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L1[00:03:39] ⇦
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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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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?
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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
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
L60[00:48:27] ⇦
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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
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
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
L240[03:48:17] <Cypher121> find a
bug
L241[03:48:43]
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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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L271[04:40:13] <Cypher121> ok, I
definitely need to get some sleep
L273[04:40:46] <Ordinastie_> wut
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L275[04:44:30] <AKTheKnight> Cypher121:
Wow. just wow
L277[04:52:00]
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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
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
L369[05:57:08] <gigaherz> rebased,
re-PR'd, and improved
L370[06:00:01]
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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?
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
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
L487[08:14:08]
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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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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
L518[09:24:28] ***
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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
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
L543[10:10:10] ***
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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?
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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?
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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?
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.
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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.
L643[11:46:39] ***
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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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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>
L714[13:03:55] ⇦
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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] ***
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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
L726[13:08:26] ***
Vigaro|AFK is now known as Vigaro
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?
L746[13:13:22]
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(~Noppes@82-168-99-26.ip.telfort.nl)
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
L753[13:15:32] ⇦
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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
L762[13:24:01] <williewillus> ah yeah its
possible
L764[13:24:03] <PaleoCrafter> yeah
:D
L765[13:24:05] <williewillus> just public
classname
L766[13:40:19]
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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].
L772[13:53:46]
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L774[13:54:26] ⇦
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Leaving)
L775[13:59:58] ⇦
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(Quit: See ya)
L776[14:05:57] ***
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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
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
L808[14:16:40]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
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
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
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
L856[14:27:52] ⇦
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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
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
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
L899[14:32:26] ⇦
Quits: Thefjong (~TheFjong@3e6b1b1c.rev.stofanet.dk) (Read error:
Connection reset by peer)
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.
L922[14:35:34] ⇦
Quits: EwyBoy (~IceChat9@ip-40-140-106-77.eidsiva.net) (Quit: For
Sale: Intergalactic Proton Powered Electrical Tentacled Advertising
Droids)
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
L940[14:40:26] ⇦
Quits: raoulvdberge (uid95673@id-95673.richmond.irccloud.com)
(Quit: Connection closed for inactivity)
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"
L1023[14:55:04]
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seconds)
L1025[14:58:53] <sham1> May I just
say
L1026[14:59:02] <sham1> Weird Al Yankovic
is a genious
L1027[14:59:03]
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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
L1034[15:00:58]
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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
L1061[15:09:44] ***
DonAway is now known as DRedhorse
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.
L1065[15:11:54]
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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?
L1072[15:13:23]
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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.
L1101[15:28:20]
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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
L1114[15:40:40]
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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
L1122[15:51:18]
⇦ Quits: VapourDrive (~vapourdri@192.40.240.129) (Read error:
Connection reset by peer)
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 ...
L1125[15:56:16]
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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?
L1133[16:05:40]
⇨ Joins: SanAndreasP
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L1134[16:05:45] <Tencao> Whats the new
one
L1135[16:05:59]
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L1136[16:06:20] <TechnicianLP> use the
one that is not deprecated O.o
L1137[16:07:39]
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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.
L1147[16:12:28]
⇨ Joins: VoxelV (~VoxelVort@172.79.108.95)
L1148[16:13:02] ***
VapourDrive is now known as VapourAFK
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.
L1168[16:20:06]
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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
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
L1205[16:29:07]
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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
L1208[16:29:55]
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L1209[16:30:04] <williewillus> 880
errors?
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
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
L1224[16:32:37] ***
big_Xplo|AFK is now known as big_Xplosion
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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
L1234[16:38:17]
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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
L1243[16:40:29]
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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?
L1265[16:53:26]
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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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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
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?
L1340[17:15:38]
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L1342[17:16:05] <amadornes> what's up
with that? :P
L1343[17:16:16] <primetoxinz>
whoops
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
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
L1414[18:36:17]
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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
L1422[18:38:47]
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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
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
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
L1492[19:03:21]
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ya.)
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
L1505[19:08:43]
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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
L1516[19:10:39]
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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
L1556[19:19:31]
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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.
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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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?
L1591[19:28:23]
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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.
L1607[19:33:31]
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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
L1614[19:57:17]
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L1616[20:05:17] ***
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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?
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
L1637[20:37:26] <killjoy> Sweet, there's
some new api
L1638[20:40:14]
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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
L1677[21:55:06]
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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
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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
L1760[23:08:43] ***
tterrag is now known as tterrag|ZZZzzz
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 ;)
L1767[23:17:26]
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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
L1771[23:19:21]
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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
L1815[23:36:27]
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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]
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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
L1839[23:56:08] <Prospector> is there
something I'm missing here?
L1840[23:56:19]
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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> ?