[08:26:22] <BaronNox> welp
L769[08:28:22] <BaronNox> updating forge
right now. new build fixes tons of bugs
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L771[08:29:20] ***
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L772[08:30:04] <gigaherz|work> nah the
last build derped the changelog
L773[08:30:34] <gigaherz|work> ah I
see
L774[08:30:37] <gigaherz|work> 1.9.4
became master
L775[08:31:02] <gigaherz|work> so the
changelog contains a dump of ALL the changes done in the 1.9.4
branch
L776[08:31:10] <BaronNox> mmh it works
now
L777[08:31:51] <BaronNox> i have NO idea
what happened there and I don’t even want to know. :D
L778[08:31:58] <gigaherz|work> XD
L779[08:32:13] <gigaherz|work> sometimes
runnign setupDecompWorkspace/eclipse will fix those weird
issues
L780[08:32:32] <BaronNox> yeah^^
L781[08:34:29] <masa> oh 1.9.4 became
master
L782[08:34:34] <gigaherz|work> yup
L783[08:34:40] <masa> and it seems that my
PR now has conflicsts again...
L784[08:34:44] <gigaherz|work> well
L785[08:34:49] <gigaherz|work> the pr
still points to 1.9.4?
L786[08:35:00] <gigaherz|work> so all the
PRs that point to 1.9.4 have to be recreated I suppose
L787[08:35:02] <masa> so now I get to
setup a new forge deb env, udpate the PR s othat it can continue to
be ignored
L788[08:35:21] <gigaherz|work> can you
change the target of a pr?
L789[08:35:35] <masa> not afaik
L790[08:35:53] <masa> hmm ell, my PR is
for the master branch
L791[08:35:56] <masa> *well
L792[08:36:12] <masa> so I can force push
to fix the conflict without creating a new PR
L793[08:36:16] <masa> but
L794[08:36:47] <masa> I still need to
waste the time to setup a new forge dev environment for the new
master branch, update the PR, generate payches and force push it an
all that ;_;
L795[08:36:57] <gigaherz|work> heh
L796[08:36:59] <gigaherz|work> yeah
L797[08:37:08] <gigaherz|work> i'm still
not sure if I even care to update mine
L798[08:37:09] <masa> fuck that
L799[08:37:18] <masa> I'm actually going
to work on my mod instead
L800[08:37:46] <Cazzar> Also, as for the
GUI texture, I have been using final val JUKEBOX_GUI_TEXTURE:
ResourceLocation = new ResourceLocation(MOD_ID.toLowerCase,
"textures/gui/jukebox.png") though as for it's
up-to-date-ness don't quote me on it
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L802[08:38:21] <gigaherz|work> Cazzar:
yeah that works
L803[08:38:31] <gigaherz|work> I wrote a
helper for that, in my case
L804[08:38:44] <gigaherz|work>
ElementsOfPower.location returns new ResourceLocation(MODID,
path)
L805[08:38:59] <gigaherz|work> so i just
call ElementsofPower.location("path/to/resource")
L806[08:39:02] <gigaherz|work> which is a
lot more concise ;P
L808[08:39:38] <gigaherz|work> but he
already fixed that by rerunning setupDecompWorkspace +
eclipse
L809[08:39:49] <BaronNox> indeed, but
thank you Cazzar
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L817[09:04:57] <sokratis12GR> guys is
there any 1.9.4 mod that does useful commands ?
L818[09:05:01] <sokratis12GR> if not I
will make one :P
L819[09:05:57] <AKTheKnight> What kind of
commands?
L820[09:06:07] <AKTheKnight> FTB Utils has
a few
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L822[09:06:45] <sokratis12GR> well I will
see what FTB Utils have and I will make one that the FTB Utils
doesn't have
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L826[09:18:25] <VoxelV> test
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L828[09:19:18] <VoxelV> Hello, I'm new to
modding with forge. Which minecraft version is recommended for
creating new mods?
L829[09:20:00] <sokratis12GR> what mc
version you want to start on ?
L830[09:20:45] <ghz|afk> VoxelV:
depends
L831[09:20:52] <ghz|afk> for a new mod,
start on the latets, which is 1.9.4
L832[09:20:55] <Ordinastie_> latest
L833[09:20:57] <ghz|afk> there, the
experience will be the best
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L835[09:21:11] <ghz|afk> if you really
really have to work with existing mods, then it's not really a
choice ;P
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L838[09:23:16] <VoxelV> mainly I'd like to
have a chance that someone would include it in a cool modpack
L839[09:23:42] <VoxelV> I guess my
question is "will the community be basically skipping
1.8?"
L840[09:23:47] <Tazz> lol whats up with my
entity being weird? its like disappearing/despawing...
L842[09:24:35] <Cazzar> VoxelV: Just dev
on latest, because doing something like developing on 1.7 then
having to update to 1.9 would be more of a pain then it's
worth.
L843[09:24:43] <ghz|afk> VoxelV: then do
1.9.4
L844[09:24:46] <ghz|afk> if you start on
something older
L845[09:24:52] <ghz|afk> the modpacks are
"already done"
L846[09:25:07] <ghz|afk> if you do 1.9.4,
you still have a chance to get included in new packs
L847[09:25:22] <VoxelV> cool, that's what
I was looking for. Thanks :)
L848[09:26:12] <ghz|afk> also the new
features forge is getting are awesome
L849[09:26:19] <VoxelV> sweet
L850[09:26:24] <Cazzar> Though developing
for that reason for some people isn't that much of a good idea,
like the one "I want to make a mod to get on
forgecraft"
L851[09:26:25] <Tazz> do I have to spawn
the entity on client and server? or just server?
L852[09:26:30] <ghz|afk> yes, some things
are easier on 1.7.10, but you lose all the awesome, just to be a
little bit lazier
L853[09:26:30] <ghz|afk> ;p
L854[09:26:47] <ghz|afk> Tazz:
server
L855[09:26:48] <Cazzar> I should get back
into modding..
L856[09:26:50] <sokratis12GR> ghz thank
you for the update flashing Update Icon it is so nice
L857[09:26:55] <ghz|afk> :)
L858[09:27:02] <VoxelV> yeah. forgecraft
is cool, but my actual goal is to make a mod that my friends might
enjoy then put it on my server
L859[09:27:08] <VoxelV> perhaps make my
own modpack around it
L860[09:27:09] ***
ghz|afk is now known as gigaherz
L861[09:27:12] <Cazzar> VoxelV: good
idea
L862[09:27:27] <Tazz> gigaherz, its still
despawning...
L863[09:27:30] <Tazz> can you take a look?
XD
L864[09:27:38] <gigaherz> Tazz: are you
spawning it right?
L865[09:27:44] <Tazz> yeah
L866[09:27:45] <Cazzar> When I used to
mod, I mostly had the mentality "if I get onto some server for
this it'd be nice, but IDGAF!"
L867[09:28:09] <Cazzar> gigaherz: that
question is self answering :P
L868[09:28:13] <gigaherz> e = new
entity
L869[09:28:17] <gigaherz>
e.setLocationAndAngles
L870[09:28:23] <gigaherz>
world.spawnEntityInWorld(e)
L871[09:28:29] <Tazz> correct
L872[09:28:44] <sokratis12GR> guys what
programs are good for creating models for mobs ?
L874[09:28:59] <Cazzar>
#notepadforlife
L875[09:29:09] <gigaherz> sokratis12GR:
the ones that we discourage from using for non-mods
L876[09:29:10] <gigaherz> ;p
L877[09:29:11] <Tazz> well I can create a
gist from intellij sooo yeah
L879[09:29:14] <gigaherz> mobs*
L880[09:29:40] <gigaherz> isyour entity
registered?
L881[09:30:04] <Tazz>
EntityRegistry.registerModEntity(EntityRobit.class,
"robit", 9999, instance, 80, 3, false);
L882[09:30:06] <Tazz> yeah?
L884[09:30:29] <gigaherz> 9999?
L886[09:30:50] <gigaherz> why not start at
1 and grow up like everyone else? ;P
L887[09:31:07] <Tazz> gigaherz,
*shrugs*
L888[09:31:25] <Tazz> I had it at 127 but
I same thing was happening Xd
L889[09:31:28] <Tazz> thought maybe it was
the ID :p
L890[09:31:51] <Tazz> yeah same thing
:(
L891[09:33:09] <Cazzar> Tazz:
L894[09:33:11] <Cazzar> fc -ln -1 |
gist
L895[09:33:17] <sokratis12GR> guys is it
strange that people like my armor that is 32x64 rather than my
armors are 64x128 ? o.O
L896[09:33:32] <sokratis12GR> one armor
"Lava" ...
L898[09:34:20] <masa> no, I don't like any
high-res textures in minecraft, they look out of place
L899[09:34:22] <Cazzar> so, gist isn't
that harad :P
L902[09:35:27] <gigaherz> sokratis12GR:
that has nothing to do with resolution
L903[09:35:33] <gigaherz> the lava one
simply looks cooler
L904[09:35:43] <sokratis12GR> does it ?
o.O
L906[09:36:20] <AKTheKnight> I like the
lava the most
L907[09:36:30] <Cazzar> That might be
about web design, but visual design is another way of bringing
it
L908[09:37:06] <Tazz> interesting gigaherz
apparently you shouldnt extend EntityMob haha
L909[09:37:11]
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L910[09:37:12] <sokratis12GR> well, I will
change the textures to more detailed one, but i will add the
ability for the user to change to the old texturs if he want
L911[09:37:14] ***
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L912[09:37:26] <Tazz> I changed the
extension from EntityMob -> EntityLivingBase and it stays
around
L913[09:37:34] <sokratis12GR> I always
have copies of all the textures in any case :P
L914[09:38:30] <masa> Tazz: are you in
peaceful mode?
L915[09:38:34] <Tazz> nope
L916[09:38:59] <Cazzar> sokratis12GR
that's called a resource pack
L918[09:39:34] <sokratis12GR> they wont
need a texture pack for this and i know ? lol
L919[09:39:45] <sokratis12GR>
resource/texture*
L920[09:39:54] <masa> now I need to work
on some rather complex algorithms to iterate and check
areas...
L921[09:40:01] <Cazzar> It by design is
what you are looking to implement
L923[09:40:58] <masa> I like the low-res
one better
L924[09:41:08] <sokratis12GR> why ? lol it
looks to ugly
L925[09:41:20] <masa> because minecraft is
low-res
L926[09:41:39] <masa> the others look out
of place and personally I would never use any of those if I have
the choice
L927[09:41:43] <sokratis12GR> u.u Thats
the reason why i make them better resolution
L928[09:41:47] <gigaherz> Tazz: does y our
mob have a health > 0?
L929[09:41:53] <Tazz> it should haha
L930[09:41:55] <alekso56> wat? i play
minecraft with a 512x texture pack and shaders minimum
>_>
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L932[09:42:08] <gigaherz> the only thing I
an think of it it may do "health == 0? oh I'll setDead
myself"
L933[09:42:10] <sokratis12GR> minecraft's
vanilla textures sucks
L934[09:42:20] <sokratis12GR> i never play
without a texture pack (except minigames)
L935[09:42:32] <Samario> this is called
personal opinion
L936[09:42:32] <masa> nope, the vanilla
textures are the only ones I can stand
L937[09:42:34] <alekso56> that armor is
kinda low rez for me. :v
L938[09:42:44] <masa> I don't even like or
have ever used faithful
L939[09:43:15] <sokratis12GR> the reason
why resource packs exist is to change your game to better in your
opinion
L940[09:43:18] <masa> yep personal
preference - everyone has an opinion, and others are always wrong
:p
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L942[09:44:07] <Samario> personally even
the 16x16 textures are slightly too high-bit
L943[09:44:16] <masa> I have to admit
though... I have one texture in my mod that is 32x32 in reality,
but just fakes a 16x16 one for the most part :p
L944[09:44:50] <tobimai> My mod just
prints the com. ... stuff in the console and not the name, any idea
what's causing this? I use System.out.println();
L946[09:45:26] <sokratis12GR> did you add
a name in the lang file ?
L947[09:45:50] <Samario> ah,
subpixelling
L948[09:46:13] <Ordinastie_> the
resolution doesn't have to affect the feeling of the texture
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L950[09:46:40] <masa> true
L951[09:46:49] <Ordinastie_> you can have
higher res textures that don't feel out of place if done
right
L952[09:46:55] <Ordinastie_> the thing is,
it's harder to do right
L953[09:46:57] ***
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L954[09:47:17] <sokratis12GR> ^ this is
what i'm trying to do
L956[09:47:32] <Samario> if there's one
thing worse than clashing textures, it's subpixelling
L957[09:47:37] ***
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L958[09:48:03] <Ordinastie_> masa, that's
a perfect example of why 16x16 wouldn't work here I think
L959[09:48:15] <masa> huh?
L960[09:48:48] <Ordinastie_> too many
details for 16x16, you need higher res
L961[09:48:53] <masa> I just need to come
up with a portal frame block texture that isn't butt ugly
L962[09:48:59] <Ordinastie_> for the part
with buttons at least
L963[09:49:14] <masa> the buttons are
model parts
L964[09:49:33] <Ordinastie_> shouldn't
matter
L965[09:49:47] <masa> what are you
saying?
L966[09:49:56] <masa> what part needs
higher res?
L967[09:50:23] <Ordinastie_> the block
with the buttons, I doubt you can make it look good with only 16x16
texture
L968[09:51:05] <masa> but I mean... like
what in it? the base texture could be very plain, doesn't need to
be the same as the portal frame
L969[09:51:22] <masa> and the buttons use
vanilla wool texture with a tintIndex
L970[09:52:40] <masa> but anyway, now I
need to figure out the code to check for a valid portal frame and
inside...
L971[09:53:00] <masa> everything else
should be done
L972[09:53:06] <Ordinastie_> flood fill I
assume
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L974[09:56:24] <masa> I also want it to
work of the control panel is attached on the end of a path of frame
blocks
L975[09:56:59] <masa> so it needs to first
find the first valid frame start location in each direction it can
go from the frame block the panel is attached to
L976[09:57:22] <masa> and then it has to
determine the plane the frame is built in
L977[09:57:40] <masa> then validate the
frame is a closed loop with nothing but air inside
L978[09:57:53] <masa> fun times
ahead...
L979[09:58:05] *** V
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L981[09:58:16] <Ordinastie_> start from
the frame the control panel is attached to
L982[09:58:27] <masa> well yes
L983[09:58:30] <Ordinastie_> check
neighbors, when you find another frame, you know the plane
L984[09:58:40] <masa> hmm I better improve
my position debug task a bit for this...
L985[09:59:07] <Ordinastie_> follow the
frames until you're back to starting pos
L986[09:59:19] <masa> nope, the panel can
be attached to an end of a curved path of frame blocks before the
actual portal frame loop starts...
L987[09:59:45] <Ordinastie_> that doesn't
sound like a good idea
L988[09:59:55] <masa> so it needs to keep
track of all the junctions so it can fall back if the currently
checked direction fails
L989[10:00:01] <masa> why not? :D
L990[10:00:37] <Ordinastie_> you mean
something like a Q shape should work ?
L991[10:00:59] <masa> yes
L992[10:01:14] <masa> ANYTHING should
work, that's the point :p
L993[10:01:36] <masa> as long as there is
a path to the closed loop from the panel via frame blocks
L994[10:01:42] <Ordinastie_> and what a 8
shape with a tail should do ?
L995[10:01:48] <Ordinastie_> 2 portals
?
L996[10:01:57] <masa> it would light the
loop that is closest to the panel
L997[10:02:23] <masa> closest as in found
via frame blocks
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L999[10:04:28] <Ordinastie_> you need to
path find through the frames, and stop when you're back to a
previously visited block
L1000[10:04:52] <masa> yep
L1001[10:04:54] <Ordinastie_> count the
"turn left" and "turn right" to determine the
inside I thing
L1002[10:04:57] <Ordinastie_>
*think
L1003[10:05:04] <masa> hmm
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L1006[10:06:32] <Ordinastie_> but yeah,
good luck with that :D
L1007[10:06:37] <masa> thanks :p
L1008[10:07:01] <masa> thankfully I
already have a scheduled task system that I can use to visualize
block positions in order :p
L1009[10:07:27] <masa> should make this a
LOT less painful than staring at console output of BlockPos
:p
L1010[10:07:28] <Ordinastie_> a list and
an renderOverlayEvent
L1011[10:07:55] <masa> well... that would
work too, mine currently uses blocks and particles
L1012[10:07:56] <Wuppy> o/
L1014[10:09:12] <Ordinastie_> I assume,
the blocks are the process,the particles are the visual debug
?
L1015[10:09:18] <AKTheKnight> Ooh. That's
nice
L1016[10:10:31] <masa> well in that case
they are both from the debug task
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L1018[10:10:50] <Wuppy> how're you guys
:)
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L1021[10:11:21] <masa> the original use
case for that particular area iteration was since thrown away as
stupid anyway :p
L1022[10:11:50] <masa> the idea was to
find inventories in an area, but Chunk#getTileEntityMap() is much
better for that
L1023[10:11:59] <Ordinastie_> yes
lol
L1024[10:12:57] <masa> that isn't to say
there some day won't be another use for that iteration
algorithm
L1025[10:13:47] <Tazz> why does
java.awt.Color hate me
L1026[10:13:50] <diesieben07> Lex, there
is an ad that auto-downloads spam-/ad-/malware (tries to trick you
into thinking you need a flash update). is there something we can
do about these?
L1027[10:14:02] <Ordinastie_> I may steal
that position list debug at some point though :p
L1028[10:14:19] <Ordinastie_> currently,
I only have AABB render debug
L1030[10:14:40] <AKTheKnight>
diesieben07: There was a porn one recently. I think with the url
they can then block it
L1031[10:15:03] <diesieben07> yeah i
know. but that's because porn is explictly exluded and the ad
network violates it
L1032[10:15:11] <diesieben07> i am askign
if these auto-downloads are also against the TOS
L1033[10:15:34]
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L1034[10:15:52] <AKTheKnight> Ahh
okay
L1035[10:16:36]
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L1037[10:23:36] <CoolSquid> diesieben07:
all kinds of popups and malware are forbidden
L1038[10:24:01] <CoolSquid>
adf.ly/terms
L1039[10:24:19] <gigaherz> forge isn't on
adfly, it's on adfocus ;P
L1040[10:24:27] <CoolSquid> ah
L1041[10:24:53] <diesieben07> well, than
that is definitely forbidden
L1042[10:25:01] <diesieben07> it pops up
a message box and auto-downloads something
L1043[10:26:22] <CoolSquid> I think the
same applies to adfocus
L1044[10:26:46] <CoolSquid> Malware is
illegal either way, so it's hard to find a reason they wouldn't ban
it
L1045[10:27:07] <CoolSquid> Heck, they
could be taken of the web if they refused to take down
malware
L1046[10:27:07] <diesieben07> i don't
know if it's malware, i haven't downloaded it
L1047[10:27:48] <masa> what else would it
be? :D
L1048[10:28:03] <CoolSquid> Seems like
popups are banned from adfocus too
L1049[10:28:11] <masa> maybe they want
force distribute kitten pictures
L1050[10:30:37] <Wuppy> what did you guys
think of the new GoT?
L1051[10:31:04] <masa> I don't watch
it
L1052[10:31:25] <Wuppy> a lot of people
say nothing really happened this episode, but IMO it was
legendary
L1053[10:31:42] <CoolSquid> GoT?
L1054[10:31:47] <Wuppy> game of
thrones
L1055[10:31:57] <CoolSquid> ah
L1056[10:32:31] <CoolSquid> Apparently
AdFocus bans linking from anime sites
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L1058[10:33:55] <CoolSquid> the AdFocus
terms are extremely specific in terms of where you can put the
links
L1059[10:35:17] <Necr0> what about
linking to another redirection site? :D
L1060[10:35:55] <CoolSquid> redirection
sites in general are scum
L1061[10:36:14] <CoolSquid> but there's
not exactly a lot of alternatives
L1062[10:37:28] <Necr0> i mean can you
tell adfocus to link to e.g. link shortener links and thereby
bypass the regulations?
L1063[10:38:26] <CoolSquid> Nope
Necr0
L1064[10:38:29] <CoolSquid> "Do not
send traffic from other short URL websites"
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L1074[11:05:54] *
AKTheKnight hides
L1075[11:06:01] <AKTheKnight> scary army
:P
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L1079[11:11:03] <Speiger> hi. I found a
bug in forge. Class: ForgeHooks. function: getContainerItem bug:
Comparing Metadata with MaxDamage instead of itemDamage with
MaxDamage, code itself: if (stack != null &&
stack.isItemStackDamageable() && stack.getMetadata() >
stack.getMaxDamage()) cpw. Could you fix that please
L1080[11:11:55] <diesieben07> there is no
difference between metadata and damage
L1081[11:12:04] <Speiger> diesieben07
thats not true
L1082[11:12:11] <Speiger> What about
metadamage items?
L1083[11:12:22] <diesieben07> what in the
fuck is "metadamage"?
L1084[11:12:36] <Speiger> Item that has
subtypes & damage for each type
L1085[11:12:42] <Speiger> Simply merging
tools together
L1086[11:12:51] <diesieben07> then the
subtype has to be stored in NBT
L1087[11:13:01] <Speiger> still it
compares metadat with damage
L1088[11:13:05] <Speiger> metadata*
L1089[11:13:18] <Speiger> so if the
metadata is bigger then the max damage then it will delete it
L1090[11:13:18] <diesieben07> getMetadata
IS the damage.
L1091[11:13:28] <Speiger> Why is there a
getItemDamage function then?
L1092[11:13:41] <Speiger> metadata can be
split from damage
L1093[11:14:10] <diesieben07> yes but it
makes no sense to do so
L1094[11:14:29] <Speiger> Lets say you
have a tool that dyes stuff. Each tool has 1 color
L1095[11:14:43] <Speiger> and i want to
compress it to 1 item down
L1096[11:14:51] <Speiger> i can not use
it for crafting anymore if the damage is to high
L1097[11:15:02] <Speiger> also the item
does no longer fire the event...
L1098[11:15:11] <Speiger> because it will
never trigger the event anymore.
L1099[11:15:19] <Speiger> Because damage
is split from Meta
L1100[11:15:24] <diesieben07> store the
color in NBT
L1101[11:15:39] <Speiger> is still
metadata and not damage
L1102[11:15:52] <diesieben07> color is
not a number??
L1103[11:15:54] ***
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L1104[11:16:04] <diesieben07> i really do
not see your point.
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L1106[11:16:10] <diesieben07> show me an
item that breaks because of this.
L1107[11:16:10] <diesieben07> code.
L1108[11:16:14] <Speiger> color would be
stored in nbt and getMetadata gets the data from NBT
L1109[11:16:24] <diesieben07> why?
L1110[11:16:34] <Speiger> because its
type not damage
L1111[11:16:41] <Speiger> else it would
switch type each time its damaged
L1112[11:16:50] <Speiger> can you join
FTBTs?
L1113[11:17:09] <diesieben07> what is
FTBTs?
L1114[11:17:15] <Speiger> FTB*
L1115[11:17:16] <diesieben07> why would
you override getmetadata?
L1116[11:17:20] <diesieben07> just don't
override it.
L1117[11:17:27] <diesieben07> keep the
color in NBT
L1118[11:17:33] <diesieben07> then use
damage like normal
L1119[11:17:37] <Speiger> Again: How can
i see the difference then?
L1120[11:17:42] <diesieben07> what
difference?
L1121[11:17:54] <Speiger> How can i
detect the type?
L1122[11:18:00] <diesieben07> you ...
read it from NBT.
L1123[11:18:02] <Speiger> without forcing
others to use a hacking code?
L1124[11:18:10] <diesieben07> what is
"a hacking code"?
L1125[11:18:13] <diesieben07> who are
"others"?
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L1127[11:18:40] <Speiger> again
diesieben07 meta items should support metadata... No matter
what.
L1128[11:18:51] <Speiger> If they have
custom damage then they support damage & metadata
differendly
L1129[11:18:52] <diesieben07> there is no
"metadata" on items.
L1130[11:19:21] <diesieben07> ItemStacks
have a damage value and NBT.
L1131[11:19:22] <Speiger> getMetadata() a
function that exists
L1132[11:19:28] <Speiger> yeah but
items
L1133[11:19:31] <Speiger> have
metadata
L1134[11:19:32] <diesieben07> you can
call this damage value whatever you want, it is still jsut a SINGLE
value.
L1135[11:19:34] <Speiger> not
itemstacks
L1136[11:19:39] <diesieben07> there are
no two values.
L1137[11:19:59] <diesieben07> again
please clarify what you mean by "a hacking code" and who
"others" are
L1138[11:20:22] <Speiger> We have colored
tool as example:
L1139[11:20:51] <Speiger> if someone
wants to know the color type they have to read nbt
"Hacking" to get the type just for the special
kind.
L1140[11:21:02] <diesieben07> that is not
hacking
L1141[11:21:04] <Speiger> but if they can
read metadata then they can get the type really easy.
L1142[11:21:06] <diesieben07> that is how
every item in vanilla works...
L1143[11:21:07] <Speiger> I do not
care.
L1144[11:21:18] <diesieben07> want the
text in a vanilla book? read the NBT.
L1145[11:21:20] <diesieben07> that's how
the game works.
L1146[11:21:28] <Speiger> that is not
metadata
L1147[11:21:31] <diesieben07> get the
potion effects on a potion?
L1148[11:21:33] <diesieben07> read the
NBT.
L1149[11:21:34] <Speiger> because there
is only 1 type
L1150[11:21:42] <Speiger> PotionEffects
stores more then 2 numbers
L1151[11:21:54] <diesieben07> spawn
eggs
L1152[11:21:58] <Speiger> metadata &
damage can be 1 number or 2 numbers
L1153[11:21:58] <diesieben07> you read
NBT
L1154[11:22:12] <Speiger> yeah but type
can be found in getMetadata
L1155[11:22:16] <diesieben07>
Nope.-
L1156[11:22:49] <diesieben07> it used to
be stored in the damage value, it is not anymore.
L1157[11:23:57] <Speiger> Still:
DamageChecks should always use the damage functions even if they
are the same. Because Splitting those is a possiblilty
L1158[11:24:05] <Speiger> if you do not
support that then it is a bug.
L1159[11:24:34] <diesieben07> even
vanilla does not support it.
L1160[11:24:35] <Speiger> as long the
case exists that you can do that even very easy then support
that.
L1161[11:24:42] <Speiger> So you do not
care about mods?
L1162[11:24:45] <diesieben07> one
example: ItemModelMesher#getMetadata
L1163[11:24:55] <Speiger> i know it
there
L1164[11:24:56] <diesieben07> uses damage
& "metadata" interchangibly
L1165[11:25:00] <Speiger> no
L1166[11:25:03] <Speiger> thats not
true
L1167[11:25:23] <Speiger> they make a
wildcard value if max damage is bigger then 0
L1168[11:25:36] <Speiger> but that does
not mean that you can not do that...
L1169[11:25:48] <diesieben07> that was
just the first that i found :P
L1170[11:25:52] <Speiger> there are a
couple forge bugs that cause problems with meta items with custom
damage
L1171[11:26:05] <Speiger> and only forge
cause the problems.
L1172[11:26:10] <diesieben07> sure.
L1173[11:26:19] <Speiger> even vanilla
minecraft supports damage & meta split
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L1175[11:26:44] <diesieben07> lol
no
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L1178[11:27:10] <Speiger> Which mc
version?
L1179[11:27:16] <diesieben07> 1.9.4
L1180[11:27:40] <Speiger> well i talk
about 1.9.0
L1181[11:27:45] <diesieben07> same deal
there :D
L1182[11:27:45] <Speiger> and there it is
split.
L1183[11:27:48] <Speiger> no
L1184[11:27:50] <Speiger> i have it
open
L1185[11:27:55] <diesieben07> in
vanilla?
L1186[11:28:03] <Speiger> yes
L1187[11:28:08] <diesieben07> show
me.
L1188[11:28:15] <Speiger> uploading
L1189[11:28:29] <Speiger> slow connection
sry
L1190[11:28:37] <Speiger> for the waiting
time
L1191[11:29:13] <diesieben07> o2 sucks as
a provider, i hear you :p
L1193[11:29:43] <Speiger> and i do not
think they changed it...
L1194[11:29:46] <diesieben07> those are
forge patches.
L1195[11:30:23] <Speiger> ok my fault
that i did not know that. But still when you support something like
that then support it fully
L1196[11:30:37] <diesieben07> it's not
supported...
L1197[11:31:15] <diesieben07> i don't
know why forge has both getMetadata and getDamage in the item
class
L1198[11:31:27] <Speiger> so i have to
keep metadata as damage & damage as nbt?
L1199[11:31:46] <Speiger> because it
makes sense diesieben?
L1200[11:32:03] <Speiger> splitting
damage & metadata is important.
L1201[11:32:23] <Speiger> that this
exist. Because you can do way more items in 1 item type.
L1202[11:32:34] <Speiger> Becuase items
are still limited to 32k Types (rounded)
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L1204[11:32:54] <diesieben07> wat.
L1205[11:32:57] <diesieben07> you can
make infinitely many types
L1206[11:32:59] <diesieben07> NBT
exists.
L1207[11:33:01] <Speiger> things like
Tinkers construct do add a huge amount. Without Metatools you have
huge problems.
L1208[11:33:13] <Speiger> That only works
if meta & damage are split
L1209[11:33:17] <diesieben07> not
true.
L1210[11:33:25] <diesieben07> you can
override what the damage bar displays
L1211[11:33:33] <diesieben07> this is
completely separaete from getdamage and getMetadata
L1212[11:33:40] <Speiger> and what if the
item is used for crafting?
L1213[11:33:47] <diesieben07> how does
that matter?
L1214[11:33:52] <diesieben07> you can
make tool items withotu ever touching the ItemStack damage
value
L1215[11:33:53] <Speiger> then the damage
is not handeled properly
L1216[11:33:59] <diesieben07> wat.
L1217[11:34:02] <diesieben07> just...
wat
L1218[11:34:03] <Speiger> but what if
damage is used in crafting?
L1219[11:34:14] <Speiger> durability that
gets used in crafting?
L1220[11:34:22] <Speiger> then you can
not do that.
L1221[11:34:22] <diesieben07> then that
would be invalid since the item does not use the "damage"
value it uses NBT
L1222[11:34:30] <diesieben07> i really
dont get your point man.
L1223[11:35:10] <Speiger> then go away
and let me explain it to someone who understands it..
L1224[11:35:19] <diesieben07> lol.
L1225[11:35:54] <Speiger> when i have to
explain something to someone who does not understand that then i do
not care about that person.
L1226[11:36:01] <Speiger> and i am
actually really friendly...
L1227[11:36:05] <diesieben07> there are
enough people here... does someone understand this?
L1228[11:36:06] <Speiger> at the
moment...
L1229[11:36:36] <ProbablePrime> I'm
trying to selectively enable noClip on a player. On a client tick
event im setting player.noClip = true.
http://pastebin.com/hd5TZnTr(Simplified) I guess
this is being overiden by another event. Is there a better place or
event to set this in?
L1230[11:36:58] <Speiger> its
deleted.
L1232[11:37:11] <ProbablePrime> Forgot a
space after the url :)
L1233[11:37:33] <Speiger> client values
get overriden by the server... as far as i know.
L1235[11:37:44] <diesieben07> so not sure
if you can.
L1236[11:37:53] <ProbablePrime> Yeah im
in there
L1237[11:37:55] <ProbablePrime> I
see
L1238[11:38:05] <ProbablePrime>
FMLCommonHandler.instance().onPlayerPostTick(this);
L1239[11:38:08] <ProbablePrime> at the
bottom of that
L1240[11:38:16] <ProbablePrime> If i
hooked into that event I might have some luck
L1241[11:38:21] <diesieben07> yes but
that fires after everyting has been done
L1242[11:38:28] <ProbablePrime> Including
collisions?
L1243[11:38:35] <diesieben07> i would
think so
L1244[11:38:39] <Speiger> also diesieben
why is the WorldClientTickEvent deleted? The call?
L1245[11:38:40] <ProbablePrime> :'(
L1246[11:38:44] <Speiger> is that a
bug?
L1247[11:38:57] <diesieben07> because the
client only has one world there is no point in firing it
L1248[11:39:13] <Speiger> it is... i have
a couple events that need that...
L1249[11:39:16] <ProbablePrime> I set it
on the server too hmm
L1250[11:39:18] <diesieben07>
ProbablePrime, actually, if you do it in LivingUpdateEvent you
shoudl be fine
L1251[11:39:26] <diesieben07> Speiger,
ClientTickEvent.
L1252[11:39:31] <ProbablePrime> On the
client? Both?
L1253[11:39:37] <diesieben07> both i
would guess
L1254[11:39:44] <ProbablePrime> Awesome
let me give that a try
L1255[11:39:49] <Speiger> i need the
world tick
L1256[11:39:51] <diesieben07> but i am
pretty sure it'll still kick you for flying, idk
L1257[11:39:54] <Speiger> i have a fix
for that but still...
L1258[11:39:57] <diesieben07> the world
tick IS the client tick.
L1259[11:39:59] <ProbablePrime> Oh i
handle that
L1260[11:40:02] <diesieben07> for client
worlds
L1261[11:40:10] <Speiger> oh
well...
L1262[11:40:26] <ProbablePrime> Thanks
for the insight and discussion :)
L1263[11:40:29] <Speiger> for callbacks i
need that...
L1264[11:40:32] <ProbablePrime> I'll let
you know
L1265[11:40:41] <diesieben07> what do you
mean by "callbacks"?
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L1392[11:58:31] <ProbablePrime> Yeah,
LivingEvent.LivingUpdateEvent sets noclip
L1393[11:58:39] <ProbablePrime> but then
it gets unset by some other event later
L1394[11:58:48] <ProbablePrime> Leads to
a couple of milliseconds of noclip
L1395[11:58:51] <ProbablePrime> ALMOST
:D
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L1398[12:07:51] <BaronNox> Instead of
implementing IInventory we should implement IItemHandler?
L1399[12:08:04] <gigaherz> yes, BUT
L1400[12:08:06] <gigaherz> unlike
IInventory
L1401[12:08:12] <gigaherz> IItemHandler
does NOT go on your TileEntity
L1402[12:08:26] <gigaherz> read about
capabilities
L1403[12:08:28] <BaronNox> I did
L1404[12:08:32] <BaronNox> since
yesterday
L1405[12:08:50] <BaronNox> and… well
still no clue what they are
L1406[12:09:05] <masa> "stuff that
you can attacj to things"
L1407[12:09:09] <masa> *attach
L1408[12:09:33] <masa> so you can add
things like inventories even to TileEntities or Entities that are
not yours
L1409[12:10:17] <BaronNox> So my
TileEntity needs a capability so it can have an inventory?
L1410[12:12:16] <masa> yes
L1411[12:12:26] <gigaherz> yes
L1412[12:12:29] <gigaherz> rather than
BEING an inventory
L1413[12:12:31] <gigaherz> it HAS an
inventory
L1414[12:12:36] <gigaherz> it's a better
concept
L1416[12:12:57] <gigaherz> a Capability
is a "thing that can be attached to other things"
L1417[12:13:09] <masa> basically just
that, and then you need to have that inventory you are
exposing
L1418[12:13:15] <gigaherz> the capability
instance is the attached feature
L1419[12:13:29] <gigaherz> specifically,
IItemHandler is a feature of being able to hold items
L1420[12:13:40] <gigaherz> unless you
have special needs
L1421[12:13:50] <gigaherz> you can
usually just get the job done by using a generic
ItemStackHandler
L1422[12:14:19] <gigaherz> xcept you will
probably want to override the slot change method
L1423[12:14:26] <gigaherz> so that youcan
call markDirty() on the TE
L1424[12:14:40] <gigaherz> (an anonymous
class will do the trick there)
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L1426[12:16:33] <BaronNox> welp. thanks.
This sux
L1427[12:17:02] <BaronNox> afk till i
understand this new magic
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L1433[12:28:54] <ProbablePrime> It works
:D
L1434[12:30:13] <gigaherz> ?
L1436[12:31:07] <BaronNox> yep
L1437[12:31:20] <gigaherz> ok
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L1439[12:34:48] <sokratis12GR> do i need
to use EntityPlayer to make it so the player can't attack other
player ?
L1440[12:35:55] <Lumien>
AttackEntityEvent
L1441[12:36:10] <sokratis12GR> ok, i will
try that
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L1443[12:48:21] <BaronNox> so for a
tileEntity all I have to do is override has/getCapability?
L1444[12:48:54] <gigaherz> for your own,
yes
L1445[12:49:26] <BaronNox> And then I
check if the parameter == IItemHandler?
L1446[12:50:02] <gigaherz> no, you check
if the parameter is == ITEM_HANDLER
L1448[12:50:13] <gigaherz> this is how I
did it for my generator
L1449[12:50:38] <gigaherz> the capability
param is a "key"
L1450[12:50:44] <gigaherz> aking to
Items.APPLE
L1451[12:50:50] <gigaherz> there's only
one
L1452[12:50:55] <gigaherz> so you can
compare with ==
L1453[12:51:26] <BaronNox> ah ok let me
try that
L1454[12:55:53] <BaronNox> I dont have a
custom implementation of Capability so what do I return in
MyTileEntity#getCapability return
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.cas(What to put
inside of here)?
L1455[12:56:03] <BaronNox> .cast*
L1456[12:56:27] <gigaherz> you put your
own instance
L1457[12:56:34] <BaronNox> ?
L1458[12:56:37] <BaronNox> of what?
L1459[12:56:44] <gigaherz> of
IItemHandler
L1460[12:56:50] <gigaherz> generally an
ItemStackHandler
L1461[12:56:53] <gigaherz> but it can be
a custom class
L1462[12:57:22] <BaronNox> jesus
L1463[12:58:16] <gigaherz> it's not
magic
L1464[12:58:22] <gigaherz> IInventory had
InventoryBasic
L1465[12:58:31] <gigaherz> IItemHandler
has ItemStackHandler
L1466[12:58:49] <gigaherz> the only
difference is that you don't manually manage your own array and
shit
L1467[12:58:52] <gigaherz> which is
GOOD
L1468[12:59:06] <masa> but I do ;D
L1469[12:59:23] <masa> I sort of need to
too
L1470[12:59:31] <BaronNox> Can i pass a
new instance of ItemStackHandler or does it have to be special too?
.cast(new ItemStackHandler)?
L1471[12:59:31] <masa> because custom
shit and stuff
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L1473[12:59:37] <gigaherz> as I
said
L1474[12:59:46] <gigaherz> generally
ItemStackHandler, but you can use your own custom class
L1475[12:59:52] <gigaherz> BaronNox:
uhh
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L1477[13:00:04] <gigaherz> if you return
a new class every time anyone asks for the capability
L1478[13:00:04] <masa> BaronNox: no don't
create a new one in there, otherwise you would get a different
inventory each time something asks for it ;_;
L1479[13:00:10] <gigaherz> how would you
ever hold the items?
L1480[13:00:21] <gigaherz>
ItemStackHandler is the one that keeps the items
L1481[13:00:35] <gigaherz> then you do
instance.serializeNBT/deserializeNBT to read/write
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L1484[13:01:49] <gigaherz> BaronNox: have
you taken a look at my code?
L1485[13:01:56] <BaronNox> I did
L1486[13:02:14] <gigaherz> the
"inputs" field is what holds the data
L1487[13:02:23] <gigaherz>
hasCapability/getCapability just return the existing instance
L1488[13:02:34] ***
big_Xplo|AFK is now known as big_Xplosion
L1489[13:03:38] <BaronNox> Ok I think I
got it now
L1490[13:04:59] <BaronNox> My TileEntity
looks much cleaner now :O
L1491[13:06:24] <gigaherz> \o/
L1492[13:06:25] <masa> damn this portal
pattern stuff..
L1493[13:06:38] <gigaherz> and that,
BaronNox, is why capabilities are awesome ;P
L1494[13:06:55] <masa> the flexibility
that I was after is turning out to be stupidly difficult to
implement
L1495[13:07:19] <masa> it doesn't help
that I can't think for crap
L1496[13:07:24] <BaronNox> Thank you guys
for your help :)
L1497[13:09:07]
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L1506[13:34:14] <BaronNox> A
(Gui)Container takes IInventory in the constructor for the
playerInventory. Do I have to change that when using
Capabilities?
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L1509[13:36:31] <gigaherz> BaronNox: not
really
L1510[13:36:32]
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(Ping timeout: 186 seconds)
L1511[13:36:36] <gigaherz> you can still
use the old IInventory for the player
L1512[13:36:37] <masa> GuiContainer only
needs a Container
L1513[13:36:46] <gigaherz> masa: depends
on how you organize it
L1514[13:36:53] <gigaherz> I have the
same constructor args on Gui*
L1515[13:36:57] <gigaherz> and the
ndo
L1516[13:37:03] <gigaherz> super(new
Container*(args))
L1517[13:37:18] <gigaherz> but either
way
L1518[13:37:19] <gigaherz>
BaronNox:
L1519[13:37:23] <gigaherz> for your own
slots
L1520[13:37:32] <gigaherz> you'll use
SlotItemHandler(yourInventory, ...)
L1521[13:37:35] <masa> well I eman the
vanilla GuiContainer needs a Container, nothing more
L1522[13:37:42] <gigaherz> for the player
slots, just use the plain old Slot with the IInventory
L1523[13:37:58] ***
big_Xplosion is now known as big_Xplo|AFK
L1524[13:38:17] <masa> I use
SlotItemHandler for everything, since I have all custom container
methods
L1525[13:39:16] <BaronNox> And for the
tileEntities slots SlotItemHandler?
L1526[13:39:27] <gigaherz> yup
L1527[13:39:29] <BaronNox> nice
L1528[13:39:43] <gigaherz> it's was
funny
L1529[13:39:47] <gigaherz> no one knew
that class existed
L1530[13:39:53] <gigaherz> then I was
like "fuck I'll just PR it"
L1531[13:39:57] <gigaherz> then i setup
the forge env
L1532[13:40:00] <gigaherz> try to create
the class
L1533[13:40:03] <gigaherz> "already
exists" wat.
L1534[13:40:09] <gigaherz> I said it
here
L1535[13:40:12] <gigaherz> everyone was
"wat?"
L1536[13:40:57] <BaronNox> how do I
handle Container#canInteractWith() (which has to return
te.isUseableByPlayer) when my TileEntity doesn’t have the method
isUseableByPlayer since it’s not implementing IInventory?
L1537[13:41:06]
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L1538[13:41:14] <gigaherz> jsut return
true ;p
L1539[13:41:21] <BaronNox> lol, ok
:D
L1540[13:41:28] <gigaherz> i mean it
could be abused to cheat
L1541[13:41:29] <gigaherz> but meh.
L1542[13:42:04] <gigaherz> you can always
add the code later after it works
L1543[13:42:04] <gigaherz> ;p
L1544[13:42:10] <masa> I have my own
isUSeable still..
L1546[13:42:59] <Delenas> A slightly more
readable lang file format, I think.
L1547[13:43:19] <masa> how so?
L1548[13:43:23]
⇨ Joins: Gregory
(~Gregory@173-224-23-159.stanton.net)
L1549[13:43:23] <gigaherz> Delenas:
heh
L1550[13:43:30] <gigaherz> I was
considering using my GDDL language for something like that
L1551[13:43:35] <gigaherz> but I never
did
L1553[13:43:59] <Delenas> The input file
is also smaller in filesize.
L1554[13:44:22] <Delenas> Because you
aren't repeating prefixes constantly- only once if you nest
everything.
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L1556[13:44:43] <masa> meh
L1557[13:45:26] <Delenas> I'm gonna
convert the vanilla lang file and see how the sizes compare.
L1558[13:47:02] <Gregory> TileEntity
xCoord, yCoord, and zCoord are ints, right? Then let me guess, it
does nothing but waste a compute operation to wrap each of these in
Math.round calls.....
L1559[13:47:34]
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L1560[13:48:42] <Gregory> In other words,
there's no way a tile entity can be placed with double or float
coordinates?
L1561[13:49:58] <Ordinastie_> no
L1562[13:50:40] <Gregory> I thought
so.
L1563[13:52:20] <gigaherz> OH F... THAT's
why everything I had disappeared in ARK
L1564[13:52:26] <gigaherz> one of the big
mods I was using updated itself
L1565[13:52:30] <gigaherz> and ARK
removed it from the list
L1566[13:52:32] <Ordinastie_> you mean
again ?
L1567[13:52:56] <gigaherz> no, it takes
15 minutes to start the game
L1568[13:53:00] <gigaherz> I just didn't
try again yet
L1569[13:53:14] <Ordinastie_> weren't you
already complaining yesterday ? ><
L1570[13:53:18] <gigaherz> yes
L1571[13:53:22] <gigaherz> but I didn't
know WHY
L1572[13:53:34] <gigaherz> until I tried
to play again today and I realized there are nont of the mod
dinos
L1573[13:53:40] <BaronNox>
SlotItemHandler requires as one of its constructor arguments an
IItemHandler. How do i get that from the TileEntity I have?
L1574[13:53:42] <gigaherz> then I looked
at the mod list again and realized the big one was gone
L1575[13:53:43] <gigaherz> XD
L1576[13:54:25] <BaronNox> o nvm
L1577[13:55:02] <gigaherz> fuck this,
can't reorder the mod list ¬¬
L1578[13:55:13] <gigaherz> I have to
remove ALL THE MODS, and re-add them in the same order, all over
again
L1579[13:55:27] <gigaherz> ARK modding is
now in a similar state to mc modding around 1.3
L1580[13:55:55] <BaronNox> :D
L1581[13:56:04]
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L1583[13:58:26] <gigaherz> problem: since
I already loaded the world a second time
L1584[13:58:30] <gigaherz> and forgot to
make a backup
L1585[13:58:35] <gigaherz> everything is
gone permanently
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L1589[14:04:29] <BaronNox> OH MY GOD! I
got those Capability thingys to work as intended without crashing
once.
L1590[14:04:38] <BaronNox> Praise this
irc
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L1601[14:14:25] <MrIbby> oops
L1602[14:14:31]
⇨ Joins: Gregory
(~Gregory@173-224-23-159.stanton.net)
L1603[14:14:46] <gigaherz> MrIbby: at
least it wasn't your password XD
L1604[14:14:54] <MrIbby> hahaha
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L1612[14:37:08] <Cypher121>
hunter2?
L1613[14:43:09] ***
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(~Aroma1997@p57B29CED.dip0.t-ipconnect.de)
L1618[14:52:23] <Aroma1997> is there a
quick way to update all the mapping changes /class name changes
from 1.9 to 1.9.4 in a mod?
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L1623[15:04:29] <LexManos> I put a lot of
time an effort into S2S
L1624[15:04:52] <LexManos> Someone should
be nice and write a GUI to wrap around it and srgs for MC
updates...
L1625[15:04:56] <LexManos> or mapping
updates...
L1626[15:05:07] <LexManos> bspkrs,
Suggestion ----^
L1627[15:06:56] <Gregory> Or you could
^
L1628[15:07:17] <LexManos> Fuck you i
aint doing it
L1629[15:07:20]
⇨ Joins: dmillerw (~dmillerw@192.241.225.208)
L1630[15:08:54] <Gregory> Gee, *this* is
the thanks I get for defending you in #lobby ?
L1631[15:09:07] <Ordinastie_> ban
incoming
L1632[15:09:19] <LexManos> Like I give a
shit what happens in other channels or if people 'defend' me.
L1633[15:10:09] <Gregory> Apparently not,
then.
L1634[15:12:37] <LexManos> Protip:
Eventone in the community hates me as is so I don't give a shit
what other people say. And I don't need people 'defending' me and
then coming in here trying to bolster themselves by saying that
they did.'
L1635[15:13:26] <Gregory> Hey now, I was
being playful with my comment; you're the one taking it to a
hateful place.
L1636[15:14:14] <LexManos> You're the one
who said "Hey you're an asshole and people are talking about
you behind your back and looks like their right!"
L1637[15:14:24] <Gregory> Nope.
L1638[15:14:27] <Gregory> Did not.
L1639[15:14:35]
⇨ Joins: TechnicianLP
(~Technic@p4FE57F2D.dip0.t-ipconnect.de)
L1640[15:14:59] <LexManos> Ya, you did,
thats the only reason anyone ever says that phrase.
L1641[15:15:32] <Gregory> That's not
logical.
L1642[15:15:48] <LexManos> Anyways, back
to the point, someone who IS FUCKING GOOD AT UIS AND HAS THE TIME
should write a wrapper around S2S, because it'd be cool and
useful.
L1643[15:16:22] ***
Gregory was kicked by MineBot (Banned: (1h) Yes it is, go look at
EVERY instance of that phrase being used. Find one instance where
its not that.))
L1644[15:16:46] <Ordinastie_> took longer
than expected
L1645[15:16:57] <BaronNox> indeed
L1646[15:16:59] <LexManos> I was trying
to be nice he had to push it
L1647[15:17:44] <TechnicianLP> what was
it about? (im just curious...)
L1648[15:17:44]
⇦ Quits: alekso56 (~znc@ti0107a400-2313.bb.online.no) (Read
error: Connection reset by peer)
L1649[15:17:57] <LexManos> And in this
case i'm not wrong.. What else was I suposed to take that as?
L1650[15:18:29]
⇨ Joins: alekso56
(~znc@ti0107a400-2313.bb.online.no)
L1651[15:25:52] <minecreatr> S2S?
L1652[15:26:16] <LexManos> Srg2Source,
the thing that lets you remap source code.
L1653[15:26:22]
⇦ Quits: SanAndreasP
(~SanAndrea@ip-2-201-3-222.web.vodafone.de) (Quit: See
ya)
L1654[15:27:51] <minecreatr> yeah, that
is useful, is the mc community the only one who uses the srg format
for deobfuscation mappings?
L1655[15:28:00] <[NK]Ghost> Write it in
HTML5 + AngularJS/Node
L1656[15:28:06] <[NK]Ghost> :D cross
platform from the start
L1657[15:28:12] <asie> [NK]Ghost: hardly
cross platform
L1658[15:28:17] <asie> windows, linux,
mac and possibly bsd only? lol
L1659[15:28:36] <[NK]Ghost> You can run
it on the web too - wrap it in something like CacoonJS and make it
mobile :)
L1660[15:28:38] <asie> also only on
reasonably powerful hardware, though everyone with Minecraft
probably has it
L1661[15:28:50] <asie> yes, of
course
L1662[15:28:56] <AKTheKnight> asie: what
about all us mod devs running on craptops :P
L1663[15:29:05] <asie> AKTheKnight:
reasonably powerful
L1664[15:29:10] <asie> "not
reasonably powerful" is "raspberry pi 1 grade"
L1665[15:29:21] <asie> have fun using
webkit as your gui engine on that
L1666[15:29:28] <AKTheKnight> Haha fair
enough
L1667[15:29:36] <AKTheKnight> I would
just do javafx for it
L1668[15:29:36] <[NK]Ghost> why would you
want it on Pi?
L1669[15:29:40] <AKTheKnight> That way
everyone can use it
L1670[15:29:44] <LexManos> We dont care
about cross platform shit.
L1671[15:29:46] <asie> [NK]Ghost: why
would you want it on mobile?
L1672[15:29:52] <LexManos> Our platform
is java, if they dont have that they can fuck off
L1673[15:30:01] <asie> excellent, so that
counts in the Apple II! \o/
L1674[15:30:14] <[NK]Ghost> just saying
it could go to Mobile, not saying you would :P
L1675[15:30:28] <minecreatr> why would
you want S2S to be mobile.....
L1676[15:30:31] <asie> [NK]Ghost: using
memes is rarely a good idea when it comes to software design
L1677[15:30:45] <minecreatr> also, java
is pretty darn crossplatform xD
L1678[15:31:05] <AKTheKnight> Like lex
said. If you haven't got java you won't be using this anyway
L1679[15:31:52] <minecreatr> I am still
confused as to the whole thing about mobile, this is a tool for
software development, how would there be any use for it on a mobile
platform?????
L1680[15:32:01] <[NK]Ghost> ...
L1681[15:32:03] <[NK]Ghost> nvm
haha
L1682[15:32:04] <asie> minecreatr:
because HTML5 is "hip" now
L1683[15:32:14] <LexManos> Ghost is being
dumb/joking ignore it
L1684[15:32:24] <[NK]Ghost> definitely
joking
L1685[15:32:25] <[NK]Ghost> haha
L1686[15:32:41] <asie> the GUI should
clearly be in Tk!
L1687[15:32:59] <asie> but yeah, Poe's
law and all
L1688[15:33:06] <rakosmanjr> Wait, so
everyone doesn't make mods for Minecraft on their phones?
L1689[15:34:17] ***
big_Xplosion is now known as big_Xplo|AFK
L1690[15:35:15] <LexManos> Anyone got
$100K they can lend me ;)
L1691[15:35:23] <[NK]Ghost> yup in my
back pocket, sec
L1692[15:35:41] <asie> i can get you 100k
Zimbabwean dollars
L1693[15:35:43] <asie> what's your
paypal?
L1694[15:35:58] <AKTheKnight> I am a
Nigerian Prince. With your details I can send you 100 billion
L1695[15:35:59] <MrKickkiller> Take a
small loan of 1 million dollar. Who knows what it'll get ya.
L1696[15:36:00] <LexManos> OHH with that
I can buy... like 1 sheet of paper...
L1697[15:36:02]
⇦ Parts: Aroma1997 (~Aroma1997@p57B29CED.dip0.t-ipconnect.de)
())
L1698[15:36:05] <asie> actually much
less
L1699[15:36:07] ***
Darkhax_AFK is now known as Darkhax
L1700[15:36:10] <minecreatr> yeah
L1701[15:36:19] <asie> you need like a
billion for a sheet of paper
L1702[15:36:21] <minecreatr> I had a 100
trillion dollar zimbawbwe bill
L1703[15:36:29] <minecreatr> it was worth
0.30$
L1704[15:36:34] <minecreatr> about
L1705[15:37:05] ***
minecreatr is now known as Mine|away
L1706[15:37:25] <asie> but why $100K all
of a sudden
L1707[15:37:46] <AKTheKnight> mcforge is
going mobile
L1708[15:37:53] <AKTheKnight> :P
L1709[15:38:15] <rakosmanjr> I'll hold
out for the TV edition
L1710[15:38:44] <asie> Announcing the
Forge Universal Construction Kit
L1711[15:38:46] <AKTheKnight> Or are we
making the new mc forge virtual reality headset?
L1712[15:38:50] <asie> now you can run
Forge on ANYTHING!
L1713[15:38:53] <asie> Including
toasters!
L1714[15:39:01] <sokratis12GR>
10/10
L1715[15:39:30] <rakosmanjr> Does it have
to be a smart toaster? Or can my toaster from the 80's run
it?
L1716[15:39:42] <asie> It has to have
NetBSD
L1717[15:39:57] <gigaherz> rakosmanjr: it
runs using the perturbations of the heat
L1719[15:41:38] <TechnicianLP>
ItemStackHandler is the correct IInventory implemantation to use in
a tileentity?
L1720[15:41:40] <asie> the multipart one
has more comments than any other PR
L1721[15:41:42] <asie> or issue
L1722[15:42:11]
⇨ Joins: Isi
(~Isi@24-217-148-149.dhcp.stls.mo.charter.com)
L1723[15:42:18] <gigaherz> TechnicianLP:
ItemStackHandles is the stock implementation for IItemHandler, NOT
IInventory
L1724[15:42:26] <gigaherz>
ItemStackHandler*
L1725[15:42:35] <gigaherz> but it's not
necessarily "the correct"
L1726[15:42:40] <gigaherz> it's just the
one that comes by default
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L1729[15:44:20] <LexManos> The $100K has
nothing to do with Forge. Just getting pissed off that my bank
thinks I dont exist because I havent had debt on a credit card with
them.
L1730[15:45:07] <gigaherz> o_O
L1731[15:45:10] <TechnicianLP> well
gg
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L1746[16:03:56] <gerhard> Hello
L1747[16:04:15] <AKTheKnight> o/
L1748[16:05:06] <gerhard> This is the
right place to go for questions / discussions with modding right
:x
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L1750[16:05:49] <tterrag|ZZZzzz>
yes
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L1752[16:06:06] <gigaherz> yup
L1753[16:06:39] <gerhard> Cool. Kinda
been struggling with the PlayerSleepInBed event, has a bit of a
weird behavior
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L1755[16:08:44] <gerhard> Essentially I'm
trying to let a player sleep even when there's monsters nearby, but
setting the result of the event to allow it through the event bugs
out. The player gets in the bed, but errors are thrown and the
player can't actually ever leave the bed
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L1758[16:18:41] <gerhard> The event has
setResult(SleepResult result) but setting that to the
"OK" result doesn't seem to be enough to let the player
sleep
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L1762[16:20:30] <M4thG33k> Can anyone
point me in the direction of a good example of a block that uses
only a portion of another block's texture in its render (TE and
dynamically)?
L1763[16:21:03] <M4thG33k> sort of like a
camo block, but I don't need the whole block - just one side of
it
L1764[16:21:15] <gerhard> Carpenter's
Blocks?
L1765[16:21:20] <KnightMiner> You mean
like it automatically pulls textures from another block?
L1766[16:21:25] <KnightMiner> 1.9 or
1.7?
L1767[16:21:30] <M4thG33k> 1.9
L1768[16:21:51] <KnightMiner> Tinkers'
tables and racks automatically add textures for all oredict wood
variants
L1769[16:21:57] <M4thG33k> that's
right...
L1770[16:22:15] <KnightMiner> They take
on a block as NBT in the tile entity, and pull its texture onto the
model, if that is what you are looking for
L1771[16:22:41] <M4thG33k> That's exactly
what I need. I'll take a look at that. Thanks!
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L1775[16:25:04] <KnightMiner> Something
worth mentioning is that the model is generated from the original
model rather than the one modified by the forge blockstate, so
transforms and rotations from there will not be applied (the tile
entity has a separate rotation which the model applies
instead)
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L1777[16:25:34] <M4thG33k> alright. I
think I can still work with that
L1778[16:25:36] <KnightMiner> (but
breaking animations base themselves off the blockstate's version
just to be rebels)
L1779[16:26:17] <gerhard> Is there any
mod that's been made recently that enables a player to bypass the
restrictions for sleeping in a bed
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L1825[18:23:31] <ProbablePrime> How do i
ensure that an entity breaking a block will respect event
cancelation? "worldObj.setBlockToAir(pos);" is my block
breaking code.
L1826[18:23:51] <ProbablePrime> But this
doesn't seem to trigger the apropriate events
L1827[18:23:51] <diesieben07> what
events?
L1828[18:23:54] <ProbablePrime>
BlockBreak
L1829[18:24:03] <tterrag> of course
not
L1830[18:24:14] <diesieben07> block break
event is for players only
L1831[18:24:16] <tterrag> you aren't
breaking a block you are setting it manually
L1832[18:24:25] <ProbablePrime>
Alright
L1833[18:24:43] <ProbablePrime> So i
guess I need to break the block as a player would
L1834[18:24:50] <tterrag> yes
L1835[18:24:58] <diesieben07> if you want
the event
L1836[18:25:01] <diesieben07> which may
or may not what you want.
L1837[18:25:03] <ProbablePrime> There's
probably a ton of laser/drill mods around I could look at I
guess
L1838[18:25:11] <tterrag> just use
FakePlayerFactory
L1839[18:25:22] <Wuppy> ugh I don't often
leave halfway through a night out, but I'm feeling so sick atm
:'(
L1840[18:25:36] <diesieben07> uh you said
an entity breaking a block
L1841[18:25:41] <diesieben07> i don't
think that should fire events.
L1842[18:25:48] <Wuppy> someone cheer me
up please :(
L1843[18:25:53] <ProbablePrime> its and
entity spawned by a player
L1844[18:25:59] <diesieben07>
and...?
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L1847[18:30:06] <ProbablePrime> I'd like
the breaking caused by the entity to come from the player
L1848[18:30:23] <ProbablePrime> This is
stuff i could look up, sorry *goes back to reading*
L1849[18:30:43] <Gregory> So that the
block-breaking adds up in the player's stats, correct?
L1850[18:31:09] <ProbablePrime> Yes, and
can be traced back to the player
L1851[18:31:56] <diesieben07> check what
PlayerInteractionManager#blockRemoving does
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L1857[18:48:30] <ProbablePrime> Thanks
guys, i'll figure something out :D
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L1859[18:49:30] <Temportalist> gigaherz:
you here?
L1860[18:50:03] <Temportalist> Windows 10
suddenly hates loading modded-minecraft. Like, takes for freaking
ever to load, and thats just to start java, Not to mention loading
the actual assets and code.
L1861[18:51:23] <Temportalist>
diesieben07: do you have any ideas about win10 not
cooperating?
L1862[18:51:52] <tterrag> have you tried
rebooting? :P
L1863[18:51:58] <Temportalist> no
L1864[18:52:35] <diesieben07> it works
fine for me
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L1866[18:55:19] ***
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L1867[18:55:30] <Temportalist> tterrag:
didnt help
L1868[18:55:37] <Temportalist> could it
be java 8?
L1869[18:55:43] <diesieben07> i am using
that
L1870[18:56:03] <Temportalist> which
build?
L1871[18:56:30] <diesieben07> 65
L1872[18:56:32] <diesieben07> i need to
update
L1873[18:57:14] <Temportalist> 1.8.0_71
for me
L1874[18:57:36] <williewillus> 8u92 here
:P
L1875[18:57:51] <Temportalist> why the
heck wouldnt it work then?
L1876[18:57:53] <Temportalist>
williewillus: win10?
L1877[18:57:58] <williewillus> oh no
lol
L1878[18:58:01] <Temportalist> yeah
L1879[18:58:02] <williewillus> openjdk
8u92 on linux
L1880[18:58:07] <Temportalist> thats the
difference
L1881[18:58:07] <williewillus> it works
perfectly in w10 though
L1882[18:58:13] <williewillus> and I have
java 8 too
L1883[18:58:16] <Temportalist> it decided
to crap out on me today
L1884[18:58:25] ***
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L1885[18:58:27] <Temportalist> after it
forced win10 as a recommended update yesterday
L1886[18:58:28] <williewillus> ?shrug did
you update windows, graphics, firmware, anything?
L1887[18:58:32] <williewillus> oh
lol
L1888[18:58:34] <Temportalist> ya
L1889[18:58:38] <Temportalist> -_-
L1890[18:58:39] <diesieben07> oh you
upgraded?
L1891[18:58:40] <williewillus> get
MS'ed
L1892[18:58:44] <diesieben07>
win7->win10?
L1893[18:58:47] <Temportalist>
diesieben07: i didnt want to
L1894[18:58:50] <diesieben07> but you
did?
L1895[18:58:50] <Temportalist> but
yet
L1896[18:58:52] <Temportalist> yes
L1897[18:58:58] <diesieben07> yeah
in-place windows updates suck balls
L1898[18:59:00] <diesieben07> re-install
:P
L1899[18:59:08] <Temportalist> re-install
the computer?
L1900[18:59:20] <diesieben07>
windows
L1901[18:59:30] <Temportalist> or
re-install curse and IDEA?
L1902[18:59:34] <Temportalist> fuck
L1903[18:59:34] <diesieben07> win10 will
automatically activate
L1904[18:59:55] <Drullkus> ?
L1905[19:00:05] <williewillus> I did an
in-place from 8.1 to 10 and it was fine
L1906[19:00:07] <Temportalist> Drullkus:
win10 killed my modded minecraft
L1907[19:00:10] <williewillus> 7 to 10 is
a stretch
L1908[19:00:19] <Drullkus> Yes, you said
that many times in the other channel
L1909[19:00:24] *
williewillus mutters about linux
L1910[19:00:24] <Drullkus> Oh, you were
forced?
L1911[19:00:27] <Drullkus> gg M$
L1912[19:00:29] <Temportalist> yes
L1913[19:00:31] <Temportalist> i was
forced
L1914[19:00:38] <diesieben07> yeah
apparently now if you just close the "update now" window
it counts as a yes
L1915[19:00:41] <diesieben07> instead of
previously it was a no
L1916[19:00:44] <tterrag> I nuked all the
update stuff
L1917[19:00:48] <tterrag> no more w10
nags
L1918[19:00:48] <Temportalist>
diesieben07: not even that
L1919[19:00:54] <tterrag> I will be on 7
for the forseeable future :P
L1920[19:01:10] <Temportalist>
diesieben07: it actaully did it spontaneously because
"recommended" updates auto updated my computer
L1921[19:01:12] <Drullkus> tterrag: No
matter what w10 users say, I'm just gonna use 7 too
L1922[19:01:21] <Drullkus> Oh god,
wtf
L1923[19:01:29] <tterrag> unlike most
haters, I have actually used w10
L1924[19:01:30] <Temportalist> Drullkus:
yes, turn it OFF
L1925[19:01:33] <tterrag> and I still
hate it
L1926[19:01:46] <Temportalist> it is OKAY
with me - provided it doesnt kill my shit
L1927[19:01:48] <Drullkus> I used w10 in
the microsoft store at my nearest mall
L1928[19:01:53] <diesieben07>
Temportalist, it still has the optio0pn to downgrade again
L1929[19:01:58] <diesieben07> in case you
want to
L1930[19:02:00] <williewillus> get a
rolling distro and don't worry about upgrades again
L1931[19:02:02] <williewillus> ;)
L1932[19:02:03] <Drullkus> It's poorly...
designed
L1933[19:02:06] <Temportalist> but that
would nuke my stuff, wouldnt it?
L1934[19:02:09] <diesieben07> no
L1935[19:02:27] <Temportalist> where is
the option?
L1936[19:02:39] <diesieben07> not sure
whats it called in english
L1938[19:02:51] <tterrag> GWX control
panel
L1939[19:02:56] <tterrag> it will nuke
all the w10 update crap
L1940[19:03:03] <diesieben07> in the
settings in the screen where it also has windows updates
L1941[19:03:08] <diesieben07> there is a
restore or soemthing on the left side
L1942[19:03:21] <Drullkus> Also
L1943[19:03:23] <Drullkus> Didn
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L1945[19:03:34] <Drullkus> didn't you
need to agree to some terms before upgrading or something?
L1946[19:03:44] <diesieben07> nope it
does that after now
L1947[19:03:44] *
Temportalist gets backup drive out
L1948[19:03:49] <Drullkus> ....
L1949[19:03:49] <diesieben07> and if you
disagree it downgrades you
L1950[19:03:50] <Drullkus> ffff
L1951[19:03:52] <Drullkus> oh
L1952[19:03:55] <Drullkus> Awesome
L1953[19:04:10] <diesieben07> so if you
disagree it basically jsut wastes 3 hours of your time
L1954[19:04:15] <Drullkus> yeah
L1955[19:06:37]
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L1968[19:40:50] <BaronNox> im really
loving this Capability system
L1969[19:41:02] <BaronNox> took some time
to get used to but now
L1970[19:41:07] <BaronNox> it’s so
easy
L1971[19:41:19] <BaronNox> gg to whoever
coded it
L1972[19:41:27] <diesieben07> Lex
L1973[19:41:37] <BaronNox> Best man
L1974[19:41:50] <williewillus> what are
you using it for?
L1975[19:42:07] <BaronNox> TileEntity
inventories.
L1976[19:42:14] <BaronNox> but maybe ill
expand on it
L1977[19:42:25]
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L1979[19:42:47] <BaronNox> btw
williewillus your documentation is nice
L1980[19:42:55] <williewillus> thanks
:P
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L1982[19:44:08] <diesieben07> what is
this, positivity towards change? i must be dreaming.
L1983[19:44:15] <tterrag> most people
whine about the lack of copypasta code
L1984[19:44:22] <tterrag> I take it as a
complement that our docs are actually different :P
L1985[19:45:55] <BaronNox> well there is
no need for copy pasta (at least for simple inventories)
L1986[19:46:20] <diesieben07> if you have
half a programmers brain that is true
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L1988[19:48:02] <GunnerWolf> when
getDrops() is called on a block, does the IBlockState passed to it
include changes made in that block's getActualState method?
L1989[19:48:40] <BaronNox> 220 lines of
code inside my simple TE shrank down to 25.
L1990[19:49:37] <tterrag> GunnerWolf: it
does not appear so, but as with most things, try it and see
L1991[19:52:09] <williewillus> no, by
default actual states are only used for rendering iirc
L1992[19:52:32] <GunnerWolf> Okay, not a
big problem given getDrops is given the world and blockpos, I can
just re-get the data from the te
L1993[19:52:41] <diesieben07> nope
L1994[19:52:44] <williewillus> oh you
want getDrops to consider the TE?
L1995[19:52:46] <diesieben07> you need
special measurements for that
L1996[19:52:49] <williewillus> ^
L1997[19:52:51] <GunnerWolf> oh
L1998[19:52:53] <williewillus> see the
flower pot
L1999[19:53:04] <diesieben07> the forge
patches
L2000[19:53:06] <williewillus> it's just
a pecularioty because of where getDrops is
L2001[19:53:19] <diesieben07> well, at
the time it's called the block is already gone
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L2004[19:58:48] <GunnerWolf> Hmm, so
flowerpot extends blockcontainer so that it can drop an ItenBlock
and the item it was holding?
L2005[19:59:12] <diesieben07>
BlockContainer has nothing to do with it
L2006[19:59:20] <diesieben07> look at the
stuff between the FORGE START and END
L2007[19:59:24] <diesieben07> thats all
you need
L2008[20:00:28]
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L2009[20:01:49] <GunnerWolf> okay, so why
does flowerpot need those 3 method overrides in order to properly
consider the te, while other things like a furnace don't?
L2010[20:02:12] <diesieben07> the furnace
drops don't give two shits about it's te
L2011[20:02:16] <diesieben07> the
flowerpot does
L2012[20:02:25] <diesieben07> vanilla had
a hacky special case in, forge generalizes it
L2013[20:03:56] <williewillus> getDrops
is for "static" drops, like diamond from diamond
ore
L2014[20:04:05] <williewillus> furnaces
are just dropping their inv
L2015[20:04:15] <williewillus> that kinda
stuff doesn't go in getDrops
L2016[20:04:18] <diesieben07> i don't
consider those things drops
L2017[20:04:24] <williewillus> yeah
L2018[20:04:30] <diesieben07> because
drops = harvest by player
L2019[20:04:38] <diesieben07> the furnace
always spills its inv
L2020[20:05:14] <GunnerWolf> well I'm not
wanting to add additional drops, I'm wanting to add nbtdata from
the te to the dropped ItemBlock. Maybe worth noting that currently
my block already extends BlockFurnace
L2021[20:05:49] <diesieben07> well, like
i and willie said
L2022[20:05:53] <diesieben07> look at
BlockFlowerPot
L2023[20:06:06] <williewillus> what kind
of drops are these
L2024[20:06:10] <williewillus> is it part
of the furnace's inv?
L2025[20:06:15] <williewillus> if so, it
does not go in getDrops
L2026[20:06:39] *
diesieben07 assumes he wants the furnace to remember it's contents
when mined
L2027[20:06:49]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
L2028[20:07:02] <williewillus> maybe
:P
L2029[20:09:00] <GunnerWolf> kind of,
wanting the furnace to remember it's "tier", it's
essentially 8 different blocks in one, and I need it to not just
turn into the default one when dropped
L2030[20:09:10] <williewillus> uh is this
tier in meta?
L2031[20:09:12] <williewillus> or
nbt?
L2032[20:09:49] <diesieben07> if it's in
NBT, why not in meta
L2033[20:09:49] <GunnerWolf> nbt
L2034[20:09:54] <diesieben07> that woudl
make this a whole lot easier.
L2035[20:10:04] <williewillus> yeah if it
was meta youd just override damageDropped and be done
L2036[20:10:07] <GunnerWolf> because it
extends BlockFurnace, which means the direction is in meta
L2037[20:10:11] <diesieben07> also, as a
side note, please don#t extend BlockFurnace
L2038[20:10:14] <diesieben07> BlockFurnce
sucks.
L2039[20:10:23] <diesieben07> ah right...
i forgot direction
L2040[20:10:29] <williewillus>
diesieben07: lol good luck with that
L2041[20:10:38] <williewillus> "make
your own crappy furnace" is a beginner's rite of passage
L2042[20:10:40] <diesieben07> hm?
L2043[20:10:45] <williewillus> ;p
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L2046[20:11:47] <GunnerWolf> I've read
and been told a couple of times before that BlockFurnace sucks, but
I have yet to be told why. And I'd rather not write my own furnace
from scratch until I know, so I can avoid making an equally sucky
block
L2047[20:12:18] <diesieben07> well,
BlockFurnace needs 2 blocks to function
L2048[20:12:25] <diesieben07> because
vanilla does not support light level based on meta
L2049[20:12:26] <williewillus> oh yeah
the whole lit thing
L2050[20:12:37] <diesieben07> but since
it has to keep the TileEntity... they have another horrible
horrible hack
L2051[20:12:40]
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L2052[20:12:40] ***
BaronNox_ is now known as BaronNox
L2053[20:12:41] <williewillus> hehe
L2054[20:12:46] <diesieben07> that
involves a static field inside the furnace block...
L2055[20:12:46] <williewillus> isDropping
or whatever its called
L2056[20:12:54] <diesieben07> don't even
look at it, it's horrible
L2057[20:13:19] <williewillus> i remember
seeing it in PE's furnaces
L2058[20:13:22] <williewillus> and went
wtf is this
L2059[20:13:28] <williewillus> because I
didnt know it was copied from vanilla
L2060[20:14:56] <wiresegal> currently
doing the most fun part of botania addon dev:
L2061[20:15:00] <wiresegal>
"fun"
L2062[20:15:04] <wiresegal> writing
lexicon entries
L2063[20:15:13] <williewillus> hey that
shit is actually fun
L2064[20:15:20] <williewillus> if you
don't want to write it I will xD
L2065[20:15:25] <wiresegal> not when
you've got ~10 to do
L2066[20:15:45] <wiresegal> I always do
them as the last thing in a commit
L2068[20:15:47] <wiresegal> doing just
one is fun
L2069[20:16:25] <wiresegal> also, I feel
kind of bad having the only custom category icon in the lexicon
._.
L2070[20:16:34] <williewillus>
?shrug
L2071[20:16:41] <wiresegal> rest are from
game-icons.net
L2072[20:17:04] <wiresegal> but then
there's me, with my hands-cupping-a-crystal
L2073[20:17:19] <williewillus>
diesieben07: is it safe to make stacks out of an item before it
gets registered?
L2074[20:17:28] <wiresegal> nope.
L2075[20:17:45] <diesieben07> probably
not
L2076[20:17:49] <diesieben07> because
registry delegates
L2077[20:17:50] <wiresegal> i've had some
strange behavior.
L2078[20:17:59] <wiresegal> yeah,
ItemStack cares about delegates
L2079[20:18:00] <williewillus> welp
wasn't a problem anyway
L2080[20:18:54] <wiresegal> Willie, I
have a request
L2081[20:18:57] <wiresegal> pure daisy
pages, pls
L2082[20:19:07] <williewillus> ?
L2083[20:19:08] <wiresegal> (not just for
addons, for core botania)
L2084[20:19:22] <williewillus> it already
has one in the intro section
L2085[20:19:25] <wiresegal> figuring out
what the pure daisy can transmute is a bit annoying for new
guys
L2086[20:19:34] <williewillus> or do you
mean recipe listings
L2087[20:19:40] <wiresegal> I mean a page
like PageCraftingRecipe -> PagePureDaisyRecipe
L2088[20:20:25] <GunnerWolf> diesieben07
if I were to write my own furnace instead if extending
BlockFurnace, would I be able to simply set the light level in
getActualState? Or would it be better to do it in meta?
L2089[20:20:37] <williewillus> forge lets
you have light by state iirc
L2090[20:20:41] <wiresegal> yes.
L2091[20:20:42] <diesieben07> you would
not set the light level
L2092[20:20:49] <wiresegal> (actually
doing it in my lamp :D)
L2093[20:20:53] <diesieben07> you would
override getLightValue
L2094[20:20:55] <wiresegal> (right
now)
L2095[20:21:03] <GunnerWolf> right
okay
L2096[20:22:09] <GunnerWolf> I take it
getLightValue is called on block update?
L2097[20:22:16] <diesieben07> yea
L2098[20:22:39]
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L2099[20:24:03] <GunnerWolf> Okay,
thanks, I'll take a look at doing that tomorrow
L2100[20:24:03]
⇦ Parts: Trung0246
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())
L2101[20:24:10] <williewillus> it would
be so great if someone did all the bauble renders for me
L2102[20:24:13] <williewillus> I hate
this :P
L2103[20:24:16] <wiresegal> same
tbh
L2104[20:24:25] <williewillus> so much
trial and error because I suck at gl
L2105[20:24:33] <williewillus> and it's
annoying since the camera is always at your face
L2106[20:24:41] <wiresegal> I finally
figured out how BA will add dirt automation :D
L2107[20:24:52] <wiresegal> (I use the
in-inv display for GL testing willie)
L2108[20:25:09] <williewillus> too
small
L2109[20:25:38] <wiresegal> in full
screen?
L2110[20:26:02] <williewillus> i dont use
fullscreen
L2111[20:26:37] <wiresegal> oh
L2112[20:26:40] <wiresegal> why :P
L2113[20:26:53] <williewillus> because I
float it over idea
L2114[20:27:08] <wiresegal> I have them
on separate desktops next to each other
L2115[20:27:25] <wiresegal> it's just a
three-fingered swipe on my laptop to get between each other, and
I've got all that sweet sweet space
L2116[20:28:30] <williewillus> why would
you ever use a trackpad in a non-mobile situation
L2117[20:28:58] <wiresegal> uh, because i
like doing modmaking on the couch
L2118[20:29:12] <diesieben07> people have
weeeeird habits
L2119[20:29:27] <wiresegal> couch
modmaking is the most comfortable thing
L2120[20:29:34] <wiresegal> I just take
up the couch and spend hours coding :D
L2121[20:29:41] <diesieben07> how the
fuck do you type
L2122[20:30:13]
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L2123[20:30:21] <wiresegal> my head is at
a 90º angle to the rest of my body, and I make a nice xyz axis with
my hands as the third axis
L2124[20:30:28] <williewillus> wat
L2125[20:30:35] <wiresegal> there's some
curving there ofc
L2126[20:31:21] <williewillus> sacrew it
just gonna have 2 clients I can't see shit :P
L2127[20:31:42] <wiresegal> that works I
guess :P
L2128[20:31:57] <wiresegal> I have my
client log me in, so I can't do that with the same profile :P
L2129[20:32:08] <williewillus> just
change the name :P
L2130[20:32:17] <wiresegal> I have a
second profile for random-player
L2131[20:32:20] <williewillus> i have you
on my second one right now because of the skin thing
L2132[20:32:37] <wiresegal> lol
L2133[20:32:55] <wiresegal> I still think
that GG looks awesome with my skin
L2134[20:32:59] <williewillus> oh of
course
L2135[20:33:01] <williewillus> I
forgot
L2136[20:33:03] <wiresegal> because of
the subtle hints at armor
L2137[20:33:05] <williewillus> baubles is
broken as shit in lan
L2138[20:33:08] <wiresegal> yay :D
L2139[20:33:10] <williewillus> so nvm to
that idea
L2140[20:33:13]
⇨ Joins: blood|sleep
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L2141[20:33:17] <wiresegal> time to start
a THIRD process?
L2142[20:33:33] <wiresegal> ᕕ( ᐛ )ᕗ
L2143[20:33:33] ***
blood|sleep is now known as blood_
L2144[20:34:22] <wiresegal> yay, time to
write 3 more almost-identical lexicon entries ;-;
L2145[20:36:45] <williewillus> nearly
identical what is this madness :P
L2146[20:37:42] <wiresegal> oh my god, I
just read a lexicon description i wrote almost a year ago ಠ_ಠ
L2147[20:37:53] <wiresegal> it was the
page for dendric-suffusing the greatwood...
L2148[20:37:59] <wiresegal> the
description was "that's what she said"
L2149[20:40:24] <wiresegal> also I
hate-love that I actually named this tree the circuitree
L2150[20:41:19] <williewillus> its
amazing how low the ram usage of mc increases when mob spawning is
off vs on
L2151[20:41:31] <williewillus> why does
that algorithm need to run every tick ;-;
L2152[20:41:41] <williewillus> *how
slow
L2153[20:43:19] <wiresegal> hey willie,
does the String Comparator work on any block with an override, or
only TEs?
L2154[20:43:46] <williewillus>
anything
L2155[20:43:54] <wiresegal> cool
L2156[20:44:43] <williewillus> are you
going to btm16.2 :P
L2157[20:44:48] <wiresegal> maybe?
L2158[20:44:54] <wiresegal> don't know
how :P
L2159[20:45:00] <williewillus> 1. log
in
L2160[20:45:01] <williewillus> 2.
profit
L2161[20:45:03] <wiresegal> also I feel
like my minecon cape will seem a bit silly
L2162[20:45:14] <williewillus> why would
anyone care
L2163[20:45:25] <wiresegal> i would
:P
L2164[20:45:31] <williewillus> about
what?!
L2165[20:45:41] <wiresegal> it would feel
strange :P
L2166[20:45:50] <williewillus>
....why?
L2167[20:45:51] <wiresegal> description
of the circuitree recipe: I deeply apologize for the pun
L2168[20:45:57] <wiresegal> idk
¯\_(ツ)_/¯
L2169[20:45:59] <williewillus> plenty of
modders have gone to real minecon
L2170[20:46:08] <wiresegal> I met a lot
of them
L2171[20:46:26] <wiresegal> first person
I saw at minecon I recognized was Kihira
L2172[20:48:43]
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L2173[20:48:46] <williewillus> if it
didn't cost so much I would go :P
L2174[20:49:19] <wiresegal> I've had
family in both London and California, so I got to capitalize on a
'come on, let me see X family member'
L2175[20:49:22] <williewillus> it's not
worth it besides getting to meet modding peers irl
L2176[20:49:28]
⇨ Joins: iceman11a
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L2177[20:49:45] <Corosus> yeah im only
really going this year to meet friends ive known for a few years
who are also modders
L2178[20:49:54] <Corosus> and to stroke
profs hair
L2179[20:50:02] <wiresegal> It's not just
modding for me, I'm fairly well-known in the mapmaking community
:P
L2180[20:50:35] <wiresegal> will prof
have a bodyguard around him this year since he's at mojang? all the
mojang people had at least one
L2181[20:50:47] <williewillus> lol
L2182[20:50:52] <williewillus> wiresegal:
what kind of maps?
L2183[20:50:58] <Corosus> hah neat
L2184[20:50:59] <wiresegal>
minigame
L2185[20:51:00] <Corosus> ill have to ask
him
L2186[20:51:05] <Corosus> actually
L2187[20:51:14] <wiresegal> I made
Sunburn
L2188[20:51:15] <williewillus> i wish
there were more 1.9 CTM maps
L2189[20:51:31] <williewillus> i wish
vechs would hurry up with his next one
L2190[20:51:40] <williewillus> i also
wish terra restore 2 would hurry up and finish
L2191[20:52:02] <wiresegal> I have free
infinite realms, so that's the major benefit of being a realms
mapmaker :P
L2192[20:53:20] <Corosus> apparently they
will have guards during the con, especially for states based one i
guess
L2193[20:53:37] <wiresegal> also moesh
invites me to things :P
L2194[20:53:41] <wiresegal> yeah, I'd
expect that
L2195[20:54:33]
⇨ Joins: Zesty (~Zesty@180.97.28.12)
L2196[20:55:27] <wiresegal> mapmakers
actually jokingly yell at me for joining the other side now
:P
L2197[20:55:48] <wiresegal> although it's
useful whenever they need to know something internal
L2198[20:55:51] <BaronNox> OMG I love
capabilities
L2199[20:56:52] ***
wiresegal is now known as wiresleepgal
L2200[20:57:53] <williewillus> you
already mentioned that BaronNox ;p
L2201[20:58:22] <BaronNox> I know but I
just dived into NBTserialzation of capabilities
L2202[20:58:29] <BaronNox> and it’s
awesome
L2203[20:58:39] <williewillus> what part
of it? :P
L2204[20:58:45] <williewillus> i didn't
think it was groundbreaking
L2205[20:58:46] <williewillus> and I love
caps
L2206[20:58:47] <Drullkus> So, er
L2207[20:59:26] <BaronNox> everything
tbh
L2208[20:59:55] <BaronNox> The longer i
spend my time dealing with them the better they get somehow
L2209[21:00:04] <Ordinastie_> I haven't
looked at caps yet, but quick question about the inventory one :
you can use your own implementation for it, right ?
L2210[21:00:27] <williewillus> yes
L2211[21:00:28] <BaronNox> yes
L2212[21:00:32] <williewillus> that's the
whole point
L2213[21:00:47] <williewillus> though
ItemStackHandler is a perfectly fine impl by itself
L2214[21:00:54] <BaronNox> indeed it
is
L2215[21:01:03] <williewillus> if you
have problems with it yell at tema :P
L2216[21:01:04] <Ordinastie_> so you
ought to give the interface to getCapability?
L2217[21:01:13] <williewillus> no you
give it the Cap object
L2219[21:01:24] <BaronNox> ^+1
L2220[21:01:53] <Ordinastie_> but that
mean other people that would want to access my inventory will have
to know the actual implementation ?
L2221[21:02:10] <williewillus> no
L2222[21:02:15] <williewillus> because
the interface provides that
L2223[21:03:27] <Ordinastie_> can you
link a simple example for it ?
L2224[21:03:37] <williewillus> for
what
L2225[21:03:52] <Ordinastie_> inventory
cap usage
L2226[21:04:02] <Ordinastie_> / provider
?
L2227[21:05:20] <williewillus> the
provider usually just holds instances of the cap implementations
you want to bestow
L2228[21:05:27] <williewillus> read the
gist
L2229[21:05:41] <Ordinastie_> yes, I
understand that
L2230[21:06:08] <Ordinastie_> my concern
is how to get a hold of that implementation
L2231[21:06:27] <williewillus>
you...make..it? :P
L2232[21:06:33] <williewillus> (or
provided by forge)
L2233[21:06:41] <williewillus> if you're
making a provider for any reason
L2234[21:06:51] <Ordinastie_> because I
didn't wait for forge for my TEs to not be inventories, but provide
them
L2235[21:06:53] <williewillus> then it's
obvious you have access to some impl of the interface
L2236[21:07:11] <williewillus>
wat...
L2237[21:07:18] <williewillus> you don't
even need a provider if it's your TE
L2238[21:07:24] <BaronNox> look at
net.minecraftforge.items.ItemStackhandler and .IItemHandler
L2239[21:07:37] <williewillus> did you
read the "making your TE have a capability"
section?
L2240[21:07:44] <Ordinastie_> I don't
have eclipse open atm, that's why I ask for an example
L2241[21:08:16] <williewillus> i don't
have one either but the gist explains it
L2242[21:08:31] <Drullkus> Ok, how do I
use the @GameRegistry.ObjectHolder() annotation?
L2243[21:08:44] <Drullkus> I'm trying to
use it but the items referenced are null
L2244[21:08:59] <williewillus> they were
broken in 1.9 for a while idk if cpw fixed them
L2245[21:09:06] <Drullkus> .....
Aaaugh
L2246[21:09:21] <williewillus> idk what
they're really for to be honest xD
L2247[21:10:09] <Drullkus> Let's say
you've got a block-creation factory class that's designed in a way
that unfortunately you can't really just get block objects by
field
L2248[21:10:17] <Drullkus> That's where
the ObjectHolder comes in
L2249[21:10:47] <Ordinastie_> I think I
know where my confusion was from
L2250[21:10:57] <williewillus> yeah its a
bit weird
L2251[21:11:01] <williewillus> when to
use providers or not
L2252[21:11:12] <williewillus> Drullkus:
they should work, lex just pushed a fix for them 3 days ago
L2253[21:11:42] <Ordinastie_> I assume
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY is of type
Capability<IItemHandler> ?
L2254[21:11:52] <williewillus>
correct
L2255[21:12:05] <Ordinastie_> so I was
kinda right with "<Ordinastie_> so you ought to give the
interface to getCapability?" :)
L2256[21:12:16] <Ordinastie_> you don't
give the interface directly, but that's the idea
L2257[21:12:18] <williewillus> yeah
L2258[21:12:28] <williewillus> and type
erased so not really even ;p
L2259[21:12:37] ***
Mumfrey is now known as mumfrey
L2260[21:13:38] <williewillus> Drullkus:
do you get errors when the items are null?
L2261[21:13:57] <Ordinastie_> yeah, but
my already working inventory implementation will just have to
implement IItemHandler to be compatible if I want
L2262[21:14:08] <williewillus> yes
L2263[21:15:16] <Ordinastie_> without
having fiddle with caps yet, it's easy be confused and forget
they're just some kind of markers for some
"components"
L2264[21:15:27]
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L2265[21:15:36] <Ordinastie_> you tend to
think that the inventory is a capability
L2266[21:16:38] <williewillus> well the
*idea* of having an inv is the capability, the interface describes
what the idea should do, and an ItemStackHandler is a concrete
implementation of such an interface
L2267[21:17:56] <Ordinastie_> I guess
IItemHandler have similar methods as IInventory ?
L2268[21:18:01] <BaronNox> yep
L2269[21:18:02] <williewillus> yes
L2270[21:18:07] <williewillus> without
lots of the vanilla cruft :P
L2271[21:18:10] <Ordinastie_> will be
easily forwarded then
L2272[21:19:14] <BaronNox> I hear birds
outside my window
L2273[21:19:20] <BaronNox> 4:20am
L2274[21:19:27] <williewillus> go to
sleep
L2275[21:19:30] <BaronNox> yeah
L2276[21:19:35] <Ordinastie_> same
here
L2277[21:20:04] <BaronNox> 12pm my
advanced java programming course starts :C
L2278[21:20:14] <williewillus>
college?
L2279[21:20:20] <BaronNox>
university
L2280[21:20:42] <williewillus> i use the
two interchangeably whatever :P
L2281[21:20:53] <BaronNox> they kinda are
:)
L2282[21:21:11] <Ordinastie_> that has
always confused me, because in french, college is was younger
L2283[21:21:30] <BaronNox> isnt it middle
school in france?
L2284[21:21:50] <Ordinastie_> yes
L2285[21:22:10] <Ordinastie_> In France,
the equivalent period to middle school is collège, which lasts four
years from the Sixième (sixth, the equivalent of the Canadian and
American Grade 6) to the Troisième (third, the equivalent of the
Canadian and American Grade 9), accommodating pupils aged between
11 and 15.
L2286[21:22:35] <Ordinastie_> High School
is called lycée
L2287[21:24:13] <BaronNox> ok, getting
tired now. Cya in a few hours o7
L2288[21:27:01] <Temportalist> okay. now
that im back on windows 7... cc tterrag
L2289[21:27:05] *
Temportalist sighes
L2291[21:28:10] <williewillus> lol
L2292[21:28:19]
⇦ Quits: Drullkus
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L2293[21:28:46] <tterrag> wat
L2294[21:29:16] <williewillus> god
dammait nvm I cant move my world to 1.9.4 yet
L2295[21:29:35] <williewillus> now
waiting on chisel :P
L2296[21:29:59] <williewillus> nvm found
the jenkins
L2297[21:30:08] <Temportalist> tterrag: I
got things restored back to win7 finally. And used that utility you
recommended. Thank you
L2298[21:30:16] <Temportalist>
williewillus: haha
L2300[21:30:44] <tterrag> Just updated
:p
L2302[21:30:59] <Temportalist> tterrag:
good luck!
L2303[21:31:25] <Ordinastie_>
Temportalist, you're back to Win7 from Win10 ?
L2304[21:31:28] <williewillus> hey at
least you werent the guy who posted on 15 trackers about a
dragonapi conflict
L2305[21:31:33] <Temportalist>
Ordinastie_: yeeeesss
L2306[21:31:41] <Ordinastie_> why ?
ôO
L2307[21:31:48] <Dark> so fun listening
to Reika complain about that
L2308[21:31:51] <Temportalist>
Ordinastie_: it auto updated without consent yesterday. then it
killed my java things
L2309[21:32:12] <Ordinastie_> so instead
of fixing your java, you rolled back? :x
L2310[21:32:20] <Temportalist> java was
running
L2311[21:32:27] <Temportalist> but it
completely stopped as it was
L2312[21:32:30] <Temportalist> really
weird
L2313[21:32:31] <williewillus> aaand live
in 1.9.4 yay
L2314[21:32:37] <Temportalist> but i
never wanted to update in the first place
L2315[21:32:50] <Dark> then turn off auto
update
L2316[21:32:54] <Temportalist> i just
did
L2317[21:33:09] <Ordinastie_> but it's
actually a good update though
L2318[21:33:12] <Temportalist> i didnt
realived microsoft had pushed windows 10 into auto updating without
consent
L2319[21:33:19] <Temportalist>
Ordinastie_: debatable
L2320[21:33:31] <Temportalist> I did like
the UI, but it wasnt working well
L2321[21:33:40] <Temportalist> Maybe ill
try it when I get a gaming rig
L2322[21:36:32] <Reika> Dark: what are
you talking about?
L2323[21:36:39] <Reika> You have not been
here to hear me
L2324[21:37:31]
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L2325[21:38:17] <Drullkus> williewillus:
Yeah, for some reason the items are null.
L2326[21:38:32] <williewillus> but does
fml throw an error?
L2327[21:41:12]
⇨ Joins: VoxelV (~VoxelVort@45.53.141.190)
L2328[21:42:17] <Ordinastie_> damn,
that's really stupid that PM on Curse and Curseforge are completely
separate things -_-
L2329[21:42:29] <Drullkus> williewillus:
One sec
L2331[21:42:55] <Drullkus> Basically,
null item in stack
L2332[21:42:56] <williewillus> i have no
idfea why the non cf site is even a thing
L2333[21:43:12] <Ordinastie_> it's so
annoying
L2334[21:43:21] <Drullkus> Curse is more
of a user-friendly thing, while Curseforge is more
developer-oriented thing
L2335[21:43:28] <Drullkus> But, even
that, I don't understand
L2336[21:43:29] <Ordinastie_> because
they mail notifications are marked as spam too
L2337[21:43:41] <williewillus> but non-CF
pages don't even have a visible download button
L2338[21:43:41] <Ordinastie_> I don't get
notif for comments on the projects too
L2339[21:44:02]
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またね)
L2340[21:45:12] <Ordinastie_> oh
god
L2342[21:45:31] <williewillus> Drullkus:
i meant during startup
L2343[21:45:43] <williewillus> if fml
tries to inject null into an objectholder it should error i
think
L2344[21:45:48] <Drullkus> Oh, no
L2345[21:45:53] <Drullkus> It starts
up
L2346[21:46:18] <Drullkus> ...Wait
L2347[21:46:36] <williewillus> hwo about
in the log at startup?
L2348[21:46:38] <Drullkus> On the 1.7.10
version, these objects are finals
L2349[21:46:41] <Drullkus> Lemme try
that
L2350[21:47:00] <williewillus> i dont
think that matters
L2351[21:47:07] <williewillus> the
reflection fml does bypasses it iirc
L2352[21:47:07] <Drullkus> You
sure?
L2353[21:48:53] <Drullkus> williewillus:
Wow fuck
L2354[21:48:55] <Drullkus> That fixed
it
L2355[21:49:01] <williewillus> welp
nvm
L2356[21:49:04]
⇨ Joins: thecodewarrior
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L2357[21:49:18] <Drullkus> I've wasted
about 5 hours on this shit
L2358[21:49:28] <Drullkus> Thanks
obama!
L2359[21:49:43] *
Drullkus is actually looking forward to blaming Trump if he does
become president
L2360[21:50:05] <thecodewarrior> Is there
any reason I should stick to using square textures in my block
textures? I'm making a texture map and I don't need a 64x64
texture, just a 64x32 texture.
L2361[21:50:23] <Ordinastie_> is there a
way to disable comments on curse ?
L2362[21:50:25] <williewillus> split it
up if you want to save space
L2363[21:50:33] <williewillus> otherwise
it has to be square
L2364[21:50:33] <Ordinastie_> (I'd even
disable them on CurseForge tbh)
L2365[21:51:09] <Ordinastie_>
thecodewarrior, non square textures are considered animations
L2366[21:51:14] <thecodewarrior> :( I
can't split it up unfortunatly.
L2367[21:52:14] <williewillus> what is
it?
L2368[21:52:50] <Drullkus>
thecodewarrior: There is a way to do it via mcmeta iirc
L2369[21:52:58] <williewillus>
really?
L2370[21:53:01] <Drullkus> But literally
no one uses it
L2371[21:53:06] <williewillus> mcmeta
only controls the animation
L2372[21:53:07] <williewillus> i
thought
L2373[21:53:07] <Drullkus> Dinnerbone
told me this himself
L2374[21:53:14] <williewillus> what is it
then?
L2375[21:53:29] <williewillus> i couldve
used that before I split a bunch of my huge textures
>.<
L2376[21:53:35] <Drullkus> You can define
the frames on the mcmeta by defining how to slice it
L2377[21:53:40] <Drullkus> Er, uh
L2378[21:53:50] <Drullkus> Amount vs
amount of frames
L2379[21:53:58] <Drullkus> Let's say I
got a 15x60 texture
L2380[21:54:01] <williewillus> i mean is
there an example
L2381[21:54:05] <williewillus> of the
format in use
L2382[21:54:11] <williewillus> words
aren't gonna teach me how ;p
L2383[21:54:25] <Drullkus> It's on MC
Wiki, Lemme dig it up
L2384[21:54:51] <williewillus> wiki
doesnt say anything about sizing the frames manually
L2385[21:54:53] <williewillus> just
checked
L2386[21:55:12] <williewillus> oh wait I
see it
L2387[21:55:14] <williewillus> at the
bottom
L2388[21:55:19] <williewillus> that does
not belong there >.<
L2389[21:55:33] <Drullkus> ?
L2390[21:55:41] <Drullkus> Where?
L2391[21:55:51] <williewillus> it's not
where the "grammar" of the mcmeta is, it's at the bottom
of the page in "Trivia"....
L2392[21:55:53] <Drullkus> Oh yeah
L2393[21:55:56] <Drullkus> er
L2395[21:56:14] <Drullkus> williewillus:
Width/height are in frame count, not pixels
L2396[21:56:40] <williewillus> thats
contrary to what's there?
L2398[21:56:49] <Drullkus> Yep
L2399[21:56:56]
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L2400[21:57:50] ***
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L2401[21:57:53] <Drullkus> Ok, yeah, I
was slightly wrong earlier
L2402[22:11:55] <KnightMiner> Its in
trivia since it has no effect in vanilla
L2403[22:12:09] <williewillus> that's not
a good reason
L2404[22:12:09] <KnightMiner> I could
move it to a more prominent location if I had a bit more
information on the tags
L2405[22:12:15] <williewillus> it's part
of the spec :P
L2406[22:13:28] <Drullkus> yes
L2407[22:13:57] <Drullkus> Uh, silly
question, if I use strings in making recipes, are oredict strings
used?
L2408[22:14:08] <williewillus> what do
you mean?
L2409[22:14:16] <Drullkus> Crafting
recipe
L2410[22:14:16] <KnightMiner> I think you
need to wrap it in a ShapedOreRecipe
L2411[22:14:19] <Drullkus> yes
L2412[22:14:56] <Drullkus> I have a
ShapedOreRecipe, and I'm defining what items each char represents
in the char array (the recipe)
L2413[22:15:16] <williewillus> yeah you'd
use a string in place of an itemstack
L2414[22:15:24] <Drullkus>
GameRegistry.addRecipe(new ShapedOreRecipe(new
ItemStack(ChiselBlocks.cloud, 8, 15), "SSS",
"SGS", "SSS", 'S', "stone", 'G',
"wool"));
L2415[22:15:40] <Drullkus> So, if I do
this recipe, then it will be wool surrounded by stone in the
recipe, right?
L2417[22:16:38]
⇨ Joins: McJty
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L2418[22:16:45] <Drullkus>
thecodewarrior: How many frames does it have
L2419[22:17:07] <Drullkus> You're
supposed to define how many frames there are in width/height
L2420[22:17:50] <williewillus>
width/height is *pixels per frame* correct?
L2421[22:18:26] <Drullkus> No
L2422[22:18:38] <KnightMiner> Thats what
Dinnerbone said though
L2423[22:18:44] <thecodewarrior> Ok. So
it'd be 1 and 1?
L2424[22:18:45]
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L2425[22:18:49] <Drullkus> He later
admitted he was wrong
L2426[22:18:52] <thecodewarrior>
Ah.
L2427[22:18:56] <williewillus> so what is
it?
L2428[22:18:59] <KnightMiner> So it is
frame count then?
L2429[22:19:01] <Drullkus> Ok, so if your
texture is single frame
L2430[22:19:05] <KnightMiner> Basically
ratio
L2431[22:19:12] <Drullkus> Yes, it's the
ratio of frames
L2432[22:19:47] <KnightMiner> For the
sake of the wiki article, did he mention it on twitter at all? It
would be nice to replace my source with a accurate one
L2433[22:19:56] <Drullkus> Yes
L2434[22:20:01] <Drullkus> One sec
L2436[22:21:11] <Drullkus> KnightMiner:
^
L2437[22:21:58] ***
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L2442[22:24:21] <KnightMiner> Hmm, his
pastebin example states pixels, even if ratio is actually
correct
L2443[22:25:16] <Drullkus> KnightMiner:
He admitted that he was wrong later on iirc
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L2445[22:25:32] <KnightMiner> I see, hard
to link those
L2446[22:25:33] <Drullkus> You don't need
the frames
L2447[22:25:39] <Drullkus> And,
also
L2448[22:25:47]
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L2449[22:25:52] <Drullkus> It's just 1
for both width and height
L2450[22:25:55] <Drullkus> If it's single
framed
L2451[22:26:22] <KnightMiner> Although
pixels would not make sense anyways comparing to vanilla supporting
multiple resolutions
L2452[22:26:42] <Drullkus> Yeah
L2453[22:27:47]
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L2454[22:28:16] <williewillus> so if I'm
getting it right "height" is basically how many vertical
slices to make and same for width/horizontal?
L2455[22:28:54] <Drullkus> It's about the
amount of slices, yeah
L2456[22:29:38] <Drullkus> Uh, how do I
make an itemstack in a recipe have a wildcard value in the
meta?
L2457[22:29:48] <Drullkus> I want to have
wool as part of a recipe
L2458[22:29:52] <TehNut>
OreDictionary.WILDCARD
L2459[22:29:59] <KnightMiner> ^
L2460[22:30:00] <TehNut> or
something
L2461[22:30:02] <williewillus> yeah
L2462[22:30:03] <Drullkus> Ah
L2463[22:30:23] <KnightMiner> Might be
WILDCARD_VALUE or something odd like that
L2464[22:30:26] <TehNut> Or just
Short.MAX_VALUE :p OreDictionary is safer though
L2465[22:30:33] <Drullkus> Ah
L2466[22:30:44] <TehNut> If Mojang
changes it from Short, OreDictionary will cover you
L2467[22:30:48] <KnightMiner> Yeah,
apparently it changed at some time, and Forge added the OreDict
version in case it changes again
L2468[22:30:55] <williewillus> thing
is
L2469[22:30:56] <KnightMiner> I think it
used to be -1
L2470[22:30:59] <williewillus> the new
potion stuff in 1.9
L2471[22:31:02] <williewillus> uses -1
again
L2472[22:31:05] <williewillus> -.-
L2473[22:31:09] <KnightMiner> ...
L2474[22:31:27] <williewillus> jeb derp
maybe
L2475[22:32:21] <Drullkus> lol
L2476[22:32:50] <Drullkus> Uh, let's say
I want a slot to be empty
L2477[22:32:56] <Drullkus> in the
crafting grid
L2478[22:33:03] <Drullkus> How would I do
that? Just null itemstack?
L2479[22:33:10] <KnightMiner> I think
just a space
L2480[22:33:26] <Drullkus> Oh ok
L2481[22:33:39] <KnightMiner> Like so:
"sss", "s s", "sss"
L2482[22:33:42]
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L2483[22:33:45] <Drullkus> ty
L2484[22:33:51] <Drullkus> Hey Benimatic
o/
L2485[22:34:09] <thecodewarrior> Did you
actually make it work?
L2487[22:34:43] <Drullkus>
thecodewarrior: The thing? No, I found out that file wasn't used at
all
L2488[22:35:22] <Drullkus> KnightMiner:
You shouldn't use the word "mods" as resourcepacks can
use it as well
L2489[22:35:22] <Drullkus> :P
L2490[22:35:48] <KnightMiner> I tried
using it before I recall, though I did go by pixels then
L2491[22:35:55] <KnightMiner> Though what
affect does it have?
L2492[22:35:56] <Drullkus> Wait
L2493[22:36:03] <Drullkus> Can someone
actually test this?
L2494[22:36:03] <Drullkus> xD
L2495[22:36:26] <KnightMiner> Hold on,
let me load up by vanilla test world
L2496[22:36:28] <williewillus> it would
be good if more modders knew
L2497[22:36:36] <williewillus> because we
have people throwing texture maps directly onto the atlas
L2498[22:36:39] <williewillus> with giant
blank spaces
L2499[22:37:14] <KnightMiner> I do know
the game does not like using non-blocks/items with animations
L2500[22:37:39] <Drullkus> Oh?
L2501[22:37:41] <thecodewarrior> Lovely.
It's never used once in the code. Two thumbs sideways for
them.
L2502[22:37:42] <williewillus> because
all non-block and non-item textures don't go on the atlas
L2503[22:37:49] <Drullkus>
thecodewarrior: What?
L2504[22:37:52] <Drullkus> The
hell?
L2505[22:37:58] <KnightMiner> Basically,
you cannot animate changes last I checked
L2506[22:38:02] <KnightMiner>
*chests
L2507[22:38:17] <williewillus> yes
because those textures aren't part of the atlas
L2508[22:38:26] <Drullkus>
thecodewarrior: If that's true, you should submit a PR to
forge
L2509[22:38:35] <williewillus> only the
atlas (blocks and items) can have animations by default
L2510[22:38:49] <Drullkus> Or put
together an ASM hack but Lex may yell at you
L2511[22:38:55]
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L2512[22:38:55] <williewillus> PR
:P
L2513[22:39:00] <williewillus> so we all
can benefit
L2514[22:39:01] <Drullkus> Yeah best do
PR
L2515[22:39:02] <Drullkus> Yes
L2516[22:39:16] <thecodewarrior>
AnimationMetadataSection.getFrameHeight/Width is only used in
serialize, which is only used JsonElement.serialize
L2517[22:39:18] <KnightMiner> And submit
a bug report so hopefully it can be fixed in vanilla in 1.10
L2518[22:39:39] <williewillus> maybe it
was removed after seeing how no one knew it
L2519[22:39:41] <williewillus> :P
L2520[22:39:56] <KnightMiner> Seeing as
no one could agree on how it worked
L2521[22:41:14]
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L2522[22:41:31] <thecodewarrior> Seeing
as I may be reimplementing it's functionality, how should it work?
Should I just do aspect ratio and the frames are always the full
width of the file?
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L2524[22:41:50] <thecodewarrior> Because
if noone can quite agree, somebody has to make the decision.
L2525[22:42:00] <KnightMiner> Well, I can
imagine two cases
L2526[22:42:14] <KnightMiner> a 1:3 ratio
and a 3:1 ratio, one needing a width and the other a height
L2527[22:42:28] <KnightMiner> (and the
2:3 needing both)
L2528[22:42:36] <shortybsd> Does anyone
know of a permission mod for forge itself?
L2529[22:43:01] <thecodewarrior> But the
frames should still be the full width of the file, correct?
L2530[22:43:47] ***
williewillus is now known as willieaway
L2531[22:43:51] <KnightMiner> Yes
L2532[22:44:10] <KnightMiner> The height
may ultimately be smaller or bigger than that
L2533[22:44:33] <thecodewarrior> So if
height is 3, the frames will be 3 times the width tall, and if the
width is 3 the frames will be 1/3 the width tall, and if both are
present it'll be height/width times the width tall.
L2534[22:45:11] <KnightMiner> Yeah, that
sounds right
L2535[22:45:28] <thecodewarrior>
Cool.
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L2541[22:52:43] <killjoy> Is there any
mod with a "matter compressor" block?
L2542[22:54:54] <thecodewarrior> Just
confirming, adding parameters to methods in patches is a big
no-no.
L2543[22:55:51] <KnightMiner> Unless you
add it as a second method
L2544[22:56:10] <KnightMiner> Though I am
not sure how the Forge Devs feel about additional methods
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L2546[22:57:11] <thecodewarrior> So the
problem I'm having is I need the IResource in the loadSprite method
to correctly set the width/height but it isn't passed.
L2547[22:58:38] <thecodewarrior> Do you
know how stuff like that has been handled in the past?
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L2549[22:59:50] <KnightMiner> To that I
don't know
L2550[23:07:16] <thecodewarrior> Anyone
you know I could ping about it?
L2551[23:10:31] <Drullkus> Well, cpw
would be the one to ask
L2552[23:10:40] <Drullkus> idk about
lex
L2553[23:11:11] <Drullkus> "Do not
say Lex's full nick unless nessasary"
L2554[23:11:12] <Drullkus> Well
L2555[23:13:00] <thecodewarrior> hm. I
guess if cpw could chime in that'd be great?
L2556[23:13:15] *
thecodewarrior starts looking deeper into the code while he
waits
L2557[23:13:51] *
thecodewarrior wonders why he put a question mark up
there?
L2558[23:18:25] <KnightMiner> Well, I
have to go to bed now
L2559[23:18:49] <thecodewarrior> knight
o/
L2560[23:18:54] <KnightMiner> o/
L2561[23:18:56]
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L2562[23:22:03] <Ordinastie_>
thecodewarrior, what are you trying to do ?
L2563[23:22:25] <thecodewarrior> Make the
width and height properties in a texture's .mcmeta file actually
work.
L2564[23:23:03] <thecodewarrior> So for
an animation you can tell it the aspect ratio of the textures. And
if you don't have an animation just put in a single frame.
L2565[23:23:39] <thecodewarrior> but the
width property is initialized in loadSprite and I can't get the
metadata there.
L2566[23:24:28] <thecodewarrior> It's
only called in one place too. A place with a readily available
IResource.
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L2569[23:27:49] <thecodewarrior> If you
mean patch wise I want to add a IResource parameter to
loadSprite
L2570[23:27:50] ***
mrkirby153 is now known as kirby|gone
L2571[23:29:58] ***
cpw is now known as cpw|out
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L2573[23:30:37] <Ordinastie_> not sure
what the point is
L2574[23:31:08] <Ordinastie_> just make
your texture square
L2575[23:31:13] <Ordinastie_> it's
required for the stitcher
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L2577[23:34:17] <thecodewarrior> So the
stitcher can't do non-square textures?
L2578[23:34:37] <Ordinastie_> no
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L2580[23:35:45] <thecodewarrior> The
stitcher seems to be handling the width and height
seperately...
L2581[23:36:12] <Ordinastie_> are you
sure ?
L2582[23:36:23] <Ordinastie_> it relies
on with and height being the same IIRC
L2583[23:36:41] <Ordinastie_> maybe it
has changed lately, but I doubt it
L2584[23:37:30] <thecodewarrior> I'm
about to test. I just temporarily disabled the error if the width
and height are different. Let's see what happens!
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