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L2[00:04:38] <capitalthree> wouldn't it be easier to paste the tweet here than link it :P
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L9[00:18:17] <Flamegoat> My irc client actually shows me the tweet :D
L10[00:20:31] <Keridos> hm, my subitem meta block doesnt work anymore o.O
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L13[00:27:47] <williewillus> hype? https://gist.github.com/williewillus/425f0b0187d0b084afb14f9d24ce5546
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L15[00:30:00] <Cypher121> williewillus: that's some good point you have in "Why did Mojang go ..."
L16[00:30:06] <Cypher121> like, literally a point
L17[00:30:15] <williewillus> lol
L18[00:32:26] <williewillus> wait in what form is the terrain stored on the GPU when vbo's are off and in 1.7-, dispaly lists?
L19[00:33:23] <fry> yup
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L22[00:34:00] <williewillus> how much slower are those than vbo's?
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L26[00:36:27] <Cypher121> when/where do I register sound events?
L27[00:36:39] <williewillus> asap, GameRegistry
L28[00:36:47] <williewillus> mcforge.readthedocs.io/en/latest/effects/sounds/
L29[00:36:47] <Cypher121> common or client only?
L30[00:37:04] <williewillus> common\
L31[00:37:24] <williewillus> SoundEvents need to be synced up client/server now in 1.9
L32[00:37:28] <williewillus> because of subtitles
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L34[00:37:57] <Cypher121> also RTD doesn't say anything about when to register it
L35[00:38:06] <williewillus> yeah oversight
L36[00:38:07] <Cypher121> just how
L37[00:38:15] <williewillus> any init stage
L38[00:38:20] <williewillus> but I do it right after blocks/items
L39[00:38:31] <williewillus> i do all the GameRegistry stuff asap
L40[00:40:29] <Keridos> hm how do subblocks work in 1.8?
L41[00:40:37] <williewillus> same way they have
L42[00:40:46] <Keridos> in 1.7.10 my subblocks worked fine but now in 1.8 they seem to be broken
L43[00:40:52] <williewillus> define broken
L44[00:41:03] <Ordinastie_> not working
L45[00:41:03] <Keridos> cannot place them correctly, JEI doesnt show them
L46[00:41:31] <Keridos> they are in my creative tab, but rendering seems to be borked and they revert to metadata 0 when placed
L47[00:42:28] <Keridos> might that have to do with my blockstates?
L48[00:42:53] <williewillus> by default, ItemBlocks always place the state with meta 0
L49[00:44:22] <Keridos> weird is that I touched none of the code regarding it and now it doesnt work, maybe I need to set the correct blockstate in onBlockPlacedBy?
L50[00:44:32] <williewillus> no
L51[00:44:56] <williewillus> if you want the itemblock to be meta sensitive you need to subclass ItemBlock (or use one of the vanilla ones maybe)
L52[00:45:14] <williewillus> idk how it was in 1.7.10 but that's how it is in 1.8+
L53[00:46:10] <Keridos> i already have a subclass for itemblock
L54[00:46:33] <Keridos> https://paste.ee/p/aV0fX
L55[00:46:53] <williewillus> override getMetadata(int): int
L56[00:47:07] <williewillus> that method is what controls stack meta -> block meta
L57[00:47:10] <williewillus> and by default it returns 0
L58[00:47:44] <Keridos> ah ok thanks
L59[00:47:47] <Keridos> lets try this
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L62[00:54:26] <Keridos> JEI still doesnt show them but they work
L63[00:54:37] <williewillus> did you set has substypes?
L64[00:55:03] <Keridos> in the block?
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L66[00:56:56] <williewillus> the item
L67[00:57:56] <Keridos> trying it now
L68[00:58:26] <McJty> Hi, in my mod The One Probe I have an access transformer but it seems that it is not picked up outside of a dev env (i.e. inside a modpack)
L69[00:58:36] <Keridos> protected boolean hasSubtypes = true; this is inside my itemblock for the meta block now
L70[00:58:55] <McJty> Is there a specific naming convention rule that I have to follow on the AT cfg file?
L71[00:59:06] <McJty> I called it top_at.cfg but perhaps it has to be <modid>_at.cfg?
L72[00:59:24] <williewillus> McJty: did you declare it in your manifest? i think you have to do soemthign like that
L73[00:59:27] <Ordinastie_> just needs to end with _at.cfg
L74[00:59:32] <williewillus> Keridos: or just setHasSubtypes(true)
L75[00:59:33] <williewillus> :P
L76[00:59:46] <McJty> Manifest?
L77[00:59:57] <Keridos> williewillus: in the constructor of the class?
L78[01:00:05] <williewillus> Keridos: yes
L79[01:00:21] <williewillus> McJty: something like https://github.com/mezz/JustEnoughItems/blob/1.9/build.gradle#L109-L113 ?
L80[01:00:48] <McJty> Aah. I forgot that. Thanks!
L81[01:01:21] <Keridos> now its shown, now i need to fix the rendering
L82[01:01:49] <Keridos> for some weird reason 2 sides render different from the other 2 sides (a flat square like block)
L83[01:02:03] <Keridos> 2 of the small side strips render the texture wrong
L84[01:04:17] <williewillus> error in the texture?
L85[01:04:25] <williewillus> either way i need to sleep ttfn
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L87[01:07:06] <Keridos> can I translate a texture in a model jsonn?
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L90[01:12:40] <robedpixel> whats the difference between @override and @subscribeevents
L91[01:13:43] <Keridos> override overrides a method from a superclass
L92[01:13:48] <McJty> robedpixel, that's like asking, what's the difference between a car and the letter X
L93[01:13:55] <Keridos> subscribeevents does something entirely different
L94[01:14:04] <McJty> Except that both are annotations they are completely different
L95[01:14:11] <Keridos> afaik it makes forge call that function when the appropriate event fires
L96[01:14:39] <robedpixel> mainly asking because i don't even know what @override does
L97[01:14:49] <robedpixel> just see it being thrown around in tutorials and code examples
L98[01:15:08] <Keridos> read java tutorials first
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L100[01:15:14] <Keridos> before you try to make mc mods
L101[01:15:21] <Keridos> else you really gonna have a bad time
L102[01:15:26] <Ordinastie_> robedpixel, that's because it's java related, to forge
L103[01:15:28] <robedpixel> i know basic java
L104[01:15:36] <Ordinastie_> and it assumes you know java
L105[01:15:43] <McJty> robedpixel, @Override is a java thing
L106[01:15:43] <Keridos> then you should really know @override to be honest
L107[01:16:09] <Keridos> its a really basic thing of java's object oriented style
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L109[01:21:11] <robedpixel> so @override is basically just an annotation for forge to override a function for a mod?
L110[01:21:30] <Ordinastie_> it has nothing to do with forge
L111[01:22:12] <Ordinastie_> it's a just a marker for the person reading some piece of code, indicating that the method overrides a parent's one
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L113[01:23:24] <robedpixel> oh
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L115[01:25:51] <McJty> robedpixel, it is a pure java thing. Nothing to do with forge or minecraft at all
L116[01:26:01] <McJty> robedpixel, you will find @Override in java sources for totally unrelated projects
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L119[01:32:13] <Keridos> apparently I cannot use the same texture for the same side on my model
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L122[01:32:41] <Keridos> i have a model which is like a square but with a bit of height, the strips on the sides all should have the same texture
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L124[01:33:01] <Keridos> but on 2 of the 4 sides it is not rendered correctly
L125[01:33:15] <Keridos> do I really need to create a different png file for that ones?
L126[01:33:41] <Ordinastie_> no you don't
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L128[01:36:40] <Keridos> how can i achieve that, rotating the texture does not work since it is a 16x16 texture with only 3 pixels wide texture on one side
L129[01:37:18] <Keridos> i tried translation but the problem is that on the correct sides just the 3 pixels are rendered, but on the 2 other sides the transparent part is render black on them
L130[01:37:43] <Keridos> they are in the right direction since I rotated them
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L133[01:52:37] <robedpixel> is there a way to temporarily override the functions of minecraft's basic controls?
L134[01:53:23] <LatvianModder> Change keybindings
L135[01:53:42] <Cypher121> I think he means conditionally
L136[01:53:56] <Cypher121> like when a certain item is held
L137[01:57:43] <TehNut> Possibly with the key input event
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L139[01:58:54] <robedpixel> what cypher121 said
L140[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160604 mappings to Forge Maven.
L141[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160604-1.9.4.zip (mappings = "snapshot_20160604" in build.gradle).
L142[02:00:14] <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/
L143[02:00:40] <Keridos> hrmpf gonna fix the rest of my rendering later, got most things working now
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L156[02:20:41] <LatvianModder> Cypher121: thats what i ment. Change keybindings. With code. Then change them back :P
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L158[02:22:06] <LatvianModder> Keridos: black where transparent should be in a texture? Enable blending
L159[02:27:37] <Zorn_Taov> question about custom packets/messages for 1.9.4, if I send a packet from client to server do I need to use the IThreadListener.addScheduledTask, and if so where/when?
L160[02:28:05] <Keridos> LatvianModder: how do i do that in the json?
L161[02:28:24] <Keridos> and technically its not even supposed to be rendered
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L163[02:28:38] <Keridos> i use 16x16 textures for all my textures on my blocks
L164[02:28:56] <Keridos> since it is recommended to to so
L165[02:29:04] <Keridos> never had any problems with it until now
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L168[02:39:53] <Zorn_Taov> how are you saving the file, Keridos?
L169[02:40:02] <Keridos> gimp
L170[02:40:06] <Keridos> my textures are ok guys
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L172[02:40:28] <Keridos> the texture renders fine on the east and west sides
L173[02:40:40] <Keridos> just on the up and down sides it is not render correctly
L174[02:40:55] <Zorn_Taov> screenshots?
L175[02:43:01] <robedpixel> what event should i use
L176[02:43:16] <robedpixel> that can query the armour inventory of a player?
L177[02:43:53] <Cypher121> LatvianModder: meh, that
L178[02:44:00] <Cypher121> that's not really a solution
L179[02:44:17] <Keridos> http://imgur.com/0CtbqMs
L180[02:44:18] <Zorn_Taov> robedpixel: in what way?
L181[02:44:20] <Cypher121> also you WILL end up forgetting to change something back
L182[02:44:46] <Zorn_Taov> Keridos: make sure your UV's are correct
L183[02:44:54] <robedpixel> an event that can check like what the player is equipping in the boots slot
L184[02:45:10] <Cypher121> any player event can do that, I guess
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L186[02:45:27] <Zorn_Taov> yeah
L187[02:45:41] <Cypher121> also you can do that yourself on any client-side event by Minecraft.getMinecraft().thePlayer
L188[02:46:00] <LatvianModder> Zorn_Taov: you should use addScheduledTask
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L190[02:46:52] <Zorn_Taov> LatvianModder: alright, how? trying to catch the event when the mouse whell is scrolled with a modifier key held
L191[02:47:04] <Keridos> Zorn_Taov: the uv made it work, thanks
L192[02:47:07] <Zorn_Taov> and EE3 doesn't use addScheduledTask
L193[02:47:15] <Zorn_Taov> Keridos: \o/
L194[02:47:22] <Keridos> weird though that it automatically detects the correct UV in most instances
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L196[02:48:40] <LatvianModder> Minecraft.getMinecraft().addScheduledTask(() -> myStuff()) if packet is sent from server and ctx.getServerHandler().playerEntity.mcServer.addScheduledTask(() -> myStuff()); if packet is sent from client
L197[02:49:25] <LatvianModder> or if you dont use lamdas, you can replace () -> with new Runnable() { public void run() { ... } }
L198[02:49:27] <Keridos> and with that I guess I can call my mod beta in 1.8.9
L199[02:49:40] <Keridos> just a minor fix left yet and its the same as on 1.7.10
L200[02:50:08] <LatvianModder> EE3 is on 1.8+?
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L203[02:50:25] <LatvianModder> I think that addScheduledTask was only required in 1.8+
L204[02:50:29] <Zorn_Taov> going from client to server
L205[02:50:39] <LatvianModder> then ctx.getServerHandler().playerEntity.mcServer.addScheduledTask
L206[02:50:45] <Zorn_Taov> and there's a branch for 1.9.4 for ee3
L207[02:50:53] <Zorn_Taov> that doesn't have all that ;3;
L208[02:51:00] <LatvianModder> maybe he doesnt know about it
L209[02:51:13] <LatvianModder> I wouldn't too if someone didnt tell me to use it :P
L210[02:51:33] <robedpixel> hmmm im getting a tick memory connection crash
L211[02:51:41] <robedpixel> with an empty event handler
L212[02:51:46] <robedpixel> whats going on
L213[02:52:05] <LatvianModder> @SubscribeEvent at a method without an Event in params?
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L225[03:24:39] <Abastro> !help
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L228[03:28:13] <Abastro> Hello?
L229[03:31:24] <Zorn_Taov> what'chu need
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L238[03:48:12] <Cypher121> wow, that was retarded
L239[03:48:14] <Cypher121> https://gist.github.com/Cypher121/89c8f57f7f0d15f492a318ba3a14ea63
L240[03:48:17] <Cypher121> find a bug
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L243[03:51:59] <Ordinastie_> I assume you don't mean the shitty formatting...
L244[03:52:28] <Ordinastie_> but you forgot a return
L245[03:52:54] <Ordinastie_> wait, even then it doesn't make sense
L246[03:53:05] <Ordinastie_> ah nvm
L247[03:54:27] <Cypher121> Ordinastie_: I do mean shitty formatting in a way
L248[03:54:41] <fry> lack of braces around the if? :P
L249[03:54:42] <Ordinastie_> missing {} that doesn't show because of the fucked indentation
L250[03:54:44] <Cypher121> I forgot brackets around if
L251[03:54:47] <Cypher121> yup
L252[03:55:24] <Ordinastie_> don't you have auto format on save ?
L253[03:55:47] <Cypher121> I just do it manually every few seconds on reflex
L254[03:56:08] <Cypher121> but that's exactly the thing: for some reason it formatted everything flat
L255[03:56:41] <Cypher121> i guess because of the empty line
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L260[04:13:25] <gigaherz> \o/ fluid caps!!
L261[04:16:26] <gigaherz> wake up to the ear drops alarm -> see new emails -> notice fluid PR has been recreated -> ohshit it was merged too!
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L264[04:24:01] <Cypher121> woo https://streamable.com/casf
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L271[04:40:13] <Cypher121> ok, I definitely need to get some sleep
L272[04:40:25] <Cypher121> but still, fucking worth every cent http://i.imgur.com/glAzEVw.png
L273[04:40:46] <Ordinastie_> wut
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L275[04:44:30] <AKTheKnight> Cypher121: Wow. just wow
L276[04:50:02] <Cypher121> Ordinastie_: short primer on insanity https://www.youtube.com/watch?v=OzOuKYak88c
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L278[04:52:18] <Ordinastie_> wtf
L279[04:52:28] <Ordinastie_> need to download that
L280[04:53:35] <gigaherz> you didn't know jojo's bizarre adventure?
L281[04:53:49] <Ordinastie_> nope
L282[04:54:04] <Ordinastie_> watched a shitton of animes, but didn't know this one
L283[04:54:19] <gigaherz> you haven't seen that gif with the dude with a cherry in the tongue?
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L285[04:54:38] <Ordinastie_> I probably have
L286[04:54:41] <gigaherz> it was all over the internet some months ago
L287[04:54:41] <gigaherz> ;P
L288[04:54:51] <Ordinastie_> like, I probably have seen all the gifs
L289[04:54:58] <gigaherz> https://67.media.tumblr.com/fbf5f54f7eb0c0967dbecfc28f490952/tumblr_npr4qp1t6b1u27sroo1_500.gif
L290[04:55:09] <Ordinastie_> doesn't mean I watched all they come from
L291[04:55:23] <gigaherz> heh
L292[04:55:29] <Ordinastie_> love how memes make me watch stuff
L293[04:55:35] <gigaherz> I haven't watched it either
L294[04:55:42] <gigaherz> but it was hard to miss the gif
L295[04:55:45] <Ordinastie_> watched the office because of them
L296[04:56:01] <Ordinastie_> currently watching Parks and Recreations for the same reason
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L298[04:59:59] <Ordinastie_> damn, smeels food from another apartment, makes so fucking hungry, but I have shit to eat in my fridge :(
L299[05:00:41] <gigaherz> you are still on time to get some pants on and walk to a grocery store
L300[05:01:01] <gigaherz> unless you are in the US, it must be like 4am there
L301[05:01:26] <Ordinastie_> it's 12PM
L302[05:01:36] <gigaherz> yeah like here
L303[05:01:57] <Ordinastie_> it's 6AM EST
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L305[05:03:22] <gigaherz> hmmm default implementations in interfaces are "too new" for forge code, right?
L306[05:03:35] <Ordinastie_> forge is Java 6 only
L307[05:03:43] <Ordinastie_> default is Java 8
L308[05:03:45] <gigaherz> yeah but I never remember what's where
L309[05:03:48] <gigaherz> ;P
L310[05:04:03] <gigaherz> thought so
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L312[05:15:22] <masa> hmm, that MCPE 0.15 trailer is pretty interesting
L313[05:16:27] <masa> the observer block seems nice, they have movable tileentities and I think they didn't implement the weird java version "extended powering" and/or quasi-connectivity for pistons
L314[05:17:12] <gigaherz> I still have no idea how the diagonal powering is supposed to work
L315[05:17:16] <gigaherz> it makes no sense XD
L316[05:17:37] <masa> would almost be interesting to test that myself, but that would mean installing win 10 or "playing" on a frickin phone ;_;
L317[05:17:53] <masa> yeah it makes no sense, and probably is an ancient bug...
L318[05:18:24] <masa> it does allow some special behaviour, but also breaks many many contraptions that regular users would build and how they would assume it works
L319[05:19:05] <Ordinastie_> I'm catching back the download of the show I want to watch, I might have gone a bit overboard :s
L320[05:19:09] <Ordinastie_> 400Go
L321[05:19:14] <masa> a long time ago I got fucked because I needed to push a redstone block up and then pull it back, but nope, it will get stuck up because it powers the piston still :D
L322[05:19:53] <gigaherz> yeh, you can put a slime block in between now, if you have the space
L323[05:19:58] <gigaherz> but that adds a whole other lot of annoyances
L324[05:19:59] <gigaherz> ;p
L325[05:20:13] <masa> yeha..
L326[05:20:15] <masa> *yeah
L327[05:20:22] <masa> yeeehaw
L328[05:20:49] <masa> hmm so the fluid capability... I think I should probably update my Ender Bucket to using it?
L329[05:21:04] <gigaherz> that'd be nice
L330[05:21:05] <masa> I assume they added it to vanilla fluids
L331[05:21:31] <masa> I haven't looked at all at that cap yet, just saw the changelog and mezz's tweet about it
L332[05:23:25] <gigaherz> wat
L333[05:23:26] <gigaherz> * What went wrong:
L334[05:23:26] <gigaherz> Execution failed for task ':Forge:compileJava'.
L335[05:23:26] <gigaherz> > Could not find tools.jar
L336[05:26:02] <Spacebuilder> This is a result of not having you JAVA_HOME variable set to your jdk
L337[05:26:10] <Spacebuilder> Most of the time it is set to your JRE
L338[05:26:13] <gigaherz> I don't have JAVA_HJOME at all
L339[05:26:20] <gigaherz> JAVA_HOME*
L340[05:26:28] <gigaherz> XD
L341[05:26:33] <Spacebuilder> you will need to set that to point to your jdk path
L342[05:26:55] <gigaherz> DONE
L343[05:26:58] <gigaherz> oops done*
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L345[05:27:07] <Spacebuilder> ok
L346[05:27:11] <gigaherz> I guess I'll have to remember again next time
L347[05:27:12] <gigaherz> ;P
L348[05:27:30] <Spacebuilder> btw, it will need to point to the root location of your jdk, not jdk/bin
L349[05:27:36] <gigaherz> yeh yeh
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L352[05:35:19] <Lythom> JEI
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L354[05:35:27] <Lythom> (sry)
L355[05:35:56] <Lythom> I got some problem with JEI integration, I try to have several entries for the same items with differents damage values
L356[05:36:36] <Lythom> (because the damage is used to track the state of the item)
L357[05:37:06] <Lythom> Does anyone have know how I can tell JEI to have several entries for the same item with different damage values ?
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L359[05:38:09] <gigaherz> try asking on #JEI ;P
L360[05:38:35] <Lythom> oh right, didn't know it existed. Thanks =)
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L363[05:53:56] <masa> entries?
L364[05:54:17] <masa> you mean like sub items like different colors of wool?
L365[05:54:49] <masa> the just getSubItems or getSubBlocks
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L367[05:56:59] <gigaherz> there
L368[05:56:59] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/pull/2948
L369[05:57:08] <gigaherz> rebased, re-PR'd, and improved
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L371[06:01:36] <masa> oh btw related to that, do you know whow I would color the entire message fro mthe server console /say command?
L372[06:02:04] <gigaherz> use chat format codes?
L373[06:02:08] <masa> something like "/say §aThis is a message, fear it" used to work up to 1.6.4 I believe
L374[06:02:23] <masa> but in 1.7+ it will only color the first word
L375[06:02:33] <gigaherz> hmm no idea
L376[06:02:49] <Lythom> @masa got help from #JEI, but you got it well : I'll have to deal with getSubItems to have my variations considered
L377[06:02:55] <Lythom> thanks :)
L378[06:03:02] <masa> do I have to do this: /say §aThis §ais §aa §amessage
L379[06:04:35] <masa> so I updated my PR yesterday and it was also pulled yesterday \o/
L380[06:04:56] <gigaherz> heh
L381[06:05:01] <masa> I did notice a minor derp after it was pulled though, I think I missed it after I had to redo the patch
L382[06:05:46] <masa> in the original version I did "return other instanceof SlotItemHandler && ((SlotItemHandler) other).getItemHandler() == this.itemHandler;"
L383[06:06:15] <masa> then when I updated it for the 1.9.4 branch, I changed that to "return other instanceof SlotItemHandler && ((SlotItemHandler) other).getItemHandler() == this.getItemHandler();"
L384[06:06:25] <masa> but now I seemed to PR the old one.. :/
L385[06:06:57] <masa> because I had that "git show" from the original saved and I copied it from that after I had to clen the dev environment
L386[06:07:01] <gigaherz> I can't type the §a on mc chat, at all
L387[06:07:21] <masa> hmm right, well you can on the server console :p
L388[06:07:58] <gigaherz> I just used git rebase
L389[06:08:02] <gigaherz> and then reran setupForge
L390[06:08:29] <masa> the rebase failed for me due to a comflict in a patch
L391[06:10:15] <Abastro> You should resolve the conflict and do git commit
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L393[06:10:55] <masa> yeah well I'm not going to go an figure out patch merge conflicts by hand :D
L394[06:11:06] <masa> hmm well
L395[06:11:22] <masa> maybe that one would have been simple enough actually
L396[06:13:29] <Abastro> Patch files are quite hard to manage.. on most case rewriting the patch was better for me.
L397[06:13:43] <gigaherz> my patch changes were tiny, so it was ok ;P
L398[06:14:48] <masa> it's extra confusing on github or in git when you look at the diff of a diff file :p
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L411[06:32:41] <Tencao> Anyone know a clean way to hide the crosshair if a GUI is open
L412[06:33:22] <gigaherz> doesn't that happen automatically?
L413[06:33:56] <Abastro> Maybe cancel it on RenderGameOverlayEvent.Pre
L414[06:34:18] <Tencao> Would that cancel it perm, or just on the gui though?
L415[06:34:36] <Abastro> As far as I know, game overlays are drawn even if guis are open.
L416[06:34:55] <Abastro> You should cancel it only when you have to
L417[06:35:13] <Abastro> In this case, when the gui is opened
L418[06:35:19] <Tencao> Thats mostly what I want to happen
L419[06:36:24] <Abastro> Minecraft#currentScreen gives the currently opened gui
L420[06:36:30] <Abastro> You can check it.
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L423[06:41:23] <Tencao> Got it, thanks
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L457[07:58:36] <robedpixel> hello
L458[07:58:51] <TechnicianLP> hi
L459[07:59:01] <robedpixel> my mod keeps crashing with ticking memory connection
L460[07:59:11] <robedpixel> and the crash points to my event handler which uses playerevent
L461[07:59:41] <AKTheKnight> Can you show us the code?
L462[08:00:20] <robedpixel> http://pastebin.com/wTrVwQyd
L463[08:00:26] <robedpixel> just starting modding minecraft
L464[08:00:31] <robedpixel> im sorry if the code is horrible ;_;
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L466[08:01:21] <robedpixel> this is the crash log
L467[08:02:01] <robedpixel> http://pastebin.com/qGPfKVbG
L468[08:02:46] <Ordinastie_> a NPE is the simplest error to fix
L469[08:02:49] <TechnicianLP> is that the complete jetboothandler class?
L470[08:03:04] <Ordinastie_> reminder : to mod, you need to know programming
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L472[08:04:36] <TechnicianLP> did you initiate the jetbootfunction?
L473[08:05:01] <robedpixel> jetbootfunction is empty
L474[08:05:04] <robedpixel> as of now
L475[08:05:13] <robedpixel> just want to test whether my event handler actually works
L476[08:05:16] <TechnicianLP> null or shell?
L477[08:05:29] <Ordinastie_> dude, it's a NPE
L478[08:05:51] <TechnicianLP> the other thing if not wearing armour the gettackinslot returns null
L479[08:06:13] <robedpixel> null
L480[08:06:43] <robedpixel> so my jetbootfunction is the one causing the crash?
L481[08:07:10] <TechnicianLP> so you have to check wheter the itemstack is null (not the item in the stack) and (at least) build an empty shell for testing the jetbottfunction
L482[08:07:16] <Ordinastie_> robedpixel, doesn't the crash tell you exactly what line it happens ?
L483[08:08:29] <TechnicianLP> btw you initialised wont work for multiplayer
L484[08:12:57] <robedpixel> ayyyyy
L485[08:13:03] <robedpixel> adding the check for null itemstack works
L486[08:13:07] <robedpixel> thanks technicianlp
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L489[08:15:28] <AKTheKnight> !mh BrewingRecipeManager
L490[08:17:01] <robedpixel> now all i need is how to temporarily replace movement functions
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L492[08:17:29] <robedpixel> is there a way for me to do that?
L493[08:19:07] <Anarchy> having an an issue with a modpack when you start a world it starts you in a dark overworld with like low grav like the moon? Yet the gc dim id's are fine
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L514[09:21:16] <gigaherz> so... https://github.com/MinecraftForge/MinecraftForge/pull/2948
L515[09:21:37] <gigaherz> does anyone actually think this is intersting?
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L517[09:22:05] <gigaherz> I got two thumbs-up in the other PR, but I thought I'd ask
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L519[09:32:51] <gigaherz> later ppl
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L526[10:04:23] <Lordmau5> o/
L527[10:04:53] <Lordmau5> Is there some documentation on coremods for 1.9.4 yet? :p
L528[10:05:01] <Lordmau5> (or coremods at all) so I can look into some stuff?
L529[10:05:05] <Ordinastie_> no
L530[10:05:47] <Ordinastie_> you either can figure it out by yourself, or you shouldn't do coremod at all
L531[10:05:47] <Lordmau5> okay, different question:
L532[10:06:07] <Lordmau5> Is there any way I can **force** my mod to be loaded before everything (and I literally mean, EVERYTHING) else?
L533[10:06:26] <Lordmau5> because that's what I thought I could have used the coremod for - to prioritize a certain method call of my mod
L534[10:08:34] <PaleoCrafter> have you tried before:* ? :P
L535[10:08:53] <Lordmau5> which means I have to be in the pre-init phase of a normal mod, no?
L536[10:09:12] <PaleoCrafter> also, coremodding hasn't substantially changed in ages :P
L537[10:09:12] <Lordmau5> that'll be called before every other mod, sure, but after some core stuff has been loaded already, no?
L538[10:09:25] <PaleoCrafter> what exactly is it you want to do? :P
L539[10:09:37] <Lordmau5> https://github.com/superzanti/ServerSync
L540[10:09:46] <Lordmau5> bring this over to some coremod-ish functionality
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L542[10:10:00] <Lordmau5> the current way it does it is that you need to run the file seperately (double-click) and then do the updates on it
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L544[10:10:31] <Lordmau5> the idea I had in mind with a friend was that we basically drop in before everything loads, check for updates from the server and then request a restart of MC so the new mods can be loaded
L545[10:11:14] <PaleoCrafter> so the instance would be tied to a certain server? :P
L546[10:11:23] <Lordmau5> technically, yea
L547[10:11:26] <Lordmau5> config-wise
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L549[10:12:13] <PaleoCrafter> meh
L550[10:12:14] <Lordmau5> or keep stuff as-is and just, instead of double-click the .jar to open the GUI, load the mod + GUI as soon as possible after MC started
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L552[10:20:48] <BaronNox> is there a way to get latest forge mappings without spaming irc with !latest?
L553[10:21:47] <Lordmau5> I think you can pm MCPBot_Reborn with it?
L554[10:21:57] <Lordmau5> yup
L555[10:22:15] <BaronNox> nicethank you :)
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L561[10:28:00] <Abastro> !latest?
L562[10:28:05] <Abastro> Sorry
L563[10:28:42] <Lordmau5> hmm
L564[10:28:45] <Lordmau5> now I'm interested
L565[10:28:46] <Lordmau5> !latest?
L566[10:28:56] <Lordmau5> don't even get messages haha
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L568[10:38:25] <BaronNox> mmh does the scaling in ModelRenderer#render always have to be 1/16 for a TESR beeing rendered inside exactly one block? Sadly I don’t know much of gl and im not sure why it’s not by default exactly 1block. Setting scaling to 1 makes the TESR huge and I dont know why (is it related to the ModelRenderer#set Texture size since mine is 256 and 256/16?)
L569[10:38:45] <BaronNox> is 16*
L570[10:39:23] <sham1> !latest
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L572[10:44:25] <sham1> !latest 1.9
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L582[11:25:01] <williewillus> if I want to make something sideonly available on both sides I just need to patch out the annotation right?
L583[11:25:06] <williewillus> referring to https://github.com/MinecraftForge/MinecraftForge/issues/2869
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L585[11:26:26] <gudenau> Yay! My TE does not save! :-D
L586[11:26:35] <williewillus> did you register? :P
L587[11:26:41] <williewillus> did you call super.write? :P
L588[11:26:48] <gudenau> Do do think so.
L589[11:26:58] <gudenau> And yes.
L590[11:27:16] <gudenau> Yep, me being stupid.
L591[11:27:25] <gudenau> Hard coded a string by mistake.
L592[11:28:12] <gudenau> Why do you people let me download the MDK?
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L595[11:31:31] <gudenau> Ok, what am I derping with here?
L596[11:31:31] <gudenau> http://pastebin.com/8turyYGS
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L599[11:32:44] <williewillus> looks fine
L600[11:32:54] <williewillus> though idk why youre using a tag compound instead of a tag list for that inv
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L602[11:33:43] <BaronNox> and why not using capabilities?
L603[11:34:07] <BaronNox> code with caps: http://paste.ubuntu.com/
L604[11:34:12] <BaronNox> much simpler
L605[11:34:16] <williewillus> lol
L606[11:34:21] <williewillus> check your link buddy
L607[11:34:30] <BaronNox> lols
L608[11:34:37] <williewillus> also you don't even have to use caps if you don't want to
L609[11:34:46] <BaronNox> paste button not working :/
L610[11:34:48] <williewillus> even just letting IItemHandler and its IStorage take care of saving is great
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L612[11:34:51] <gudenau> Because I asked about them the other day and no body responded.
L613[11:34:59] <williewillus> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
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L616[11:36:00] <BaronNox> ok here is the working link: http://paste.ubuntu.com/16995436/
L617[11:37:05] <gudenau> In the case of BaronNox's link, how does forge add a method to the array class?
L618[11:37:16] <gudenau> Thanks williewillus
L619[11:37:20] <kreezxil> in 1.9.4 forge what is the recommended way to discover which mods are leaking memory?
L620[11:37:28] <williewillus> rofiling
L621[11:37:36] <williewillus> gudenau: that isn't an array
L622[11:37:39] <williewillus> it's an IItemHandler
L623[11:37:42] <gudenau> .-.
L624[11:37:47] <williewillus> the go-to representation of an inventory
L625[11:38:10] <BaronNox> net.minecraftforge.items.ItemStackhandler#serializeNBT
L626[11:38:10] <williewillus> actually its probably an ItemStackHandler (one of the concrete impls)
L627[11:38:19] <BaronNox> yep it is
L628[11:38:21] <williewillus> since only that has serialize/deserialize
L629[11:38:25] <williewillus> otherwise you'd use the IStorage
L630[11:38:32] <kreezxil> williewillus if "rofiling" was for me, where is a linking explaining how "profile".
L631[11:39:04] <williewillus> kreezxil: any kind of java profiling
L632[11:39:10] <williewillus> the game is just a java program
L633[11:39:15] <williewillus> google "Java memory profiling"
L634[11:39:28] <kreezxil> thank you williewillus
L635[11:39:28] <gudenau> Oooh, this looks nice.
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L637[11:43:09] <gudenau> So, is there an example of a TE that has an inventory that is not accesable to automation?
L638[11:43:40] <williewillus> you simply don't expose thecap
L639[11:43:49] <williewillus> i.e. don't override getCap/hasCap
L640[11:43:55] <williewillus> and just pass the handler around internally
L641[11:44:49] <gudenau> Ah.
L642[11:46:29] <gudenau> So just make an instance of the itemstack thing and keep it in a field, calling the serialive methods on save and load.
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L644[11:48:44] <gudenau> Do I need to implement IInventory?
L645[11:49:12] <sham1> no
L646[11:51:09] <gudenau> Foo can not be converted to IInventory, just pass the ItemStackHandler instead?
L647[11:51:26] <gudenau> Sorry for being such an idiot. .-.
L648[11:53:01] <BaronNox> where do u want to convert it to IInventory?
L649[11:53:14] <gudenau> A container.
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L651[11:53:55] <BaronNox> http://paste.ubuntu.com/16996282/
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L654[11:54:49] <BaronNox> these slots are arranged the same way as a dispenser’s
L655[11:54:56] <williewillus> forget about IInventory
L656[11:55:05] <williewillus> from now on when you think of that use IItemHandler instead
L657[11:55:44] <BaronNox> You have to use IInventory for player inventory slots though
L658[11:56:02] <gudenau> Got a lot of work to do converting my slots and inventorys eh?
L659[11:56:12] <williewillus> BaronNox: no you don't :P
L660[11:56:38] <williewillus> player.getCapability(CapabilityItemHandler, UP) gets you all the main inv + hotbar as an IItemHandler
L661[11:56:43] <BaronNox> OHHHH
L662[11:56:46] <williewillus> see EntityPlayer.getCapability
L663[11:56:52] <BaronNox> fancy fancy thank you
L664[11:57:51] <BaronNox> Oh i forgot all vanilla stuff got retrofitted with caps. Stupid me…
L665[11:58:35] <williewillus> the entities weren't at first I pr'ed that in a couple weeks later
L666[11:59:00] <gudenau> Hmmmm, maybe I did not register..........
L667[11:59:06] <williewillus> ?
L668[11:59:13] <williewillus> oh your TE :P
L669[11:59:36] <williewillus> GameREgistry.registerTileEntity?
L670[11:59:42] <gudenau> It is registered.....
L671[11:59:49] <gudenau> I must be an idiot.
L672[11:59:54] <BaronNox> you need to beak and replace the TE
L673[12:00:17] <gudenau> Strange.
L674[12:00:18] <gudenau> Thanks.
L675[12:01:25] <gudenau> Now to reimplement my other stuff.
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L682[12:07:18] <gudenau> Is there anything diffrent I should do for the tile entity state like fuel and crafting progress?
L683[12:07:31] <williewillus> just fields in the te? :P
L684[12:07:46] <gudenau> So that is unchanged.
L685[12:07:57] * gudenau sighs in releafe
L686[12:08:02] <gudenau> (with english)
L687[12:08:29] <gudenau> Just glad I do not have to re-iplmenent this crafting code a fourth time. :-D
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L689[12:09:32] <gudenau> Thanks for helping an idiot like myself!
L690[12:10:30] <sham1> You no idiot
L691[12:11:26] <gudenau> Bye, see you all later.
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L711[13:01:31] <Tencao> So I updated forge 1.9 and the forge mappings, however, renderManager.livingPlayer doesn't exist anymore
L712[13:01:35] <Tencao> Anyway to still call it?
L713[13:03:11] <PaleoCrafter> Tencao, msg MCPBot_Reborn with fh <field name>
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L715[13:04:32] <Tencao> How exactly do I get the field name
L716[13:04:41] <PaleoCrafter> well, you have it, don't you? :P
L717[13:04:46] <PaleoCrafter> in your case it's livingPlayer
L718[13:05:13] <Tencao> Ah, thanks, I worked it out
L719[13:05:45] <Xilef11> Any performance thoughts on loading a map from a JSON file vs iterating through all entities (and their LootTables) to build it?
L720[13:05:57] *** willieaway is now known as williewillus
L721[13:06:24] <williewillus> Xilef11: what kind of map for what purpose :P
L722[13:06:29] <williewillus> context is important :P
L723[13:07:19] <Xilef11> String -> Set<String>. key is an item+meta and value is a list of the entities that drop that item
L724[13:07:38] <williewillus> purpose?
L725[13:08:09] <williewillus> loading from your own json file would be faster but you lose lots of dynamism vs scraping loot tables manualy
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L727[13:08:40] <Xilef11> I'll do both, but I just wanted to figure out what should be the default
L728[13:09:08] <Xilef11> if the JSON doesn't exist, I uild it from the LootTables
L729[13:09:12] <Xilef11> *build
L730[13:09:48] <PaleoCrafter> I sorta smell a usecase for $xy
L731[13:09:51] <williewillus> and you want this table just for info purposes?
L732[13:09:54] <williewillus> yes
L733[13:09:58] <williewillus> :P
L734[13:10:06] <PaleoCrafter> fry, get your priorities right
L735[13:10:36] <williewillus> $ labels add 2918 Superseded
L736[13:10:37] <Actuarius> Added labels [Superseded] for issue 2918; new labels: [Bug, Fluids, Superseded].
L737[13:12:00] <williewillus> $ labels add 2871 Superseded
L738[13:12:00] <Actuarius> Added labels [Superseded] for issue 2871; new labels: [Feature, Superseded].
L739[13:12:04] <Xilef11> I respawn mobs from their drops
L740[13:12:11] <williewillus> that's...unreliable
L741[13:12:14] <williewillus> :P
L742[13:12:32] <PaleoCrafter> ambiguity and stuff
L743[13:12:48] <Xilef11> in case of multiple possibilities, I spawn a random one
L744[13:13:13] <williewillus> what about NBT-distinguished items?
L745[13:13:21] <Tencao> Any idea what causes a Multiple entries with same key error with IntelliJ when I change a mods version number?
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L747[13:13:32] <Xilef11> not dealing with NBT for now :p
L748[13:14:00] <Tencao> java.lang.IllegalArgumentException: Multiple entries with same key: modid=FMLMod:modid{1.9-1.6.0-Dev1} and modid=FMLMod:modid{1.5.4}
L749[13:14:17] <williewillus> duplicate copy of the mod :P
L750[13:14:21] <williewillus> ?
L751[13:14:23] <williewillus> idk
L752[13:14:38] <Tencao> Shouldn't be, I'll clean up the folder just incase
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L754[13:16:59] <williewillus> !gm registerPotionItemConversion
L755[13:17:16] ⇨ Joins: Zed (~Zed@71.57.9.51.dyn.plus.net)
L756[13:17:46] <williewillus> !gm registerPotionItem
L757[13:18:34] <williewillus> !gm registerPotionTypeConversion
L758[13:21:40] <williewillus> you can AT a class itself right?
L759[13:22:28] <PaleoCrafter> try it?
L760[13:22:39] <williewillus> idk the notation :P
L761[13:22:46] <williewillus> this is for the forge _AT for https://github.com/MinecraftForge/MinecraftForge/issues/2777
L762[13:24:01] <williewillus> ah yeah its possible
L763[13:24:01] <PaleoCrafter> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/resources/forge_at.cfg#L86
L764[13:24:03] <PaleoCrafter> yeah :D
L765[13:24:05] <williewillus> just public classname
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L770[13:53:18] <williewillus> $ labels add 2777 Superseded
L771[13:53:21] <Actuarius> Added labels [Superseded] for issue 2777; new labels: [Feature, Superseded].
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L779[14:09:37] <gudenau> Hey.
L780[14:09:52] <gudenau> How do I implement the fields in TileEntitys now?
L781[14:11:05] ⇨ Joins: Thutmose (~elpat@208.66.49.183)
L782[14:12:01] <Thutmose> so for 1.9.4, block.getStateFromMeta is listed as deprecated, yet it is still what is used by vanilla things (or at least enderman which is what I checked) for converting from a saved itemstack to an IBlockState, what is supposed to be used instead?
L783[14:12:45] <sham1> gudenau: what do you mean
L784[14:12:54] <gudenau> @Deprecated is used as "do not call, but go ahead and override" to Mojang. :-/
L785[14:13:10] <sham1> It can be deprecated by Forge...
L786[14:13:12] <LatvianModder> Its lovely, isnt it? :P
L787[14:13:23] <gudenau> Like in a furnace, there is a field for the progress and fuel.
L788[14:13:28] <sham1> And?
L789[14:13:32] <gudenau> How do I ipmlement that without the IInventory.
L790[14:13:41] <LatvianModder> Then usually the doc says "use this and that instead", if its depricated by forge
L791[14:13:42] <sham1> You send syncing packages to the client
L792[14:13:50] <gudenau> Ignore the Mojang depricated, head Forges.
L793[14:13:59] <gudenau> Example?
L794[14:14:06] <sham1> Really man?
L795[14:14:07] <LatvianModder> from server to client?
L796[14:14:12] <gudenau> Yes.
L797[14:14:16] <gudenau> Sorry. .-.
L798[14:14:33] <EwyBoy> Hey, I am trying to animate a json block model. I want it to play the animation one time when actiavted using redstone. But having a hard time to do this without loading 7 diffrent models. Any good suggestions on how to animate it in a better way. Here is the animation: https://gyazo.com/b3899cd880b23f3bed1b9a30995c1595
L799[14:14:45] <gudenau> The most I have done with packets is the sign thing in beta.
L800[14:15:14] <gudenau> Guess I will dig.
L801[14:15:19] <LatvianModder> Its IMessage now
L802[14:15:22] <sham1> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
L803[14:15:56] <sham1> But you can still use Containers to sync to people even when not using IInventory
L804[14:16:04] <gudenau> Oooh?
L805[14:16:05] <sham1> Just saying
L806[14:16:18] <sham1> You can use Containers with IItemHandler
L807[14:16:33] <sham1> And then use its methods to sync
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L809[14:16:55] <sham1> But I'd still use packages for actual syncage as the Container only transmits 16-bit values
L810[14:16:57] <LatvianModder> But use SlotItemHandler instead of regular Slot
L811[14:17:00] <sham1> ^
L812[14:17:12] <gudenau> That I am doing.
L813[14:17:27] <LatvianModder> Sending IMessages is super simple though
L814[14:17:49] <LatvianModder> and must easier than figuring out containers and what not. Because mojang's code changes with almost every version :P
L815[14:18:12] <sham1> But using the container to figure out who to sync though is also easy
L816[14:18:30] <sham1> "who to sync to" I meant
L817[14:21:31] <EwyBoy> Anyone here with experience animating json block models?
L818[14:21:54] <sham1> Ask fry
L819[14:22:05] <sham1> Or just let me ping him for you like above
L820[14:22:19] <EwyBoy> okey
L821[14:22:26] <sham1> And now we wait
L822[14:22:37] <gudenau> He did the OBJ thing right?
L823[14:22:50] <sham1> That would be shadekiller666
L824[14:22:57] <sham1> With assistance from him yes
L825[14:23:08] <ghz|afk> fry did all the rendering stuffs EXCEPT that
L826[14:23:09] <ghz|afk> ;P
L827[14:23:20] <gudenau> Ok then.
L828[14:23:23] *** ghz|afk is now known as gigaherz
L829[14:23:23] <sham1> s/did/does/
L830[14:23:52] <sham1> He is the ONLY person here who commits rendering at this point aside from shadekiller when he does stuff to the OBJ loader
L831[14:25:41] <EwyBoy> json models are a pain to interact with cause you can only do it through blockstates. Especially if you want it to play a animation for you.
L832[14:25:47] <gigaherz> and shade disappeared
L833[14:25:58] <sham1> HE'S KIDNAPPED
L834[14:26:05] <sham1> Kidnapped is a weird word BTW
L835[14:26:10] <gigaherz> EwyBoy: it's not that bad
L836[14:26:13] <gigaherz> blockstate files are good
L837[14:26:16] <sham1> ^
L838[14:26:22] <gigaherz> they allow resourcepack makers to customize the block<->model mapping
L839[14:26:45] <EwyBoy> not saying it is bad, just not easy to animate
L840[14:26:46] ⇨ Joins: CJL (~CJL@user-10mt4d0.cable.mindspring.com)
L841[14:26:49] <CJL> Hello!
L842[14:26:50] <gigaherz> fry did create an animation system, but it's kinda hard to use
L843[14:26:50] <gigaherz> XD
L844[14:27:09] <gudenau> Oh course.
L845[14:27:17] <sham1> Hi CJL. How shall we be of assistance?
L846[14:27:22] <EwyBoy> but can I animate json models with Frys system?
L847[14:27:29] <gigaherz> no, b3d models only
L848[14:27:31] <EwyBoy> or only OBJ and baked models
L849[14:27:35] <LatvianModder> EwyBoy: You should use model for static parts and only animate moving parts with TESR
L850[14:27:40] <gigaherz> uh
L851[14:27:45] <sham1> Uhh
L852[14:27:46] <gudenau> gigaherz, you seem to know everything and have delt with me. Where is some info that I could use for syncing guis with the capability system?
L853[14:27:46] <gigaherz> json models get loaded into baked models
L854[14:27:49] <gigaherz> same as obj and b3d
L855[14:27:51] <gigaherz> the difference is
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L857[14:27:57] <gigaherz> the b3d files can contain skeleton animations
L858[14:28:04] <fry> yes, you can animate json models
L859[14:28:05] <gigaherz> and you can use those animations from within the animation system
L860[14:28:06] <sham1> gudenau: was what I linked to you not enough?
L861[14:28:18] <gudenau> Oops.
L862[14:28:20] <gudenau> :-/
L863[14:28:24] <gudenau> I'm dumb.
L864[14:28:30] <gigaherz> wait you can animate json? hmmm
L865[14:28:35] <gigaherz> why do I keep thinking you can't?
L866[14:28:52] <sham1> Still waiting for Mojang to give us Turing-completable JSON
L867[14:28:58] <gigaherz> gudenau: wat?
L868[14:29:02] <sham1> So we can do mods in Resource packs
L869[14:29:06] <gigaherz> GUIs are unrealted with capabilities
L870[14:29:11] <fry> this is json: https://gfycat.com/LoathsomeHappygoluckyAlpineroadguidetigerbeetle
L871[14:29:15] <gigaherz> you do everything exactly the same as with an IInventory
L872[14:29:19] <gigaherz> xcept instead of using Slot objects
L873[14:29:22] <gigaherz> you use SlotItemHandler
L874[14:29:27] <CJL> Is there a way to make a block do something, say, when a player touches it?
L875[14:29:27] <gigaherz> which take an IItemHandler as the parameter
L876[14:29:42] <sham1> CJL: what do you mean by "touch"
L877[14:29:46] <gigaherz> CJL: override the onBlockActivated to handle clicks
L878[14:29:48] <sham1> Right click? Colliding with it?
L879[14:29:55] <CJL> Colliding, sorry
L880[14:29:57] <gudenau> Well, there is no field system in that case.
L881[14:30:04] <sham1> Wat
L882[14:30:07] <gigaherz> onEntityCollidedWithBlock for walking into the space of the block
L883[14:30:14] <sham1> First of all
L884[14:30:14] <gigaherz> gudenau: oh you mean that
L885[14:30:19] <gigaherz> the field system was always stupid
L886[14:30:20] <gigaherz> just use packets
L887[14:30:22] <sham1> ^
L888[14:30:24] <CJL> Thanks
L889[14:30:29] <gudenau> .-.
L890[14:30:34] <gudenau> Welp.
L891[14:30:35] <gigaherz> create an IMessage that contains all the sync data
L892[14:30:39] <gigaherz> and send it to all the listeners
L893[14:30:44] <sham1> As shown by the link I gave him
L894[14:30:51] <gudenau> I am looking.
L895[14:30:53] <CJL> I figured there was something like that, but I haven't had a chance to look for/generate forge javadocs.
L896[14:31:09] <sham1> Also, that BuildCraft piston there is so weird looking when the head is spinning
L897[14:31:21] <sham1> That is physically impossible
L898[14:32:21] <EwyBoy> So, any idea on how to do this https://gyazo.com/b3899cd880b23f3bed1b9a30995c1595 once activated without having to load 7 diffrent models?
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L900[14:32:28] *** Mata is now known as MattOfflineMc
L901[14:32:30] <gudenau> Need to keep track of the players myself or no?
L902[14:32:34] <gigaherz> no
L903[14:32:35] <sham1> No
L904[14:32:39] <gigaherz> there's a list of them
L905[14:32:41] <sham1> Use the Container for that
L906[14:32:56] <gudenau> Ok, need to figure this out.
L907[14:33:11] <gigaherz> take the Container#listeners
L908[14:33:18] <gigaherz> and check if they are EntityPlayerMP
L909[14:33:23] <gigaherz> and send the packet to all of them that are
L910[14:33:45] ⇨ Joins: TechnicianLP (~Technic@p4FE1C141.dip0.t-ipconnect.de)
L911[14:33:50] <gigaherz> someone correct me if I'm wrong, but I believe you can create one single instance of the message
L912[14:33:53] <sham1> He probably wants to do it in the Container#checkAndSendChanges or whatever that method was called
L913[14:33:54] <gigaherz> and send it to each player involved
L914[14:34:00] <sham1> Yes you can
L915[14:34:20] <sham1> detectAndSendChanges
L916[14:34:25] <sham1> That is the method you override
L917[14:34:25] <gudenau> Looks like it.
L918[14:34:53] <sham1> Where you check the listeners list for EntityPlayerMP and send to them the sync package
L919[14:35:24] <gudenau> Thanks.
L920[14:35:25] <gudenau> Sorry
L921[14:35:31] <gudenau> I'm stupid.
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L923[14:36:42] <sham1> I usually do it with listeners.filter(EntityPlayerMP.class::isInstance).map(EntityPlayerMP.class::cast).foreach(player -> /*message sending code here*/);
L924[14:36:52] <sham1> listeners.stream()*
L925[14:37:23] <sham1> Gotta love Java8
L926[14:37:43] <gudenau> Ooooh, nice.
L927[14:39:10] <gudenau> ......
L928[14:39:13] <gudenau> I'm dumb.
L929[14:39:18] <gudenau> filter is not a thing?
L930[14:39:25] <sham1> Java8
L931[14:39:32] <gudenau> I am in Java 8.
L932[14:39:35] <sham1> And also it has to be in a Stream<?>
L933[14:39:39] <CJL> Alright, lets see if this works.
L934[14:39:40] <gudenau> Using lambdas elsewhere and everything.
L935[14:39:57] <gudenau> List is not a stream?
L936[14:40:03] <sham1> Nope
L937[14:40:06] <TechnicianLP> Arrays.stream([]).filter
L938[14:40:10] <sham1> Eww
L939[14:40:22] <sham1> Why would you filter over an empty array
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L941[14:40:39] <sham1> So
L942[14:40:59] <sham1> listeners.stream()./*All the operations I showed above here*/;
L943[14:41:00] <TechnicianLP> or do lists have a filter method (if listeners is a list)
L944[14:41:07] <sham1> Nope
L945[14:41:07] <TechnicianLP> stream*
L946[14:41:10] <sham1> Steam has
L947[14:41:19] <sham1> But you can get a stream from a List
L948[14:41:50] <TechnicianLP> didnt know lists had streams O.o
L949[14:42:06] <gudenau> *facepalm*
L950[14:42:10] <gudenau> .stream
L951[14:42:18] <sham1> Yeah
L952[14:42:21] <sham1> It is required
L953[14:42:31] <sham1> Because backwards compatibilityTM
L954[14:42:37] <CJL> It works, but only if you collide with the top of the block.
L955[14:42:38] <gudenau> Yeah, first thing I am using Java 8 with as you can tell....
L956[14:42:51] *** kroeser|away is now known as kroeser
L957[14:42:59] <TechnicianLP> map.getOrDefault is nice
L958[14:43:04] <CJL> Any clue why that might be?
L959[14:43:09] <sham1> Wait
L960[14:43:25] <gigaherz> CJL: if you want to detect the player "colliding" from other directions, you may need to make the block a bit smaller thna a full block
L961[14:43:25] *** kroeser is now known as kroeser|away
L962[14:43:28] <sham1> You can get from Map in an intelligent way that does not result in null checks everywhere
L963[14:43:32] <gigaherz> in order to get onEntityCollided called for you
L964[14:43:53] <CJL> Ah...
L965[14:43:53] <gigaherz> the "onEntityCollidedWithBlock" really means "on Entity inside block or stepping on top of it"
L966[14:44:03] <CJL> ...dang
L967[14:44:18] <CJL> Alright, that'll work perfectly for the portals/pads.
L968[14:44:49] <gudenau> BAH
L969[14:44:57] <gudenau> Lambdas are kicking my can.
L970[14:45:11] <sham1> Show thine code so we might help
L971[14:45:15] <CJL> How would I make a tile entity to associate with a block?
L972[14:45:26] <sham1> Well tile entities store their position
L973[14:45:30] <sham1> So you really do not need to
L974[14:45:33] <gigaherz> on the block, override hasTileEntity
L975[14:45:35] <sham1> It is automatic
L976[14:45:36] <gigaherz> and createTileEntity
L977[14:45:39] <gudenau> listeners.stream().filter(EntityPlayerMP.class::isInstance).map(EntityPlayerMP.class::cast).foreach(player -> {});
L978[14:45:41] *** fry is now known as fry|sleep
L979[14:45:41] <gigaherz> the versions with IBlockState as parameter
L980[14:45:58] <gigaherz> and then create your TE class
L981[14:45:58] <CJL> Thanks!
L982[14:46:07] <sham1> gudenau: there you put your code where you send the message to a player
L983[14:46:31] <gudenau> "Cannot resolve method 'foreach(<lambda expression>)'
L984[14:46:45] <CJL> hasTileEntity is depreciated
L985[14:46:55] <gudenau> Use the one with state.
L986[14:46:59] <sham1> Well that is not really an expression now is it
L987[14:47:12] <sham1> Well
L988[14:47:20] <gudenau> I tried putting System.out.println("asdf") in there.
L989[14:47:22] <gudenau> No change.
L990[14:47:53] <sham1> forEach
L991[14:48:05] <sham1> camelCase
L992[14:48:11] <gudenau> ........
L993[14:48:17] <gudenau> I AM BEING REALLY STUPID
L994[14:48:21] <gudenau> SORRY
L995[14:48:26] <sham1> That is something that your IDE should resolve
L996[14:48:32] <sham1> No need to apologize
L997[14:48:36] <sham1> We all started somewhere
L998[14:48:58] <gudenau> I've been messing with this since alpha though...
L999[14:49:21] <sham1> How much have you been coding lately
L1000[14:49:24] <sham1> Outside of this
L1001[14:49:48] <gudenau> Working on a DNS server, but that does not really use Lambdas or the stream class so far.
L1002[14:49:59] ⇦ Parts: Thutmose (~elpat@208.66.49.183) ())
L1003[14:51:12] <gigaherz> dafuq
L1004[14:51:23] <gigaherz> so we ordered pizza
L1005[14:51:31] <gigaherz> my flatmate just got a call
L1006[14:51:46] <gigaherz> it went a bit like
L1007[14:51:57] <gigaherz> "Hello, you ordered a pizza, right?"
L1008[14:51:58] <gigaherz> "yes"
L1009[14:52:14] <gigaherz> "and you chose the 'cream and bbq' sauce option? because it doesn't exist"
L1010[14:52:23] <gigaherz> "What, it's on the website, I just chose it on the list"
L1011[14:52:35] <gigaherz> "Well, I have no idea what it means"
L1012[14:52:44] <gigaherz> "Well I have the website in front of me, and it's there"
L1013[14:52:53] <gigaherz> "Yeah I can see it, let me speak with the manager"
L1014[14:53:01] <gigaherz> *still hearable conversation
L1015[14:53:18] <gigaherz> "Hey, I have this order here that has this 'cream and bbq' sauce, wtf does it mean?"
L1016[14:53:28] <gigaherz> "What... I have no idea... we don't have this sauce..."
L1017[14:53:37] <gigaherz> "Yeah see in the website, it's an option there"
L1018[14:53:50] <gigaherz> "Yeah I don't know, maybe it's just mixing both..."
L1019[14:53:57] <gigaherz> *dude returns to the phone*
L1020[14:54:19] <gigaherz> "Yeah so, we don't have any mix of that sauce, so we'll just put fresh cream at the bottom, and then some bbq sauce on top, if that's ok?"
L1021[14:54:25] <gigaherz> "Sure, I guess..."
L1022[14:54:35] <gigaherz> "Okay then, goodbye"
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L1025[14:58:53] <sham1> May I just say
L1026[14:59:02] <sham1> Weird Al Yankovic is a genious
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L1029[15:00:11] <gigaherz> he is.
L1030[15:00:16] <gigaherz> did he release something new?
L1031[15:00:27] <sham1> Don't think so
L1032[15:00:39] <sham1> I've just been listening to him for the last week or so
L1033[15:00:50] <gigaherz> nah one year ago
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L1035[15:01:42] <sham1> Word crimes is the perfect song to show my feelings about people not writing with good grammar.
L1036[15:01:51] <gigaherz> yeh XD
L1037[15:02:57] <sham1> It is really sad when people do not seem to grasp the difference with "it's" and "its" or "their" and "they're"
L1038[15:03:26] <sham1> That is why I usually just expand the contraction even though it makes the sentance lengthier
L1039[15:04:11] <sham1> Sentence being the only word I really have any trouble with bothers me
L1040[15:04:34] <sham1> I always write it as "sentance"
L1041[15:04:49] <gudenau> There is a chance I figured it out.
L1042[15:05:08] <sham1> Well
L1043[15:06:01] <sham1> Show us
L1044[15:07:04] <Lordmau5> gigaherz, I might need your help! :<
L1045[15:07:18] <Lordmau5> or someone, by that matter, who is good with "sideloading" (or whatever the term for the thing I'm doing is)
L1046[15:07:52] <sham1> What do you mean by "sideloading"
L1047[15:08:09] <Lordmau5> basically, my Tile Entity has certain interfaces on it, like the RF and IC2 / EU ones
L1048[15:08:16] <gudenau> Sideloading? This is not an OS channel.
L1049[15:08:20] <sham1> :P
L1050[15:08:25] <Lordmau5> and I'm "forwarding" the methods to a certain class that is handling the stuff behind it
L1051[15:08:33] <gudenau> Oh, abstraction?
L1052[15:08:37] <Lordmau5> that, sorry
L1053[15:08:39] <Lordmau5> I meant that term :D
L1054[15:08:44] <sham1> Okay
L1055[15:08:54] <sham1> And what do you need to know about making things abstract
L1056[15:08:56] <Lordmau5> so basically, I have 2 methods, for example, "MetaphaserEU.INSTANCE.load(this);" which handles the IC2 EnergyTileLoad event
L1057[15:09:08] <Lordmau5> and the other one for unloading it
L1058[15:09:21] <Lordmau5> what would be the best to make those methods "Optional" now, so they are only being called when the desired mod is there?
L1059[15:09:39] <sham1> Using @Optional.Method
L1060[15:09:44] <sham1> Probably
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L1062[15:10:18] <Lordmau5> TileEntity.onLoad() is the first one that has the MetaphaserEU call. If I make the MetaphaserEU method "Optional" now, wouldn't that mean that the method is being stripped out at runtime?
L1063[15:10:26] <Lordmau5> meaning that my tile will pretty much crash because the method can't be found?
L1064[15:11:32] <Abastro> Maybe write something like proxy? Depending on loading state.
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L1066[15:11:57] <Lordmau5> hmm
L1067[15:12:13] <Lordmau5> yea btw sham1 - java.lang.NoSuchMethodError: com.lordmau5.ffs.compat.energy.eu.MetaphaserEU.load(Lcom/lordmau5/ffs/tile/valves/TileEntityMetaphaser;)V
L1068[15:12:15] <Lordmau5> that's what I mean
L1069[15:12:54] <sham1> Hmm
L1070[15:12:56] <Abastro> Or implement listeners.
L1071[15:13:05] <Lordmau5> listeners?
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L1074[15:14:06] <sham1> A design pattern
L1075[15:14:22] <Abastro> While TileEntity#onLoad, there could be several mods need the loading.
L1076[15:14:34] <gudenau> InventoryHelper.dropInventoryItems for ItemStackHandler?
L1077[15:14:46] <sham1> Implement yourself
L1078[15:14:53] <gudenau> Figured. :-P
L1079[15:15:03] <Abastro> You can register listeners when related mods are loaded,
L1080[15:15:17] <Lordmau5> well, the other idea would be to just run the methods with a special handling of "isCertainModLoaded", e.g. from my Compatibility class, that basically has that
L1081[15:15:32] <Abastro> And call the listeners on onLoad.
L1082[15:16:05] <Aroma1997> you could add
L1083[15:16:05] <Aroma1997> if (Loader.isModLoaded("IC2") loadTile()
L1084[15:16:18] <Aroma1997> that way, it will only call that method, when IC2 is loaded
L1085[15:16:26] <gudenau> Idea is wierd, once in a while it randombly goes to a diffrent file on a random line....
L1086[15:16:27] <Abastro> As far as I know, there is no way to do this in one line.
L1087[15:16:27] <Aroma1997> and won't cause any problems otherwise...
L1088[15:16:38] <Lordmau5> well yea, Loader or ModAPIManager
L1089[15:16:43] <Lordmau5> that works, I know
L1090[15:17:00] <Abastro> Was that work?
L1091[15:17:13] <Lordmau5> so I'd just drop these methods into my Metaphaser abstract classes whatever
L1092[15:18:50] <Lordmau5> listeners would be the tits though imo :D
L1093[15:19:21] <gudenau> 0.0
L1094[15:19:55] <gudenau> IT RUNS
L1095[15:20:19] <Lordmau5> well, what are you waiting for, then?!
L1096[15:20:23] <Lordmau5> You better go and catch it!
L1097[15:20:35] <gudenau> Working on it.
L1098[15:22:55] <sham1> COMMIT
L1099[15:22:59] <sham1> FOR GOD'S SAKE COMMIT
L1100[15:24:24] <gudenau> GG, my crafting stuff does not work anymore.
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L1107[15:36:56] <TechnicianLP> theres no liquid capability?
L1108[15:37:18] <gudenau> Yay, my stuff is not syncing.
L1109[15:38:56] <VapourDrive> After looking around and not finding any great way of doing this, does anyone have advice for me on how adding custom item overlays (such as custom damage bars etc) to items would work in 1.9.4, it was easy to do with IItemRenderer back in 1.7.10
L1110[15:39:05] <sham1> Nope, there is no fluid capability yet
L1111[15:39:09] <sham1> There is a PR for it
L1112[15:39:16] <sham1> Go give it your support now
L1113[15:40:09] <VapourDrive> https://github.com/SleepyTrousers/Endercore/blob/1.9/src/main/java/com/enderio/core/common/transform/EnderCoreMethods.java the last method here is the only way I've found as of yet, but I don't want to mess with asm tranformation
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L1115[15:43:11] <TehNut> sham1: That was merged yesterday
L1116[15:43:22] <sham1> Was it?
L1117[15:44:35] <sham1> VapourDrive, if you only want to have a damage bar, use the methods in the Item class
L1118[15:47:52] <VapourDrive> sham1: I know there's the damage bar stuff, but I want to add an energy bar along side it, and potentially other small little colour boxes
L1119[15:47:57] <TechnicianLP> well thats what i found out ... (theres still an open one from rw tema on page 2 ...)
L1120[15:48:37] <TechnicianLP> (i hope putting a spacing in names doesnt ping them)
L1121[15:48:39] <sham1> You need to render it using a baked model
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L1123[15:52:27] <sham1> He got scared :P
L1124[15:52:59] <TechnicianLP> to be fair it is a bit scary if you dont know how to use it ...
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L1129[16:00:47] <TechnicianLP> no case null in switch statements? :(
L1130[16:01:09] <Anarchy> So still on 1.7.10 because i cba to update to 1.9, anyways, http://paste.ubuntu.com/17007738/ i dont know what im doing wrong, the height is set to as low as 10, range up to 90, and rarity is set to 15 and i cant seem to get them to spawn much?
L1131[16:01:50] <sham1> The thing you are doing wrong is not updating
L1132[16:05:39] <Tencao> Apparently I18n is deprecated now?
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L1134[16:05:45] <Tencao> Whats the new one
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L1136[16:06:20] <TechnicianLP> use the one that is not deprecated O.o
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L1140[16:10:32] <williewillus> TechnicianLP: the only place where nulls make sense
L1141[16:10:35] <williewillus> would be for strings and enums
L1142[16:10:41] <williewillus> and a null would crash at the switch
L1143[16:11:12] <TechnicianLP> ull crashes a switch? thx
L1144[16:11:13] <sham1> Nulls make sense?
L1145[16:11:38] <williewillus> $ close 2951
L1146[16:11:39] <Actuarius> Issue 2951 closed.
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L1149[16:13:30] <williewillus> $ close 2459
L1150[16:13:31] <Actuarius> Issue 2459 closed.
L1151[16:13:34] <Anarchy> Anyone know?
L1152[16:13:36] <gigaherz> [23:05] (Tencao): Apparently I18n is deprecated now?
L1153[16:13:49] <gigaherz> the common one that is usable from the server shoudl be avoided, hence the deprecation
L1154[16:14:05] <gigaherz> in the server, it only supports the default language file on the server jar, it doesn't even load mod translations
L1155[16:14:13] <williewillus> oh look another mod adding the 1.8 stones to 1.7.10
L1156[16:14:17] <williewillus> good lord :P
L1157[16:14:22] <gigaherz> the other one is only available in the client
L1158[16:14:31] <williewillus> I don't even call them "FutureStones" like I used to anymore
L1159[16:14:33] <gigaherz> so it will "nicely" crash on load if you try to use it on the server
L1160[16:14:54] <gigaherz> so for client purposes, use I18n.format
L1161[16:15:02] <gigaherz> if you need it on the server, remember that it sucks on the server
L1162[16:15:08] <gigaherz> so try to rethink what you are doing
L1163[16:15:36] <Tencao> It's a client only mod
L1164[16:15:38] <Tencao> So it's safe
L1165[16:15:49] <Lordmau5> hmm
L1166[16:17:42] <williewillus> $ close 2953
L1167[16:17:43] <Actuarius> Issue 2953 closed.
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L1169[16:20:08] <Anarchy> williewillus: i just did it cause im not recoding my entire mod for 1.8 lol
L1170[16:20:15] <Anarchy> err 1.9
L1171[16:20:27] <williewillus> ?
L1172[16:20:47] <sham1> You have to update at some point anyway
L1173[16:21:05] <sham1> Might as well be now
L1174[16:21:06] <williewillus> sham1: not necessarily
L1175[16:21:11] <williewillus> you could kill the mod ;p
L1176[16:21:29] <Tencao> http://image.prntscr.com/image/b3c576d3b84349619b654e57116488af.png
L1177[16:21:40] <Tencao> Meanwhile, I'm maintaining all those versions
L1178[16:21:43] <Tencao> :(
L1179[16:21:53] <Tencao> 1.7.10-1.9.4
L1180[16:21:58] <williewillus> y
L1181[16:22:03] <williewillus> drop the *.0
L1182[16:22:19] <Tencao> Sadly people are still downloading 1.8
L1183[16:22:19] <williewillus> and drop 1.8.8
L1184[16:22:21] <Tencao> I dunno why
L1185[16:22:28] <williewillus> just cut it off :P
L1186[16:22:44] <williewillus> if we all did that we'd still be updating our 1.2 mods
L1187[16:22:51] <Tencao> I have to say though, 1.9 to 1.9.4 was the fastest port I've done
L1188[16:24:30] *** Keridos|away is now known as Keridos
L1189[16:24:32] <sham1> Just say that "I am dropping support for 1.7.10 and 1.8 versions"
L1190[16:24:42] <Anarchy> when all the fun mods are 1.8/1.9 no point tbh
L1191[16:24:51] <williewillus> wat
L1192[16:25:23] <sham1> That kind of attitude is the same that holds us back to begin with
L1193[16:25:42] <Tencao> 1.7.10 still has a ton of modpacks, and 1.8.9 has some big mods still
L1194[16:25:46] <sham1> "Because no one else has updated, why should I?"
L1195[16:25:49] <sham1> Maybe so that people will actually start to do it
L1196[16:25:51] <williewillus> Tencao: yes that is valid
L1197[16:25:54] <williewillus> but 1.8.0 really
L1198[16:25:57] <williewillus> and 1.8.8 ;p
L1199[16:26:00] <williewillus> and 1.9.0
L1200[16:26:01] <Tencao> 1.8 will most likely get dropped
L1201[16:26:20] <Tencao> Problem is, i've made it so easy to update all the versions, so there's never a reason not to
L1202[16:26:31] <williewillus> its easy just stop ;p
L1203[16:26:47] <williewillus> how I stopped for 1.9.0: "This is probably the last 1.9.0 build, see you guys in 1.9.4!"
L1204[16:26:51] <williewillus> or something like that
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L1207[16:29:53] <Anarchy> tbh there is no really good docs on the update to icons to make me deal with it, plus 880 errors is un appealing
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L1209[16:30:04] <williewillus> 880 errors?
L1210[16:30:39] <williewillus> also you want a doc? doc: https://gist.github.com/williewillus/57d7093efa80163e96e0
L1211[16:30:47] <Anarchy> yes to go from 1.7.10 to 1.9
L1212[16:30:47] <TehNut> lol 880 that's cute
L1213[16:30:50] <williewillus> ^
L1214[16:30:51] <Anarchy> even to 1.8
L1215[16:30:57] <williewillus> thats actually cute :P
L1216[16:30:58] <Anarchy> for my simple mod, thats too much
L1217[16:31:15] <williewillus> i wish I'd gotten a mroe accurate estimate when I started with botania lol
L1218[16:31:31] <williewillus> but it was definitely ~1.5K-2K
L1219[16:31:42] <williewillus> probably the low end of that range
L1220[16:32:05] <Anarchy> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287435-1-7-x-forge-s-sm-p-vanity-blocks-mod-updated-6-3 for that, its too damn much, to have 880 errors
L1221[16:32:19] <sham1> No it is not
L1222[16:32:33] <sham1> AN hour is what one needs to resolve that many errors
L1223[16:32:33] <williewillus> that is not a lot
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L1226[16:33:02] <Anarchy> for that simple mod, its too many XD
L1227[16:33:13] <Anarchy> and its all in blocks and world gen and chestgen tbh
L1228[16:34:00] <sham1> It's not that much even for a "simple mod"
L1229[16:35:20] <gigaherz> Anarchy: if you base the porting complexity on the number of comile errors, you are doing it wrong ;P
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L1231[16:35:48] <gigaherz> there's some steps that have to be taken during porting
L1232[16:35:58] <gigaherz> trying to fix each compile error one by one isn't the way to go
L1233[16:37:15] <williewillus> yes there's a methodology
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L1235[16:38:41] <Tencao> Honestly, with a mod like that, once you figure out how to fix one type of error, you'll probably find 1/4th of the errors are gone
L1236[16:39:34] <williewillus> 1. update forge 2. praise the Redness 3. Class renames and regex replacements 4. Method signature replacements (if you named your params well this should be find replace)
L1237[16:39:44] <williewillus> 5. Actual stuff that changed
L1238[16:39:55] <williewillus> (which you will find is a lot less than you anticipated)
L1239[16:39:57] <Anarchy> Meh lazy though
L1240[16:39:58] <williewillus> 6. testing
L1241[16:40:07] <Anarchy> One of my favorite mods is still 1.7.10, galacticraft
L1242[16:40:20] <Anarchy> plus alot of mine has been finnally made obeslete by the mod makers
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L1245[16:40:43] <Tencao> Honestly, if you want the mod to grow, you're best bet is doing it sooner than later, otherwise you'll find theres that many changes that you'll either abandon it, or be forced to rewrite it all
L1246[16:41:45] <Anarchy> like i said, alot of it is already been obselete, forestry added an apatite block iirc, te finnally added metal blocks
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L1251[16:50:58] <Keridos> hm small question, debug tools for rendering stuff are really bad for fps, if I use TESR for that purpose?
L1252[16:51:10] <williewillus> ..wat?
L1253[16:51:16] <williewillus> try forming your question again xD
L1254[16:52:22] <Keridos> i have a debug tool, my TESR for a block checks if the player holds it and when he/she holds it it renders stuff
L1255[16:52:43] <williewillus> and this is in a TE why? :P
L1256[16:52:52] <gigaherz> wait you mean
L1257[16:52:55] <gigaherz> you have a machine
L1258[16:52:56] <williewillus> just use one of the billion render events
L1259[16:53:03] <williewillus> RenderGameOverlayEvent
L1260[16:53:08] <williewillus> .CrossHairs
L1261[16:53:08] <gigaherz> that can draw diagnostic information (area or whatever) if you hold a "diagnostic" item?
L1262[16:53:12] <williewillus> or whatever
L1263[16:53:16] <williewillus> or RenderWorldLastEvent
L1264[16:53:18] <gigaherz> like when holding the hammer on TE machines?
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L1266[16:55:07] <Keridos> hm thank you
L1267[16:55:22] <Keridos> still need to figure out why my tesselator code in 1.7.10 worked but in 1.8.9 doesnt
L1268[16:55:35] <williewillus> show code :P
L1269[16:55:47] <williewillus> the tess changed quite a bit in 1.8.8
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L1271[16:56:49] <Keridos> this is 1.7.10 : https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/client/render/block/TileEntityPhantomLightRenderer.java
L1272[16:56:57] <Keridos> the branch 1.8 is 1.8 code
L1273[16:57:00] <Keridos> so you can compare
L1274[16:57:19] <Keridos> I assume I can use the tesselator in the render events as well?
L1275[16:57:42] <williewillus> yeah that's not reight because
L1276[16:57:49] <williewillus> you .begin with POSITION COLOR
L1277[16:57:52] <williewillus> but you never call color9)
L1278[16:58:09] <williewillus> when you say position_color that means you MUST call pos() and then color() for every vertex
L1279[16:58:10] <Keridos> me total noob in rendering
L1280[16:58:10] <williewillus> in that order
L1281[16:58:23] <Keridos> what confuses me is that it actually render stuff
L1282[16:58:37] <Keridos> just the vertices where everywhere, but nvm, gonna test that
L1283[16:58:45] <williewillus> yes
L1284[16:58:56] <williewillus> because its using the stuff you put in the next pos() as garbled color
L1285[16:59:03] <williewillus> since it's expecting a color() call next
L1286[16:59:31] <williewillus> you can just take out the _COLOR I think there's a vertexformat that's just position
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L1288[17:01:59] <primetoxinz> is there a way to force a rebake of a model?
L1289[17:02:18] <Keridos> williewillus: but when I want the color i need to call it?
L1290[17:02:24] <Keridos> else its gonna be black, correct?
L1291[17:02:28] <williewillus> primetoxinz: that is a very broad question
L1292[17:02:34] <williewillus> describe what you want to achieve first
L1293[17:02:39] <williewillus> Keridos: if you want color
L1294[17:02:46] <williewillus> you need to use that vertexformat and call color() on every vertex
L1295[17:03:09] <Keridos> in 1.7.10 it rendered cubes for every (invisible light) block when holding the item
L1296[17:03:20] <Keridos> like the vertices in 1.7.10 just formed a cube
L1297[17:03:35] <williewillus> yea?
L1298[17:03:37] <primetoxinz> placing the block gets a color from an item and bakes it into the model, but it doesn't get the color until reloaded
L1299[17:03:46] <Cypher121> how does one spawn particle effects in 1.9?
L1300[17:03:50] <primetoxinz> because the item isn't passed at the right time
L1301[17:03:56] <williewillus> primetoxinz: ..wat
L1302[17:04:03] <williewillus> Cypher121: same way you always have?
L1303[17:04:07] <primetoxinz> .-.
L1304[17:04:17] <williewillus> primetoxinz: what kind of item/block is this?
L1305[17:04:21] <williewillus> why are the colors arbitrary?
L1306[17:05:21] <primetoxinz> know the stacksonstacks mod?
L1307[17:05:27] <williewillus> no
L1308[17:05:32] <primetoxinz> ok...
L1309[17:05:58] <primetoxinz> well, the items are ANY ingot. and the block is a multipart that gets a color from the average of the texture of its ingot
L1310[17:06:28] <primetoxinz> https://github.com/primetoxinz/StacksOnStacks/blob/master/src/main/java/com/primetoxinz/stacksonstacks/render/RenderIngot.java
L1311[17:07:04] <williewillus> okay makes sense
L1312[17:07:10] <primetoxinz> yay!
L1313[17:07:16] <williewillus> then?
L1314[17:07:32] <primetoxinz> but, when bake() is called the PartIngot that is passed doesn't any fields for some reason
L1315[17:07:34] <Keridos> williewillus: it worked in 1.7.10 but here on 1.8.9 the vertices seem to be off
L1316[17:07:40] <primetoxinz> they're all null
L1317[17:07:56] <Keridos> ok nvm now it works
L1318[17:08:11] <williewillus> where is this bake being called from?
L1319[17:08:18] <primetoxinz> ummmmm
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L1321[17:09:10] <primetoxinz> WAIT
L1322[17:09:18] <primetoxinz> I don't think I'm saving the color to nbt...
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L1324[17:09:38] <williewillus> you just want to pass the *color* from the stack to the block right?
L1325[17:09:45] <primetoxinz> yeah
L1326[17:09:49] <williewillus> just use tinting on the block, but you need somewhere to store that color
L1327[17:10:01] <primetoxinz> it is stored in IngotType
L1328[17:10:17] <williewillus> how does the block know what IngotType, TE?
L1329[17:10:21] <primetoxinz> mmhmm
L1330[17:10:25] <primetoxinz> but I'm not saving the color
L1331[17:10:32] <primetoxinz> forgot to
L1332[17:10:37] <williewillus> okay yeah the block should just use tinting
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L1334[17:13:18] <m4> Hey guys I'm trying to find a decent but achievable project to learn to mod on, so I've got a stupid question; how does MC handle minecarts and boats? are they special cases of blocks, or something crazier? (/embarrass self)
L1335[17:13:28] <williewillus> they are entities
L1336[17:13:30] <williewillus> like mobs
L1337[17:14:04] <m4> oh yeah, those are a thing (derp)
L1338[17:15:08] <primetoxinz> this actually might be an issue with mcmultipart. the color is passed correctly when it's the first multipart in the block, but after that it doesn't...
L1339[17:15:23] <amadornes> hm?
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L1341[17:15:46] <primetoxinz> https://github.com/primetoxinz/StacksOnStacks/blob/master/src/main/java/com/primetoxinz/stacksonstacks/render/RenderIngot.java
L1342[17:16:05] <amadornes> what's up with that? :P
L1343[17:16:16] <primetoxinz> whoops
L1344[17:16:18] <primetoxinz> https://github.com/primetoxinz/StacksOnStacks/blob/master/src/main/java/com/primetoxinz/stacksonstacks/render/RenderIngot.java#L31
L1345[17:16:31] <primetoxinz> that field is only null when adding to an existing container
L1346[17:16:38] <amadornes> I saw you guys were talking about tinting
L1347[17:16:46] <williewillus> wait
L1348[17:16:52] <amadornes> but MCMP doesn't support that... (FMP does) :P
L1349[17:16:52] <williewillus> why cant this whole thing be done with tinting?
L1350[17:16:58] <williewillus> oh
L1351[17:16:59] <williewillus> :P
L1352[17:17:05] <amadornes> it's in the PR, but not the main repo
L1353[17:17:07] <amadornes> I added it the other day
L1354[17:17:13] <primetoxinz> umm
L1355[17:17:15] <primetoxinz> it works thought?
L1356[17:17:19] <primetoxinz> though*
L1357[17:17:36] <williewillus> because you bake the color into the model
L1358[17:17:44] <williewillus> I was saying avoid all the nasty model baking and just use tinting
L1359[17:17:45] <primetoxinz> yeah, it just only works after a reload
L1360[17:17:54] <primetoxinz> oh
L1361[17:17:56] <gigaherz> tinting != baking colors
L1362[17:18:00] <primetoxinz> ok
L1363[17:18:09] <primetoxinz> well, I have to bake the model anyways
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L1365[17:18:18] <gigaherz> mc has a way to dynamically multiply the texture colors by another color
L1366[17:18:30] <primetoxinz> https://imgur.com/4vQ9Op6
L1367[17:18:41] <gigaherz> it's how things like leaves are done
L1368[17:18:53] <gigaherz> (their color is different based on biome)
L1369[17:18:57] <primetoxinz> yeah
L1370[17:19:05] <williewillus> waiela
L1371[17:19:35] <primetoxinz> they're ingots
L1372[17:19:38] <primetoxinz> on the ground
L1373[17:20:01] <primetoxinz> I need to make the model more obviously seperated though
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L1375[17:21:04] <williewillus> ..oh :P
L1376[17:21:25] <williewillus> $ labels add 2916 Superseded
L1377[17:21:26] <Actuarius> Added labels [Superseded] for issue 2916; new labels: [Feature, Superseded].
L1378[17:25:20] <williewillus> $ labels add 2869 Superseded
L1379[17:25:21] <Actuarius> Added labels [Superseded] for issue 2869; new labels: [Feature, Superseded].
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L1386[17:37:34] <Lordmau5> sooooooo
L1387[17:37:38] <Lordmau5> ... hmm
L1388[17:37:55] <Lordmau5> someone has reported an issue to me in regards to this:
L1389[17:37:56] <Lordmau5> The mod FFS has attempted to allocate a chunkloading ticket beyond it's currently allocated maximum : 200
L1390[17:38:25] <Lordmau5> So basically, yes, I am forcing chunk loads on load - which should not be a huge issue. And I definitely should not go over 200 as well, considering my code changes
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L1392[17:44:55] <Lordmau5> wait what, Chunkload tickets are being saved into the world?
L1393[17:47:23] <primetoxinz> so it turns out I just wasn't sending the color on the update packet
L1394[17:47:25] <primetoxinz> it works now
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L1398[18:12:05] <williewillus> Lordmau5: of course they are
L1399[18:12:25] <williewillus> how does the server know what to re-force if e.g. I reload an SP world?
L1400[18:12:41] <Lordmau5> oh
L1401[18:12:46] <Lordmau5> oh...
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L1409[18:33:49] <barteks2x> Is there some way to directly write NBTTagCompound to ButeBuf?
L1410[18:34:03] <barteks2x> Or do I need to create PacketBuffer?
L1411[18:34:21] <TehNut> tag -> string -> tag
L1412[18:34:55] <barteks2x> In a packet that should be as small as possible?
L1413[18:35:44] <barteks2x> Vanilla uses PacketBuffer.writeNBTTagCompoundToBuffer
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L1416[18:37:42] <barteks2x> I just asked because that seems like something basic and I thought that there much be some way to do it already
L1417[18:38:01] <williewillus> you could just look at that method and reimplement it for ByteBuf
L1418[18:38:13] <williewillus> and I think such a method exists but don't remember where it is
L1419[18:38:16] <williewillus> ByteBufUtils?
L1420[18:38:33] <TehNut> ByteBufUtils.writeUTF8String()
L1421[18:38:40] <TehNut> or something
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L1423[18:39:02] <barteks2x> ByteBufUtils.writeTag
L1424[18:39:06] <barteks2x> for writing NBT
L1425[18:39:11] <TehNut> Oh yeah that's a thing
L1426[18:39:13] <williewillus> tell way to fix his shaders ;p
L1427[18:39:19] <raoulvdberge> hm, anyone else having this bug with SlotItemHandlers that they can't replace items
L1428[18:39:21] <TehNut> what shaders
L1429[18:39:31] <williewillus> raoulvdberge: what od you mean replace items?
L1430[18:39:34] <raoulvdberge> so holding an item and clicking on a slot with already an item in it won't replace it with the item you're holding
L1431[18:39:47] <williewillus> can you place things in the slot with left click?
L1432[18:39:56] <raoulvdberge> yes, only if theres nothing in it
L1433[18:40:01] <williewillus> oh
L1434[18:40:03] <raoulvdberge> if there is, i first have to get it out
L1435[18:40:06] <williewillus> does your handler restrict extract?
L1436[18:40:18] <raoulvdberge> No its the basic ItemStackHandler
L1437[18:40:23] <williewillus> hm idk then
L1438[18:40:48] <barteks2x> ... and ByteBufUtils internaly created PacketBuffer and uses that
L1439[18:40:59] <williewillus> lol
L1440[18:41:03] <williewillus> hey code reuse
L1441[18:41:10] <williewillus> TehNut: http://pastebin.com/pSZ77a2j
L1442[18:41:35] <williewillus> so much log spam in 1.8/9 when starting up any sizeable pack bc no one knows what they're doing or being incredibly verbose with the debug xD
L1443[18:41:46] <williewillus> I pretty much don't need my debug statements anymore so removing those >.<
L1444[18:41:46] <TehNut> Vaz did that stuff
L1445[18:41:53] <williewillus> in 1.9?
L1446[18:42:00] <TehNut> In 1.8
L1447[18:42:30] <TehNut> Only time it's been touched otherwise was me removing a Java 8 dependency in an unused method
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L1451[18:47:52] <CJL> Hello!
L1452[18:48:19] <williewillus> heyo
L1453[18:48:23] <raoulvdberge> o/
L1454[18:48:23] <CJL> Hey
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L1456[18:49:05] <CJL> Does anybody know if there's an enum for client events?
L1457[18:52:34] <williewillus> waht do you mean by client events?
L1458[18:52:59] <CJL> Like TileEntity.recieveClientEvent()
L1459[18:53:13] <williewillus> those are arbitrary
L1460[18:53:17] <williewillus> and per-TE
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L1462[18:54:33] <CJL> ...great.
L1463[18:54:52] <williewillus> no idea what you need those for
L1464[18:54:55] <williewillus> modders never use those
L1465[18:55:01] <CJL> Ah
L1466[18:55:11] <CJL> That explains the lack of documentation.
L1467[18:55:29] <CJL> So I shouldn't override it then?
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L1469[18:56:42] <williewillus> unless you need it
L1470[18:56:47] <CJL> ...mmm
L1471[18:57:16] <CJL> So say that I have three classes: PortalStone, PortalStoneTileEntity, and PortalTuner
L1472[18:57:40] <williewillus> oh wait its actually useless for modders
L1473[18:57:44] <williewillus> so nvm you don't need it :P
L1474[18:57:59] <CJL> I want PSTE to store a target blockPos, that is updated by clicking on both blocks with the PortalTuner.
L1475[18:57:59] <williewillus> it only gets called on BlockContainer which should never be used by modders
L1476[18:58:12] <williewillus> just send an update packet separately
L1477[18:58:39] <CJL> Wait wait wait...do you mean that I shouldn't have extended blockcontainer for my TE block?
L1478[18:58:44] <williewillus> no
L1479[18:58:50] <williewillus> don't use that
L1480[18:58:55] <CJL> ...
L1481[18:59:00] <CJL> *headdesk*
L1482[18:59:19] <williewillus> Block.hasTileEntity*(state) and Block.createTileEntity(state, world) are all you need to have a TE
L1483[18:59:34] <williewillus> back to your point you can use WOrld.addBlockEvent and Block.eventReceived, those two form a pair
L1484[18:59:41] <williewillus> no idea if that is synced over the network for you though
L1485[18:59:55] <CJL> So hasTileEntity(state) {return true};
L1486[19:00:03] <williewillus> yes
L1487[19:00:19] <williewillus> mm no no syncing for you in addBlockEvent/eventReceived so yeah just sync yourself
L1488[19:00:19] <CJL> That's all I need to do for it to have a tile entity?
L1489[19:00:24] <williewillus> and createTileEntity
L1490[19:00:43] <williewillus> Block.createTileEntity(World, IBlockState)
L1491[19:03:10] <CJL> Okay
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L1494[19:03:56] <CJL> Okay...
L1495[19:04:18] <CJL> So does the TE Constructor need any specific parameters?
L1496[19:04:32] <CJL> Or to do any specific things?
L1497[19:05:25] <williewillus> ? it's your TE
L1498[19:05:34] <CJL> So that's a no.
L1499[19:05:36] <williewillus> you get to design its structure
L1500[19:05:53] <williewillus> on all my blocks I just do `return new TileWhatever();`
L1501[19:06:34] <CJL> So the tileentity 'knows' what world its in without that being passed to it in the constructor?
L1502[19:06:37] <primetoxinz> how do I make sure sides don't cull when there are blocks next to them?
L1503[19:08:05] <williewillus> CJL: the world gets set later
L1504[19:08:32] <williewillus> in vanilla code
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L1507[19:08:49] <CJL> Ah
L1508[19:09:25] <CJL> Hmm...
L1509[19:09:48] <CJL> How do I send an event like someone stepping on the block to the TE for that block?
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L1511[19:09:56] <williewillus> do it in your block
L1512[19:10:04] <williewillus> then get the te from the world and call a method on it
L1513[19:10:12] <williewillus> what mc version are you using again?
L1514[19:10:18] <CJL> 1.8.9
L1515[19:10:35] <williewillus> okay the method is incorrectly named but you want to override onEntityCollidedWithBlock
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L1517[19:10:47] <williewillus> there are two versions override the one WITHOUT IBlockState parameter
L1518[19:10:48] <CJL> Oh, right- you can get TEs based on where they are, can't you?
L1519[19:10:54] <williewillus> that method is actually onEntityWalking
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L1521[19:11:15] <CJL> Wait, do I still need to override onBlockBreak to delete the TE when the block is broken?
L1522[19:11:20] <williewillus> no
L1523[19:11:27] <williewillus> you never that kind of stuff
L1524[19:11:29] <williewillus> it's done for you
L1525[19:11:32] <williewillus> *never manage
L1526[19:11:44] <CJL> ...I guess that that's for the best.
L1527[19:12:21] <CJL> Alright...that actually makes things much simpler: I just need to call the tile entity when the player walks or click on the block.
L1528[19:12:42] <williewillus> !mh onEntityWalk
L1529[19:14:23] <CJL> Yes, it's world.getTileEntity(pos)
L1530[19:14:43] <williewillus> be sure to do it on the appropriate side
L1531[19:14:57] <CJL> Are you saying that I should replace onEntityCollidedWithBlock with onEntityWalk?
L1532[19:15:11] <williewillus> onEntityWalk is the 1.9 name
L1533[19:15:29] <williewillus> in 1.8.9 there's two onEntityCollidedWithBlock and one of them is actually onEntityWalk
L1534[19:15:33] <williewillus> make sure you override the right one
L1535[19:15:48] <williewillus> the one with fewer parameters is actually onEntityWalk
L1536[19:17:01] <CJL> oh joy
L1537[19:17:38] <CJL> So if I invoke onECWB with more parameters, it'll detect collisions on all sides of the block?
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L1539[19:18:02] <robedpixel> is there an event that logs when an entity or player collides with a block?
L1540[19:18:05] <williewillus> ....wat
L1541[19:18:10] <williewillus> CJL: you never call those on your own
L1542[19:18:11] <williewillus> ever
L1543[19:18:19] <williewillus> robedpixel: yes, conveniently we're talking about that
L1544[19:18:26] <williewillus> Block.onENtityCollidedWithBlock
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L1546[19:18:28] <williewillus> for your own blocks
L1547[19:18:30] <robedpixel> :D
L1548[19:18:32] <robedpixel> ty
L1549[19:18:32] <williewillus> for others' blocks, no
L1550[19:18:48] <robedpixel> so it doesn't apply to all blocks?
L1551[19:18:58] <williewillus> I don't know what you're asking for
L1552[19:18:59] <williewillus> xy
L1553[19:19:04] <williewillus> descrbe what you want to achieve
L1554[19:19:06] <williewillus> not the means to do it
L1555[19:19:18] <robedpixel> lets say wall running
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L1557[19:19:37] <williewillus> ?
L1558[19:19:37] <robedpixel> you need to know if your player has collided with the side of a block for him to wall run
L1559[19:19:50] <williewillus> you can only do this on your own blocks
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L1561[19:20:27] <CJL> My guess is that the more complex function isn't implemented for all blocks.
L1562[19:20:39] <williewillus> CJL: wat are you even saying :P
L1563[19:20:44] <CJL> So you can only guarentee that it'll work if you implemented it.
L1564[19:20:50] <williewillus> ?
L1565[19:20:55] <williewillus> what is *it*
L1566[19:21:02] <CJL> The function has to be overridden before it can do anything.
L1567[19:21:09] <williewillus> yes, that's how blocks work
L1568[19:21:43] <CJL> ...sorry, you can probably explain it better than I can.
L1569[19:21:56] <robedpixel> http://www.minecraftforge.net/forum/index.php?topic=9168.0
L1570[19:22:05] <williewillus> CJL: all those methods on block?
L1571[19:22:10] <williewillus> mc calls every single one for you
L1572[19:22:16] <williewillus> you just implement the behaviour you want
L1573[19:22:29] <williewillus> the timings of when they're all called is not in your control it's in vanilla's code
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L1575[19:22:51] <CJL> Ah
L1576[19:23:10] <dmf444> anyone use obj's as items? Specifically, anyone got around the changes made in 1935?
L1577[19:23:30] <williewillus> dmf444: what changes were those?
L1578[19:23:47] <dmf444> Model visibility stuff
L1579[19:24:02] <williewillus> i'm gonna look at it in a bit
L1580[19:25:21] <CJL> Alright...more questions.
L1581[19:25:33] <CJL> First off, how do you store data in an item.
L1582[19:25:48] <williewillus> NBT
L1583[19:25:48] <CJL> IE. Coordinates of a location.
L1584[19:25:53] <CJL> Alright...
L1585[19:26:04] <williewillus> NBT is for "extra" data
L1586[19:26:07] <williewillus> enchantments are in nBT
L1587[19:26:09] <williewillus> for example
L1588[19:26:25] <williewillus> any extra info that isn't an item's ID and damage value is NBT
L1589[19:27:05] <CJL> What method would you use for detecting a right click on a block with a tool (ie a specific item)?
L1590[19:28:19] <williewillus> your item?
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L1592[19:28:24] <williewillus> Item.onItemUse
L1593[19:28:42] <williewillus> similar to Block you don't call anything on Item yourself mc decides when to do it
L1594[19:28:57] <CJL> ah...
L1595[19:29:11] <Zaggy1024> how do I change a TE's frustum culling bounds?
L1596[19:29:49] <CJL> What arguments get passed to it?
L1597[19:30:33] <harmony> CJL look into it?
L1598[19:30:40] <williewillus> you can look at it :P
L1599[19:30:50] <harmony> your ide should tell you
L1600[19:31:43] <CJL> It's a wonder anybody manages to make mods, because there's so much work with undocumented code. (ie. the worst part of working with code)
L1601[19:31:53] <williewillus> it's just experience
L1602[19:32:24] <williewillus> tbh I kind of like it, it's fun to explore the code yourself to find how something works
L1603[19:32:46] <williewillus> and keeps the barrier of entry a little higher to filter those unwilling to learn :P
L1604[19:32:57] <CJL> Yeah...but I -just- got into this, and I want to be able to do stuff.
L1605[19:33:02] <CJL> *headdesk*
L1606[19:33:27] <CJL> Well, I'm going, have a good night.
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L1609[19:50:55] <williewillus> !gp p_189427_0_
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L1611[19:51:07] <williewillus> !sp p_189427_0_ damage
L1612[19:51:36] <williewillus> !sp p_189427_1_ totalArmor
L1613[19:51:51] <williewillus> !sp p_189427_2_ toughnessAttribute
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L1622[20:34:35] <HassanS6000> Quick question: where is the players skin stored?
L1623[20:34:52] <killjoy> player or skull?
L1624[20:35:29] <killjoy> for player, it's in NetworkPlayerInfo
L1625[20:35:35] <killjoy> for skulls, SkinManager
L1626[20:36:01] <killjoy> the actual textures are uploaded to the texture manager as resource locations
L1627[20:36:17] <killjoy> Or do you mean server-side?
L1628[20:36:24] <HassanS6000> Where are they stored like in general
L1629[20:36:27] <HassanS6000> Where are they downloaded from?
L1630[20:36:32] <HassanS6000> http://textures.minecraft.net/texture/
L1631[20:36:32] <HassanS6000> ?
L1632[20:36:34] <killjoy> just a sec
L1633[20:36:38] <killjoy> kind of
L1634[20:36:45] <HassanS6000> I need a way of downloading it
L1635[20:36:49] <HassanS6000> Or a way to access it
L1636[20:37:16] <killjoy> http://wiki.vg/Mojang_API#UUID_-.3E_Profile_.2B_Skin.2FCape
L1637[20:37:26] <killjoy> Sweet, there's some new api
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L1641[21:03:06] <gudenau> I did not know this was still connected. 0.0
L1642[21:03:15] <gudenau> Hi pah. o/
L1643[21:03:23] <williewillus> ?
L1644[21:03:35] <m4> Whoo, pahimar! o/
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L1646[21:05:25] <dmf444> willie, you had a chance to look at the obj thing?
L1647[21:05:58] <williewillus> yeah briefly
L1648[21:06:46] <Prospector> Hey got a question, is it possible to give models based on NBT tags?
L1649[21:06:50] <williewillus> yes
L1650[21:06:53] <williewillus> mc version?
L1651[21:06:56] <Prospector> 1.9.4
L1652[21:07:06] <williewillus> use vanilla 1.9's item property overrides
L1653[21:07:13] <Prospector> ah ok, gotta look at those then
L1654[21:07:15] <Prospector> thanks ;)
L1655[21:07:15] <williewillus> see ItemBow class and bow's json for example
L1656[21:07:23] <Prospector> ah ok
L1657[21:08:14] <dmf444> and is there a way to render item .obj's?
L1658[21:08:23] <williewillus> why wouldn't there be?
L1659[21:09:27] <dmf444> My items dissapeared after the update, and i didn't see a method of displaying them
L1660[21:13:26] <williewillus> mine are still working
L1661[21:15:30] <dmf444> hmm.. what mod?
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L1664[21:23:26] <williewillus> dmf444: botania
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L1667[21:27:07] <HassanS6000> Hello, how would I go about downloading an image and then using it in a method that requires ResourceLocation
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L1670[21:41:02] <Prospector> williewillus, what things is the apply method supposed to return?
L1671[21:41:17] <williewillus> an arbitrary float of your choosing which is then checked for in the json
L1672[21:41:21] <Prospector> ah
L1673[21:41:23] <williewillus> for "boolean" values you just use 0 or 1
L1674[21:41:34] <Prospector> okay seems easy enough
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L1676[21:49:50] <williewillus> !gm updateItemStackNBT
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L1678[21:59:30] <HassanS6000> How do I set a players skin?
L1679[21:59:55] <HassanS6000> I am using player.func_152121_a but it does not seem to be updating
L1680[22:00:06] <williewillus> !gm func_152121_a
L1681[22:00:17] <williewillus> oh lol 1.7 no idea
L1682[22:00:19] <williewillus> !gm func_152121_a 1.7.10
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L1687[22:08:34] <Tazz> hey williewillus could you help me out with why my entity is moving weird? XXD
L1688[22:08:49] <williewillus> how so :P
L1689[22:09:02] <Tazz> its like moving 1 block no matter how much of a distance I put on it...
L1690[22:09:07] <Tazz> moveEntity?
L1691[22:10:15] <williewillus> show code
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L1695[22:12:11] <Tazz> williewillus, 1 m
L1696[22:19:22] <Relkofizz> Hey, I'm trying to to render a simple block, but it only render's correclty in world, do I need to call the render seperatly for item form? Or is it my .json that's messed up
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L1698[22:19:58] <williewillus> did you call ModelLoader.setCustomModelREsourceLocation?
L1699[22:19:59] <williewillus> for your item
L1700[22:20:11] <williewillus> because we don't have something like itemstates you have to set models for your items manually
L1701[22:20:43] <Relkofizz> OK, that was what I used
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L1704[22:24:30] <Relkofizz> How exactly would I do that? Sorry, pretty new to MC code
L1705[22:24:55] <williewillus> ModelLoader.setCustomModelResourceLocation(item, meta, <path to a variant>)
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L1708[22:36:27] <Relkofizz> So I am using this line as the call: ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.practiceBlock), 0, new ModelResourceLocation("practiceBlock", "inventory"));
L1709[22:36:38] <Relkofizz> And it is throwing this error:[21:30:03] [Client thread/ERROR] [FML]: Exception loading model for variant minecraft:practiceBlock#inventory for item "practice:practiceBlock", normal location exception:
L1710[22:36:58] <williewillus> the error tells you it
L1711[22:37:09] <williewillus> you've told it to load a model from the "minecraft" domain
L1712[22:38:31] <Tazz> williewillus, https://github.com/s0cks/Microbots/blob/master/src/main/java/microbots/common/core/robit/rproc/move.java
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L1714[22:40:59] <Tazz> williewillus, they are also floaty too which is weird XD
L1715[22:42:17] <williewillus> show the call you used to register that entity
L1716[22:43:25] <dmf444> willie, do you use the Forge OBJ loader?
L1717[22:43:30] <Tazz> EntityRegistry.registerModEntity(EntityRobit.class, "robit", 1, instance, 80, 3, true);
L1718[22:44:04] <williewillus> dmf444: yes but I do some custom baking with OBJStates and render it in a tesr
L1719[22:44:10] <williewillus> the visibilities work
L1720[22:44:27] <williewillus> and its the same system so no reason it wouldn't work for items too
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L1722[22:45:43] <dmf444> I'm still looking, i found the line that stops the item from rendering, now i'm just trying to see what i can do about it
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L1724[22:47:43] <williewillus> what line?
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L1726[22:48:10] <dmf444> modelState.apply(Optional.of(Models.getHiddenModelPart(ImmutableList.of(g.getName())))).isPresent()
L1727[22:48:25] <williewillus> if you're not doing anything special with hidden parts that should not be hiding your model
L1728[22:48:32] <williewillus> are you baking with custom OBJ states?
L1729[22:48:37] <Tazz> williewillus, any ideas?
L1730[22:48:40] <williewillus> show the OBJState you construct
L1731[22:48:47] <williewillus> Tazz: not really, probably syncing derpage
L1732[22:49:02] <Tazz> williewillus, why isnt it syncing? its on the server...
L1733[22:49:10] <williewillus> not all stuff syncs
L1734[22:49:11] <Tazz> well at least all those calls
L1735[22:49:18] <williewillus> and the server does not resync often
L1736[22:49:22] <tterrag> Tazz, what is the problem?
L1737[22:49:39] <Tazz> tterrag, my entity is moving like 1 block and stopping even if I define like say 10 blocks
L1738[22:50:42] <tterrag> idk if moveEntity is really meant to move entities over long distances
L1739[22:50:49] <tterrag> it's usually for applying velocities which are rather small
L1740[22:51:11] <Tazz> tterrag, hmm
L1741[22:51:13] <Tazz> okay
L1742[22:51:21] <Tazz> is there something akin to that?
L1743[22:51:33] <tterrag> just calculate the new position yourself. of course that won't be smooth movement. so I'd apply the position change over time
L1744[22:51:45] <Tazz> alright
L1745[22:54:17] <dmf444> willie what do you mean?
L1746[22:58:45] <Mimiru> o/ Tazz :P
L1747[22:58:52] <Tazz> o/ Mimiru
L1748[22:59:04] <williewillus> dmf444: do you bake your own OBJ models?
L1749[22:59:08] <williewillus> with custom OBJState's?
L1750[22:59:22] <dmf444> no, i let forge do it
L1751[22:59:36] <williewillus> no idea then
L1752[23:00:12] <dmf444> that's why i'm nearly positive that the changes to hidden models screwed my rendering up
L1753[23:00:51] <williewillus> no idea my obj items work perfectly
L1754[23:01:17] <dmf444> They from blocks?
L1755[23:01:22] <williewillus> that doesn't matter
L1756[23:01:47] <williewillus> if you ever do "model": "blah.obj" it's the same code running block or item
L1757[23:08:26] <tterrag> Tazz, side note, class names should never be lowercase
L1758[23:08:34] <tterrag> and furthermore "move" is an awful class name
L1759[23:08:37] <tterrag> anyways, goodnight :P
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L1761[23:08:54] <Tazz> tterrag, well its not really callable in java its a scheme function
L1762[23:09:08] <Tazz> just needs access to some java functions
L1763[23:16:03] <williewillus> scheme?
L1764[23:16:08] <williewillus> as in the lisp? :P
L1765[23:16:31] <Tazz> yeah
L1766[23:17:02] * williewillus mumbles about how clojure is better ;)
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L1769[23:18:16] <Tazz> williewillus, nah Scheme is amazing
L1770[23:18:28] <Tazz> its minimalistic clojure is just ew
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L1772[23:19:33] <Cypher121> (I (don't (think (lisp (syntax) is) a (good)) #(idea) '(at)) #(% all))
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L1774[23:20:27] <Tazz> Cypher121, XD
L1775[23:20:50] <Cypher121> should've also added some [] for good measure, but meh
L1776[23:22:19] <Cypher121> also, don't know about scheme, but clojure is dynamically typed
L1777[23:22:24] <Cypher121> no. just no.
L1778[23:24:11] <Tazz> Cypher121, scheme is too but its still awesome
L1779[23:27:29] <williewillus> Cypher121: i was about to fight to the death with Tazz but you just gave both of us a reason to team on you ;)
L1780[23:27:37] <williewillus> heh
L1781[23:27:42] <williewillus> LISP syntax is beautiful
L1782[23:27:52] <williewillus> and idk what tazz is talking about clojure is minimalistic too
L1783[23:29:18] <Tazz> williewillus, eh not really
L1784[23:29:22] <williewillus> why not?
L1785[23:29:37] <Tazz> clojure is a derivative of LISP, which doesnt express minimalism like Scheme does
L1786[23:29:53] <Tazz> Scheme may be a derivative of LISP but it expresses minimalism to an extreme XD
L1787[23:30:05] <williewillus> so they're both minimal but scehem is more
L1788[23:30:24] <williewillus> the parts of clojure you consider not minimal are probably the parts that make it actually practical for use ;)
L1789[23:30:34] <Tazz> XD
L1790[23:30:35] <williewillus> i love the concurrency and emphasis on functional in clojure
L1791[23:30:50] <Tazz> williewillus, scheme has continuations and is mostly functional :D
L1792[23:31:10] <Tazz> wtf
L1793[23:31:15] <Tazz> my robits are rubberbanding >.>
L1794[23:31:35] <williewillus> desyncing client/server?
L1795[23:31:46] <Tazz> derp
L1796[23:31:47] <Tazz> XD
L1797[23:31:54] <Tazz> I wasnt checking for client/server-ness
L1798[23:32:21] <Tazz> williewillus, whats a good number for a threadpool? XD
L1799[23:32:43] <williewillus> number of cores + a little is what java executors do
L1800[23:32:54] <williewillus> I think it's number of physical cores + 2 or something like that
L1801[23:34:58] <Prospector> Why would this be giving a NPE? Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(ModItems.reBattery, 0, new ModelResourceLocation("techreborn:reBattery", "inventory"));
L1802[23:34:58] <Tazz> hmmm
L1803[23:35:09] <Prospector> And ModItems is registered before this line
L1804[23:35:13] <Tazz> Prospector, wrong state you called it at XD
L1805[23:35:20] <williewillus> Prospector: the fact that that is the ancient 1.8.0 way to register item models
L1806[23:35:22] <williewillus> .-.
L1807[23:35:26] <Prospector> oh
L1808[23:35:27] <Tazz> that too XD
L1809[23:35:31] <Prospector> what's the new way? lol
L1810[23:35:41] <williewillus> calling during preinit: ModelLoader.setCustomModelResourceLocation(item, meta, MRL)
L1811[23:36:05] <williewillus> that old 1.8.0 way was during init
L1812[23:36:10] <Prospector> I see
L1813[23:36:16] <williewillus> so you probably tried moving it to preinit or something and it npe'd? ;p
L1814[23:36:20] <Prospector> uep
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L1816[23:36:35] <Prospector> thanks again
L1817[23:36:38] <williewillus> np
L1818[23:37:33] <dmf444> willie, looks like i was right, that line is causing some weird problems
L1819[23:37:47] <Prospector> it worked for my block's item model so I figured I had no idea there was an issue until I tried giving an item an item model
L1820[23:37:57] <Prospector> think that was because it had a blockstate
L1821[23:37:57] <williewillus> dmf444: ?shrug not sure why it works for me then, ask fry when he wakes up in a bit
L1822[23:39:07] <dmf444> i will
L1823[23:39:31] ⇦ Quits: dmf444 (~dmf444@192-0-250-222.cpe.teksavvy.com) (Quit: Leaving)
L1824[23:42:39] ⇨ Joins: Abastro (~Abastro@112.166.128.227)
L1825[23:47:37] <Prospector> What does this mean? Could not load override model techreborn:items/tool/reBatteryEmpty for model techreborn:models/item/reBattery
L1826[23:47:37] <Prospector> net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model techreborn:items/tool/reBatteryEmpty with loader VanillaLoader.INSTANCE, skipping
L1827[23:47:50] <Prospector> I got the model working but the override is not
L1828[23:48:31] <Prospector> oh wait
L1829[23:48:32] <Prospector> nevermind
L1830[23:48:40] <Prospector> I gave it the texture path not the model path
L1831[23:48:50] <Tazz> williewillus, I think I figured it out XD
L1832[23:48:55] <williewillus> what was it?
L1833[23:49:23] <Tazz> well
L1834[23:49:33] <Tazz> im not sure but I rewrote a bunch of stuff and it didnt work
L1835[23:49:41] <Tazz> I broke the block under it and it was moving properly
L1836[23:49:51] <Tazz> so I think its glitched in the block XD
L1837[23:55:26] <Prospector> So for debug purposes, I got this in my item class http://pastebin.com/KCWQuhdU
L1838[23:56:00] <Prospector> In theory, this should make all of this item use the override, but it doesn't http://pastebin.com/rdVTRFH9
L1839[23:56:08] <Prospector> is there something I'm missing here?
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L1841[23:56:21] <Prospector> oh fuck
L1842[23:56:29] <Prospector> I did it again
L1843[23:56:42] <williewillus> did what?
L1844[23:56:48] <Prospector> I gave it the same path for the override of the item I am overriding itself
L1845[23:57:09] <Prospector> the override is redirecting it to techreborn:item/reBattery, but that is the json that the override is inside
L1846[23:57:17] <Prospector> I'm surprised it didn't do some kind of loop thing
L1847[23:57:37] <williewillus> and this isn't relevant ran but its customary to have your modid on the override's resloc just for clarity, "techreborn:empty" (specified like that in the json as well)
L1848[23:57:39] <Prospector> woo it worked
L1849[23:57:45] <Prospector> ah okay
L1850[23:57:49] <Prospector> I can do that
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L1853[23:59:34] <Tazz> williewillus, did you see my core lib? its got a mini IoC dependency injector XD
L1854[23:59:42] <williewillus> where
L1855[23:59:43] <williewillus> ?
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