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L1[00:04:59] <Unh0ly_Tigg> well, this is going to be interesting. I've decided that when multiple languages will be available for this computer, I want to make something that can bridge multiple languages. but I'm not sure how I'm going to handle loading programs and bridging different languages from the same computer tile...
L2[00:05:37] <Unh0ly_Tigg> since I'm going to allow the config to change which languages are available to the players, for server admins to decide on.
L3[00:06:03] <Unh0ly_Tigg> within a strict set (extendable via addons though) of languages, though.
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L12[00:23:37] <sfxplayer> what is the preferred way of setting the Redstone output of a tile entity
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L21[00:56:15] <Cypher121> does anyone here play stellaris?
L22[00:59:37] <thecodewarrior> It's a miracle! I'm seperating out part of my mod, and the third run (the first two had simple errors like not actually starting anything up at launch) it works perfectly! Only thing missing is to move over the resources.
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L34[02:00:00] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160606 mappings to Forge Maven.
L35[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160606-1.9.4.zip (mappings = "snapshot_20160606" in build.gradle).
L36[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/
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L43[02:28:55] <Tazz> hey gigaherz|work question?
L44[02:29:05] <Tazz> actually I got 2 XD
L45[02:30:22] <gigaherz|work> I'm at work so I can't promise immediate answers
L46[02:30:30] <Tazz> haha its fine :P
L47[02:31:49] <Tazz> gigaherz|work, 1.) do you browse the forge forums and if so you have any ideas here I should put a thread about my idea plugin for forge? 2.) any suggestions for a garbage collector type for my Eschelle language...its time to add one while I rewrite it in C XD
L48[02:32:39] <gigaherz|work> no, I don't browse the forums
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L50[02:36:22] <gigaherz|work> and regarding #2 -- my knowledge of GCs is superficial
L51[02:36:37] <gigaherz|work> so start with something simple, then make a more complex one?
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L53[02:38:11] <Tazz> gigaherz|work, well I have a couple different types but Im more interested in like generational vs mark-sweep and should it just copy mem spaces and reuse them or free them automatically or what
L54[02:38:11] <Tazz> XD
L55[02:38:38] <gigaherz|work> yeah beyond me
L56[02:38:39] <gigaherz|work> ;P
L57[02:39:21] <Tazz> XD
L58[02:39:26] <Tazz> hmmm
L59[02:39:54] <Tazz> Im thinking of like rewriting my generational gc to be concurrent and support a bigger and configurable heap XD
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L80[04:28:02] <Amryu> hi is this a channel for developers?
L81[04:28:21] <Cazzar> does 12213^0=1?
L82[04:28:27] <Amryu> yes xD
L83[04:28:33] <Cazzar> There's your anwer :P
L84[04:28:36] <Cazzar> answer*
L85[04:28:36] <Amryu> :P
L86[04:29:03] <Amryu> ok so i just wanted to ask how ResourceLocation in the default forge eclipse environment works
L87[04:29:24] <Amryu> I somehow don't get it and the tutorials weren't helpful
L88[04:29:28] <Cazzar> Like it would in normal minecraft
L89[04:30:02] <Cazzar> Amryu: what is the context of it?
L90[04:30:08] <Amryu> well i have a folder called /src/main/resources but new ResourceLocation("src/main/resources/file.png") doesn't work
L91[04:30:16] <Cazzar> oh
L92[04:30:21] <Amryu> I want to load a file for a GUI
L93[04:30:44] <Cazzar> You have either new ResourceLocation("domain:file.ext") or new ResourceLocation("domain", "file.ext")
L94[04:31:14] <Cazzar> Both of those, in a generic sense land at /src/main/resouces/assets/domain/file.ext
L95[04:31:41] <Amryu> ok so i have to create more folders and put it there?
L96[04:31:47] <Cazzar> Yep
L97[04:31:51] <Amryu> cool thx :)
L98[04:32:34] <Cazzar> Though, in terms of a bound image for a GUI, you would usually put it in /src/main/resources/domain/textures/file.ext
L99[04:32:48] <Cazzar> BTW Amryu when I say "domain" it is best to use your modid :P
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L101[04:34:26] <gigaherz|work> I create a "location" method on my @mod class
L102[04:34:38] <gigaherz|work> which does return new Resourcelocation(MODID, path);
L103[04:35:00] <gigaherz|work> then instead of doing new ResourceLocation(TheMod.MODID, ...) I can just do TheMod.location(path)
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L105[04:35:14] <gigaherz|work> I only implemented that on one of my mods so far, but I plan on doing it everywhere else eventually ;p
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L116[05:39:37] <Tazz> gigaherz|work, thats actually smart haha I didnt think of that XD
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L120[05:41:10] <gigaherz|work> Tazz: I have clever moments ;P
L121[05:41:14] <Tazz> haha
L122[05:41:37] <gigaherz|work> I like to think i'm a genius with limited working memory
L123[05:41:56] <Tazz> I like to think of myself as that haha
L124[05:42:02] <LatvianModder> What? Ive been doing that since 1.6 :D
L125[05:42:15] <gigaherz|work> I wasn't modding in 1.6
L126[05:42:15] <gigaherz|work> ;P
L127[05:42:19] <Tazz> although its more or less prolly true on my part
L128[05:42:26] <gigaherz|work> I started modding in 1.4.7 -- although I wouldn't consider that "modding"
L129[05:42:27] <gigaherz|work> ;P
L130[05:42:37] <Tazz> I started modding back in 1.0
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L132[05:42:51] <gigaherz|work> then I gave up and picked it up on 1.8
L133[05:42:57] <Tazz> I had like the first GUI tutorial and Dimension tutorial on MCF
L134[05:42:58] <gigaherz|work> so yeah you could say Istarted modding twice
L135[05:43:10] <Tazz> those were the days
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L137[05:43:47] <Tazz> when I didnt even know what an enum was and was writing shitcode
L138[05:44:09] <Tazz> ahhhh now look at me
L139[05:44:16] <Tazz> writing more grown up toys XD
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L141[06:09:14] <AKTheKnight> I only started back in 1.7
L142[06:09:20] <AKTheKnight> I still write shitcode
L143[06:09:27] <AKTheKnight> And have no idea what I'm doing half the time
L144[06:09:39] <Tazz> Xd
L145[06:10:05] <Tazz> AKTheKnight, its fine we all take different times to grow up :P
L146[06:10:16] <AKTheKnight> Haha I became adult back in April
L147[06:10:20] <AKTheKnight> I regret it now :P
L148[06:11:41] <Tazz> XD
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L150[06:13:16] <gigaherz|work> adulthood is funny -- between like 18 and 23 everything feels serious and omfg, then there's another phase between like 23 and 27, where you regress to being 15
L151[06:16:49] <gigaherz|work> (I'm 32 now, and I'm not sure that I have left that phase yet)
L152[06:17:09] <Tazz> XD
L153[06:17:34] <Tazz> jesus Im not even in my 20s XD
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L155[06:19:09] <gigaherz|work> 10 years ago, I developed a sound plugin for the PCSX2 emulator, and now I can barely do Java ;P
L156[06:19:28] <Tazz> haha
L157[06:19:40] <Tazz> I can barely do java but I attribute that to too much writing other languages XD
L158[06:19:46] <Tazz> like C/C++
L159[06:22:21] <Tazz> Im like constantly swapping between some random language like Java or Scala and C or C++
L160[06:22:56] <AKTheKnight> I started with basic html and css and thought I was so cool
L161[06:23:04] <AKTheKnight> Now I attempt java and know I'm cool
L162[06:23:10] <Tazz> XDDD
L163[06:29:55] <Cypher121> gigaherz|work, https://github.com/Magneticraft-Team/Magneticraft/blob/kt1.9/src/main/kotlin/com/cout970/magneticraft/util/Resources.kt#L5
L164[06:29:57] <Cypher121> :P
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L167[06:30:28] <Tazz> XD
L168[06:32:02] <Cypher121> and since you probably didn't see it because you disconnected half a second later, here's the link again
L169[06:32:10] <Cypher121> gigaherz|work, https://github.com/Magneticraft-Team/Magneticraft/blob/kt1.9/src/main/kotlin/com/cout970/magneticraft/util/Resources.kt#L5
L170[06:32:26] <gigaherz|work> heh
L171[06:32:29] <Tazz> anyone got any suggestions for inspections and whatnot for my intellij plugin? XD
L172[06:32:44] <gigaherz|work> funny that you chose "resource" and I chose "location"
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L174[06:38:03] <Cypher121> I think mine makes more sense because it makes resource from location and yours makes location from location?
L175[06:39:01] <Cypher121> but in fact it was first name that came to mind, so I just made that up
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L177[06:40:49] <Tazz> hmmm I wonder if I could detect method calls that are server only and report as an insight whether or not a person should do that XD
L178[06:40:57] <Tazz> that would be interesting...
L179[06:43:15] <gigaherz|work> Cypher121: both make a ResourceLocation from path
L180[06:43:15] <gigaherz|work> ;P
L181[06:43:40] <gigaherz|work> I chose "location" because ResLocs are not always related to resources XD
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L183[06:43:45] <Cypher121> I think it would be kind of hard to detect server-only calls, because you'd have to analyze code to see what logical side it's on
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L185[06:44:20] <Cypher121> client-side would be easier because you'd just have to analyze for calls to @SideOnly(CLIENT) most of the time
L186[06:44:21] <Tazz> Cypher121, I know I was wondering if it would be worth doing
L187[06:44:46] <gigaherz|work> I can imagine "Overriding @SideOnly method with wrong or no @SideOnly annotation"
L188[06:44:47] <Tazz> and how much time is worth it XD
L189[06:44:48] <Cypher121> I don't think so
L190[06:45:12] <gigaherz|work> but "Calling @SideOnly from function with wrong or no @SideOnly annotation" may be harder to implement
L191[06:45:29] <gigaherz|work> do all the *.client.* classes have @SideOnly?
L192[06:46:03] <gigaherz|work> othrwise it would require some sort of table for package -> side
L193[06:46:05] <Cypher121> !gc Minecraft
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L195[06:46:21] <Cypher121> eh, thought this thing shows annotations
L196[06:46:58] <Tazz> gigaherz|work, imo it would just be some matching specfic code sequences to sides and upon inspection detect the current side
L197[06:46:59] <AKTheKnight> Tazz: What's the plugin gonna do?
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L199[06:47:23] <Tazz> AKTheKnight, it already provides general insight on mistakes that could be made as well as generate common classes and whatnot
L200[06:47:33] <gigaherz|work> Tazz: if you mean calls that are meant to be on the client thread / server thread
L201[06:47:38] <gigaherz|work> yeah that's going to be hellish ;P
L202[06:47:49] <Tazz> gigaherz|work, idk Ill look into it XD
L203[06:48:01] <Cypher121> Tazz, what would be an example of such code sequence?
L204[06:48:03] <AKTheKnight> OOh nice. Have you seen https://t.co/nIyPQLAHu2
L205[06:48:14] <Tazz> Cypher121, calling Minecraft.getMinecraft on Server
L206[06:49:27] <gigaherz|work> but you wouldn't be able to detect like
L207[06:49:30] <Tazz> AKTheKnight, no I have not however quickly browsing through the repository I believe we are on different pages haha
L208[06:49:38] <gigaherz|work> mc = Minecraft.getMinecraft() from client
L209[06:49:44] <gigaherz|work> and then mc.x on server
L210[06:49:49] <Cypher121> I just wonder if it'll break if I do something like `boolean isClient() { return !worldObj.isRemote() }` and then `if (!isClient()) { Minecraft... }`
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L212[06:51:15] <Cypher121> gigaherz|work, that example is simple: any use of Minecraft class, including grabbing references and casting is client-only
L213[06:51:23] <Ordinastie_> Cypher121, if you manage to guess what works and what doesn't, kudos to you
L214[06:51:54] <Ordinastie_> because I struggled really hard for that
L215[06:52:38] <Ordinastie_> like, if you do Minecraft.getMinecraft() that would probably work
L216[06:52:49] <Ordinastie_> but if you do new ClientSideOnlyClass() that'll break
L217[06:52:58] <Cypher121> I'm just saying that guessing sides is a fucking immense task that requires analyzing called methods, classes and matching pieces of data across possibly hundreds lines of code
L218[06:53:09] <Ordinastie_> if you do ClientSideOnlyClass.createInstance(), that'll work
L219[06:53:11] <Cypher121> which applies to any form of code analysis and inference
L220[06:53:41] <Tazz> AKTheKnight, Im open to suggestions if you have any, tbh you can just add it to the repository issues and Ill get to it XD
L221[06:53:50] <Ordinastie_> ah, yes, I doubt it's possible to do it automatically
L222[06:53:58] <AKTheKnight> What's the repo? :P
L223[06:54:20] <Tazz> https://github.com/s0cks/MinecraftForge-Idea
L224[06:54:53] <Tazz> I started a similar project a while ago but I canceled it due to lack of time XD
L225[06:54:57] <Tazz> but I have alot of free time right now :P
L226[06:54:59] <AKTheKnight> I'll see what else I can think of
L227[06:55:10] <AKTheKnight> So it generates useful classes for forge mod dev?
L228[06:56:14] <Tazz> AKTheKnight, currently blocks and items but Ive only really worked on it very little XD
L229[06:56:31] <Tazz> it also validates your sided proxies and mod classes for various issues
L230[06:56:40] <Tazz> like missing instances in you @Mod class
L231[06:56:49] <AKTheKnight> Ahh nice
L232[06:56:54] <Tazz> and mismatch ids for @Mod and @Mod.Instance
L233[06:57:01] <AKTheKnight> Does it allow for generating a new project with a template?
L234[06:57:07] <Tazz> Im working on that atm
L235[06:58:57] <AKTheKnight> Nice. How can I add it to my idea?
L236[06:59:15] <gigaherz|work> so yo uare sortof recreating a bit of what Microsoft did with their visual studio plugin for Forge ;P
L237[07:00:18] <gigaherz|work> although that one isn't updated -- only knows templates for 1.8 and 1.7.10
L238[07:01:08] <Tazz> gigaherz|work, haha somewhat
L239[07:01:23] <Tazz> but I plan to provide lots of inspections and a fluid environment for developers
L240[07:01:25] <Tazz> AKTheKnight, https://github.com/s0cks/MinecraftForge-Idea/releases/tag/0.0.1.0
L241[07:03:01] <Cypher121> Tazz, what do you mean by "mismatch ids for @Mod and @Mod.Instance"?
L242[07:03:09] <Cypher121> like requesting instances of other mods?
L243[07:03:54] <Cypher121> because that's explicitly allowed https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/Mod.java#L260-L268
L244[07:04:02] <Tazz> say you have @Mod(modid = "test") and @Mod.Instance("test2") it will report that they are possibly out of sync
L245[07:04:09] <Tazz> and will provide a fix for it
L246[07:04:17] <Tazz> however its all optional and suppressable
L247[07:04:46] <Cypher121> yeah, but that would be a warning about intended use
L248[07:05:26] <Tazz> itll also warn about having no @Mod.Instance as well
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L250[07:05:58] <Tazz> and if your proxy classes dont exist
L251[07:06:20] <Tazz> as well as if the client proxy isnt inheritable to the common proxy
L252[07:06:34] <Tazz> and if theres a missing side from your proxy
L253[07:06:42] <Tazz> as well as fixes for all these issues
L254[07:07:12] <Tazz> it doesnt do much of anything really useful besides generate some classes for you automagically however Ive only worked on it a total like 4 hours XD
L255[07:07:26] <Tazz> if you count 2 hours of dicking around trying to learn the IntelliJ api
L256[07:07:27] <Tazz> XD
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L260[07:25:54] <totokaka> What's the best way to hook into the main thread from another thread?
L261[07:26:16] <sham1> What do you mean
L262[07:26:21] <Ordinastie_> what are you actually wanting to do ?
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L264[07:27:04] <totokaka> I have a thread, that runs a scheduled task, and reports some info over a websocket connection. The scheduled task needs to fetch info from the world, so I need to run a "subtask" on the main thread.
L265[07:27:38] <totokaka> Alternatively, does forge have any kind of scheduler system?
L266[07:27:51] <sham1> scheduled tasks are run in the main thread AFAIK
L267[07:28:16] <totokaka> Not with this: Executors.newScheduledThreadPool(1)
L268[07:28:24] <sham1> Why do you use that
L269[07:28:26] <sham1> Oh
L270[07:28:27] <sham1> Wait
L271[07:28:35] <sham1> Hmm
L272[07:28:38] <totokaka> I want the scheduling to happen on another thread, so I can do slow networking.
L273[07:28:53] <sham1> What are you even doing with a socket
L274[07:29:03] <totokaka> Reporting information to an external service
L275[07:29:06] <Tazz> sounds malicious
L276[07:29:07] <Tazz> Xd
L277[07:29:10] <sham1> ^
L278[07:29:27] <totokaka> It's for a live broadcast on a big television network
L279[07:29:48] <sham1> Am kind of concerned
L280[07:29:50] <totokaka> For creating super graphics on top of the game captured picture.
L281[07:30:11] <sham1> And how do super graphics differ from normal graphics exactly
L282[07:30:26] <totokaka> Super is just a name for graphics that are placed on top of the actual picture
L283[07:30:35] <sham1> Ah
L284[07:30:39] <sham1> So an overlay
L285[07:30:41] <totokaka> Yeah
L286[07:30:51] <totokaka> Back to the problem, though.
L287[07:30:58] <fry> why are you using MC and even java for that?
L288[07:31:06] <totokaka> Does Forge have it's own scheduler?
L289[07:31:15] <sham1> WHy would it
L290[07:31:30] <totokaka> Well, to do stuff regularly in the world, maybe?
L291[07:31:59] <sham1> But MC is single threaded
L292[07:32:06] <totokaka> Well, Minecraft is the whole point of the broadcast. It is built on Java as I'm sure you know. So we have to create a little thingy in java to export the information we need, fry.
L293[07:32:17] <sham1> If you were to have a scheduler like that, there could be a race condition
L294[07:32:37] <totokaka> Not if the scheduler scheduled tasks on the main thread.
L295[07:32:41] <fry> so are graphics tied to the actual game data?
L296[07:32:50] <totokaka> Yep, Fry.
L297[07:32:51] <sham1> Sounds like it
L298[07:33:13] <totokaka> How would I make something happen after, let's say 5 seconds, with forge?
L299[07:33:19] <fry> dump them in a pipe/socket and read them in the overlay program then
L300[07:34:12] <totokaka> Fry, that is exactly what I'm trying to do. However, I want to keep the socket needs to be kept open in another thread, and the information needs to be extracted regularly.
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L302[07:34:50] <fry> push, don't pull
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L304[07:35:35] <totokaka> Yes, that is what I am trying to do. Push from the game every couple of seconds. However, I need to know what the best way to schedule something would be in forge.
L305[07:35:38] <Tazz> why not like making a consumer thread and a blocking queue and pull work from that? XD
L306[07:36:15] <totokaka> Yes, that is also a possibility, however, I still need to schedule something to happen on the main thread to populate that queue.
L307[07:36:20] <fry> don't push every couple of seconds, push when the data changes
L308[07:36:38] <Tazz> ^^
L309[07:36:43] <fry> what data exactly do you need?
L310[07:37:11] <totokaka> The relevant data right now is players in the view of the camera. Things are not going to move fast, so we do not wish to check every player that moves.
L311[07:38:44] <fry> catch RenderLivingEvent.Pre, or even RenderLivingEvent.Specials.Pre
L312[07:39:20] <totokaka> I guess I could do that, and then just limit how often I do my calculations.
L313[07:39:32] <fry> cache the list of entities rendered the previous frame, clear it in RenderWorldLastEvent, for example
L314[07:39:36] <fry> and send the diff
L315[07:40:54] <fry> can also indeed do that not every frame, but every couple of frames/seconds
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L324[08:05:37] <Anarchy> Ok im getting irrated. http://paste.ubuntu.com/17054425/ Trying to make that code, craft with the oredictionary item any tin ingot turns into the first one in the oredictionary(modpack with 10 different types(1 from world gen, 9 from dungeons) . Im confused as to how to fix it :/
L325[08:13:25] <totokaka> Fry, I ended up with using RenderLivingEvent.Pre, and limiting my code to running every 5 seconds, then pushing to a BlockingQueue that I wait for in another thread. Thanks for your help.
L326[08:13:43] <sham1> Hmm, this is weird
L327[08:14:07] <sham1> Can't seem to be able to launch MC in my dev environment
L328[08:14:41] <sham1> "ArrayIndexOutOfBoundsException: 0" in org.lwjgl.opengl.LinuxDisplay.getAvailableDisplayModes
L329[08:14:50] <sham1> This should not happen
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L331[08:17:59] <gigaherz|work> sham1: sounds like your gpu drivers are fucked?
L332[08:18:05] <sham1> It should not be
L333[08:18:21] <sham1> I use the Nvidia binary drivers
L334[08:18:25] <sham1> The latest ones none the less
L335[08:19:00] * gigaherz|work shrugs
L336[08:23:06] <Shalmezad|Work> sham1: Out of curiosity, do you have grander?
L337[08:23:39] <sham1> What do you mean
L338[08:24:16] <Shalmezad|Work> *xrandr (stupid mac autocorrect)
L339[08:24:39] <sham1> Nah
L340[08:24:40] <gigaherz|work> I always disable all attempts of autocorrecting
L341[08:24:41] <sham1> I use xz
L342[08:24:49] <sham1> xinerama
L343[08:24:53] <sham1> For my screen config
L344[08:27:27] <Shalmezad|Work> Looks like it's looking for xrandr though: https://github.com/LWJGL/lwjgl/blob/lwjgl2.9.2/src/java/org/lwjgl/opengl/LinuxDisplay.java#L954
L345[08:27:39] <sham1> OK?
L346[08:27:48] <sham1> I think I know what I have to emerge now
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L365[09:46:11] <covers1624> !dcc
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L394[11:18:35] <BaronNox> which resources did you guys use to learn openGL?
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L405[11:43:31] <Anarchy> Anyone know what mod keeps doing this? http://prntscr.com/bd2q9z Ill make a world and then thisll happen after a loading in or out a time or two. 1.7.10
L406[11:44:12] <m4> what is "this"?
L407[11:45:01] <Anarchy> Makes the overworld gravity based, like gc does on the moon, ive checked all the dim id's and they are fine
L408[11:45:36] <Anarchy> Addons possible gc, galaxyspace(gc addon), advanced rocketry
L409[11:46:07] <Anarchy> i thought it was one called warpdrive and tested to no avail and i dont know what causes it xD
L410[11:48:22] <barteks2x> I just discovered a crash that happens only when I look into the sky. And apparently the bug was there for a few months
L411[11:48:47] <Temportalist> :P
L412[11:51:10] <barteks2x> the fact that it happens only with eighter high render distance or when I'm very high makes it just harder to find
L413[11:52:32] <Ratys> Can somebody point me toward a 1.9.4-compatible way to store entity & player references in NBT?
L414[11:53:44] <BaronNox> UUID for players i think
L415[11:53:57] <BaronNox> no idea on normal entities though
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L418[11:55:54] <diesieben07> same for entities
L419[11:55:55] <diesieben07> UUID
L420[11:56:12] <BaronNox> oh that’s handy
L421[11:56:31] <Ratys> Does getPersistentID() actually persist though?
L422[11:56:35] <diesieben07> yes.
L423[11:56:42] <diesieben07> why would it be called that otherwise...
L424[11:56:48] <BaronNox> :D
L425[11:57:08] <Ratys> Same reason why Deprecated marks methods used by Forge internally, I guess
L426[11:57:19] <diesieben07> uhhh what
L427[11:57:41] <diesieben07> that's because modders don't read.
L428[11:57:41] <Ratys> I must be getting the wrong World though
L429[11:59:06] <Temportalist> Hey, so the task item is having issues again (variants)
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L431[11:59:51] <Temportalist> diesieben07: do you remember this issue?
L432[11:59:52] <Temportalist> https://gist.github.com/anonymous/7c92fb4279ca732353d11b9546dee5ad
L433[11:59:55] <Temportalist> https://gist.github.com/anonymous/8ea95e9b87c92626a1e1176707072726
L434[11:59:58] <Temportalist> https://gist.github.com/anonymous/20215563d7c37a651883326bcfc7e93c
L435[12:00:09] <Temportalist> https://gist.github.com/anonymous/20215563d7c37a651883326bcfc7e93c
L436[12:00:19] <diesieben07> somewhat, yes
L437[12:00:28] <Temportalist> not sure why it is acting up now
L438[12:00:52] <diesieben07> define "acting up"
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L440[12:01:28] <Temportalist> Normal items render fine (non-task items),
L441[12:01:28] <Temportalist> Task items using the task variant do not load the models,
L442[12:01:28] <Temportalist> Task item(s) using the inventory variant load fine
L443[12:01:42] <diesieben07> any errors?
L444[12:01:48] <Temportalist> log posted
L445[12:01:54] <diesieben07> nope.
L446[12:01:56] <Temportalist> or not...
L447[12:02:04] <Temportalist> https://gist.github.com/anonymous/0d87abd8a871d13f384f34c6ca4714ff
L448[12:02:05] <Temportalist> hehe
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L450[12:02:59] <BaronNox> Caused by: java.io.FileNotFoundException: esotericraft:models/item/ItemTask.json
L451[12:03:00] <Temportalist> as far as i am ware though, it shouldnt need a models/item/.json file
L452[12:03:21] <diesieben07> it doesn't
L453[12:03:45] <Temportalist> woooowwwww....
L454[12:03:53] <diesieben07> hrm
L455[12:03:53] <diesieben07> not sure
L456[12:04:06] <Temportalist> look at the task variant name
L457[12:04:07] <Temportalist> https://gist.github.com/anonymous/20215563d7c37a651883326bcfc7e93c#file-itemtask-json-L13
L458[12:04:14] <Temportalist> "task:" :
L459[12:04:23] * Temportalist facepalms
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L461[12:04:33] <BaronNox> :D
L462[12:04:49] <diesieben07> haha
L463[12:05:00] <BaronNox> yeah dat colon hates you :)
L464[12:06:08] <Temportalist> hehehe
L465[12:06:13] <Temportalist> its fixed and works great
L466[12:06:17] <Temportalist> thanks anyway haha
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L487[13:04:32] <barteks2x> What the hell is wrong with my code? When generating spawn chunks, radius=12, it takes 50 seconds. When generating chunks around player, for 12 chunks radius it takes 3minutes and 50seconds
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L492[13:21:34] <Fredi100> Could someone take a look at my algorithm. I already know where the bug is, but i really dont know how to fix it: http://pastebin.com/8VngU9rk I marked the bug with a comment: "Here is the Bug"
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L494[13:45:49] <MrKickkiller> Fredi, what comes out if you print out both of those objects?
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L496[13:50:19] <Fredi100> Havent tried that, one moment
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L511[13:58:00] <capitalthree> Fredi100: 1) that's not where the bug is, that's where the bug manifests, 2) you haven't described *what* the bug is
L512[13:58:15] <capitalthree> are they comparing true when they shouldn't, or false when they shouldn't?
L513[13:58:49] <Fredi100> They always compare false even when they should compare true
L514[13:59:02] <Fredi100> but i think i found the reason
L515[13:59:09] <capitalthree> ah what happened?
L516[13:59:44] <Anarchy> So i have a mod that is corrupting my world(after 2 3 loads its making the gravity similiar to moon(gc etc), and giving it background like this http://prntscr.com/bd2q9z), is there a way i can go in and edit a file to keep my world and undo both of those?
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L518[14:01:10] <Fredi100> i was comparing two wrong item. I was comparing the item of my input field with the item of my output field but instead i have to compare the item from my output field with the output of the recipe that gets triggered when that particular input item is present
L519[14:01:58] <m4> so would this be the channel that redirected me to register my name?
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L524[14:05:17] <MrKickkiller> Yes M4
L525[14:07:00] <m4> how does one normally get around their nick being in use by a d/c'd version of themselves?
L526[14:07:35] <Anarchy> if regisitered you do this...
L527[14:07:41] <Anarchy> «« m4 »» To Ghost a nick you own that someones using type: /msg nickserv ghost yournick yourpassword
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L530[14:08:09] <m4> that would prevent me from autoreconnecting though, wouldn't it?
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L532[14:08:22] <Anarchy> make a simple connection script
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L534[14:08:43] <Anarchy> i dont know what hexchat uses tbh
L535[14:09:44] <m4> * Received a CTCP VERSION from Anarchy <= don't even know what this is or where it went
L536[14:10:35] <Anarchy> lol
L537[14:10:39] <Anarchy> Shows me your client
L538[14:10:46] <Anarchy> ¤2:08:31:PM¤· [m4 VERSION reply]: HexChat 2.12.0 [x64] / Microsoft Windows 7 Home Premium (x64) [Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz (3.40GHz)]
L539[14:11:06] <m4> interesting that it includes the specs; but hey, w/e xD
L540[14:11:53] <m4> so a connection script... I wouldn't even know where to start; I'm here because I don't know how to code, not because I do :P
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L543[14:23:21] <Ratys> Could somebody tell me what I'm doing wrong here, please? https://gist.github.com/Ratysz/c111f44e6584925d8e9cd98f5dec7e8a
L544[14:25:46] <sham1> Well, what do you suppose the code should be doing
L545[14:26:16] <Ratys> Saving/retrieving an entity by reference, in this case persistent UUID
L546[14:26:25] <sham1> And how is it failing
L547[14:27:04] <Ratys> Anything I try it on saves as intended, but retrieving always returns null
L548[14:28:18] <sham1> Have you tried to use a debugger
L549[14:28:26] <Ratys> Nope
L550[14:28:32] <sham1> Well, do that
L551[14:28:35] <sham1> See what fails
L552[14:31:08] <sham1> Using a debugger should be the first instinct
L553[14:31:12] <sham1> And if that does not work
L554[14:31:14] <sham1> Then ask
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L556[14:33:19] <Ratys> I've never used it before, console output was enough. Besides, most problems I ever had were from misinterpreting what in Forge does what and how
L557[14:35:27] <masa> in the second case you are comparing UUIDS by their reference instead of .equals()
L558[14:35:52] <Ratys> I'm not sure what I should be looking for anyway. I've already confirmed that UUID itself saves and loads fine, which means that neither getEntityFromUuid() nor the AABB iteration yield anything, so I suspect I'm getting the wrong server/world
L559[14:36:10] <Ratys> Ohhh... Yeah, that could be it, lemme check
L560[14:36:21] <sham1> Wait
L561[14:36:23] <sham1> Which line
L562[14:36:27] <sham1> AH
L563[14:36:28] <sham1> I see
L564[14:36:38] <masa> also, Entity#getUniqueID() is the vanilla method
L565[14:38:10] <Ratys> It's not Entity#getUniqueID(), it's NBTTagCompound#getUniqueID()
L566[14:38:58] <masa> no I eman the method for getting the UUID from the Entity in the first place
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L568[14:39:08] <Ratys> Nope, changing the check to equals() didn't do anything
L569[14:39:11] <masa> you are using the other (I believe Forge added?) getPeristentID()
L570[14:39:23] <masa> which doesn't reeally make any difference but...
L571[14:39:54] <Ratys> I was told it's actually persistent (which it is, it seems)
L572[14:39:55] <masa> well, is the chunk loaded where the entity is supposed to be at?
L573[14:40:18] <masa> yes, but it's the older one that pre-dates when vanilla itself didn't yet have it
L574[14:40:34] <masa> so I've always been using the vanilla one, but yeah, whatever, it doesn't really matter
L575[14:40:43] <masa> unless Forge decides to remove it at some point
L576[14:41:06] <Ratys> Actually, I have a hunch: MinecraftServer#getEntityFromUuid() could be looking up entities by their vanilla UUID, not Forge's persistent one
L577[14:41:54] <masa> there is no "Forge UUID"
L578[14:43:31] <masa> look at the Entity class, both getUniqueID() and the Forge-added getPersistentID() return the same entityUniqueID field
L579[14:43:31] <Ratys> ... right, they return the same value
L580[14:44:26] <Ratys> Also yes, the chunk is loaded
L581[14:44:37] <masa> so you printed out the UUID you ot from the item? and you printed out all the entities the getEntitiesWithinAABB() return for you?
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L584[14:48:09] <Ratys> Apparently getEntitiesWithinAABB() returns an empty collection
L585[14:48:41] <sham1> If there is no entities within AABB, then of course it returns an empty collection
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L587[14:49:40] <Ratys> Well, there should be at least one, the one I'm trying to fetch
L588[14:49:56] <sham1> Maybe the entity does not exist yet at that point
L589[14:50:17] <masa> is the position you get from the NBT correct?
L590[14:50:43] <Ratys> Yep
L591[14:51:44] <masa> are you near the lcoation ourself?
L592[14:52:03] <Ratys> Entity should exist already, because I'm testing this thing in that very entity's readEntityFromNBT()
L593[14:52:22] <Ratys> Yeah, tried in the same chunk as well
L594[14:53:00] <masa> oh wait a second
L595[14:53:53] <masa> aabb.expandXyz(2.0d); does nothing for you, because you don't store the new BB it returns
L596[14:54:12] <Ratys> Wow, okay, hang on
L597[14:56:53] <Fredi100> Why does the ouput of my machine double instead of just add up?
L598[14:57:02] <sham1> I don't know
L599[14:57:06] <sham1> Show us your code
L600[14:58:52] <ghz|afk> so, just back from watching the Warcraft movie
L601[14:59:04] <ghz|afk> it's definitely much better than the reviews would make you think
L602[14:59:05] <Samario> good, bad, meh
L603[14:59:09] <sham1> Videogame movie
L604[14:59:12] <ghz|afk> good
L605[14:59:13] <sham1> How can it be good
L606[14:59:14] <Fredi100> http://pastebin.com/H58sbPCJ
L607[14:59:18] <ghz|afk> possibly best videogame adaptation ever
L608[14:59:28] <ghz|afk> my rating: 6.5-7
L609[14:59:30] ⇨ Joins: lucariomaster2 (webchat@64.251.81.14)
L610[14:59:34] <ghz|afk> it's worth watching
L611[14:59:47] <ghz|afk> but I can admit it's not the best movie ever
L612[15:00:21] <sham1> Why is not everything inside update inside if (!worldObj.isRemote)
L613[15:00:32] <Ratys> This is... weird. Made it expand by 20.0d, it returned two IDs the first time around, neither of which aren't the player or the entity itself, and now it doesn't return anything
L614[15:02:03] <Fredi100> sham1: that is a good question... and i will probably change that in a few seconds.
L615[15:02:07] <sham1> Also
L616[15:02:12] <sham1> ish.insertItem(SLOT_OUTPUT1, rd.getOutput()[0], false);
L617[15:02:15] <sham1> That is why it doubles
L618[15:02:22] <sham1> It inserts the stack it has
L619[15:02:25] <sham1> So it doubles
L620[15:03:00] <sham1> Because x + x == 2x
L621[15:03:11] <sham1> Where inserItem is being the plus
L622[15:03:34] <Fredi100> No, rd is something totally different than ish. My ish is the ItemStackHandler holding all the slot where the rd is my own defined recipe which holds the information of how much ouput i get with 1 input
L623[15:03:49] <Fredi100> so it should really just add the plain number to the existing stack
L624[15:03:55] <sham1> hmm
L625[15:04:26] <sham1> Also
L626[15:04:26] <Fredi100> and that is the problem i really just dont understand
L627[15:04:44] <sham1> Why have ish.insertItem(SLOT_OUTPUT1, rd.getOutput()[0], false); when you have output1 that is the exact same value
L628[15:05:08] <sham1> Reduntant variable is reduntant
L629[15:05:28] <Fredi100> i know, i will refactor my code as soon as i get this to work
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L631[15:06:56] <Fredi100> I already thought about just taking the ItemStack located in the Slot and modifing its StackSize
L632[15:07:10] <Fredi100> But i guess i shouldn't do that
L633[15:07:19] <ghz|afk> you should never do that
L634[15:07:26] <masa> only 12 closing braces!
L635[15:07:29] <ghz|afk> take the itemstack, copy it, modify the copy, then set it back
L636[15:07:40] <ghz|afk> or more accurately,
L637[15:07:45] <Ratys> Alright, seems like the AABB only has slimes in it, not my EntityThrowable or the player
L638[15:07:47] <ghz|afk> if you use an IItemHandler
L639[15:07:50] <ghz|afk> just extract one of it
L640[15:08:43] <Fredi100> okay
L641[15:09:54] <Fredi100> But technically, if i say ish.insterItem(SLOT_NUMBER, ItemStack, false), it add the given ItemStack to the existing one, am i right?
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L643[15:12:14] <masa> yes, if they match
L644[15:12:23] <Fredi100> oh wait. If i have my own recipe holding a ItemStack with the default Ouput. And then i take this ItemStack and give it to the Slot. it just gets referenced... and when i add it again, it will reference this same stack but add its own stacksize to it..... now i see where the problem is, i should clone the stack, and then pass it to slot...
L645[15:13:10] <masa> yep don't give the actual recipe stack out at any point
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L647[15:13:33] <Fredi100> ...omg thank you, lets see if it works now
L648[15:14:10] <gudenau> So, am I being stupid? The GUI is not changing but the burn time seems to change on the server. http://pastebin.com/raw/jZKbsG9U
L649[15:14:21] <Fredi100> yes, it works
L650[15:14:26] <sham1> Do you sync gudenau
L651[15:14:38] <gudenau> markDirty?
L652[15:14:47] <sham1> *sync*
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L655[15:14:57] <gudenau> Uhm, probably not?
L656[15:15:40] <masa> hm, what is SPacketWindowProperty..
L657[15:16:08] <tterrag> yeah that's not how you do progress bar syncing O.o
L658[15:16:46] <tterrag> use icrafting.sendProgressBarUpdate
L659[15:16:51] <sham1> Or donyt
L660[15:18:31] <gudenau> So, how do you get an instance?
L661[15:18:44] <tterrag> there is a list in container
L662[15:19:06] <gudenau> listeners by change?
L663[15:19:09] <tterrag> idk I'm reading code for 1.7. names and such have probably changed
L664[15:19:10] <tterrag> maybe
L665[15:19:11] <gudenau> That thing that I am using.
L666[15:19:25] <tterrag> yes
L667[15:19:27] <tterrag> IContainerListener has sendProgressBarUpdate
L668[15:19:30] <tterrag> don't make packets manually
L669[15:20:09] <gudenau> I was told to use packets. :-/
L670[15:20:15] <tterrag> listeners.stream().filter(EntityPlayerMP.class::isInstance).map(EntityPlayerMP.class::cast).forEach(player -> {
L671[15:20:17] * tterrag barfs
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L673[15:20:41] <tterrag> I almost guarantee that what you are doing ISN'T what who told you that meant
L674[15:21:07] <gudenau> They used that exact line. :-/
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L676[15:21:15] MineBot sets mode: +o on fry
L677[15:21:24] <tterrag> find them and slap them
L678[15:21:24] <sham1> And this is why you don't copypaste
L679[15:21:27] <sham1> No
L680[15:21:29] <sham1> Don't slap me
L681[15:21:42] <gudenau> I didn't to be fair.
L682[15:21:46] <gudenau> I typed it out.
L683[15:21:58] <tterrag> lol
L684[15:22:23] <tterrag> also, you check like if (cookTime != tileEntity.cookTime) {
L685[15:22:27] <tterrag> but you never update cooktime
L686[15:22:31] <tterrag> so, that will probably always be true
L687[15:22:35] <tterrag> oh nvm
L688[15:22:42] <LexManos> ....
L689[15:22:47] <LexManos> wow streams are crap...
L690[15:22:54] <tterrag> no he's just using them badly
L691[15:22:59] <gudenau> WELL SORRY
L692[15:23:20] <gudenau> I was going to work on cleaning the stuff up after I finished the port.
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L694[15:24:08] <sham1> Streams are not exactly crap
L695[15:25:23] <TechnicianLP> is there a treshold at which it is smarter to not use prebaked models?
L696[15:26:00] <TechnicianLP> variats on a block
L697[15:26:02] <tterrag> wat?
L698[15:27:14] <TechnicianLP> im asking because i had (because of a designflaw i fixed) a block with ~500 variants baked
L699[15:28:02] <sham1> 500 variants O_O
L700[15:28:42] <TechnicianLP> heavy (unneccessary) multipart code
L701[15:28:53] <tterrag> I mean, that's basically just 9 boolean options. permutations grow quite quickly :P
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L705[15:41:07] <BaronNox> NICE, my guiButtonContainer works without error on first try :) You can give it any class that extends GuiButton and a column number. It then sets all coords according to the size of the internal List containing the buttons so they wrap automatically if a row has reached ‚column‘-number of elements.
L706[15:41:39] <TechnicianLP> but ... does it scale?
L707[15:41:43] <BaronNox> yes
L708[15:41:55] <BaronNox> you can give it as many buttons as u want
L709[15:44:52] <Ratys> I'm still continuing the entity ref misanventures. Fetching entities in AABB during readEntityFromNBT() appears to be wonky and produces inconsistent results, while using exact same code on demand by rightclicking an item works just fine
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L711[15:44:56] <BaronNox> Buttons have to have same dimensions though.
L712[15:45:00] <BaronNox> But that is intended
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L716[15:52:25] <Ratys> Right. Not just AABB, MinecraftServer#getEntityFromUuid() too
L717[15:53:40] <Ratys> Just confirmed that: did a silly thing and buffered the NBT passed to readEntityFromNBT() to attempt and load it again during first onUpdate(), worked like a charm
L718[15:55:11] <Ratys> So, the code it that original paste is working, it just happens to run during an unopportune time
L719[15:55:27] <diesieben07> oh you tried to get an entity in readFromNBT?
L720[15:55:36] <Ratys> Aye
L721[15:55:41] <diesieben07> yeah don't do that
L722[15:55:53] <diesieben07> in fact, you should have a field for the UUID in your Entity anyways
L723[15:56:01] <diesieben07> and only a WeakReference to the actual entity
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L727[15:57:03] <Ratys> Hmm, that should be a decent way to handle this, thanks
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L739[16:21:33] <barteks2x> Now I have someone who is trying to contribute to cubicchunks, but he uses eclipse which messes up formatting with each commit. Is it better to just tell him to switch to idea or use eclipse formatter?
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L742[16:23:23] <diesieben07> tell him to figure out his shit :P
L743[16:23:27] <sham1> ^
L744[16:25:00] <barteks2x> Except that it's impossible to fix it while still using eclipse
L745[16:25:23] <barteks2x> because there is no IDEA formatter plugin for eclipse
L746[16:25:54] <diesieben07> formulate a code style (i.e. how you want things to look)
L747[16:25:59] <diesieben07> tell them to follow that or gtfo
L748[16:26:07] <barteks2x> I have idea formatter in my repository
L749[16:26:15] <barteks2x> but it's idea formatter, not eclipse formatter
L750[16:26:22] <diesieben07> no idea what that is.
L751[16:26:27] <barteks2x> (formatter setting file that is)
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L754[16:27:13] <barteks2x> File->Settings->Editor->Code Style->Manage->Export
L755[16:27:17] <diesieben07> http://editorconfig.org/
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L757[16:29:23] <barteks2x> is it possible to reformat code using formatting settings defined in that file?
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L759[16:30:23] <diesieben07> the intellij help mentions they have support for that
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L761[16:31:37] <barteks2x> except that it still doesn't seem to solve the issue. It solved the tabs/spaces part and simillar things, and nothing else
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L764[16:32:15] <LatvianModder> You can import eclipse stuff in idea though
L765[16:32:20] <LatvianModder> Also
L766[16:32:29] <LatvianModder> Make him use idea. its better in every way
L767[16:34:51] <barteks2x> well... that would require me to switch to eclipse formatting settings, which means reformatting the whole thing yet again. And I don't even want to try using eclipse again
L768[16:35:12] <ghz|afk> barteks2x: uhh
L769[16:35:19] <barteks2x> Just requiring using idea is the easiest option
L770[16:35:23] <ghz|afk> you should be able to configure eclipse to be quite close
L771[16:35:34] <ghz|afk> if not identical, to how you set up idea
L772[16:35:51] <barteks2x> there are a few idea options that I use that just don't exist in eclipse
L773[16:36:07] <sham1> like?
L774[16:36:32] <barteks2x> At least I think so, let me find it (and actually start eclipse for it)
L775[16:37:13] <barteks2x> At least by eclipse uses completely different import order
L776[16:37:20] <barteks2x> (no idea how to change that)
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L778[16:40:06] <diesieben07> well, it's really not your job to figure this out :p
L779[16:41:07] <HassanS6000> Is there a way to get a chunk from ChunkCoords ONLY if it's loaded?
L780[16:41:27] <HassanS6000> WorldServer#getChunkFromChunkCoords causes it to be loaded if not created
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L782[16:42:04] <barteks2x> I know there is a method in ChunkProvider that does that, but I don't think there is anything in World
L783[16:42:31] <barteks2x> *IChunkProvider
L784[16:42:42] <diesieben07> yeah, World#getChunkProvider().getLoadedChunk()
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L786[16:43:35] <barteks2x> diesieben07, I know I shouldn't need to care about that but unfortunately we live in world where people like using a few different not-really-compatible IDEs
L787[16:43:47] <HassanS6000> thanks
L788[16:43:58] <diesieben07> it's not up to you to figure out how other people comply to your standards though
L789[16:44:07] <diesieben07> tell them "this is what i want" and let them do it
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L791[16:46:00] <HassanS6000> diesieben07: Is that 1.8.9?
L792[16:46:08] <diesieben07> 1.9.4
L793[16:47:18] <HassanS6000> Is there one for 1.8.9?
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L795[16:48:09] <HassanS6000> diesieben07: Does chunkExists check if it's loaded?
L796[16:48:21] <diesieben07> World#getChunkProvider().provideChunk should be the equivalent for 1.8.9
L797[16:48:35] <HassanS6000> But that will load the chunk if it is not loaded already
L798[16:48:40] <HassanS6000> I want to only get the chunk if it is loaded
L799[16:48:48] <diesieben07> it won't.
L800[16:51:09] <HassanS6000> It says: Will return back a chunk, if it doesn't exist and its not a MP client it will generates all the blocks for the specified chunk from the map seed and chunk seed
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L802[16:52:55] <diesieben07> well, the docs are wrong then
L803[16:52:57] <diesieben07> read the code.
L804[16:53:39] <diesieben07> actually ... i misread that
L805[16:54:58] <diesieben07> ChunkProviderServer prov = WorldServer#theChunkProviderServer; prov.chunkLoadOverride = false; prov.provideChunk(...); prov.chunkLoadOverride = true;
L806[16:55:02] <diesieben07> you have to do that hacky thing
L807[16:55:04] <diesieben07> or... update.
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L809[16:56:38] <HassanS6000> Ok thanks :)
L810[16:57:28] <masa> what would be the cleanest way to set one face in the model into a specific side, when the "base model" already has its facing too?
L811[16:58:03] <masa> so basically I have a "primary facing" and then another facing that can be adjusted independent of the primary facing
L812[16:58:15] <diesieben07> two blockstate properties?
L813[16:58:30] <masa> yes, but how should I set up the blockstate json?
L814[16:59:20] <masa> because I need different textures based on the tier of the machine, then it has the primary facing which defnes the rotation of the base model, and then I need to slap that secondary output side texture to the face of the secondary side
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L816[16:59:51] <diesieben07> hrm
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L818[17:00:37] <masa> do I need to use the verbose vanilla format, or can I use sub models for this..?
L819[17:00:55] <masa> or what are those MultiLayer models about
L820[17:02:59] <ghz|afk> i'd use forge blockstates with submodels
L821[17:03:19] <masa> mmkay
L822[17:03:37] <masa> how would that sub model go, since it only has one face?
L823[17:03:42] <masa> http://masa.dy.fi/temp/minecraft/autoverse/filter_sides/
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L825[17:04:03] <ghz|afk> wait
L826[17:04:06] <ghz|afk> is that just about textures?
L827[17:04:43] <masa> so in that, basically that side with a hole on the left is the primary side, and the other side with the hole and the lines is the secondary, and that seccondary can be anywhere except the same side as the primary
L828[17:04:46] <ghz|afk> ahh then you don't even need submodels
L829[17:04:47] <masa> yes
L830[17:04:54] <ghz|afk> justa block/cube base model
L831[17:04:57] <ghz|afk> just a*
L832[17:05:23] <masa> do I hav to use the vanilla blockstate format?
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L834[17:05:31] <ghz|afk> no you can use forge blockstates
L835[17:05:47] <masa> https://github.com/maruohon/autoverse/blob/master/src/main/resources/assets/autoverse/blockstates/filter.json
L836[17:06:04] <ghz|afk> the way i'd do it would be a bit like
L837[17:06:07] <masa> that's what I currently have when the secondary is fixed relative to the primary
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L839[17:06:44] <ghz|afk> the primary facing sets the default texture for all faces, based on the current facing
L840[17:07:04] <ghz|afk> but I'd have a second "texture alias" in between
L841[17:07:12] <ghz|afk> so that the secondary facing can selectively override any of them
L842[17:07:14] <ghz|afk> like
L843[17:07:19] <ghz|afk> "defaults": { "textures": {
L844[17:07:28] <ghz|afk> "east": "#east0", ...
L845[17:07:29] <ghz|afk> }
L846[17:07:35] <masa> hmmm
L847[17:07:44] <masa> okay
L848[17:07:52] <ghz|afk> "variants": { "facing": { "east": { "textures": { "east0": tex for east ...
L849[17:07:56] <masa> damn I'm too tired to think straight... :D
L850[17:08:38] <ghz|afk> "facing_secondary": { "west": { "textures": { "east": <overrides east face instead of letting it get the value of #east0
L851[17:09:11] <ghz|afk> this way you can have
L852[17:09:29] <ghz|afk> east face -> #east -> #east0 -> actual texture location
L853[17:09:29] <ghz|afk> or
L854[17:09:37] <ghz|afk> east face -> #east -> some other texture location
L855[17:09:53] <masa> hmm but would that only work for one set of textures?
L856[17:10:06] <ghz|afk> the beauty is you can have more levels ;P
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L858[17:10:16] <ghz|afk> so ifyou have a main texture, that depends on tier
L859[17:10:17] <ghz|afk> you can do
L860[17:10:19] <masa> oh humm
L861[17:10:28] <ghz|afk> "east0": "#front"
L862[17:10:32] <masa> so I need to nest it deeper so that I can get the tier texture?
L863[17:10:32] <ghz|afk> and in the tier
L864[17:10:41] <ghz|afk> "front": "tier front location"
L865[17:10:50] <ghz|afk> yup, nest as deep as you need ;P
L866[17:10:51] <masa> damn this gets nasty :D
L867[17:11:06] <ghz|afk> it's better once you write it down on a piece of paper ;P
L868[17:11:17] <ghz|afk> you'd have 3 levels
L869[17:11:28] <masa> welp, I'll try if I can get it figured out this tired... :p
L870[17:11:33] <masa> thanks for the tips
L871[17:11:35] <ghz|afk> #1 is the cube faces (east west etc)
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L873[17:11:48] <ghz|afk> #2 are the indirections
L874[17:11:54] <ghz|afk> #3 is the actual tier assignations
L875[17:12:17] <ghz|afk> "tier" property would assign "front" "side1" "side2" or whatever
L876[17:12:26] <ghz|afk> "facing" would assign "east0", "west0" etc
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L878[17:12:39] <ghz|afk> and "secondary facing" would assign the "east" etc directly as an override for the primary facing
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L887[17:32:16] <TehNut> Hrm, so does PlayerInteractEvent.EntityInteract not work on EntityItem?
L888[17:32:53] <diesieben07> it has never
L889[17:33:02] <TehNut> Yeah I'm seeing that now, darn
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L898[18:00:21] <Anarchy> Stupid simple question, if i may an item that is crushed bones, and want it to act like bonemeal, it will function right if i extend bonemeal right?
L899[18:01:00] <capitalthree> ok first question: if you want to have an item that's crushed bones, why are you making a new item instead of just using regular bonemeal?
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L901[18:01:14] <capitalthree> (but also I'm pretty sure the answer is yes)
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L904[18:02:36] <williewillus> Anarchy: normally yes, except bonemeal is weird
L905[18:02:41] <williewillus> it's actually white dye
L906[18:02:48] <williewillus> the item is minecraft:dye :P
L907[18:03:29] <Anarchy> close enough
L908[18:03:47] <williewillus> it's also damage value 15
L909[18:03:51] <Anarchy> capitalthree, that is true, in retrospect a better idea
L910[18:03:52] <williewillus> so directly extending it probably won't work
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L912[18:04:17] <capitalthree> Anarchy: I'm glad you agree :) personally I get a bit annoyed when mods add items that are kind of pointless and redundant
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L914[18:04:22] <Kolatra> join #bbm-dev
L915[18:04:26] <capitalthree> good game design is to be minimal with items
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L917[18:04:47] <Anarchy> williewillus: i got it to work(the thing from last night), completely and totally pointless though, Thermal foundation re added the forge lexicon and i didnt know
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L923[18:41:23] <Unh0ly_Tigg> I'm having an issue in 1.9.4, and I can't figure out what I need to do. I've got blocks showing up fine in world, but in inventory, they're the flat missing texture, and in hand, they're missing textures, and really large.
L924[18:41:45] <williewillus> show json
L925[18:41:58] <williewillus> and are you registering the item models?
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L927[18:43:03] <Unh0ly_Tigg> I'm calling FMLClientHandler.instance().getClient().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation("domain:path", "inventory"))
L928[18:43:36] <williewillus> where the hell did you get that line :P
L929[18:43:44] <williewillus> (and that is the ancient 1.8.0 to register item models)
L930[18:43:54] <williewillus> *way to
L931[18:44:09] <Unh0ly_Tigg> it works just fine for my items, just not for the blocks in inventory/hand
L932[18:44:17] <williewillus> yes because it's broken
L933[18:44:24] <williewillus> ModelLoader.setCustomModelResourceLocation(item, meta, MRL)
L934[18:44:25] <williewillus> in preinit
L935[18:44:30] <williewillus> is how you do it
L936[18:46:30] <tterrag> diesieben07: I need to listen for a future to complete then execute a method on the main thread. can you think of a cleaner way than this? I hate it :( http://pastebin.com/yDKTV6uk
L937[18:46:54] <diesieben07> ListenableFuture from guava?
L938[18:46:58] <tterrag> mhm
L939[18:48:08] <diesieben07> use "Minecraft.getMinecraft()::addScheduledTask as your Executor instance
L940[18:48:17] <diesieben07> or emulate it using an anon class
L941[18:48:22] <diesieben07> or... update to j8 :D
L942[18:48:30] <Kolatra> j8 master race
L943[18:48:38] <tterrag> wait you can do that?
L944[18:48:43] <diesieben07> sure
L945[18:48:48] <williewillus> anything that fits the signature :P
L946[18:48:52] <Unh0ly_Tigg> Method references ftw
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L948[18:48:57] <tterrag> no, I can't use lambdas
L949[18:49:00] <diesieben07> Executor is just an interface with an execute method
L950[18:49:13] <diesieben07> do an anon class then
L951[18:49:15] <diesieben07> or retrolambda
L952[18:49:19] <tterrag> emulating it with an anon class is going to be just as verbose no?
L953[18:49:24] <williewillus> yeah but it works
L954[18:49:25] <williewillus> :P
L955[18:49:29] <diesieben07> yes but it makes more sense than your code
L956[18:49:30] <tterrag> so does my current code
L957[18:49:35] <tterrag> I suppose
L958[18:49:41] <diesieben07> also less indirection
L959[18:50:36] <tterrag> I guess I didn't realize Executor was one method
L960[18:50:40] <tterrag> this is better, yes
L961[18:51:23] <diesieben07> also better to update when you accept the java 8 beauty
L962[18:51:43] <williewillus> why doesn't this work: new CraftingIngredients(inputs, new LinkedList<>()) . where second formal parameter is Iterable<Iterable<ItemStack>>
L963[18:51:54] <williewillus> just curious
L964[18:51:57] <williewillus> I can specify the types manually
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L967[18:53:20] <masa> wtf does "Unable to resolve BlockEntity for ItemInstance: ..." mean?
L968[18:53:46] <diesieben07> williewillus, does for me... http://i.imgur.com/o0QZoxM.png
L969[18:54:00] <masa> search only finds one match, from recompileMc ... util/datafix/walkers/BlockEntityTag
L970[18:54:04] <diesieben07> also LinkedList...?
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L972[18:54:53] <williewillus> not my code ;p just cleaning up warnings/docs on our EMC calc code
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L985[19:27:16] <tterrag> in 1.9.4 what can I call to trigger a getUpdateTag sync to happen?
L986[19:27:24] <tterrag> block update? markdirty?
L987[19:27:53] <williewillus> vanilla only calls getUpdateTag when sending it with the Chunk
L988[19:28:17] <williewillus> any subsequent syncing uses getUpdatePacket
L989[19:28:22] <tterrag> eh, either way works
L990[19:28:30] <tterrag> I have those two methods tied together
L991[19:29:29] <williewillus> notifyBlockUPdate should do it
L992[19:29:45] <williewillus> it marks the chunk dirty in the PlayerChunkMap which resyncs the te
L993[19:31:53] <tterrag> hm...in SSP there's no MInecraftServer instance right? but I want to add a scheduled task which works on the serverside always
L994[19:32:09] <williewillus> wat
L995[19:32:16] <williewillus> the integrated server?
L996[19:32:17] <rakosmanjr> There should be, there is always a server
L997[19:32:20] <TehNut> Wouldn't it be an instance of integrated server
L998[19:32:33] <williewillus> Minecraft.getMinecraft().integratedServer or something
L999[19:32:40] <williewillus> though the normal way to get a server obj should still work
L1000[19:32:44] <diesieben07> same way you get the normal server yeah
L1001[19:32:51] <diesieben07> FMLCommonHandler#getMinecraftServerInstance
L1002[19:32:53] <tterrag> FMLCommonHandler.instance().getMinecraftServerInstance()
L1003[19:32:59] <williewillus> yeah
L1004[19:32:59] <tterrag> that'll work in SSP? that's all I was asking I guess
L1005[19:33:04] <tterrag> hm alright
L1006[19:43:07] <Temportalist> Hey, so i need to send some data to the client when the player joins the world (EntityJoinWorldEvent), but sometimes the client is loaded AFTER the server, so the data sent via packet doesnt seem to load on the client side. Any ideas?
L1007[19:44:18] <diesieben07> the client isn't loaded after the server, you just need to ensure the threadsafe stuff
L1008[19:44:33] <Temportalist> ?
L1009[19:45:45] <diesieben07> packets are handled on the netty thread.
L1010[19:46:00] <diesieben07> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/ read the warning
L1011[19:51:03] <Temportalist> hmm, so i put it in a schedule task thing, and it didnt seem to do anything
L1012[19:51:12] <diesieben07> show your code
L1013[19:51:25] <Temportalist> https://gist.github.com/anonymous/539b00edd90580e296deec7ee06aaa01
L1014[19:51:42] <Temportalist> https://gist.github.com/anonymous/7b28e74edb67b6c3f90a08c9e8743210
L1015[19:53:04] <diesieben07> you are still doing stuff on the netty thread.
L1016[19:53:07] <williewillus> ^
L1017[19:53:11] <diesieben07> e.g. accessing the wrold
L1018[19:53:12] <williewillus> wrap the WHOLE handler
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L1020[19:53:23] <williewillus> addScheduledTask should be the first thing in onMessage
L1021[19:53:29] <Temportalist> even reading the data?
L1022[19:53:38] <diesieben07> that happens in the message...
L1023[19:54:08] <williewillus> the data's already been reconstructed from bytes by the time onMessage is called
L1024[19:54:43] <diesieben07> that's what an IMessage is: a data blob
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L1028[19:58:28] <Temportalist> doesnt seem to have changed https://gist.github.com/anonymous/01f44358b0830964f2a9416b23573a25
L1029[19:59:44] <diesieben07> what exactly is the issue now?
L1030[19:59:52] <Temportalist> issue hasnt changed
L1031[20:00:30] <diesieben07> how does it manifest?
L1032[20:00:34] <williewillus> p^
L1033[20:00:42] <williewillus> your original description of it is vague
L1034[20:01:00] <williewillus> put some printouts around and see when it arrives what data it holds etc
L1035[20:01:05] <Unh0ly_Tigg> I fixed the issue I was having earlier. Turns out, instead of doing "shadowdestiny:...", I made a typo, and put "shadoedestiny:..."
L1036[20:01:11] <williewillus> :P
L1037[20:01:13] <williewillus> that'll do it
L1038[20:01:21] <Temportalist> data is sent to client, loaded via the message.get[NBT], then the goal is to to have that loaded into a client map via ClientTask.updateTasks, but it doesnt seem to populate
L1039[20:01:21] <Unh0ly_Tigg> when registering the model resource locations.
L1040[20:04:02] <williewillus> and you're sure the handler is getting called?
L1041[20:04:32] <Temportalist> i think i found it
L1042[20:04:40] <Temportalist> i didnt modify the func variable
L1043[20:12:22] <Temportalist> got it working haha
L1044[20:12:38] <williewillus> :P
L1045[20:14:51] <williewillus> *rolls eyes* https://github.com/sinkillerj/ProjectE/issues/1239#issuecomment-224134856
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L1048[20:29:27] <Ferdz_TheWeeb> I want to update my mod that was on 1.7.10 to a more recent version. Should I update it to 1.9 or 1.8?
L1049[20:29:39] <Temportalist> 1.9.4
L1050[20:29:39] <rakosmanjr> 1.9.4
L1051[20:30:05] <sinkillerj> 1.9.4 by far
L1052[20:30:23] <sinkillerj> 1.8 is dieing faster than 1.7 lol
L1053[20:30:29] <Ferdz_TheWeeb> I've been out of the game lately, why 1.9?
L1054[20:30:41] <Temportalist> its the latest and greatest
L1055[20:30:42] <rakosmanjr> It's newer
L1056[20:30:58] <thecodewarrior> and 1.9.4 not 1.9
L1057[20:31:01] <Temportalist> and most, if not all, mods are starting to port
L1058[20:31:05] <Ferdz_TheWeeb> I guess most users are using 1.9 for vanilla, but for compatibility and modpacks also?
L1059[20:31:16] <sinkillerj> Its also gotten alot more hype and support, 1.8 didint have a long life or much hype by the time it was mod ready
L1060[20:31:24] <rakosmanjr> Most mods are skipping 1.8
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L1062[20:31:41] <Ferdz_TheWeeb> Guess I'll do the same then
L1063[20:31:42] <williewillus> my reason is it performs better for me :P
L1064[20:31:48] <killjoy> Skipping 1.8? I know a few people who didn't want to go to 1.9
L1065[20:31:59] <rakosmanjr> Most not al
L1066[20:32:01] <rakosmanjr> all*
L1067[20:32:03] <killjoy> not modders, just players on a vanilla server
L1068[20:32:14] <sinkillerj> Honestly 1.9 runs pretty well for me too, and im still stuck on the intel
L1069[20:32:29] <Ferdz_TheWeeb> This might be a long shot, but anyone knows a bit about .obj support in 1.9?
L1070[20:32:41] <rakosmanjr> It works
L1071[20:32:47] <rakosmanjr> I've been using it quite a bit
L1072[20:33:12] <thecodewarrior> It works, it's a bit finicky at times, getting scales and axes aligned. Also if you're using blender make sure you don't have any -0.0001 UV coords.
L1073[20:33:21] <AbrarSyed> \o/ i got someone to take my SecretRoomsMod
L1074[20:33:30] <Temportalist> \o/
L1075[20:33:42] <sinkillerj> \o\
L1076[20:33:50] <Temportalist> who?
L1077[20:33:57] <Ferdz_TheWeeb> Any reference code you guys have I could use?
L1078[20:34:04] <Temportalist> I have a ton
L1079[20:34:14] <rakosmanjr> You could also check out EE3
L1080[20:34:18] <Temportalist> but its scala
L1081[20:34:20] <williewillus> that's 1.7 though
L1082[20:34:28] <sinkillerj> EE3 has a 1.9 branch
L1083[20:34:32] <rakosmanjr> He has a 1.9.4 branch on github
L1084[20:34:36] <sinkillerj> Its just not a public build yet
L1085[20:34:37] <williewillus> but do his obj's work?
L1086[20:34:41] <williewillus> in 1.9
L1087[20:34:46] <sinkillerj> No idea =^.^=
L1088[20:34:49] <rakosmanjr> Maybe?
L1089[20:35:01] <Ferdz_TheWeeb> I'm just looking to find a simple exemple of .obj rendering on 1.9 :P it changed a lot since then
L1090[20:35:46] <thecodewarrior> I've got some. https://github.com/thecodewarrior/Catwalks3 Lots of smart block model helper code. :) No OBJs though.
L1091[20:36:01] <williewillus> then that's not what he's asking for lol
L1092[20:36:25] <TehNut> The Blood Altar in BM is an OBJ
L1093[20:38:52] <AbrarSyed> Temportalist, some dude NoxIceCat
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L1095[20:42:36] <rakosmanjr> Is it safe to load word data in the world load event?
L1096[20:42:54] <williewillus> what do you mean?
L1097[20:44:06] <rakosmanjr> Getting data from a WorldSavedData instance in a WorldEvent?Load handler
L1098[20:44:50] <Zaggy1024> client settings don't seem to save in the Forge config menu...
L1099[20:45:26] <williewillus> rakosmanjr: you don't load/save those yourself
L1100[20:45:28] <williewillus> it's done for you
L1101[20:47:03] <rakosmanjr> The docs for it show an example impl for a static get function to get the data from the world
L1102[20:47:05] <williewillus> or, mostly done for you
L1103[20:47:11] <williewillus> https://github.com/gigaherz/Enderthing/blob/e45be237588f8f8657bbd02c0d0903b2a9ee1033/src/main/java/gigaherz/enderthing/storage/InventoryManager.java#L37-L48
L1104[20:47:34] <williewillus> just call something like that whenever you need the WSD
L1105[20:47:41] <williewillus> and WSD/MapStorage don't exist on the client
L1106[20:48:55] <rakosmanjr> Yeah, I wanted to know if calling that was safe in the world load event, I want to setup some data before some tile entities load in
L1107[20:49:32] <williewillus> it *should* be fine?
L1108[20:49:37] <williewillus> you can't call it on the client though
L1109[20:49:44] <rakosmanjr> Yeah
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L1111[20:52:31] <killjoy> TIL you can make gokarts using boats and ice
L1112[20:54:26] <killjoy> Controlling them is a bitch
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L1116[21:12:04] <Zaggy1024> I'm curious, since there's PooledMutableBlockPos in 1.9.4, why do so many things use plain MutableBlockPos?
L1117[21:12:15] <Zaggy1024> is there still some need for a non-pooled mutable pos?
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L1120[21:15:16] <kashike> Zaggy1024: Most likely because PooledMutableBlockPos needs to be released, MutableBlockPos does not
L1121[21:15:23] <kashike> no way to tell if it was released, etc
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L1124[21:16:06] <Ferdz_TheWeeb> When you decide to start from scratch and even github can't handle how big the diff is https://github.com/Ferdzz/PlaceableItems/commit/0eb07ba1d712fdd7468b74c619d9a2526b5ad543
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L1126[21:20:21] <Zaggy1024> kashike, shouldn't it be pretty simple to release the pooled ones when you're done with them, in any function that uses them?
L1127[21:20:48] <Zaggy1024> like the leaves code uses plain MutableBlockPos and I'd think it could just retain and release a pooled one instead
L1128[21:21:18] <kashike> Sure, in some cases. Others, no
L1129[21:21:53] <Zaggy1024> how so?
L1130[21:21:57] <Zaggy1024> concurrency problems?
L1131[21:25:13] <Ferdz_TheWeeb> Are most of the tutorials for 1.8 compatible with 1.9?
L1132[21:25:36] <rakosmanjr> I've had mixed success with them
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L1134[21:26:45] <rakosmanjr> These ones got me up and running http://bedrockminer.jimdo.com/modding-tutorials/
L1135[21:29:54] <Ferdz_TheWeeb> However these come from 1.7 and 1.8. I've heard aboutu lots of json files and am looking at what they actually are. Blockstates as well
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L1144[21:59:31] <Keridos> now i just have to find out why my new block does not change textures based on state
L1145[21:59:33] <Keridos> this is weird
L1146[22:01:30] <Ferdz_TheWeeb> Am I forced to have a TE when using a .obj model?
L1147[22:02:08] <tterrag> no
L1148[22:05:46] <Keridos> hm when does block rendering use getActualState?
L1149[22:05:55] <Keridos> or just getStateFromMeta?
L1150[22:06:04] <Keridos> -when
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L1153[22:11:13] <tterrag> Keridos: block rendering always does
L1154[22:11:17] <tterrag> as well as getExtendedState
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L1157[22:17:53] <Keridos> hm
L1158[22:18:02] <Keridos> trying to set the blockstate in my te now
L1159[22:19:03] <Keridos> i guess a markblockforupdate might be needed
L1160[22:19:33] <Keridos> ok now the texture changes
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L1164[22:26:23] <iso2013> I really need terraincontrol to be upgraded to 1.9 but I do not have the skill level to upgrade it myself. Could anyone help me upgrade it?
L1165[22:30:13] <Zaggy1024> Minecraft doesn't save stiched textures anymore, right?
L1166[22:30:21] <iso2013> Not IIRC
L1167[22:35:17] <Temportalist> terraincontrol?
L1168[22:35:22] <iso2013> Yes
L1169[22:35:41] <iso2013> http://minecraft.curseforge.com/projects/terraincontrol
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L1171[22:36:23] <iso2013> They have developer versions that are half-implementing 1.9 but the ForgeBiome registration system doesn't work with the way TerrainControl registers biomes anymore
L1172[22:36:31] <iso2013> If I understand the problem correctly :p
L1173[22:36:45] <Temportalist> ewww they really customize their build.gradle
L1174[22:37:48] <Ferdz_TheWeeb> Anybody can link me to a very small github repo that could show me the structure of the /resources folder? I can't seem to make it work
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L1176[22:43:52] <MattDahEpic> Ferdz_TheWeeb, http://mcforge.readthedocs.io/en/latest/conventions/locations/
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L1178[22:44:40] <Ferdz_TheWeeb> ty
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L1185[22:59:41] <BaronNox> I just saw that MC can use openGL 4.5 stuff. Do they work and if so should I use them or go for compatibility and use the same version MC uses?
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L1195[23:38:04] <iso2013> btw I'm willing to pay some to have someone upgrade TerrainControl to 1.9 :)
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