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L2[00:06:30] <MoxieGrrl> Dark: I have homemade peanut butter oatmeal chocolate chip blondies. I'm good, thanks. :P
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L26[01:16:44] <BaronNox> i think im getting crazy… Can every json model file have a „display“: tag for rendering in e.g. inventories?
L27[01:17:08] <BaronNox> im trying to register my ItemBlock with a techne generated json
L28[01:17:55] <BaronNox> or should I just add parent: builtin/generated at the top?
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L30[01:21:10] <BaronNox> ohhhh
L31[01:21:14] <BaronNox> i think I got it
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L33[01:27:46] <BaronNox> those json ******* are driving me crazy
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L35[01:53:28] <BaronNox> ok, fuck that shit
L36[01:55:04] <BaronNox> Can i actually provide an ItemBlock with a custom model?
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L38[01:57:50] <BaronNox> 6h later and still no custom 3D model for my ItemBlock....
L39[01:58:16] <Ordinastie_> there is a lib that allows to dismiss all JSONs if you're interested :)
L40[01:58:25] <rakosmanjr> Is the ItemBlock when the "block" is in your hand?
L41[01:59:38] <Ordinastie_> it's the item form for a block
L42[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160602 mappings to Forge Maven.
L43[02:00:01] <Zorn_Taov> has anything changed since 1.7.10 for keybinding like in this tutorial? http://www.minecraftforge.net/wiki/Key_Binding
L44[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160602-1.9.4.zip (mappings = "snapshot_20160602" in build.gradle).
L45[02:00:15] <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/
L46[02:00:17] <BaronNox> IT WORKED!
L47[02:00:18] <BaronNox> kinda
L48[02:00:33] <BaronNox> my model is all fucked up and the texture is not mapped correctly
L49[02:00:43] <BaronNox> looking at greyfishes json generator
L50[02:01:29] <BaronNox> im not sure what do do now
L51[02:01:37] <BaronNox> afk smoking acig
L52[02:01:40] <BaronNox> a cig*
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L58[02:14:29] <BaronNox> Do uv coords in my model.json refer to pixels?
L59[02:14:47] <Ordinastie_> 0-16
L60[02:15:08] <BaronNox> 0-16 for the file width and height?
L61[02:15:28] <BaronNox> so if the file is 128x128 it’s 16x16 in uv?
L62[02:15:32] <Ordinastie_> value between 0 and 16, no matter the texture res
L63[02:15:50] <BaronNox> OMG This stupid grayfish modeler
L64[02:16:18] <thecodewarrior> The minecraft texture stitcher doesn't appear to like textures that are taller than they are wide...
L65[02:16:41] <BaronNox> its power of 2 and width == height
L66[02:17:21] <Ordinastie_> thecodewarrior, like I said, it assumes width == height
L67[02:17:42] <Ordinastie_> if the width is greater, you'll just end up with blank spaces, with just defeats the whole purpose
L68[02:18:03] <thecodewarrior> ugh.
L69[02:18:03] <Ordinastie_> and if it's smaller, yes, it will most likely overlap the bottom of the texture for the next row
L70[02:18:46] <thecodewarrior> I mean, I feel like this would be a simple problem to solve.
L71[02:18:48] <BaronNox> but its 128x128
L72[02:18:54] <thecodewarrior> Texture stitching I mean.
L73[02:18:55] <BaronNox> its the same width and height
L74[02:19:10] <Ordinastie_> BaronNox, not related to your problem
L75[02:19:21] <BaronNox> and why is grayfish’s modeler exporting wrong uv coords?!
L76[02:19:40] <BaronNox> Ordinastie_: ah ok sry
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L78[02:20:45] <BaronNox> oh i know what happened… brb fixing stuff
L79[02:24:37] <BaronNox> it’s working \o/
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L82[02:37:41] * gigaherz|work sighs
L83[02:37:47] <gigaherz|work> I really don't feel like working today
L84[02:37:49] <gigaherz|work> XD
L85[02:38:11] <gigaherz|work> I need to get a bicycle, so that it doesn't take so much effort getting to work
L86[02:38:45] <Ordinastie_> you spend your days on IRC, doesn't look like you're doing much work anyway :p
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L89[02:39:00] <gigaherz|work> we are on QA phase
L90[02:39:15] <gigaherz|work> which in here means *everyone* is doing QA
L91[02:40:15] <gigaherz|work> but because my office is in a different country, and the QA servers are on the intranet, the only way we can do testing, is through VPN
L92[02:40:30] <gigaherz|work> and they have some sort of issue where only one of us can be on the VPN at once
L93[02:40:39] <BaronNox> lol
L94[02:40:46] <gigaherz|work> so yeah
L95[02:41:06] <gigaherz|work> one of my coworkers is usually the one doing the test runs
L96[02:41:17] <gigaherz|work> while we generally only do fixes
L97[02:41:20] <gigaherz|work> but it's still boring
L98[02:41:27] <gigaherz|work> "this little thing here is one pixel out of place"
L99[02:42:27] <gigaherz|work> assign issue -> find code to edit -> create work branch -> commit & push -> decide who you assign as reviewers to your pull request -> wait -> merge
L100[02:43:34] <BaronNox> that’s more work than the fix itself
L101[02:43:41] <gigaherz|work> yup.
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L105[02:47:18] <BaronNox> well still better than trying to render a TESR as itemblock in your hand; just to find out that i dont even need it and a simple json model will do the same job. Welp 7h wasted
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L107[02:48:02] <BaronNox> but I found out why my Tesselator didnt work yesterday. I forgot to close the vertices….
L108[02:49:30] <BaronNox> but now my first ever TESR block with 3d modeled itemblock is working like a charm
L109[02:49:48] <BaronNox> it even has a gui (using capabilities)
L110[02:49:49] ⇦ Parts: Aroma1997 (~Aroma1997@nyc-1.sl.aroma1997.org) ())
L111[02:49:58] <BaronNox> fancy fancy :D
L112[02:50:33] <BaronNox> *gui with inventory
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L116[03:08:37] <luacs1998> !gm ItemInWorldManager.activateBlockOrUseItem 1.8.9
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L119[03:16:41] <gigaherz|work> BaronNox: :)
L120[03:17:01] <luacs1998> !gf EntityTracker.trackedEntityHashTable 1.8.9
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L132[03:55:12] <masa> I don't really know what to think, my portal forming code is currently workin although it's not complete and is missing one type of check...
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L134[03:56:45] <masa> well at least adding that check should allow it to work a bit better if the max block count is increased to allow for huge portals, then it doesn't have to check for up to that block count in the wrong places
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L144[04:22:25] <tterrag> shadowfacts: https://github.com/MinecraftForge/Documentation/compare/3a04060f40b80f45f21e8500bd871c50cf44a1aa...9615f139a31494308f00b18956ed7836b09b32f4
L145[04:22:56] *** Darkevilmac is now known as DarkevilAway
L146[04:23:21] <tterrag> errr oops :P
L147[04:23:59] <tterrag> fixed :D
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L152[04:38:48] <tterrag> there, all old/obsolte docs PRs taken care of
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L154[04:39:29] <tterrag> new pages:
L155[04:39:32] <tterrag> http://mcforge.readthedocs.io/en/latest/events/intro/
L156[04:40:18] <tterrag> http://mcforge.readthedocs.io/en/latest/conventions/loadstages/
L157[04:40:29] <tterrag> nothing crazy, but I just wanted the PRs gone :P
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L164[05:08:55] <Wuppy> heh, time to google the exact same thing for the 30th time this week
L165[05:09:00] <Wuppy> I really want to know what weather it'll be....
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L169[05:38:42] * AKTheKnight googles "weather near Wuppy"
L170[05:39:46] <Wuppy> nah I want to specifically know the weather hour by hour over the weekend in Oisterwijk, The Netherlands
L171[05:40:30] <rakosmanjr> There are sites that will do that
L172[05:40:51] <Wuppy> I know, that's why I've googled it 30 times this week already
L173[05:40:57] <Wuppy> but it changes every hour or so
L174[05:41:33] <rakosmanjr> No, I mean there are ones that will show a "live" radar for a region
L175[05:41:54] <Wuppy> rakosmanjr, I need to know beforehand
L176[05:42:19] <Wuppy> because I'll be either in a tent our standing outside, it'll be nice to know what the weather will be like
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L178[05:49:03] <gigaherz|work> Wuppy: the further away the less accurate it gets
L179[05:49:09] <gigaherz|work> there's no way to truly predict the weather
L180[05:49:13] <gigaherz|work> just the tendency of it
L181[05:49:27] <gigaherz|work> so... keep checking ;P
L182[05:50:04] <gigaherz|work> https://www.google.com/#q=weather%20in%20Oisterwijk%2C%20The%20Netherlands&rct=j
L183[05:50:08] <gigaherz|work> this shows hour by hour XD
L184[05:50:11] <Wuppy> the difference this time is impressive though
L185[05:50:19] <gigaherz|work> but only the next 7 days
L186[05:50:21] <Wuppy> from nothing but rain & thunder to great weather in an hour
L187[05:50:48] <Wuppy> I found one where they also say the amount of rain and sun an hour
L188[05:50:57] <rakosmanjr> Hmm, sounds like the weather around where I live
L189[05:51:25] <Wuppy> rakosmanjr, the netherlands?
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L192[06:01:44] <Wuppy> perhaps an odd question, but does anybody know if there's somethign you can get to put over a fluorecent tube to make the light a bit less bright
L193[06:01:53] <Wuppy> and maybe in different colors etc.
L194[06:02:16] <rakosmanjr> Color paper if you space it slightly from the bulb
L195[06:02:48] <gigaherz|work> fluorescent lamps are known for emitting light in a very narrow spectrum, so anything that deviates from their natural color would quickly make it "black"
L196[06:02:48] <rakosmanjr> Or tissue paper if you don't want it that dark
L197[06:03:32] <Wuppy> gigaherz|work, a bit darker would also be perfectly fine :P
L198[06:03:55] <gigaherz|work> is it "naked" or do you have a cover for it?
L199[06:04:07] <Wuppy> there's already a plastic cover around them
L200[06:04:25] <gigaherz|work> aha then get some thin paper sheets
L201[06:04:43] <gigaherz|work> you may be able to cut them to size
L202[06:04:48] <gigaherz|work> and put them on the inside of the cover
L203[06:04:56] <Wuppy> guess so, yeah
L204[06:05:50] <gigaherz|work> http://www.covershield.co.uk/colourtubes.html
L205[06:05:53] <gigaherz|work> found this on the internets
L206[06:06:10] <Wuppy> holy hell how old is that website
L207[06:06:13] <gigaherz|work> https://www.images2.co.uk/4_foot_UV_FLUORESCENT_PLASTIC_COVER_TUBE_RED_LH399605.html
L208[06:06:17] <gigaherz|work> a bit older thna this one
L209[06:07:30] <Wuppy> found them on dutch websites as well now
L210[06:07:33] <Wuppy> damn those are expensive
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L212[06:16:44] <AKTheKnight> Wuppy, use "world tweaker" to make an easy recipe for them :P maybe some glass with food colouring in the oven P
L213[06:17:02] <gigaherz|work> lol
L214[06:17:32] <Wuppy> hahaha
L215[06:17:44] <rakosmanjr> I don't know about that, those covers are made with plastic
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L222[06:59:25] <Wuppy> hmm, so I have 2 classes which both extend the same base class
L223[06:59:37] <Wuppy> and I call a function on that base class for both of them
L224[06:59:43] <Wuppy> on 1 of the classes it does run
L225[06:59:45] <Wuppy> on the other it doesnt
L226[06:59:48] <Wuppy> what could cause that?
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L235[07:31:34] <gigaherz|work> Wuppy: in C#, that could happen if one of the methods is "override", and the other is "new", but I don't think Java can do that at all
L236[07:31:35] <gigaherz|work> ;P
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L238[07:31:52] <Wuppy> it was c++
L239[07:32:00] <Wuppy> but after rewriting the class the problem somehow went away
L240[07:32:06] <gigaherz|work> oh in C# you also have virtual
L241[07:32:09] <gigaherz|work> C++*
L242[07:32:17] <Wuppy> yeah I was using a pure virtaul function
L243[07:32:22] <Wuppy> but for some reason that wasn't called at all
L244[07:32:30] <gigaherz|work> and the overrides were both virtual?
L245[07:32:50] <rakosmanjr> You can sometimes get that issue if your overrides don't have the correct signature
L246[07:32:58] <Wuppy> it did
L247[07:33:04] <Wuppy> that's why I was so confused
L248[07:33:06] <gigaherz|work> yeh that's why C++11 added "override" as a keyword
L249[07:33:17] <gigaherz|work> virtual void X() override {}
L250[07:33:18] <Wuppy> even with the override keyword it didn't do anything
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L252[07:33:31] <gigaherz|work> if you aren't overriding, that is supposed to error ;p
L253[07:33:42] <Wuppy> again, that's why I was so confused
L254[07:34:26] <gigaherz|work> maybe there was some compile glitch and one of the .o/.obj contained old code
L255[07:34:58] <Wuppy> something like that probably
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L266[07:45:08] <robedpixel> hello
L267[07:46:49] <rakosmanjr> Hello
L268[07:47:19] <robedpixel> i need help, i don't know what event to use/what method to use to detect if my player is equiping a specific equipment
L269[07:51:35] <rakosmanjr> Off hand, you could try checking getArmorInventoryList()
L270[07:52:01] <rakosmanjr> Though I haven't looked much at the player stuff, maybe someone else on could point to an event if there is one
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L275[08:14:25] <rakosmanjr> Finally 3 days later, my have built multiblock api and first multiblock structure comes to life :D
L276[08:14:38] <rakosmanjr> half built*
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L280[08:24:24] <rakosmanjr> Does anyone know if a tile entity is notified that it is getting removed, or do I need to propagate that from the block?
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L285[08:52:13] <masa> yay I got my portal algorithms now figured out
L286[08:52:16] <masa> https://www.youtube.com/watch?v=iq0gG1hztys
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L289[08:53:21] <rakosmanjr> masa, what exactly are the emerald blocks representing?
L290[08:53:50] <gigaherz|work> akready-scanned blocks, if it's lke yesterday's video
L291[08:53:51] <gigaherz|work> ;P
L292[08:53:54] <gigaherz|work> already*
L293[08:56:19] <rakosmanjr> It's in the description -_-
L294[08:56:58] <rakosmanjr> Those portals...
L295[08:58:16] <masa> yes?
L296[08:58:42] <masa> ugly but work pretty nicely imo :p
L297[08:59:46] <rakosmanjr> No question, just a trailing remark
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L300[09:11:08] <AKTheKnight> Mr fancy pants over here with his algorithm :P
L301[09:11:12] <AKTheKnight> Is it public?
L302[09:12:51] <masa> yes
L303[09:13:06] <masa> I haven't not pushed the final cleaned version yet though
L304[09:13:16] <masa> -not
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L314[09:26:17] <Tris> An of you developing cool mods need an artist?
L315[09:26:26] <Tris> Any* -.-
L316[09:33:08] <masa> haha, yes if you look at my portal frame textures for example ;D
L317[09:33:24] <masa> but I don't know if my mod is cool though...
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L319[09:34:13] <Tris> i mean i kinda need a description to judge cruely and harshly with seven other judgers
L320[09:34:51] <masa> exactly :p
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L332[10:09:36] <Temportalist> Tris: yaaaassss
L333[10:09:57] <Tris> gib mod description
L334[10:10:10] <Temportalist> http://minecraft.curseforge.com/projects/esotericraft
L335[10:10:44] <rakosmanjr> That moment when you realize your block just created hundreds of tile entities...
L336[10:10:49] <Temportalist> And thats just the start. There are other facets which have not been started yet such as augmentation, enchanting, reincarnation, and others
L337[10:11:57] <Temportalist> rakosmanjr: ewwww
L338[10:12:24] <rakosmanjr> That's what I thought as well
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L340[10:14:03] <Temportalist> Tris: there isnt much of a description yet because the mod is still in its birth
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L342[10:15:42] <ProbablePrime> Is there an appropriate/convenient event for "User changed Dimension"?
L343[10:17:15] <Tris> Temportalist, doesn't.. exactly look like my cup of tea >.<
L344[10:17:22] <Temportalist> no worries
L345[10:17:45] <Tris> k
L346[10:19:56] <masa> ProbablePrime: yes, and funnily enough it's called PlayerChangedDimensionEvent
L347[10:20:08] <ProbablePrime> Wow, OK
L348[10:20:17] <ProbablePrime> Thats obvious thank you masa
L349[10:20:22] <masa> :D
L350[10:20:26] <ProbablePrime> *drinks more coffee*
L351[10:20:30] <ProbablePrime> that'll help
L352[10:20:51] <rakosmanjr> Turns out you can't ask the world for a TE at your position if your in the TE's activate method
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L354[10:24:37] <masa> why would you even want to do that?
L355[10:25:00] <masa> ask the world for basically what is "this" you mean?
L356[10:25:05] <rakosmanjr> It was buried in code checking for a multiblock structure
L357[10:25:09] <rakosmanjr> YEs
L358[10:26:50] <rakosmanjr> My guess is that it tried to call activate on the TE, which then queried for "itself" again, over and over
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L360[10:30:32] <masa> recursion,l ovely :p
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L365[10:44:45] <ghz|afk> WAIT WHAT
L366[10:44:54] <ghz|afk> 1.10-pre1?
L367[10:45:05] <ghz|afk> http://mojang.com/2016/06/minecraft-110-pre-release-1/
L368[10:45:07] <ghz|afk> o_O
L369[10:45:10] <ghz|afk> already?!
L370[10:45:29] <rakosmanjr> Nooo!!!!
L371[10:46:30] <McJty> Oh my that's fast...
L372[10:46:50] <McJty> A bit too fast to be comfortable. I really wish modding can stabilize for a while
L373[10:47:13] <rakosmanjr> Hopefully there won't be many if any breaking changes
L374[10:47:56] <ghz|afk> enough that we'll haveto recompile all the mods again
L375[10:47:56] <ghz|afk> ;P
L376[10:48:35] <McJty> Well we had to recompile from 1.9 to 1.9.4
L377[10:48:46] <McJty> It would be extremely surprising if we didn't have to at least recompile now
L378[10:50:52] <ghz|afk> well we'll have to recompile anyway, even if just to change the "supported version" of forge
L379[10:51:09] <masa> "[Bug MC-102378] - Signs, banners, end rods and anvils mirrored incorrectly"
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L381[10:51:15] <ghz|afk> at least I don't have "forge@[1.9,)" on the dependencies
L382[10:51:15] <ghz|afk> ,po
L383[10:51:17] <ghz|afk> ;P*
L384[10:51:25] <masa> heh I actually came across that yesterday in my test world for my builder's wand :p
L385[10:57:27] <ghz|afk> https://twitter.com/SeargeDP/status/738398048062218244
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L388[10:59:22] <McJty> I strongly agree with Searge's tweet
L389[11:00:04] <masa> :D
L390[11:01:01] <ghz|afk> me too ;P
L391[11:02:03] <rakosmanjr> Sounds pretty much like the update from 1.7.10 to 1.9.4
L392[11:02:13] <ghz|afk> wat
L393[11:02:29] <ghz|afk> oh you mean "skip a few versions"
L394[11:02:35] <rakosmanjr> Yeah
L395[11:02:41] <ghz|afk> nah that refers to how 1.9 took 1.5 years
L396[11:02:46] <ghz|afk> (or more)
L397[11:02:51] <ghz|afk> after 1.8 released
L398[11:03:03] <ghz|afk> lots of people complained Minecraft had got stale from no updates
L399[11:03:20] <ghz|afk> now 1.10 comes sooner, and people are "wtf why, too soon, add more content first!"
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L402[11:06:37] <thecodewarrior> Can anybody help me figure out why minecraft's texture stitcher rotates textures that're taller than they are wide. It seems to work fine without it, and not work with it.
L403[11:07:14] <rakosmanjr> Apparently BlockPos{x=223, y=67, z=232} != BlockPos{x=223, y=67, z=232}
L404[11:07:21] <ghz|afk> uh textures are meant to be square, thecodewarrior
L405[11:07:52] <ghz|afk> iirc, it's not even supposed to stitch non-square textures at all
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L407[11:08:11] <thecodewarrior> I know. I'm adding support to something that is supposedly in vanilla but isn't actually implemented. Specifying animation aspect ratios.
L408[11:08:21] <thecodewarrior> https://twitter.com/Dinnerbone/status/552241757497622529
L409[11:08:31] <thecodewarrior> It works though.
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L412[11:09:34] <thecodewarrior> Just not without the tall textures. It also treats width and height separately, which leads me to believe that it's designed to work that way.
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L415[11:13:06] <ghz|afk> that may actually be a side,effect of the stitching algorithm
L416[11:13:10] <ghz|afk> side-effect
L417[11:13:14] <ghz|afk> chances are they took some existing code
L418[11:13:40] <ghz|afk> and chances are this existing code was designed to rotate UVs and they just chose to only allow square as a way to avoid the "issue"
L419[11:14:36] <thecodewarrior> Ok. If that's so than it probably was designed to rotate tall things to fit them better, but because MC doesn't rotate it when putting it on the texture sheet it overlaps.
L420[11:14:57] <ghz|afk> yeh
L421[11:15:01] <ghz|afk> that's my guess
L422[11:15:08] <thecodewarrior> So you think it's safe to disable the rotation?
L423[11:15:13] <thecodewarrior> Or not.
L424[11:15:19] <ghz|afk> or more accurately
L425[11:15:26] <ghz|afk> the rotation may depend on the LOCATION within the atlas
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L427[11:16:23] <ghz|afk> I wrote some code for container packing at an old job
L428[11:16:38] <ghz|afk> it was a 3D version of bin packing, which is basically what texture stitching does
L429[11:16:54] <ghz|afk> and yeah, it would rotate things to fit more stuff
L430[11:16:58] <ghz|afk> it wouldn't really be a problem
L431[11:17:07] <ghz|afk> if the TextureAtlasSprite objects KNEW about this
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L434[11:19:28] <ghz|afk> wel lthe api for them would have to be different
L435[11:19:41] <ghz|afk> you couldn't have separate "getInterpolatedU"/V
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L437[11:20:01] <ghz|afk> you'd need "getInterpolated(u,v):Vec2f"
L438[11:20:28] <ghz|afk> it the only reason they didn't do that, is because they don't need it
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L442[11:28:24] <ghz|afk> woah
L443[11:28:24] <ghz|afk> https://twitter.com/Minecraft/status/738370381904551936
L444[11:28:30] <ghz|afk> I didn't realize there were THAT MANY non-java mc players
L445[11:29:06] <fry> everyone owns a smartphone, not everyone owns a pc
L446[11:29:29] <ghz|afk> true
L447[11:29:35] <rakosmanjr> 22.8% PC players global
L448[11:29:44] <ghz|afk> pc sales
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L450[11:29:47] <ghz|afk> not quite the same ;P
L451[11:30:03] <rakosmanjr> Missed that
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L453[11:31:34] <ghz|afk> that means pc sold 22.8 million copies, while console+PE sold the other 77.2% (around half of that each)
L454[11:31:47] <ghz|afk> however, the prices are different
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L458[11:39:46] <rakosmanjr> This BlockPos oddity is driving me nuts
L459[11:42:17] <masa> ?
L460[11:42:31] <masa> how are you comparing them?
L461[11:42:40] <rakosmanjr> With a != sign
L462[11:42:42] <masa> I hope not with == :p
L463[11:42:48] <masa> youned .equals()
L464[11:42:51] <masa> *need
L465[11:43:00] <rakosmanjr> == doesn't call that?
L466[11:43:05] <masa> otherwise you are just checking if it's the same object
L467[11:44:04] <rakosmanjr> Well that explains a lot, but I guess that's what I get for not knowing Java that well
L468[11:44:37] <masa> well now you knwo one more thing about it
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L470[11:46:04] <rakosmanjr> Tahnks
L471[11:46:07] <rakosmanjr> Thanks*
L472[11:47:10] <Necr0> rakosmanjr: only primitives can be properly compared using == and !=
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L478[12:13:36] <theFlaxbeard> Is there a way to allow items with different NBT data to stack? I know the data from one stack will be lost and I don't care
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L480[12:16:49] <McJty> theFlaxbeard, no, not really
L481[12:17:01] <theFlaxbeard> Ah darn
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L483[12:17:15] <masa> where?
L484[12:17:25] <masa> if it's you inventory, you can of course do that
L485[12:17:28] <masa> *your
L486[12:19:27] <theFlaxbeard> Anywhere
L487[12:19:36] <theFlaxbeard> It's mainly for a cosmetic feature
L488[12:19:52] <theFlaxbeard> My "dust" equivalent borrows part of the name of the ore that's turned into it
L489[12:20:06] <theFlaxbeard> so that shiny ore makes Crushed Shiny Ore instead of Crushed Platinum Ore
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L491[12:22:37] <masa> mmkay
L492[12:23:19] <masa> yeah you can't force them to stack in general because they are essentially different items
L493[12:25:09] <theFlaxbeard> Right
L494[12:25:22] <theFlaxbeard> Was just wondering if I could override that somehow but after poking around in the ItemStack methods it looks like I can't
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L498[12:41:54] <thecodewarrior> I really wish minecraft's inventory code was less hardcoded. Like the stack limit, completely arbitrary. It would be great if there were methods in the stack that would check if it can stack with another item and a way to have a custom ItemStack class for an item.
L499[12:42:22] <ghz|afk> stack limit is on the item, though
L500[12:42:37] <ghz|afk> the only issue is that mc uses a signed byte for the stackSize on disk and network
L501[12:42:50] <ghz|afk> so you can't have stack sizes > 127 anyhow
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L503[12:43:11] <ghz|afk> otherwise I'd have liked to make a mod that makes building resources be more "continuous"
L504[12:43:21] <ghz|afk> like one stone block = 1000 "Stone" resource
L505[12:43:31] <ghz|afk> a bit like mB, but for solids ;P
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L507[12:52:34] <BaronNox> using ItemStackHandler instead of IInventory helps a lot
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L509[12:55:38] <BaronNox> you extend it and override ItemStackHandler#getStackLimit to return your custom stackSize
L510[12:57:13] <thecodewarrior> How important is a small number of lines in a minecraft patch? which one should I use, one is more than one line, the other is absolutely unreadable. http://pastebin.com/SNbKS5ki
L511[12:57:37] <BaronNox> you can then override NBTserialize to use an integer to save the stacksoze
L512[12:58:20] <BaronNox> you need your custom ItemStack though to do so
L513[12:59:12] <BaronNox> or look at ChiselAndBits
L514[12:59:20] <BaronNox> i think it has a max stacksize of 512
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L516[13:00:58] <BaronNox> why do number of lines matter?
L517[13:01:54] <thecodewarrior> I don't know, it just says in the Contributing to Forge page to avoid having a lot of lines in patches.
L518[13:03:14] <BaronNox> maybe it means large patches? I never dived into how JVM works but i can’t imagine that using java convention for your code is a bad thing when feeding patches to MC
L519[13:04:01] <Reika> Am I understanding this log line correctly (i.e. Forge is not understanding my dependency info)?
L520[13:04:02] <Reika> [00:33:52] [Client thread/TRACE] [DragonAPI/]: Parsed dependency info : [Forge@[10.13.0.1558,)] [Forge@[10.13.0.1558,), BuildCraft|Energy, IC2, ThermalExpansion, Thaumcraft, powersuits, GalacticCraft, Mystcraft, UniversalElectricity, Forestry, MagicBees, BinnieCore, Natura, TConstruct, ProjRed|Core, bluepower, Waila, funkylocomotion, chisel, ComputerCraft, ThermalFoundation, CarpentersBlocks] []
L521[13:04:04] <Reika> the empty [] at the end implies it gets nothing out of it
L522[13:04:05] <Reika> also, the double-forge is a copy-paste error
L523[13:04:36] <diesieben07> thecodewarrior, BaronNox the point is that updating the patches between minecraft versions is a pain in the rear. the less patches the better.
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L525[13:05:36] <BaronNox> so an easily readable patch is better than a smaller patch that you have to invest lots of time to figure out what it actually does?
L526[13:06:05] <ghz|afk> no, the less lines of code the quicker the job ;P
L527[13:06:07] <diesieben07> Reika, there are 3 lists here: first one is requirements (i.e. mods that MUST be present), 2nd one is mods that have to be loaded before you (if they are there), 3rd one is mods that must be loaded after you (if tehy are there)
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L529[13:06:40] <diesieben07> each list is [a, b, c]
L530[13:07:36] <ghz|afk> (one mod can be in more than one list)
L531[13:08:37] <Reika> ah. That makes sense. Then why are people using invalid Forge version (ex: https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/911 ) not crashing with a MissingModsException?
L532[13:11:43] <diesieben07> good question.
L533[13:12:55] <diesieben07> wait minecraft 1.10? o.O
L534[13:13:09] <ghz|afk> 1.10 pre 1
L535[13:13:09] <Temportalist> ????
L536[13:13:17] <BaronNox> dafuq?
L537[13:13:18] <diesieben07> that was unexpected
L538[13:13:26] <Reika> His logs say 1.7.10: [02/6/2016 18:42:02 PM] FML{7.10.141.1403} [Forge Mod Loader] (forge-1.7.10-10.13.3.1403-1.7.10-universal.jar)
L539[13:13:49] <Reika> Also, if he were on anything else, he would crash seconds into launch with an OOB:6
L540[13:13:49] <diesieben07> and you are 100% positive that the mod version that he has of your mod has those deps?
L541[13:14:07] <Reika> I added it back in v10, and yet neither v13 or v14 have it
L542[13:14:12] <Reika> as in taking effect
L543[13:14:24] <Reika> Is in source: http://i.imgur.com/Nvs8Mq0.png
L544[13:16:41] <diesieben07> strange indeed, it does not work for you either?
L545[13:16:45] <diesieben07> or just for that one guy
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L550[13:31:07] <Reika> Will try
L551[13:32:43] <Reika> diesieben07: Does not trigger for me either. Not even a crash: http://i.imgur.com/mdcsYhx.png
L552[13:38:59] <diesieben07> can you send me your mod? :D
L553[13:39:04] <diesieben07> or link it?
L554[13:44:21] <Reika> To source or a download of compiled?
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L556[13:45:24] <Ratys> Could somebody point me towards docs on entity rendering, please? Or better yet, tutorials/examples
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L558[13:45:29] <diesieben07> Reika, compiled
L559[13:45:51] <Reika> http://minecraft.curseforge.com/projects/dragonapi/files/2304698
L560[13:46:42] <Ratys> (in 1.9.4 that is)
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L562[13:53:13] <diesieben07> Reika, i am investigating, need to set up a 1.7 decomp workspace...
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L564[14:00:21] <McJty> Reika, I have some
L565[14:00:35] <McJty> Ah entities. No not those. Or do you mean tile entities?
L566[14:00:42] <McJty> I have some tutorials for block models and TESR
L567[14:00:52] <diesieben07> you pinged the wrong guy :P
L568[14:01:01] <McJty> Ah sorry
L569[14:01:03] <McJty> Ratys, http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L570[14:03:16] <Ratys> Cheers McJty, useful stuff regardless
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L572[14:11:55] <Flaeme> Hmm. Trying to set up a 1.9.4 workspace, launching Minecraft from inside IDEA isn't working but gradle runClient is. Is here the place for that or #ForgeGradle?
L573[14:12:15] <diesieben07> Reika, you are specifying you must run after 10.13.0.1558, but the forge version with build number 1558 is 10.13.4.1558
L574[14:12:38] <diesieben07> since versions are compared element by elemnet it considers 10.13.0.1558 (your min) lower than 10.13.3.1400
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L578[14:20:59] <Reika> That would do it
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L597[14:52:41] <Pennyw95> Hi..given that this block is split into 4 smaller squares, each for a slot, how can I calculate which exact point (then, slot) the player is clicking inside onBlockActivated? I've already tried using the hitX hitY hitZ arguments, but they only work on a full block...
L598[14:52:44] <Pennyw95> http://imgur.com/xBoE8tm
L599[14:53:26] <diesieben07> uh hitXYZ should work
L600[14:53:35] <ghz|afk> what do you mean "they only work on a full block"?
L601[14:53:50] <ghz|afk> the x,y,z shoudlbe the exact point at which the mouse raycast intercepted the bounding box
L602[14:54:00] <Pennyw95> well, that block has a facing property so its boudning box is not 1x1x1
L603[14:54:15] <ghz|afk> how does that matter?
L604[14:54:33] <Pennyw95> oh, they should? maybe I did some mistake while trying...let me try again
L605[14:55:02] <ghz|afk> the thing is
L606[14:55:10] <ghz|afk> whatever "front" is, will change depending on the facing
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L608[14:55:23] <ghz|afk> so you'd need to either un-rotate the x,y,z
L609[14:55:30] <GunnerWolf> Why do some mods (such as IC2 and Mekanism) register their own crafting type instead of just using Shaped Crafting?
L610[14:55:31] <Pennyw95> oh, right
L611[14:55:33] <ghz|afk> or have 4 separate cases for deciding what's what
L612[14:55:35] <ghz|afk> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/blocks/BlockEnderKeyChest.java#L157
L613[14:56:07] <ghz|afk> GunnerWolf: the #1 reason is when you need the NBT of the output item to depend on the inputs
L614[14:56:39] <GunnerWolf> you can't do that with vanilla crafting?
L615[14:58:30] <ghz|afk> nope
L616[14:58:36] <ghz|afk> well you "can"
L617[14:58:39] <ghz|afk> sorta
L618[14:58:49] <diesieben07> not sorty.
L619[14:58:51] <diesieben07> sorta
L620[14:58:52] <diesieben07> you can.
L621[14:59:06] <diesieben07> but the implementation "ShapedRecipe" does not support it
L622[14:59:08] <diesieben07> you need to write your own
L623[14:59:21] <Pennyw95> ghz|afk: your multiplying x and z by 16 is not related to the aiming, is it?
L624[14:59:37] <ghz|afk> no
L625[14:59:41] <Pennyw95> ok
L626[14:59:44] <ghz|afk> it's just to make the numbers match "pixel coordinates"
L627[14:59:57] <ghz|afk> so that I could line them up with the textureç
L628[14:59:59] <ghz|afk> -ç
L629[15:00:19] <ghz|afk> rather than /16 the texture coords, I chose to *16 the hit coords
L630[15:01:13] <Pennyw95> I see
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L632[15:01:40] <Pennyw95> so, in my situation, I should: 1) make sure the player's orientation is FACING.getOpposite
L633[15:02:08] <Pennyw95> then split if (y > .5F)
L634[15:02:44] <Pennyw95> and then I need to do different cases for x and z depending on the facing
L635[15:02:50] <diesieben07> i don't think you need to check the orientaton
L636[15:03:05] <diesieben07> check the side that was hit
L637[15:03:09] <diesieben07> it gives you the EnumFacing
L638[15:03:17] <Pennyw95> right
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L640[15:05:04] <Pennyw95> then... if(hitY > .5G) choose between TopRight and TopLeft else choose between BottomLeft and BottomRight
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L642[15:05:33] <diesieben07> yep
L643[15:06:06] <GunnerWolf> So if I wanted 4 different recipes that each provided the same block, but with different NBT data, I'd need to write my own recipe implementation?
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L645[15:06:22] <Anarchy> is the forge .mdk the new modding forge package?
L646[15:06:29] <ghz|afk> "new"
L647[15:06:33] <ghz|afk> but yes ;p
L648[15:06:43] <ghz|afk> MDK = Mod Development Kit
L649[15:06:51] <ghz|afk> or more accurately "basic getting-started skeleton"
L650[15:06:54] <Anarchy> (havent updated since 1.7), thanks
L651[15:06:57] <diesieben07> GunnerWolf, no. the output can have NBT, just not the inputs
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L653[15:07:20] <ghz|afk> GunnerWolf: the output can have NBT just fine
L654[15:07:26] <GunnerWolf> ooh okay so it's for when the output's NBT depends on the input's NBT? Got it
L655[15:07:35] <ghz|afk> what you can't do with the vanilla recipe implementation, is have the output's NBT vary based in the specific choice of inputs
L656[15:07:46] <ghz|afk> such as an "upgrade" recipe, that keeps the energy/items
L657[15:07:48] <diesieben07> you can't check the inputs NBT at all
L658[15:07:50] <diesieben07> it is always ignored
L659[15:07:53] <tterrag> Anarchy: http://mcforge.readthedocs.io/en/latest/gettingstarted/
L660[15:08:33] <Anarchy> Thanks
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L662[15:09:48] <GunnerWolf> So how do some mods do things like transfering power stored from an input to the output (for example Simply Jetpacks) without having a "Jetpack Crafting" recipe type in NEI?
L663[15:10:17] <Wuppy> oh lol, I was drinking with one of the developers of Action Henk today :o
L664[15:10:20] <diesieben07> they don
L665[15:10:22] <tterrag> extend ShapedRecipe or ShapelessRecipe
L666[15:10:22] <diesieben07> don't
L667[15:10:27] <tterrag> yes they do diesieben07 :P
L668[15:10:31] <diesieben07> really?
L669[15:10:35] <diesieben07> oh god that is so stupidly hacky
L670[15:10:39] <Anarchy> Need to find a good guide on going 1.7-1.8 and wuppys is just shy of what i need XD(i have meta data blocks XD)
L671[15:10:40] <Wuppy> action henk is a pretty damn cool game :)
L672[15:10:45] <ghz|afk> Wuppy: it is
L673[15:10:49] <tterrag> https://github.com/Tonius/SimplyJetpacks/blob/master/src/main/java/tonius/simplyjetpacks/crafting/UpgradingRecipe.java
L674[15:10:53] <ghz|afk> but damn the bonus levels at the end are IMPOSSIBLE
L675[15:11:04] <Wuppy> ghz|afk, made by people from my school :)
L676[15:11:55] <ghz|afk> tell them to make some competitions for "Community's Picks", and put them on the menu for people to play -- can't be arsed to browse the workshop myself ;P
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L679[15:14:13] <ghz|afk> tterrag: so NEI can show a recipe that's extending the vanilla shaped?
L680[15:14:16] <ghz|afk> how about JEI?
L681[15:14:20] <tterrag> of course
L682[15:14:28] <tterrag> I believe JEI can as well
L683[15:14:50] <mezz> it would be kinda broken if it didn't
L684[15:15:01] <TechnicianLP> ist basically just an instance of shpedrecipe....
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L686[15:16:49] <Diddi> So I'm currently porting my mod to MC 1.9.4 and I was wondering how I can get a player by an uuid
L687[15:17:36] <diesieben07> MinecraftServer#getPlayerList().getPlayerByUUID
L688[15:18:36] <tterrag> make up your mind on scope operator :P
L689[15:19:01] <diesieben07> i do.
L690[15:19:14] <diesieben07> MinecraftServer is a class, but getPlayerList is an instance method, hence i use #
L691[15:19:19] <ghz|afk> FMLCommonHandler.getServer()
L692[15:19:23] <diesieben07> getPlayerList returns an instance so i use .
L693[15:19:25] <ghz|afk> .instance().getServer*
L694[15:19:32] <ghz|afk> note that
L695[15:19:40] <ghz|afk> this is only valid on the server thread, if you are on the client jar
L696[15:20:10] <Diddi> Thanks! I'm not getting an error anymore, I will test if it's working as soon as everything else is fixed
L697[15:21:10] <Pennyw95> ghz|afk: unfortunately onBlockActivated is definitely thinking of my shelve as a full block.. although i set the bounding box
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L701[15:25:21] <Pennyw95> and I'm overriding getCollisionBoundingBox, getSelectedBounds and addCollisionBoxesToList...am I missing one?
L702[15:26:10] <tterrag> pretty sure all you need is getBoundingBox
L703[15:26:30] <Pennyw95> you mean getCollisionBoundingBox?
L704[15:26:33] <tterrag> unless your selection bounds are really special
L705[15:26:34] <tterrag> no
L706[15:27:20] <tterrag> !gm getBoundingBox
L707[15:27:24] <tterrag> there it is
L708[15:27:41] <tterrag> there's too many lol
L709[15:27:41] <Pennyw95> 1.8.9?
L710[15:27:51] <Pennyw95> !gm getBoundingBox
L711[15:27:51] <tterrag> no, why would you be on 1.8
L712[15:28:04] <Pennyw95> I'm on 1.8.9
L713[15:28:07] <tterrag> why
L714[15:28:13] <Pennyw95> damn this thing doesn't stop
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L717[15:28:27] <GunnerWolf> 1.9 is has already been out for like 3 months bruh, why you still on 1.8?
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L719[15:28:45] <Pennyw95> heh, not my call, I do a thaumcraft addon :)
L720[15:28:57] <GunnerWolf> ah that's fair
L721[15:29:31] <GunnerWolf> I was joking anyway, I'm fairly sure that's the point tterr was making though. Personally I've spoken to quite a few modders who want to iron out most of their bugs in 1.8 before updating
L722[15:29:53] <tterrag> addCollisionBoxesToList is only necessary if you have multiple collision boxes
L723[15:30:08] <tterrag> if you override that I'm pretty sure you don't need getCollisionBoundingBox
L724[15:30:11] <Pennyw95> I remember gigaherz telling that boundign boxes in 1.8.9 is clunkier than in 1.9...so he overrides all three methods and adviced me to do the same
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L726[15:31:41] <tterrag> what exactly is the problem you're having?
L727[15:32:35] <Pennyw95> there's this shelve class BlockShelve(uName: String, mat: Material = Material.wood, hardness: Float = 2.0f, resistance: Float = 2.0f) extends {
L728[15:32:36] <Pennyw95>
L729[15:32:36] <Pennyw95> final val FACING = PropertyDirection create ("facing", EnumFacing.Plane.HORIZONTAL) // God I hate bit logic
L730[15:32:36] <Pennyw95> final val TYPE = PropertyEnum create ("type", classOf[EnumProperty.EnumShelveType])
L731[15:32:36] <Pennyw95> final val LEFT = PropertyBool create ("left")
L732[15:32:38] <Pennyw95> final val RIGHT = PropertyBool create ("right")
L733[15:32:40] <Pennyw95> final val TOP = PropertyBool create ("top")
L734[15:32:42] <Pennyw95>
L735[15:32:43] <Ordinastie_> dude -_-
L736[15:32:44] <Pennyw95> } with BaseBlock(uName, mat, hardness, resistance) with traits.WithTE with traits.RedstoneComparable {
L737[15:32:44] <tterrag> that was unnecessary
L738[15:32:47] <Pennyw95>
L739[15:32:51] <Pennyw95> setDefaultState (
L740[15:32:53] <Pennyw95> this.getBlockState.getBaseState.
L741[15:32:54] <tterrag> leave the channel please
L742[15:32:54] <TechnicianLP> stop it
L743[15:32:55] <Pennyw95> withProperty (TYPE, EnumProperty.EnumShelveType.GREATWOOD).
L744[15:32:55] <tterrag> NOW
L745[15:32:57] <Pennyw95> withProperty (FACING, EnumFacing.NORTH).
L746[15:32:57] <Flaeme> Oh no.
L747[15:32:58] <tterrag> LEAVE
L748[15:32:59] <Pennyw95> withProperty (LEFT, Boolean box true).
L749[15:32:59] * mikebald looks at the channel rules regarding pasting code.
L750[15:33:01] <Pennyw95> withProperty (RIGHT, Boolean box true).
L751[15:33:03] <Pennyw95> withProperty (TOP, Boolean box true)
L752[15:33:05] <Pennyw95> )
L753[15:33:06] <tterrag> /part
L754[15:33:07] <Pennyw95>
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L756[15:33:09] <tterrag> /quit
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L758[15:33:12] <tterrag> thanks -_-
L759[15:33:52] <TechnicianLP> her speed was not bad though
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L761[15:35:48] <Flaeme> So, say I wanted to use Groovy for a mod instead of Java. How hard would it be to get that working?
L762[15:36:26] <TechnicianLP> dpends on how it integrates ...
L763[15:38:02] <Ordinastie_> lol, he won't come back
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L769[15:40:09] <Anarchy> So question, are metadata blocks now impossible? cant figure out how to update block now with them since i used metadata to define everything
L770[15:40:30] <TechnicianLP> use blockstates
L771[15:40:43] <TechnicianLP> http://mcforge.readthedocs.io/en/latest/blockstates/states/
L772[15:42:49] <Anarchy> k thanks
L773[15:43:48] <ghz|afk> Anarchy: you use blockstates for the blocks themselves
L774[15:43:52] <ghz|afk> and if you need corresponding subitems
L775[15:43:59] <ghz|afk> you'll need to extend ItemBlock
L776[15:44:12] <ghz|afk> and override the getMetadata that has an int param
L777[15:44:25] <ghz|afk> so that you can translate the item meta into block meta during placing
L778[15:44:36] <tterrag> taht part hasn't changed :P
L779[15:45:09] <ghz|afk> Ididn't think you needed to override getMetadata on 1.7.10
L780[15:45:47] <GunnerWolf> I think he meant it still being metadata underneath
L781[15:45:52] <diesieben07> yeah you did
L782[15:46:07] <tterrag> you absolutely did. how did you think it knew what meta to place?
L783[15:46:18] <Anarchy> o.O
L784[15:46:26] <ghz|afk> dunno never considered it
L785[15:46:26] <ghz|afk> ;P
L786[15:46:41] <ghz|afk> I just hadn't heard of "overriding Itemblock" until 1.8+
L787[15:47:10] <Anarchy> half tempted to just recode it from scratch, started with 830 errors, at 518 cause i remember 4 files for now to update them later xD
L788[15:47:12] <tterrag> really?!
L789[15:47:56] <ghz|afk> not fully "starting from scratch"
L790[15:48:00] <ghz|afk> but stating from a new environment
L791[15:48:08] <ghz|afk> and copying in one block at a time is a good way to see progress
L792[15:48:09] <Anarchy> enough for me to call it scratch
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L795[15:54:01] <masa> I get "masa_ moved too quickly" messages in the server console with my portal, but I assume that is just vanilla derps because I got that on a vanilla server with nether portals too in 1.9?
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L798[15:57:37] <masa> wtf... this still doesn't work
L799[15:57:56] <masa> "masa_ moved wrongly!" and it puts me back where I was
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L801[15:58:14] <masa> why the hell... this should use the exact same teleport code that all my items use
L802[15:58:37] <masa> and it works just fine in single player and on a local server launched from eclipse
L803[15:58:47] <masa> but not on a remote dedicated server
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L806[16:00:41] <masa> can I not directly teleport the player from onEntityCollidedWithBlock()?
L807[16:00:57] <masa> what difference would that even make...
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L810[16:04:48] <masa> oh wait a second... did I maybe mess up something with the block bounds
L811[16:05:15] <masa> if the server thinks I can't enter the block space and tries to bounce me back and that's why the teleport fails
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L815[16:10:20] <fry> onibait: oh good you're here https://github.com/MinecraftForge/MinecraftForge/issues/2789
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L847[16:58:06] <Temportalist> willieaway: do babules/sashes in botania not work right now?
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L857[17:06:36] <OscarXcore> Hello.
L858[17:08:07] * Anarchy conceedes defeat to the updates and wont update mod
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L861[17:12:15] <OscarXcore> I have a question for everyone, if anyone wants to participate. Would the ability to "on the fly" offload dimensions to a server or servers seperate from the main server that has the overworld on it. Such that you can create a RFTools dimension and have the transmitter/reciever send you to a whole different server than the one that sent you to that
L862[17:12:15] <OscarXcore> dimension.
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L864[17:13:07] <BaronNox> qCraft @OscarXcore
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L867[17:14:54] <BaronNox> this is the repo I think: https://github.com/TeacherGaming/qcraft-mod
L868[17:15:21] <Thutmose> so net.minecraft.util.text.translation.LanguageMap.getInstance() isn't public, and net.minecraft.util.text.translation.I18n is marked as deprecated, what is the suggested way to go about translating strings?
L869[17:15:58] <OscarXcore> I dont mean quantum physics. My idea has nothing in relation to qCraft. This idea is not a mod, it is like BungeeCord for bukkit but allows multiple servers to be coordinated to handle different dimensions. So it is easier to have multiple dimensions other than tanking one server to a stop.
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L871[17:16:14] <BaronNox> qCraft
L872[17:16:24] <thecodewarrior> You should never translate on the server, Thutmose
L873[17:16:37] <thecodewarrior> You should use the client I18n
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L875[17:16:47] <thecodewarrior> And just not translate on the server
L876[17:16:53] <Thutmose> ahh ok, will go look for that one then
L877[17:17:37] <BaronNox> In qCraft you can create a portal and on another server (with pref. same mods installed) create another one. Link them by IPv4 and you can step into one portal and connect to the other server. You even keep your inventory
L878[17:17:42] <tterrag> The other I18n
L879[17:17:46] <tterrag> q craft had that feature
L880[17:17:53] <Thutmose> will also go see about updating stuff to properly handle translations on the client side, the stuff for messages in this mod was writing in 2011 or so, it probably needs updating lol
L881[17:17:54] <BaronNox> that’s what i say
L882[17:18:26] <OscarXcore> So it *had* that feature, or is it still a feature.
L883[17:18:34] <BaronNox> mod is 1.7.10
L884[17:18:41] <BaronNox> still has that feature
L885[17:18:46] <OscarXcore> Ahh ok.
L886[17:19:08] <OscarXcore> I am guessing it works with forge, since it is being recommended.
L887[17:19:31] <BaronNox> why shouldn’t it work with forge?
L888[17:19:38] <tterrag> I say had because the mod hasn't been updated in forever
L889[17:19:50] <BaronNox> yeah qCraft is pretty much dead
L890[17:19:52] <OscarXcore> Then that will be a no go for usage.
L891[17:20:01] <BaronNox> why not update it urself?
L892[17:20:05] <BaronNox> or extract that feature?
L893[17:20:42] <OscarXcore> I could. I might just extract the feature. I am wanting to make a BungeeCord type of server that is used for Forge servers.
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L895[17:21:24] <OscarXcore> So you can do all the fancy server connectability with bukkit but on forge without having to use Thermos and what not.
L896[17:22:15] <OscarXcore> But the whole thing will be made for forge. It wont have any abilities to use bukkit or interact with bukkit in any way.
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L898[17:22:20] <LexManos> its not hard to write a forge mod that switches your server when you do shit
L899[17:22:33] <LexManos> its also not hard to write a proxy server, which is what bungeecord is
L900[17:23:37] <OscarXcore> I talked to cricket about it and he mentioned the moving/transferring of player data
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L902[17:24:44] <OscarXcore> How would the players inventory be connected to each server?
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L904[17:25:48] <OscarXcore> I was thinking of having player data on the proxy and have it sit there. When the player logs in it would be sent to the server that they are connecting to and when they switch it would be sent to the proxy to be dealt with.
L905[17:26:22] <thecodewarrior> There would also be incompatibilities if a mod keeps track of data outside the player's data file.
L906[17:26:33] <OscarXcore> Ahh ok.
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L908[17:27:13] <OscarXcore> I am wanting to figure out all of these different things before I get started on it, as this idea will be my first ever mod.
L909[17:27:25] <thecodewarrior> There isn't much you can do about that except add compatibility for specific mods.
L910[17:27:33] <OscarXcore> Ahh ok.
L911[17:27:36] <thecodewarrior> o.O First mod?
L912[17:27:40] <OscarXcore> That wouldnt be too hard.
L913[17:27:42] <OscarXcore> Yea.
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L915[17:28:07] <OscarXcore> Am I digging myself a grave of never modding again?
L916[17:28:23] <thecodewarrior> No.
L917[17:28:26] <BaronNox> not the best mod to start with i would say.
L918[17:28:30] <BaronNox> but doable
L919[17:28:30] <thecodewarrior> ^
L920[17:28:48] <KnightMiner> What is the idea? I just logged on
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L922[17:29:13] <BaronNox> qCraft cross-server teleportation
L923[17:29:19] <BaronNox> or bugeecord (whatever that is)
L924[17:29:27] <ghz|afk> https://twitter.com/curseapp/status/738496243396005888
L925[17:29:31] <ghz|afk> that took them a while
L926[17:29:31] <ghz|afk> XD
L927[17:29:54] <OscarXcore> Yea cross server teleportation to access different dimensions.
L928[17:29:57] <thecodewarrior> I would start slow, maybe making a mod for transferring data between two players first. That's pretty advanced but shouldn't be too hard. Then you can use that and expand it. Just get something simple working because you can get burnt out if you shoot for the moon, go for low earth orbit first, then you can try for the moon.
L929[17:29:58] <Flaeme> Huzzah, I think I have a tiny mod written in Groovy working!
L930[17:30:17] * thecodewarrior does his happy dance
L931[17:30:34] <OscarXcore> Ahh ok. Awesome, thanks for the advice, CodeWarrior.
L932[17:30:36] <BaronNox> gz :)
L933[17:30:53] <OscarXcore> I will be back to the discussion in a moment.
L934[17:31:17] <Flaeme> Also, I like that the class that reportedly printed out this line: [net.minecraftforge.fml.common.TracingPrintStream$println:call:-1]: Cobble >> tile.stonebrick
L935[17:31:31] <KnightMiner> Yeah, with my second mod my main concept was making an end portal that acted like a vanilla nether portal. I ended up putting it off and never having anything working, then later decided to make a TConstruct tool first instead
L936[17:31:47] <BaronNox> Forge is awesome and has lots of features but ofc it takes time to learn how to use them :P
L937[17:31:49] <KnightMiner> So starting with something easier is always a good idea
L938[17:32:07] <KnightMiner> Yeah, as part of that I learned how to use (and abuse) the ore dictionary
L939[17:32:25] <OscarXcore> Nice! Kinda?
L940[17:32:49] <Flaeme> It looks like forge does some trickery to track where println's come from and groovy messes it up I guess so it "comes" from somewhere internal.
L941[17:32:59] <AnrDaemon> a
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L943[17:33:49] <Flaeme> I suppose the proper way to fix that is to actually use a logger instead of just println.
L944[17:34:33] <AnrDaemon> Normally it is. println is good for dirty debugging, but…
L945[17:36:14] <Flaeme> Yeah, I was mostly copying/converting the example mod to groovy, so that's why it was just println.
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L950[17:46:42] <LexManos> Yes use a fucking logger
L951[17:48:08] <capitalthree> oh my god no writing mods in groovy >_<
L952[17:51:48] <BaronNox> i once wanted to fix a bug in a mod until I saw it’s written in scala. Then I just informed the author about the bug. This will most likely happen to you too when you write an open-source mod in groovy ;)
L953[17:57:18] <capitalthree> hey I could fix the mod that's in scala :D
L954[17:57:22] <capitalthree> no way in hell am I touching groovy though
L955[17:57:37] <capitalthree> if you write dynamically typed code in minecraft, you deserve the bugs you get, and also a public shaming
L956[17:58:00] <capitalthree> though there are always elements of dynamic typing, eg, anything with NBT tags
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L966[18:33:54] <BaronNox> that moment when minecraft runs at 200fps+ on my macbook (2012 model)
L967[18:34:35] <diesieben07> lol the macbooks and their great gpus /s
L968[18:35:08] <BaronNox> :D
L969[18:35:35] <BaronNox> intelHD4000 too stronk Kappa
L970[18:36:06] <diesieben07> hahaha
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L972[18:41:15] <masa> wow, it took some time to write the changelog for the 0.6.0 release :o
L973[18:42:41] <tterrag> mc is all cpu
L974[18:42:49] <tterrag> Unless you use shaders or something
L975[18:42:58] <tterrag> and mac books have decent cpus
L976[18:43:01] <diesieben07> i thought they improved that somewhat
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L980[18:55:48] <tterrag> somewhat. it uses VBOs now
L981[18:55:57] <tterrag> But its still very much cpu bound
L982[18:56:24] <BaronNox> What does VBO stand for so I can look it up in wikipedia?
L983[18:56:35] <diesieben07> VertexBufferObject
L984[18:56:42] <BaronNox> Thank you
L985[18:56:52] <TehNut> VeryBigOcelot
L986[18:57:00] <diesieben07> that's better. :D
L987[18:57:27] <BaronNox> :D So it stores the vertics in VRAM insead on RAM?
L988[18:57:47] <tterrag> vram
L989[18:57:58] <BaronNox> nice
L990[18:58:02] <tterrag> This only works in GL 2.x iirc
L991[18:58:50] <diesieben07> basically instead of saying "this is vertex A, this is vertex b", etc every frame you upload it once
L992[18:58:53] <diesieben07> and then just say "render plz"
L993[18:59:49] <BaronNox> Yeah sounds faster. like a lot
L994[19:02:59] <BaronNox> talking about openGL. I made this TESR for fun/exp. And I noticed those „flickering“ lines/points (best description ever) on the corners of the model. 90% of the time they are at the bottom of the model though. Did I mess up my ModelRender objects or is it openGL related? Screenshot: http://i.imgur.com/FQQTOuq.png
L995[19:03:30] <diesieben07> rounding errors
L996[19:03:51] <diesieben07> don't make it a TESR, fry fixed that for normal models
L997[19:04:51] <BaronNox> Do .obj models have the same issue? (haven’t done one yet)
L998[19:05:03] <diesieben07> > fry fixed that for normal models
L999[19:05:17] <BaronNox> :D
L1000[19:06:33] <BaronNox> yeah I actually like the new model system for blocky shaped blocks
L1001[19:06:46] <diesieben07> you can use it for any model :D
L1002[19:07:58] <BaronNox> wait what? Can I make models like those impossible objects from extrautilities? I thought I can only make models based on cubes.
L1003[19:08:38] <diesieben07> the loader will load pretty much any obj you throw at it.
L1004[19:08:41] <diesieben07> afaik
L1005[19:08:55] <diesieben07> as long as the model is not animated, you do not need a TESR.
L1006[19:09:23] <BaronNox> ohhh this is fancy.
L1007[19:10:04] <BaronNox> I guess we’re talking about this loader: OBJLoader.INSTANCE.addDomain(MODID); ?
L1008[19:10:20] <diesieben07> Yes
L1009[19:10:47] <BaronNox> Ok, thank you a lot :P
L1010[19:11:06] <BaronNox> Now I have to learn how to use blender
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L1018[19:17:21] <Spacebuilder> Hmn, I hope my chat is working now.
L1019[19:17:30] <Spacebuilder> Ok, so it was just my name was too long... lol
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L1021[19:32:31] <luacs1998> wat 1.10 pre releases are out
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L1024[19:37:52] <KnightMiner> Yep
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L1027[19:51:49] <tterrag> my god it's actually happening
L1028[19:52:00] <tterrag> A BUGFIX RELEASE
L1029[19:53:33] <harmony> :OO
L1030[19:58:05] <masa> ?
L1031[19:58:15] <masa> oh 1.10?
L1032[19:58:29] <masa> hmm, did they even properly fix the minecarts yet
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L1036[20:08:29] <wiresegal> it's really unpolished from what i've seen
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L1041[20:21:38] <LexManos> So far 1.10 doesnt look bad
L1042[20:21:47] <LexManos> few broken methods here and there but mainly a content update.
L1043[20:23:05] <harmony> well, that sounds good ....
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L1063[21:48:56] <williewillus> where do I set that an item can be put into the head slot?
L1064[21:49:01] <williewillus> like the pumpkin
L1065[21:49:18] <williewillus> the item isn't inherently armor but can be worn on the head
L1066[21:51:44] <williewillus> found it, Item.isValidArmor
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L1068[21:55:34] <wiresegal> williewillus: my build of Botania is failing on baubles, claiming that InventoryBaubles doesn't have any functions. Any ideas?
L1069[21:56:12] <wiresegal> (I want to build a latest build so I can use the lexicon mappings :3)
L1070[21:56:30] <wiresegal> with 32767
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L1072[22:02:47] <williewillus> no idea
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