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L9[00:20:42] <capitalthree> what's the best way to detect if a EntityPlayer represents a real minecraft player and not a machine?
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L11[00:23:58] <Turkey> this may help capitalthree https://github.com/wyldmods/ChanceCubes/blob/master/src/main/java/chanceCubes/blocks/BlockChanceCube.java#L56
L12[00:25:03] <capitalthree> Turkey: ah that does help :D
L13[00:25:05] <capitalthree> thanks
L14[00:25:25] <Turkey> no problem
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L17[00:36:47] <Kolatra> what is the difference with PASS and SUCCESS in EnumActionResult
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L20[00:45:17] <capitalthree> I am wondering about the chain of events from a HarvestDropsEvent to a EntityJoinWorldEvent
L21[00:45:37] <capitalthree> will I see the same instances of ItemStack? will it all happen within a tick?
L22[00:46:04] <capitalthree> will one drops event lead to one join world event before another drops event can happen or can it be more mixed up?
L23[00:47:34] <Keridos> eh how do i import a migration mapping into intellij idea, the 1.8 to 1.9 primer mentions that
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L29[01:02:34] <TehNut> Kolatra: PASS = Not fail, but you have no need for this
L30[01:02:48] <TehNut> SUCCESS = Hey I did my thing, stop here
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L32[01:02:54] <Kolatra> ah ok thank you
L33[01:03:15] <TehNut> PASS will continue down the call stack, SUCCESS and FAIL do not
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L35[01:04:21] <Kolatra> makes sense
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L40[01:23:33] <mezz> heh the two handed stuff is tough to wrap your head around at first
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L45[01:42:15] <Kolatra> it's weird man haha
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L48[01:55:30] <Keridos> where is colorMultiplier() on the block class gone in 1.9.4?
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L50[01:58:36] <Zaggy1024> Keridos, BlockColors
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L52[01:58:47] <Zaggy1024> they use a functional interface
L53[01:59:45] <Keridos> oh man the changes
L54[01:59:50] <Keridos> why so much function call changes
L55[01:59:59] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160607 mappings to Forge Maven.
L56[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160607-1.9.4.zip (mappings = "snapshot_20160607" in build.gradle).
L57[02:00:13] <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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L60[02:15:09] <Zaggy1024> BaronNox, that's up to you, but you should at least try to support Minecraft's version of GL
L61[02:16:19] <Zaggy1024> although I'm not sure if it initializes to a limited set of features...I doubt it though
L62[02:18:33] <tterrag> that's not how OpenGL works :P
L63[02:19:15] <tterrag> the features (called capabilities) are always hardware based. you can query them but (afaik) programs cannot "limit" them other than just not using them
L64[02:19:24] <gigaherz|work> no idea what was said before
L65[02:19:32] <gigaherz|work> but opengl provides a set of supported features
L66[02:19:49] <gigaherz|work> exposed either as "core" features (for the selected opengl version -- 3.0 and up)
L67[02:20:03] <gigaherz|work> or through extensions (core extensions, ARB extensions, or 3rdparty extensions)
L68[02:20:51] <gigaherz|work> the only way that you can limit access to features, is by selecting a more restrictive version of the modern versions, that disable deprecated stuff
L69[02:21:52] <gigaherz|work> in any other case, the driver will still expose most of the supported extensions
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L74[02:32:26] <Zaggy1024> tterrag, I didn't think it was, but I don't know myself :P
L75[02:32:44] <Zaggy1024> I thought there might be a way to limit to GL versions so that you don't use something you shouldn't
L76[02:32:54] <Zaggy1024> I know about extensions though
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L81[02:49:24] <gigaherz|work> Zaggy1024: opengl version just defines which extensions you know are part of the core set
L82[02:49:26] <gigaherz|work> ;P
L83[02:49:51] <gigaherz|work> if the version string on the opengl features says 2.0, it simply means it supports a specific set of core extensions
L84[02:50:43] <robedpixel> i need a handler to make calculations for players seperately
L85[02:50:53] <gigaherz|work> wat
L86[02:51:04] <robedpixel> lol
L87[02:51:05] <robedpixel> ok
L88[02:51:24] <gigaherz|work> explain what you wantto achieve, please, not what you think you need to do
L89[02:51:48] <LexManos> Anyone know if there is a way to have a fluiduct prioritize a certian tank?
L90[02:51:49] <robedpixel> when a player wears an armour he gets the ability to boost in any direction 3 times
L91[02:51:52] <robedpixel> while in the air
L92[02:52:07] <gigaherz|work> hmmm
L93[02:52:10] <robedpixel> im thinking of using an event handler to capture the keybind when the player jumps and has the armour
L94[02:52:12] <gigaherz|work> dunno how fluiducts work these days
L95[02:52:22] <robedpixel> and then apply knockback in the direction based on the keys pressed
L96[02:52:51] <gigaherz|work> there used to be some way to make one section of the duct appear shorter iirc?
L97[02:52:55] <robedpixel> but i don't want it such that if one player wears the armour everyone can jump around
L98[02:53:29] <gigaherz|work> meh been too long
L99[02:53:52] <gigaherz|work> robedpixel: you'll have to apply that on the client
L100[02:53:52] <tterrag> pretty sure not lex
L101[02:53:59] <tterrag> they just flow to the closest exit, afaik
L102[02:54:11] <gigaherz|work> so just do it on the player entity for that one client
L103[02:55:08] <tterrag> I'd recommend enderio ender fluid conduits for tric ky fluid transport :P
L104[02:55:23] <gigaherz|work> ender conduits :3
L105[02:55:38] <gigaherz|work> just the ability to transfer multiple fluids at once (no buffering)
L106[02:55:46] <gigaherz|work> makes them awesome ;P
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L110[03:08:53] <robedpixel> where is the function to find out if the player is in mid air?
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L112[03:10:13] <tterrag> there is an onGround field
L113[03:10:33] <robedpixel> no like where is the function
L114[03:11:55] <tterrag> I don't think there is one
L115[03:11:57] <tterrag> just check onGround...
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L117[03:15:25] <robedpixel> where can i find onGround
L118[03:17:45] <robedpixel> nvm found it
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L143[05:01:39] <masa> that's kind of why I don't like ender io conduits - they do everything within one magic block
L144[05:01:51] <masa> to be honest though, I have also never used ender io
L145[05:02:03] <sham1> The magic conduits are awesome
L146[05:02:24] <masa> I guess this is why I'm mostly completely bored of modded these days
L147[05:02:57] <masa> "started" on a new server yesterday, logegd in, walked to a nice looking spot for a base, went "hmm what now?" and logegd off
L148[05:03:26] <sham1> I usually start with a log house
L149[05:03:27] <masa> in vanilla I can think of many projects that are fun to make and will take time to do
L150[05:04:06] <masa> in modded everything seems like "what's the point? there is no accomplishment because everything can be done with magic blocks anyway"
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L152[05:05:09] <sham1> I love nohup
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L154[05:05:28] <sham1> I can launch IDEA wihtout worrying about accidentally closing the terminal
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L168[06:12:44] <Intektor> ChatFormatting seems to be crashing on servers, so what should I take instead?
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L179[06:53:23] <Intektor> I would like to render special qubes in the world when the player holds a item, it should highlight for example blocks, has someone a idea how to do this?
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L181[06:58:54] <sham1> By using OpenGL
L182[06:59:27] <Intektor> you are so clever
L183[06:59:43] <Intektor> in which event?
L184[06:59:48] <Intektor> or even in an event
L185[06:59:53] <Intektor> ?
L186[07:01:48] <Ordinastie_> RenderWorldLastEven
L187[07:06:57] <Intektor> Well, I am already using this, but when I draw qubes, color changes on the direction I am looking at, and I can't figure out why this is ahppening
L188[07:07:31] <sham1> Show code...
L189[07:07:39] <Ordinastie_> let me guess
L190[07:07:48] <Ordinastie_> you want colored cubes ?
L191[07:08:10] <Ordinastie_> and so you don't set UVs, but you didn't disabled textures
L192[07:10:15] <Intektor> ehm
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L195[07:12:33] <Intektor> http://i.imgur.com/lNBtTsF.png http://i.imgur.com/xOzQvnl.png
L196[07:12:53] <Intektor> sorry
L197[07:12:57] <Intektor> you spell it cube
L198[07:12:58] <Intektor> :D
L199[07:13:41] <Ordinastie_> dude, use the tessellator
L200[07:13:55] <Ordinastie_> also, wrong disable
L201[07:14:14] <Ordinastie_> and use the GlStateManager
L202[07:14:14] <Intektor> tesselator, ok, what disable is wrong?
L203[07:14:27] <Ordinastie_> the texture
L204[07:14:35] <Intektor> change it which one?
L205[07:14:37] <Ordinastie_> GL_TEXTURE_2D is the one you want
L206[07:16:28] <Intektor> so should I replace glVertex3f with the buffer vertex thing?
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L208[07:17:08] <Ordinastie_> yes
L209[07:17:45] <Intektor> but the -sideLength, sideLength, -sideLength, I mean the parameters, do they stay the same?
L210[07:18:22] <Ordinastie_> I think so
L211[07:23:13] <gigaherz|work> someone at work just linked me to this: https://www.youtube.com/watch?v=pQHX-SjgQvQ
L212[07:24:06] <sham1> Norwegian
L213[07:24:07] <sham1> Hmm
L214[07:24:14] <gigaherz|work> with english subs
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L216[07:26:30] <Intektor> http://i.imgur.com/jT6IqhS.png this is crashing for me
L217[07:26:30] <Ordinastie_> I wish my dad could speak english, I'd show him that video ><
L218[07:27:27] <gigaherz|work> maybe there's one with subs on otherl anguages?
L219[07:28:21] <gigaherz|work> yeah searching for "medieval helpdesk" shows "medieval helpdesk dutch" "medieval helpdesk german" etc
L220[07:32:05] <sham1> Dang it xmonad for blocking alt-enter
L221[07:33:14] <gigaherz|work> what's alt-enter supposed to be on a tiling window manager?
L222[07:33:28] <sham1> Nothing
L223[07:33:40] <sham1> It just is that because alt is mod1, xmonad caputres it
L224[07:33:45] <sham1> I could remap
L225[07:33:52] <gigaherz|work> oh
L226[07:34:03] <gigaherz|work> so the problem is xmonad capturing too much
L227[07:35:42] <sham1> Indeed
L228[07:36:09] <sham1> I probably could make some code to have it just produce a regular Alt when you double-tap it or something
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L236[07:55:42] <BaronNox> Mmh. Not really related to MC but should a button implement the action that get’s fired when the butten get’s pressed or should e.g. the Screen check which button has been pressed and then do the logic itself?
L237[07:56:35] <Ordinastie_> the button should handle it
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L239[07:57:03] <BaronNox> So MC is derpy again :D
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L252[09:17:44] <Intektor> when the player joins his client world, how can find out which world he is using, I am trying to save way points, on servers this is easy, but on client worlds, or shouldn't I save per serverIP, because there isn't a WorldUUID, or is there?is
L253[09:18:11] <Temportalist> So, with capabilities, should i not be doing this anymore?
L254[09:18:13] <Temportalist> https://www.irccloud.com/pastebin/RZh4wX8Z/
L255[09:18:30] <Temportalist> Intektor: dimension?
L256[09:19:11] <Ordinastie_> Intektor, you only have one world on the client
L257[09:19:26] <Intektor> different savegames?
L258[09:19:39] <Ordinastie_> ah
L259[09:19:53] <Temportalist> save it in the worldsavedata?
L260[09:19:54] <Intektor> but my mod is only on client
L261[09:20:02] <Temportalist> ah, then no worldsavedata
L262[09:21:12] <Intektor> I thought about IP, but that doesn't work on client worlds
L263[09:21:19] <Intektor> so do you have any ideas?
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L266[09:33:46] <BaronNox> Temportalist: Instead of implementing IInventory you can use ItemStackHandler (forge’s default implementation) as a field. This is a TileEntity with 9 inventory slots: http://paste.ubuntu.com/17089611/
L267[09:34:02] <Temportalist> what about checking if a tile entity is an inventory?
L268[09:36:06] <BaronNox> You can have a default implementation of TileEntity that has a field and then make extend that class for all ur TIleEntity with inventories. Then simply check (te instanceof TileEntityWithInventory)
L269[09:36:22] <SkySom> tile.hasCapability()
L270[09:36:23] <Temportalist> they arent my tiles...
L271[09:36:27] <BaronNox> or that
L272[09:36:28] <Temportalist> SkySom: okay, cool
L273[09:36:42] <SkySom> Same goes for Items and Entities.
L274[09:36:59] <SkySom> It's the new way for grabbing Inventories (and now Fluid stuff in 1.9.4)
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L276[09:37:40] <SkySom> But yeah... Don't check instance of for something like that.
L277[09:37:47] <SkySom> That's just not right at all BaronNox
L278[09:38:00] <SkySom> Unless you specifically only want it to work with yoru stuff
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L280[09:38:18] <BaronNox> I thought that was the case
L281[09:39:37] <SkySom> I don't see why one would want something to only work with their inventories.
L282[09:39:42] <SkySom> Unless it was something special.
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L284[09:40:18] <SkySom> Yeah the code Temp had is just for checking instanceOf IInventory
L285[09:40:28] <SkySom> So he wanted all of them.
L286[09:41:16] <BaronNox> I have no clue about scala (if that even is the language he is using) so i just guessed. My bad.
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L289[09:41:55] <Temportalist> yup, scala
L290[09:42:46] <BaronNox> No here comes a noob question: Why not use java? What is the benefit of scala when making a mod?
L291[09:42:48] <BaronNox> now*
L292[09:43:03] <Temportalist> Preference
L293[09:43:03] <sham1> Better syntax for one
L294[09:43:06] <sham1> But yeah
L295[09:43:09] <Temportalist> I like the syntax
L296[09:43:10] <sham1> Preference
L297[09:43:22] <BaronNox> Oh ok thank you :)
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L300[09:47:01] <Intektor> how do I get the IP, the player is playing on right now
L301[09:47:02] <Intektor> on client
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L304[09:52:21] <sham1> for what purpose do you need the player's IP
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L307[09:57:34] <LatvianModder> I almost dont want to tell you. sounds suspicious
L308[09:58:53] <SkySom> Probably NSA
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L313[10:12:22] <ghz|afk> ugh WTH
L314[10:12:35] <ghz|afk> now that I have my local net sorted up
L315[10:12:41] <ghz|afk> and we have ehternet to each room and such
L316[10:12:50] <ghz|afk> it's already the third time youtube is acting up
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L318[10:14:00] <masa> "Better syntax for one" omfg I lost it, thanks for that :DD
L319[10:14:36] <BaronNox> Kinda confused on this one: EnumBlockRenderType.MODEL for all static models (including wavefront .obj)?
L320[10:14:48] <LatvianModder> yes
L321[10:15:10] <LatvianModder> iirc, obj model is no different from blockmodel. except its loaded differently
L322[10:15:13] <SkySom> Basically if it's JSON you want the model
L323[10:15:23] <BaronNox> .obj is no json....
L324[10:15:27] <SkySom> ...
L325[10:15:28] <BaronNox> but thanks LatvianModder
L326[10:15:29] <LatvianModder> it is in blockstates
L327[10:15:30] <SkySom> Yeah that too.
L328[10:15:52] <LatvianModder> you still need to have a blockstates.json, even if your model is obj
L329[10:15:57] <SkySom> ^
L330[10:16:17] <LatvianModder> And also, you need to add your modID as domain in objmodel registry
L331[10:16:41] <BaronNox> I know just was not sure if all static models should be .MODEL
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L333[10:22:22] <sham1> "\"Better syntax for one\" omfg I lost it, thanks for that :DD" Well, it is
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L337[10:31:46] <ghz|afk> http://mojang.com/2016/06/minecraft-110-pre-release-2/
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L339[10:34:37] <BaronNox> if they won’t slow down there won’t be many mods for 1.9.4
L340[10:35:05] <sham1> Good
L341[10:35:15] <sham1> Also, Mojang does not care about mods
L342[10:35:15] <ghz|afk> I'd be ok with having rolling updates
L343[10:35:19] <ghz|afk> once every 2-3 months
L344[10:35:45] <ghz|afk> it woudl be more annoying for forge
L345[10:35:56] <ghz|afk> but also there owuldn't be giant changes like there were on 1.8
L346[10:36:29] <ghz|afk> worst would be the users, since they may not be able to have all their favorite mods at once in a specific version
L347[10:36:45] <ghz|afk> since some of them may not have bugs fixed for that version, and others wouldn't have been ported to it
L348[10:37:04] <ghz|afk> but it would be more like
L349[10:37:07] <ghz|afk> 1.9 vs 1.9.4
L350[10:37:17] <ghz|afk> xcept instead of 1.10.6 it may simply be called 1.11
L351[10:37:24] <ghz|afk> and so on
L352[10:40:48] <BaronNox> yeah. So most likely users will stay a few ‚minor‘ content updates behind to enjoy having big modpacks. I mean who cares for bears ¯\_(ツ)_/¯
L353[10:41:08] <BaronNox> about*
L354[10:41:38] <ghz|afk> thign is, modders will probably not care much for fixing old versions ;P
L355[10:41:43] <LatvianModder> mojang changes version every time they add a block
L356[10:42:00] <LatvianModder> I dont, for instance
L357[10:42:16] <LatvianModder> I fully "unsupport" <1.9.4 :P
L358[10:42:42] <LatvianModder> Why not just stay in 1.9.4 until mojang calms down? :P
L359[10:43:18] <BaronNox> Depends on what forge adds in their 1.10 release :D
L360[10:43:21] <Wuppy> o/
L361[10:43:25] <BaronNox> o7
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L363[10:50:04] <Wuppy> how're yall?
L364[10:51:12] *** kroeser is now known as kroeser|away
L365[10:51:12] <LatvianModder> gud
L366[10:51:23] <LatvianModder> you?
L367[10:51:57] <Wuppy> pain everywhere & tired :V
L368[10:53:10] *** kroeser|away is now known as kroeser
L369[10:55:19] <sham1> TOO DAMN HOT
L370[10:55:23] <Temportalist> ^
L371[10:55:25] <Wuppy> and that
L372[10:55:29] <Wuppy> very much that
L373[10:56:02] <Wuppy> especially this weekend, standing outside in the sun with 31C without any rain or clouds surrounded by people and jumping all the time is so damn hot :V
L374[10:57:18] <BaronNox> that’s why im in my dark room all by myself
L375[10:57:24] <BaronNox> Still too hot though
L376[10:58:06] <BaronNox> And now I have to go outside. World of Warcraft movie :3
L377[10:58:25] <BaronNox> o7 till later
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L381[11:05:05] <Temportalist> Is the item handler capability applied to mc inventories?
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L383[11:05:48] <sham1> yes
L384[11:07:32] <capitalthree> it's not like mojang usually puts out minecraft releases at a very good rate
L385[11:07:42] <sham1> One can interract with and be interracted by vanilla via IItemHandler
L386[11:07:45] <capitalthree> so if they're on a roll, I say, let them take it as far as they can
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L388[11:13:23] <Intektor> How can I autocomplete in my guitextfield, I want the user to enter the unlocalized name of a block
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L390[11:14:06] <sham1> You check the string
L391[11:14:17] <sham1> Then you use an algorithm to gather up possible choises
L392[11:14:22] <sham1> Then you present them
L393[11:14:42] <Temportalist> is there a standard function which checks if an item is a "seed"? (wheat seeds, potatoes, sugarcane, etc)
L394[11:15:02] <Intektor> sham1, you are such helpful
L395[11:15:13] <Intektor> I really appreciate that
L396[11:15:27] <sham1> I ain't dispensing you with code to copy and paste for a reason
L397[11:16:03] <Intektor> no
L398[11:16:10] <Intektor> thats not what I want
L399[11:16:34] <Intektor> but I asked for the algorithm in the minecraft code, because obviously there s already written on
L400[11:16:36] <Intektor> one
L401[11:16:43] <Intektor> so I don't want to write a second one
L402[11:16:47] <sham1> Umn
L403[11:16:49] <sham1> Is there?
L404[11:17:39] <TehNut> Look in CommandGive for how it does it
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L406[11:19:45] <LatvianModder> Is there a tutorial on chunkloaders? Because I really would love one :P
L407[11:20:25] <sham1> do't think so
L408[11:20:48] <thecodewarrior> Intektor: Just assemble a list of options, check what options start with the current text, and present them as you see fit.
L409[11:20:55] <LatvianModder> then how are people supposed to understand how they work? noobs like me can cause a lot of potential problems :D
L410[11:21:12] <sham1> By reading and understading the code
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L412[11:21:39] <LatvianModder> Which mod has the best code for chunkloaders? I tried unstanding railcraft but gave up
L413[11:21:55] <Ferdz_TheWeeb> How can I bind a texture to a .obj model without going through material files?
L414[11:21:57] <sham1> Try to first understand Forge's chunkloading tickets
L415[11:22:10] <LatvianModder> you have to have a material file
L416[11:22:24] <sham1> Also, I just realized why I stopped going into Modder Support
L417[11:22:59] <Ferdz_TheWeeb> I was using it without material files in 1.7, is there not a single alternative to mtl files?
L418[11:24:29] <LatvianModder> its not hard, most programs (I think all of them) export .obj models with mtl file together
L419[11:25:22] <sham1> Blender does at the very least
L420[11:25:28] <Ferdz_TheWeeb> Yeah but I have tons of .obj models and it's going to take a looong while to rexport all of that
L421[11:25:33] <LatvianModder> Wings3D does that
L422[11:25:41] <LatvianModder> well.. too bad :P
L423[11:25:59] <LatvianModder> If you want to use blockmodel, not TESR, you dont have access to its rendering
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L425[11:26:16] <Ferdz_TheWeeb> Yeah I'm trying to avoid TESRs
L426[11:26:18] <LatvianModder> not directly, at least
L427[11:26:24] <LatvianModder> Yeah, thats a good thing
L428[11:26:47] <sham1> People should only use TESRs when they actually need them
L429[11:26:51] <LatvianModder> Sometimes takes effort. In your case, probably few boring hours imporing and exporting models :P
L430[11:27:22] <LatvianModder> in the end, its worth it. not saying TESR is bad, but whenever you have chance, blockmodel is better
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L432[11:28:12] <Ferdz_TheWeeb> Ok might be a noob question, but with blockstates can I have a few data that change the model's rendering? So I have like a facing that tells where the models faces, another int that tells what type of submodel this is, etc?
L433[11:28:54] <LatvianModder> yep
L434[11:29:01] <Ferdz_TheWeeb> For example, I'm letting the player place steak. I don't want to have different blocks for raw and cooked steak, and I want it to have a facing position
L435[11:29:11] <LatvianModder> you can have as many states as you like, but you can only save 16 as metadata, just like before
L436[11:29:49] <Ferdz_TheWeeb> Alright, thanks
L437[11:33:00] <Ferdz_TheWeeb> Well actually, how would the blockstate look if I have a cooked/uncooked state and a facing state in it?
L438[11:37:14] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/java/latmod/silicio/block/BlockLamp.java
L439[11:37:44] <LatvianModder> somewhat like that. except ignore the getActualState, thats for my tile-dependant part
L440[11:38:53] <Ferdz_TheWeeb> This is compatible with 1.9?
L441[11:39:01] <LatvianModder> Line 92 probably is the most important one
L442[11:39:04] <LatvianModder> yep
L443[11:39:19] <LatvianModder> you wont need all those @Deprecated in 1.9.0 though
L444[11:39:34] <sham1> Wait
L445[11:39:41] <sham1> You don't need getStateFromMeta
L446[11:39:44] <sham1> Hmm
L447[11:40:00] <Ferdz_TheWeeb> Thanks a lot :)
L448[11:40:01] <LatvianModder> hm? why?
L449[11:40:22] <LatvianModder> If I understand corrently, you want to place steak on ground?
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L451[11:40:34] <LatvianModder> 2 different ones, cooked and uncooked
L452[11:40:48] <LatvianModder> and 6 facings?
L453[11:41:46] <Ferdz_TheWeeb> 4 facings but yes
L454[11:42:15] <LatvianModder> and no tile entity?
L455[11:42:36] <Ferdz_TheWeeb> Hopefully not
L456[11:42:50] <LatvianModder> then yeah, getStateFromMeta is easy
L457[11:43:38] <Ferdz_TheWeeb> Alright I'll check it out
L458[11:43:44] <Ferdz_TheWeeb> Still testing for material files :c
L459[11:44:15] <LatvianModder> since you save 2 state properties together, its a little harder than one but pretty much the same as in 1.7.10
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L461[11:45:07] <LatvianModder> smth like boolean cooked = meta / 4 == 1; and facing = meta % 4
L462[11:46:29] <LatvianModder> EnumFacing facing = EnumFacing.getHorizontal(meta) :P
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L466[11:52:00] <Ferdz_TheWeeb> Turns out .json supports angles and I didn't know about it o.o what's the advantage of using .obj over the .json stuff then?
L467[11:52:44] <fry> ability to use a real 3d model editor :P
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L469[11:53:12] <sham1> ^
L470[11:53:20] <Ferdz_TheWeeb> Even then you can use Blender, export to .obj and load it back into cubik and export it to json
L471[11:54:05] <fry> I'd like you to see do that to 1 triangle and see how close the output looks to the original model :P
L472[11:54:06] <LatvianModder> obj is much smaller
L473[11:54:17] <LatvianModder> and yes, shapes
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L478[12:01:35] <Intektor> how can I get the pixel or the color of the pixel with the coordinates of the pixel on the screen?
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L480[12:06:35] <McJty> Intektor, not easily. Why do you need that?
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L482[12:08:21] <Intektor> I need it for my drawing board, with the pipette you should be able to get the color of any pixel on the screen
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L487[12:09:44] <rakosmanjr> You ought to be able to access the buffer through OpenGL, but I couldn't say how well it would work
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L489[12:15:51] <Ferdz_TheWeeb> Can anyone tell me why the textures of my model aren't loading when using this blockstate http://pastebin.com/1DSU6wKX ?
L490[12:16:46] <rakosmanjr> textures needs to be modid:blocks/texturename
L491[12:17:22] <Ferdz_TheWeeb> I'll try thanks
L492[12:19:59] <Ferdz_TheWeeb> Do I need to include the file extension?
L493[12:20:15] <rakosmanjr> No
L494[12:21:21] <Intektor> the buffer
L495[12:21:32] <Intektor> Where do I get this buffer?
L496[12:21:48] <Ferdz_TheWeeb> I have "all": "placeableitems:blocks/blockstick" in my json, and my texture file is located in placeableitems.textures.blocks but it still won't show it
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L499[12:26:38] <tterrag> Intektor: look at ScreenshotHelper
L500[12:26:45] <tterrag> that's exactly what it does to export a screenshot
L501[12:27:07] <Intektor> ah ok thanks#
L502[12:28:08] <rakosmanjr> Ferdz_TheWeeb: Try changing the model to "block/cube_all"
L503[12:28:33] <Ferdz_TheWeeb> I can't do that, I'm rendering a custom model
L504[12:28:37] <tterrag> McJty: actually it is quite easy. glReadPixels (or glGetTexImage if FBOs are on)
L505[12:28:46] <rakosmanjr> Ah
L506[12:29:17] <rakosmanjr> Is your model an .obj?
L507[12:29:25] <Ferdz_TheWeeb> I'm trying .json right now
L508[12:29:51] <rakosmanjr> Ok
L509[12:30:11] <rakosmanjr> Can you show me your model json?
L510[12:31:27] <Ferdz_TheWeeb> Sure http://pastebin.com/ERiwfhL3
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L513[12:34:16] <rakosmanjr> So I haven't looked much into model jsons, but I believe you need a textures section in your model
L514[12:34:17] <tterrag> dem useful comments
L515[12:35:11] <TechnicianLP> you dont need the textures in the model if you define them in the forge-bs-json
L516[12:35:21] <TechnicianLP> that sounds wrong
L517[12:35:34] <Ferdz_TheWeeb> It's just exported from cubik by someone else than me
L518[12:35:50] <rakosmanjr> Ah
L519[12:35:57] <sham1> They are no BS
L520[12:36:04] <Ferdz_TheWeeb> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/models/block/blue_goo.json this is from Latvian and he says it works
L521[12:36:41] <LatvianModder> thats just a regular slime block model
L522[12:37:01] <Ferdz_TheWeeb> Yeah but you don't have a texture section is my point
L523[12:37:09] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/blockstates/blue_goo.json
L524[12:37:13] <LatvianModder> its here
L525[12:37:27] <LatvianModder> so I can reuse that model with multiple textures, if I want to
L526[12:37:29] <rakosmanjr> In your blockstate you might need to set the texture "texture" instead of "all"
L527[12:38:39] <Ferdz_TheWeeb> I'm trying that
L528[12:40:23] <Ferdz_TheWeeb> Oh it's working :o
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L532[12:45:30] <thecodewarrior> Anybody had a GUI go to the pause menu when you press escape? It's not my mod, so I'm just trying to figure out where to look.
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L534[12:48:21] <Anarchy> I cant find ItemBone in the src files, anyone know what its called>
L535[12:48:48] <tterrag> it doesn't exist
L536[12:48:56] <tterrag> bones dont' have any special properties, they are just an Item
L537[12:49:14] <tterrag> registerItem(352, "bone", (new Item()).setUnlocalizedName("bone").setFull3D().setCreativeTab(CreativeTabs.MISC));
L538[12:49:15] <Anarchy> Ah ok, thanks
L539[12:49:28] <Anarchy> ah
L540[12:50:44] <Ferdz_TheWeeb> How can I load an animated texture on a .json model?
L541[12:51:01] <killjoy> In response to Vazkii's tweet. http://imgur.com/qHgils7
L542[12:51:04] <ghz|afk> you don't do anything special
L543[12:52:29] <Temportalist> Buwahahahah https://gyazo.com/67b930c6638a7aa8d573ffbdc884ef37
L544[12:52:31] <Ferdz_TheWeeb> But right now I'm getting this error http://pastebin.com/EB3bWfiV just by trying to load the minecraft's texture
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L546[12:52:43] <barteks2x> I just don't understand how it's possible. The same code is 7 times slower when I'm ingame, than when generating spawn chunks
L547[12:54:02] <thecodewarrior> Slower in wall-clock time or in cpu time?
L548[12:54:16] <barteks2x> measured by sampler (visualvm)
L549[12:54:29] <thecodewarrior> Because it might just be that there are more threads having to share the same core.
L550[12:54:43] <TechnicianLP> it looks like you are missing the "<name>.png.mcmeta" file
L551[12:54:49] <barteks2x> CPU usage doesn't exceed 50%
L552[12:56:08] <barteks2x> the only difference (and I'm trying to fihure out how it can affect preformance this badly) is thet ingame the thing is spread across many ticks
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L555[12:58:12] <barteks2x> I need to run actual profiler to see method call counts, maybe I'm doing some things twice (or more)
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L557[13:03:01] <tterrag> maybe some hotspot JIT stuff?
L558[13:03:03] <tterrag> who knows :P
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L560[13:04:10] <barteks2x> But 5-10 times slower?
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L562[13:04:41] <barteks2x> that can't be some JIT deoptimization
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L564[13:06:12] <diesieben07> it sure as hell can
L565[13:06:55] <barteks2x> I really hope it's me doing something stupid and not JIT suff...
L566[13:07:38] <barteks2x> it definitely doesn't happen in vanilla
L567[13:08:57] <diesieben07> what exactly is slower?
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L569[13:09:18] <barteks2x> literlly everything in worldgen code
L570[13:10:05] <diesieben07> well, it may be that outside of initial worldegn it does much more block updates
L571[13:10:09] <diesieben07> but... yeah should not happen
L572[13:10:23] <barteks2x> population is about 2-3x slower, while the first terrain shape generation - 10 times slower
L573[13:11:18] <barteks2x> I suspect that somehow I end up generating these chunks many times
L574[13:12:34] <barteks2x> I already rules out what I suspected first - isAreaLoaded checks
L575[13:12:44] <barteks2x> I simply made it return true during terrain generation
L576[13:15:07] <barteks2x> is there some way to see method call counts without running full profiler?
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L578[13:15:55] <barteks2x> with profiler even generating spawn chunks will take hours
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L582[13:24:39] <Deamon> barteks2x, the slowdown with a profiler should be minimal
L583[13:24:52] <barteks2x> profiler or sampler?
L584[13:24:58] <barteks2x> with sampler isn't unnoticable
L585[13:25:13] <barteks2x> but with profiler... it's 100x slower
L586[13:25:22] <barteks2x> at least terrain generator
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L597[13:50:54] <barteks2x> It looks like I can't really run full profiler because of a JVM bug
L598[13:51:23] <barteks2x> specifically, this one: https://bugs.openjdk.java.net/browse/JDK-8145964
L599[13:52:09] <tterrag> does anyone actually know how to maintain FG other than abrar?
L600[13:53:08] <tterrag> the bus factor is pretty bad here. atm FG is barely being maintained and there are quite a few longstanding issues
L601[13:54:07] <XDjackieXD> http://puu.sh/pkkFq/866106e7fa.png is there a way to fix broken translucent rendering? o.O (with ctout_mipped it renders fine but the transparent thigns are missing obviously)
L602[13:54:28] <barteks2x> is there anything I can use to get the number of method calls?
L603[13:55:11] <diesieben07> make a manual counter? :D
L604[13:55:45] <barteks2x> seems like the only option, but that means I need to write a lot of code and then remove it before commit
L605[13:55:58] <barteks2x> or hack my own code with asm
L606[13:56:09] <sham1> Hack ASM hack code with ASM
L607[13:56:15] <sham1> What could possibly go wrong
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L609[13:56:22] <tterrag> XDjackieXD: mixing transparent and opaque quads does not work well
L610[13:56:28] <XDjackieXD> :/
L611[13:56:41] <tterrag> use separate model parts and render them on different layers
L612[13:57:01] <XDjackieXD> how can I set the layer per part?
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L614[13:57:35] <XDjackieXD> (getBlockLayer() doesn't have anything to get the currently rendered part as far as I can tell...)
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L616[13:58:15] <tterrag> you'd probably need your own model
L617[13:58:25] <tterrag> and there is canRenderInLayer
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L619[13:58:59] <XDjackieXD> the model is my own and it should be easy to split it into two parts (json block model that is)
L620[13:59:19] <barteks2x> So I will try to add call counters manually and see the results...
L621[13:59:20] <tterrag> No I mean you'd need a custom IBakedModel
L622[13:59:30] <XDjackieXD> :/
L623[14:00:01] <XDjackieXD> annoying but oh well... brb making a custom IBakedModel...
L624[14:06:02] <XDjackieXD> tterrag: is the obj renderer currently in a working state? (last time I checked in 1.8 it was pretty much unuseable broken) I made the model usign blender so anything blender can export should be fine :P
L625[14:06:12] <tterrag> yes
L626[14:06:44] <XDjackieXD> I assume transparent textures are working using the obj renderer (like they used to in 1.7.10)
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L628[14:11:26] <XDjackieXD> How is OBJ rendering performance compared to json models with custom IBakedModel? (sry for beeing a bit annoying :3)
L629[14:12:32] <thecodewarrior> I don't think it's any slower, maybe a little bit on load, but after that it should be baked to just a list of quads.
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L631[14:13:13] <XDjackieXD> ok. thx
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L638[14:28:44] <tterrag> It won't work any better
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L640[14:36:46] <barteks2x> as I suspected, I'm generating the same thing multiple times
L641[14:37:46] <barteks2x> generateVanillaChunk already called 6000 times for render distance 12
L642[14:38:05] <barteks2x> almost 7000
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L645[14:39:38] <sham1> WOOOOOT
L646[14:39:51] <sham1> My wormholes are working
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L648[14:40:38] <barteks2x> and that was an issue in QueueProcessor, which clways causes some issues
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L651[14:43:40] <sham1> Erm
L652[14:43:40] <sham1> And Now I've Ran Into Another Issue
L653[14:43:40] <sham1> Well shit
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L660[15:08:36] <sham1> And, now it works
L661[15:15:20] <rakosmanjr> Is there a way to hot load mod changes so you don't have to restart the client everytime something is tweaked in code?
L662[15:15:44] <barteks2x> run in debug mode, it works in both eclipse and idea.
L663[15:16:04] <sham1> In IDEA you have to explicitly recompile before you can hotswap
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L668[15:23:13] <rakosmanjr> Thankyou!
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L675[15:40:09] <Intektor> can I render an entity into a gui, like some mods do?
L676[15:40:26] <Intektor> or do these mods use pictures od those entities
L677[15:40:29] <Intektor> ?
L678[15:41:06] <sham1> Of course you can'
L679[15:41:11] <rakosmanjr> *Looks at the player model in the inventory
L680[15:41:13] <sham1> Look at what the vanilla inventory does
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L682[15:43:37] <Intektor> ah ok
L683[15:43:41] <Intektor> the method is even static
L684[15:43:42] <Intektor> cool
L685[15:44:15] <Intektor> another question, can I somehow create an instance of an entity, only by his unlocalised name?
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L687[15:44:54] <diesieben07> EntityList.createEntityByName
L688[15:44:59] <diesieben07> but it's not an unlocalized name
L689[15:46:26] <Intektor> ah ok thanks
L690[15:46:57] <rakosmanjr> You can get the name if you have the class
L691[15:47:29] <rakosmanjr> With EntityList.getEntityStringFromClass
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L694[15:55:43] <Intektor> I need a overlay for EVERY entity in minecraft like the one the creeper has when hit by lighting, so I can't create a class for every entity. It seems like I need a model and I can't get it on the flow wothout having to create a field for it, or is there a way?
L695[15:56:10] <sham1> I have no idea what you are asking
L696[15:57:53] <sham1> Try to clear that up
L697[15:57:55] <Intektor> http://i.imgur.com/QRghbqG.png I want this class for every entity in minecraft, but it seems impossible for me without getting the model and the renderer on the flow, the two fields. Can I get these on the flow?
L698[15:58:24] <Intektor> I mean can I write a class, ChargeLayerForAllEntities?
L699[15:58:31] <sham1> Of course you can
L700[15:58:42] <Intektor> but these two fields
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L702[15:58:47] <Intektor> where do I get the model?
L703[15:58:47] <sham1> Which ones
L704[15:58:57] <sham1> In the constructor if you want
L705[15:59:17] <Intektor> So I have to create this thingy for every entity by code
L706[15:59:42] <Intektor> new ChargeLayerForAllEntities(Sheep), new ChargeLayerForAllEntities(Pig), ...
L707[15:59:51] <sham1> public class ChargeLayerForAllEntities<T extends EntityLiving> implements LayerRenderer<T>
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L709[16:00:00] <sham1> You are not thinking generics enough
L710[16:00:05] <Intektor> where do I get the model from?
L711[16:00:11] <sham1> From the entityu
L712[16:00:36] <Intektor> ah ok
L713[16:00:38] <Intektor> lets see
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L725[16:49:50] <Anarchy> http://paste.ubuntu.com/17102255/ whats wrong with this?, trying to make it drop bones upon sheep death and its not(killed alot of sheep just now to no avail)
L726[16:51:20] <diesieben07> because your code is checking for cows? :D
L727[16:51:34] <diesieben07> also why is "rand" a static field?
L728[16:51:58] <TehNut> 10/10 question
L729[16:52:04] <Anarchy> wow i derped XD
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L731[16:52:30] <Anarchy> Freind linked me the code from his mod and just used it as a base
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L733[16:55:23] <synthetica> Hi.
L734[16:57:06] <synthetica> I've been having a problem trying to add a tooltip when I press a key for a while now. My code is: https://github.com/synthetixa/GeologyMod and the report (it doesn't crash) whenever I press the L key is here: http://pastebin.com/0RBNd6Ud Help?
L735[16:58:05] <synthetica> I
L736[16:58:38] <synthetica> 've narrowed it down to my stack.getTooltip(player, false); line in KeyPressMessageHandler, but I can't see anything wrong.
L737[16:59:19] <diesieben07> you know that calling stack.getTooltip like that does precisely nothing but wasting cpu cycles, right?
L738[16:59:42] <synthetica> No, I didn't know that. Why?
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L740[17:00:45] <diesieben07> well, it computes the tooltip
L741[17:00:51] <diesieben07> and then you throw away the result
L742[17:00:53] <diesieben07> this does nothing
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L744[17:01:30] <synthetica> Does the "advanced" boolean need to be true. I couldn't tell what that actually did.
L745[17:01:59] <diesieben07> advanced just tells it what type of tooltip to compute
L746[17:02:06] <diesieben07> one where the advanced tooltip option is active or not
L747[17:02:08] <synthetica> Oh...
L748[17:02:11] <diesieben07> moreover...
L749[17:02:16] <diesieben07> this is a packet you send to the server
L750[17:02:19] <synthetica> Yes.
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L752[17:02:22] <diesieben07> getTooltiup is client only
L753[17:02:25] <diesieben07> you will crash serverss
L754[17:02:30] <diesieben07> what are you trying to achieve here?!
L755[17:02:59] <synthetica> Well... I had run it on the client and it crashed the game. I forgot what the error was.
L756[17:03:19] <diesieben07> well... show that error
L757[17:03:27] <diesieben07> you don't need that packet, the server has nothing to do with itemstack tooltips
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L759[17:03:53] <synthetica> Well, thanks. I'll get that error back.
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L761[17:06:18] <synthetica> Okay, I've replaced the line that sends the packet to the server with stack.getTooltip(Minecraft.getMinecraft().thePlayer, false); I'm gonna see what it does.
L762[17:06:43] <diesieben07> same thing... nothing
L763[17:06:50] <diesieben07> to change tooltips you must use the event.
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L765[17:07:15] <synthetica> I am. In GeoEventHandler, onTooltipCall.
L766[17:07:30] <diesieben07> yes but you don't need to call getTooltip
L767[17:07:38] <diesieben07> unless you want to *do something* with the tooltip, like display it
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L769[17:08:01] <synthetica> I want the tooltip to only be displayed when L is pressed while holding the item.
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L771[17:08:28] <synthetica> Well, actually. I want it to stay displayed after L is pressed.
L772[17:08:47] <diesieben07> you need a field somewhere then that you toggle when the key is pressed
L773[17:08:55] <diesieben07> and in the tooltip event you check that field
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L775[17:09:49] <synthetica> Should've thought of that... thank you. I don't know, will that only display the tooltip to the player that pressed L. I'm assuming so, but I don't have another person to test with.
L776[17:09:57] <tterrag> or just use a KeyBinding object
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L778[17:10:47] <synthetica> So can I just get rid of the onKeyPressed function?
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L780[17:10:53] <tterrag> yes
L781[17:11:09] <synthetica> Okay.
L782[17:11:17] <diesieben07> a KeyBinding doesn't toogle though
L783[17:11:49] <diesieben07> you have to do that manually, however not through KeyInputEvent
L784[17:11:53] <synthetica> Dang. It's been doing it right all along...
L785[17:12:11] <synthetica> Can't believe I didn't see that.
L786[17:15:39] <tterrag> diesieben07: it does if you register it, no?
L787[17:15:55] <diesieben07> it tells you if the key is pressed at the moment, yes
L788[17:16:04] <tterrag> that's all you need then
L789[17:16:05] <diesieben07> but it doesn't toggle on/off per press
L790[17:16:13] <tterrag> I don't think that's what he wants
L791[17:16:21] <tterrag> if it is, then yeah you'll need a boolean toggle
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L793[17:16:24] <diesieben07> > Well, actually. I want it to stay displayed after L is pressed.
L794[17:17:22] <synthetica> Yes, diesieben07 is correct. I think I've got it. Thank you both very much for your generous help!
L795[17:19:21] <synthetica> This will be per-player?
L796[17:20:04] <diesieben07> it will be completely client side
L797[17:20:13] <synthetica> Okay... thank you.
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L813[18:01:08] <FuzzyHarpyBug> Can anyone direct me to a channel for modded server help? Had a FastCraft message that my server had lagged out for over 12hours and skipped 908943 ticks. (got the message 12 hours later after a player had tried to log in and the server hung).
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L817[18:15:42] <masa> O_o well that doesn't sound very... fast. craft.
L818[18:17:19] <FuzzyHarpyBug> I know right? =P
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L826[18:39:22] <Keridos> how do packet updates work in 1.9.4?
L827[18:39:43] <Keridos> my tileentities just used getDescriptionpacket and a message to send data from the server to the client
L828[18:39:53] <Keridos> that is not avaialable anymore in 1.9.4 apparently
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L831[18:41:32] <TehNut> getUpdatePacket and getUpdateTag
L832[18:41:56] <masa> and handleUpdatePacket() or whatever
L833[18:42:11] <masa> or is it handleUpdateTag()
L834[18:42:26] <Keridos> how can I make my previous message to be not a Packet when registered to my channel but an S3PacketUpdateTileEntity?
L835[18:42:43] <masa> ?
L836[18:42:48] <Keridos> ah so it just sends nbt now
L837[18:43:02] <tterrag> I'd recommend just tying the two methods together
L838[18:43:17] <tterrag> getUpdatePacket() { return new PacketSomething(getUpdateTag()); }
L839[18:43:19] <tterrag> or however it goes
L840[18:43:35] <tterrag> and the same on the clientside, in reverse
L841[18:43:46] <barteks2x> I'm trying to use @Nullable, and I have a few methods that can return null, but only in special situation that my code 99.99% of time doesn't need to handle. Should it be nullable or not?
L842[18:44:04] <Keridos> i use this in 1.7.10/1.8.9 https://github.com/Keridos/FloodLights/blob/master/src/main/java/de/keridos/floodlights/core/network/message/MessageTileEntityFL.java
L843[18:44:17] <Keridos> and have a simple network channel instance that register this
L844[18:44:59] <Keridos> and the old getDescriptionPacket just gave back PacketHandler.getPacketFrom(new Message(this))
L845[18:45:21] <Keridos> can i still use that packethandler or has that changed?
L846[18:45:42] <tterrag> barteks2x: if it *can* return null, then it's nullable
L847[18:45:47] <tterrag> pretty simple rule
L848[18:46:04] <barteks2x> but in vast majority of cases null checks are not needed there
L849[18:46:05] <masa> what does @Nullable actually do?
L850[18:46:21] <tterrag> barteks2x: refer back to what I just said
L851[18:46:24] <barteks2x> won't some tools complain that I don't have null checks then?
L852[18:46:28] <tterrag> masa: nothing. it's a marker
L853[18:46:32] <masa> mmkay
L854[18:46:33] <tterrag> plugins like findbugs use it
L855[18:46:41] <barteks2x> ^for example this
L856[18:46:58] <barteks2x> it will probably complain that I didn't add a null check when using nullable method
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L858[18:47:22] <tterrag> Keridos: getUpdateTag is used when the chunk data is sent, not normal TE syncs. I don't know why they split it out into two ways, but they did. if you want it to work properly you need to implement getUpdateTag
L859[18:47:25] <tterrag> how you do that is up to you
L860[18:47:37] <barteks2x> and if my code that uses this method is reached, I'm sure that it won't be null.
L861[18:47:46] <tterrag> barteks2x: it will, because it can return null. it doesn't matter if it's 99.9% of the time or 0.01% of the time
L862[18:47:52] <barteks2x> it's my code
L863[18:47:59] <barteks2x> I know when this method can be null
L864[18:48:06] <tterrag> if a method *EVER* returns null, it is @Nullable
L865[18:48:11] <tterrag> that's the contract of the annotation
L866[18:48:15] <barteks2x> and in all 99.99% cases I care about, it's not null
L867[18:48:24] <TehNut> Are you... reading what he's saying?
L868[18:48:26] <barteks2x> *remove "all"
L869[18:48:30] <tterrag> ok so you're just going to keep saying the same thing and not listen
L870[18:48:35] <tterrag> that's fine, but I'm going to stop responding .-.
L871[18:48:53] <TehNut> If there is even the slightest chance of it returning null, it is @Nullable
L872[18:49:08] <TehNut> If you don't want to have to check that every time because you know when it's not null, then don't add the damn annotation
L873[18:49:12] <barteks2x> I understand that. But then if I don't want automated analysis tool to complain about lack of null check I would need to introduce pointless null check everywhere
L874[18:49:24] <tterrag> but they wouldn't be pointless
L875[18:49:31] <tterrag> because you just announced that the method CAN INDEED RETURN NULL
L876[18:49:58] <tterrag> this is as black and white as it gets. if you are this confused just don't use the annotation
L877[18:50:00] <barteks2x> let me explain what these methods do
L878[18:50:10] <TehNut> It really doesn't matter what you explain
L879[18:50:21] <TehNut> If it can be null, it's nullable
L880[18:50:42] <TehNut> Again, if you don't want "pointless complaints" then don't use the annotation
L881[18:50:43] <barteks2x> will assert returnedValue != null; make automated toold stop complaining?
L882[18:51:00] <tterrag> assertions are not enabled by default
L883[18:51:06] <TehNut> I don't see how that's any better than a "pointless" null check
L884[18:51:44] <barteks2x> because if it's ever null when my code reaches this point, something has gine seriously wrong. throw new Error() kind fo wrong
L885[18:52:04] <tterrag> but then why would it even return in that case
L886[18:52:08] <tterrag> throw an error
L887[18:52:21] <barteks2x> hm... that's actually a good ide
L888[18:52:24] <barteks2x> *IDEA
L889[18:52:26] <barteks2x> *idea
L890[18:52:58] <barteks2x> this method shouldn't be really used in case it can return null
L891[18:53:16] <tterrag> in what state could this error happen? include this in your documentation. if the state is when a parameter is null, then make the parameter @Nonnull
L892[18:53:27] <tterrag> this is basic programming stuff
L893[18:53:36] <barteks2x> the error would happen exactly if it's used on non-cubic-chunks world
L894[18:53:56] <tterrag> that should error way earlier I should think
L895[18:54:05] <tterrag> like, before world load even begins
L896[18:55:13] <barteks2x> I use mixins to make World implement my interface (and there probably someone will complain that I use bad hacks. I don't care. It's the simpliest and most clear way to do what I need to do)
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L898[18:55:54] <wiresegal> bleh, my TE isn't syncing to clientside correctly
L899[18:56:04] <barteks2x> so it is possible to use these methods on worlds that are not cubicchunks worlds
L900[18:56:05] <wiresegal> and I forget how I fixed that
L901[18:56:29] <tterrag> wiresegal: getUpdateTag? read up? :P
L902[18:56:34] <barteks2x> and I think throw new SomeRuntimeException is the best thing to do here
L903[18:56:49] <wiresegal> I'm using that, pretty sure
L904[18:57:18] <wiresegal> yep, definitely using it
L905[18:57:32] <Keridos> tterrag so I implement getUpdateTag, what do I need to do in it?
L906[18:58:16] <tterrag> return a tag to be sent to the client?
L907[18:58:32] <Keridos> so basically with all the info i use in the message?
L908[18:58:37] <Keridos> ok that is going to be messy
L909[18:58:39] <tterrag> whatever you need on the client
L910[18:59:00] <wiresegal> i'm not getting the info :/
L911[18:59:03] <wiresegal> on the client
L912[18:59:06] <tterrag> you could write your packet to a byte arr and put that in NBT :P
L913[18:59:13] <tterrag> wiresegal: you also have getUpdatePacket ?
L914[18:59:22] <tterrag> and the tag you return from getUpdateTag is usable in readFromNBT ?
L915[18:59:34] <Keridos> hm
L916[18:59:43] <wiresegal> yes, tterrag
L917[18:59:50] <tterrag> heck if I know
L918[18:59:52] <tterrag> put some debug points
L919[18:59:57] <wiresegal> good point
L920[19:00:12] <Keridos> so the messages are pretty much useless for TE sync?
L921[19:07:01] <Keridos> ok my mod compiles now
L922[19:07:13] <Keridos> lets test it \o/
L923[19:07:29] <Keridos> i kind of feel that nothing will work
L924[19:08:13] <williewillus> wiresegal: have you seen my gist? :P
L925[19:08:16] <williewillus> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L926[19:08:24] <wiresegal> williewillus: you've already shown me that
L927[19:08:43] <williewillus> oh what was the problem then .-.
L928[19:08:45] <wiresegal> i'm mainly wondering why the TE is only getting updated... oh
L929[19:08:52] <wiresegal> i'll fix this now .///.
L930[19:09:48] <Keridos> hm weird issue, I have this: public static final PropertyEnum MODEL = PropertyEnum.create("model", BlockProperties.EnumModel.class);
L931[19:10:16] <Keridos> works in 1.8.9 but in 1.9.4 it gives me java.lang.IllegalArgumentException: Block: class de.keridos.floodlights.block.BlockSmallElectricFloodlight has property: model with invalidly named value: smallElectricFloodlightStrip
L932[19:10:17] <tterrag> BlockProperties is a bad name :P
L933[19:10:41] <williewillus> names are stricter in 1.9
L934[19:11:01] <williewillus> it has to be numbers, lowercase letters, or _
L935[19:11:34] <Keridos> so in the jsons too?
L936[19:12:12] <Keridos> williewillus: i mean if i have to rename the jsons then too?
L937[19:12:24] <williewillus> your property names and value names
L938[19:12:36] <williewillus> so whatever you return from getName in that enum make it conform :P
L939[19:12:43] <williewillus> which probably means json changes yeah
L940[19:13:56] <wiresegal> bleh, why is this not working :V
L941[19:14:07] <wiresegal> my TE should be working perfectly fine...
L942[19:14:25] <wiresegal> it's doing everything great on the serverside but nothing on the client
L943[19:14:39] <williewillus> what does "doing nothing" mean :P
L944[19:14:44] <williewillus> that can be caused by a lot of things
L945[19:15:04] <wiresegal> it doesn't contain the items
L946[19:15:08] <wiresegal> here i'll push it to git
L947[19:15:23] <williewillus> link
L948[19:15:34] <tterrag> inb4 you don't call super
L949[19:15:39] <williewillus> lol
L950[19:15:44] <wiresegal> watch it be
L951[19:17:08] <wiresegal> https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/block/tile/TileLivingwoodFunnel.kt
L952[19:17:22] <wiresegal> and the render function is in https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/block/BlockFunnel.kt at the end
L953[19:17:37] <Keridos> apparently the json names and my internal names should all be lowercase as well?
L954[19:17:48] <williewillus> shouldn't need to be
L955[19:17:57] <wiresegal> it never gets past the val stack = ... because the stack is always null
L956[19:18:08] <williewillus> where's your getupdatetag
L957[19:18:18] <wiresegal> TileMod
L958[19:18:26] <wiresegal> https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/block/tile/TileMod.kt
L959[19:18:38] <tterrag> yeah...call super
L960[19:18:43] <tterrag> your tag doesn't have coordinates
L961[19:18:47] <tterrag> so of course it never gets anywhere
L962[19:18:53] <tterrag> no?
L963[19:19:21] <wiresegal> probably
L964[19:19:38] <tterrag> well, you call writeToNBT on it, so maybe not
L965[19:19:55] <wiresegal> yeah that's not the problem
L966[19:20:01] <williewillus> print stuff out
L967[19:20:09] <wiresegal> ok, breakpoint set
L968[19:20:38] <tterrag> https://github.com/yrsegal/NaturalPledge/blob/master/src/main/java/shadowfox/botanicaladdons/common/block/tile/TileMod.kt#L37
L969[19:20:41] <tterrag> what is updateTag?
L970[19:21:08] <williewillus> inb4 some magical kotlin syntax twist
L971[19:21:23] <wiresegal> yep
L972[19:21:27] <williewillus> -.-
L973[19:21:30] <williewillus> well what is it
L974[19:21:41] <williewillus> (that's why I hate syntactic sugar for the sake of verbosity)
L975[19:22:08] <wiresegal> get[A-Z]\w+() -> property accessor that is a lowercase version of the upper letter, etc
L976[19:22:23] <wiresegal> uh... it's only getting updated when I place/break
L977[19:22:34] <williewillus> disgusting but okay
L978[19:22:36] <tterrag> that would use getUpdatePacket
L979[19:22:39] <tterrag> so there is some discrepancy
L980[19:23:08] <wiresegal> should I be dispatching the TE anywhere?
L981[19:23:10] <tterrag> personally I would not call writeToNBT with a new tag
L982[19:23:20] <tterrag> I would do return writeCustomNBT(super.getUpdateTag())
L983[19:23:44] <wiresegal> it doesn't need to be, because I write internal already in writeToNBT
L984[19:24:49] <tterrag> I see that, but you are discarding potentially unique superclass behavior
L985[19:24:55] <tterrag> it's more semantically correct to call super
L986[19:25:09] <wiresegal> ok
L987[19:25:34] <wiresegal> it's being saved, but the inv is still empty clientside
L988[19:26:14] <tterrag> and readFromNBT is never called clientside?
L989[19:26:26] <williewillus> print out stuff in read
L990[19:26:37] <Keridos> hm thanks seems to work at least partially now tterrag and williewillus
L991[19:26:53] <Keridos> just one weird thing, my blocks render fine ingame but the item is messed up
L992[19:26:56] <wiresegal> nope, never
L993[19:29:30] <wiresegal> should I be calling a dispatchToNearby or something anywhere?
L994[19:29:54] <tterrag> you never override handleUpdateTag anywhere?
L995[19:30:26] <wiresegal> not a method?
L996[19:30:35] <williewillus> you say readToNBT *never* gets called ever?
L997[19:30:45] <wiresegal> only when I: /blockdata, or load world
L998[19:30:45] <williewillus> clientside
L999[19:30:50] <wiresegal> and then only once
L1000[19:30:56] <williewillus> clientside though right
L1001[19:31:21] <williewillus> where is your handleUpdateTag
L1002[19:31:25] <williewillus> you need that
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L1004[19:31:44] <tterrag> no you don't
L1005[19:31:54] <wiresegal> according to my environment that's not a method name
L1006[19:31:56] <williewillus> then i have no idea
L1007[19:32:07] <tterrag> then your forge is severly outdated
L1008[19:32:12] <tterrag> but still, you do not need it
L1009[19:32:19] <tterrag> default behavior is to call readFromNBT on the client
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L1011[19:32:51] <williewillus> what forge are you even on? botania depends on a fairly recent one
L1012[19:33:13] <wiresegal> 1921
L1013[19:33:46] <Keridos> i ended up just calling writetonbt and return that on getUpdatePacket
L1014[19:33:53] <Keridos> should work fine on all my TE's
L1015[19:33:57] <Keridos> just transfer all the data
L1016[19:34:02] <williewillus> wasteful though
L1017[19:34:09] <Keridos> not by much to be honest
L1018[19:34:19] <williewillus> it stacks up once you have a lot of mods
L1019[19:34:31] <Keridos> i need a couple of those for rendering
L1020[19:34:36] <Keridos> and drawing guis
L1021[19:34:42] <williewillus> just transfer what you need to do that :P
L1022[19:34:44] <Keridos> so like 90% of the data is needed
L1023[19:34:52] <Keridos> I do not think there is much else left
L1024[19:35:11] <Keridos> first I need to fix the itemblock rendering for my normal block though
L1025[19:35:27] <Keridos> my 3 standard blocks render fine ingame but the item looks like a big square with their back texture
L1026[19:35:37] <Keridos> worked fine in 1.7.10 though
L1027[19:35:53] <williewillus> did you register the models?
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L1029[19:35:57] <williewillus> (assuming 1.8+)
L1030[19:35:58] <Keridos> yeah
L1031[19:36:02] <Keridos> i meant 1.8.9
L1032[19:36:04] <williewillus> show where you do that + jsons
L1033[19:36:24] <tterrag> again, I'd recommend calling super.getUpdatePacket
L1034[19:36:25] <Keridos> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), meta, new ModelResourceLocation(Reference.MOD_ID.toLowerCase() + ":" + blockName, "inventory"));
L1035[19:36:29] <wiresegal> williewillus: do I need to call VanillaPacketHandler.dispatchToNearby or whatever it's called
L1036[19:36:33] <tterrag> ignoring super method behavior is ugly
L1037[19:36:36] <wiresegal> i'm doing that, tterrag, not working atm
L1038[19:36:49] <williewillus> wiresegal: that forces getUpdatePacket to resend
L1039[19:36:54] <tterrag> wiresegal: I was talking to Keridos
L1040[19:36:58] <tterrag> I'd recommend YOU update forge to latest
L1041[19:37:03] <Keridos> i do not ignore super
L1042[19:37:04] <williewillus> and I'm refactoring that soon because it's wasteful :P
L1043[19:37:19] <Keridos> just need to figure out, i used to call super.writetonbt in my writetonbt
L1044[19:37:30] <tterrag> you just said <Keridos> i ended up just calling writetonbt and return that on getUpdatePacket
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L1046[19:37:34] <Keridos> since i need to return something, can I still call that and java ignores the return?
L1047[19:37:41] <williewillus> wat
L1048[19:37:53] <Keridos> well writetonbt is not void anymore
L1049[19:38:05] <Keridos> but it requires you to return an NBTTagCompound
L1050[19:39:48] <williewillus> okay so NBTTagCompound ret = super.writeToNBT(); ret.writeYourStuff; return ret;
L1051[19:40:35] <barteks2x> WTF? There are some files in which git diff shows lines with ^M at the end
L1052[19:40:52] <barteks2x> and these lines are newly added lines
L1053[19:41:27] <williewillus> screwy line endings
L1054[19:42:53] <williewillus> barteks2x: google says: http://stackoverflow.com/a/26490990
L1055[19:43:04] <barteks2x> i'm on linux, and i don't think I've ever touched these on windows
L1056[19:43:21] <williewillus> ?shrug
L1057[19:43:38] <barteks2x> So how it's possible that I ADDED lines with windows line endings?
L1058[19:43:46] <williewillus> dont ask me :D
L1059[19:44:13] <barteks2x> I think idea does something weird here, at least that's the only explanation
L1060[19:44:55] <barteks2x> but last time I got this issue with build.gradle I even tried removing and addint these lines again with vim, and it stayes like that
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L1062[19:47:48] <williewillus> because git has auto conversion stuff
L1063[19:48:32] <barteks2x> which means?
L1064[19:48:49] <barteks2x> does git add these?
L1065[19:49:29] <williewillus> there's all sorts of config around this but it should't be changing it without something adding them
L1066[19:49:31] <williewillus> so no idea
L1067[19:49:32] <williewillus> :P
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L1069[19:52:40] <tterrag> core.autocrlf is the option
L1070[19:52:50] <wiresegal> updated forge, nothing started working
L1071[19:53:02] <barteks2x> and what does this option exactly do?
L1072[19:53:03] <williewillus> it's not magic
L1073[19:53:11] <williewillus> that was @wire
L1074[19:53:19] <williewillus> barteks2x: that post I linked has solutions to get rid of it
L1075[19:54:42] <barteks2x> so I should use windows line endings for all files?
L1076[19:57:34] <wiresegal> it's working now!
L1077[19:58:51] <williewillus> what'd you change?
L1078[19:58:52] <wiresegal> bleh, now I just have to get the stack rendering
L1079[19:58:56] <wiresegal> idk, it just works :/
L1080[19:59:05] <williewillus> you just said it didn't ;p
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L1082[19:59:41] <wiresegal> ayy
L1083[20:00:05] <wiresegal> it renders
L1084[20:00:52] <wiresegal> http://imgur.com/6r2W6pF
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L1086[20:02:06] <williewillus> i wish mojang would get rid of the ugly 2d icons for those blocks
L1087[20:02:15] <williewillus> hopper, flowerpot, repeater,comparator, cauldron, cake, etc.
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L1089[20:02:37] <wiresegal> I like it :P
L1090[20:02:47] <williewillus> it looks ugly as hell
L1091[20:02:53] <wiresegal> ¯\_(ツ)_/¯
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L1096[20:06:30] <wiresegal> either way, that's 50% of the remaining features (Thankfully l0ne ported it previously to 1.8)
L1097[20:06:44] <iso2013> Anyone able to update TerrainControl to 1.9 for me?
L1098[20:06:48] <iso2013> Willing to pay
L1099[20:08:45] <williewillus> it's already on 1.9?
L1100[20:08:52] <williewillus> according to the repo I found at least
L1101[20:09:22] <iso2013> williewillus, The repo has partial support for 1.9 but the client generator doesn't work
L1102[20:09:30] <iso2013> Problems with registering the biomes
L1103[20:09:48] <williewillus> fix it? :D what crashes are there?
L1104[20:12:21] <iso2013> It's really confusing for me - I'm a Plugin developer not a mod dev (although I've done a tiny amount of modding). Here's the error log: http://hastebin.com/uhocafotiy.tex
L1105[20:12:56] <iso2013> That's from TerrainControl from the Repo with BiomeBundle loaded.
L1106[20:13:22] <williewillus> how are these biomes getting registered?
L1107[20:13:51] <williewillus> i suspect there's some manual biome-ID setting going on
L1108[20:13:59] <williewillus> forge 1.9 manages all biome ids automatically and internally
L1109[20:14:54] <iso2013> There is manual biome-ID setting IIRC. Not too familiar with TerrainControl either, but I'm pretty sure it's required to manually set biome-id due to the way terraincontrol handles having more biomes than possible ids
L1110[20:15:26] <williewillus> well that explains the error :P
L1111[20:17:57] <iso2013> Yeah
L1112[20:18:08] <iso2013> I just have no idea how to fix it :p
L1113[20:18:22] <williewillus> ..how did it ever do it before?
L1114[20:18:26] <TehNut> well, if you have ID configs... fix the ID's?
L1115[20:18:43] <iso2013> TehNut, BiomeBundle works on 1.7.10 flawlessly
L1116[20:18:52] <TehNut> This isn't 1.7.10
L1117[20:18:53] <williewillus> yes but that's not the point? :P
L1118[20:18:58] <TehNut> The log literally tells you what's wrong
L1119[20:19:09] <williewillus> find out how they got >256 biomes into 256 ids
L1120[20:19:18] <iso2013> I don't know
L1121[20:19:22] <TehNut> Also BB hasn't been released for 1.8+ yet
L1122[20:19:24] <williewillus> then find out? :P
L1123[20:19:35] <williewillus> the code is there and you are knowledgeable :D
L1124[20:20:13] <iso2013> TehNut, I just assumed since they worked fine on 1.7.10 the IDs wouldn't break on 1.9 :p
L1125[20:20:22] <TehNut> Never assume things
L1126[20:20:26] <iso2013> haha k
L1127[20:20:26] <TehNut> Especially between major MC versions
L1128[20:23:57] <iso2013> williewillus, well i'm not too knowledgeable about registries or anything MC internals haha
L1129[20:25:18] <TehNut> This isn't a case of touching internals
L1130[20:25:27] <TehNut> This is a case of you opening the config file and changing hte biome ID's
L1131[20:26:16] <wiresegal> I hate writing lexicon entries when i'm tired
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L1133[20:27:30] <iso2013> TehNut, That doesn't work
L1134[20:27:50] <iso2013> Gradle makes me cringe coming from Maven
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L1137[20:31:23] <Delenas> What exactly does "io.netty.handler.codec.DecoderException: java.lang.NullPointerException: Undefined message for discriminator 0 in channel <modid>" mean?
L1138[20:32:34] <tterrag> you sent a packet that wasn't registered, likely
L1139[20:34:22] <Delenas> No, pretty sure it's registered through my proxy..
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L1141[20:35:37] <tterrag> why would you do that in your proxy?
L1142[20:35:47] <tterrag> also, post code?
L1143[20:35:49] <Delenas> from client to server, in proxy.registerMessagesServer: BedCraftBeyond.NETWORK.registerMessage(MessageEyedropperUpdate.Handler.class, MessageEyedropperUpdate.class, 3, Side.SERVER);
L1144[20:36:04] <tterrag> but you only do that in the server proxy? ...why
L1145[20:36:10] <wiresegal> is it run on both sides?
L1146[20:36:16] <wiresegal> because it needs to be
L1147[20:36:48] <tterrag> how do you expect the client to know what descriminator to use?
L1148[20:37:21] <Delenas> So it not being registered on both sides is killing it. Nice.
L1149[20:37:32] <Delenas> Relevant files: https://github.com/ZornTaov/BedcraftAndBeyond/commit/b03e33d2f065b55024dddda3a72cf046f2be933f
L1150[20:37:56] <wiresegal> isn't the standard for network to do it in the actual @Mod file?
L1151[20:39:33] <tterrag> whyyyy use a switch in a message
L1152[20:39:48] <tterrag> eh, nvm
L1153[20:40:09] <tterrag> your GUI handler is still weird though :P
L1154[20:40:31] <Delenas> My gui handler delegates the methods to the actual blocks and items.
L1155[20:40:38] <tterrag> wiresegal: http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/#making-packets
L1156[20:40:42] <Delenas> So I can change stuff all in one place.
L1157[20:40:47] <tterrag> Delenas: which defeats the purpose
L1158[20:40:57] <tterrag> *shrug*
L1159[20:40:58] <Delenas> How so?
L1160[20:41:20] <tterrag> IGuiHandler abstracts the sided logic away from what opened the GUI
L1161[20:41:26] <tterrag> then you are just delegating it back
L1162[20:41:38] <wiresegal> I know, i meant the registration @ tterrag
L1163[20:42:20] <tterrag> there is no "standard"
L1164[20:42:31] <tterrag> I do it in static init in my MessageHandler class
L1165[20:42:47] <tterrag> this can be bad though, since you need to assure they are registered during load
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L1169[20:46:23] <wiresegal> if getActualState changes, will it fire a block update?
L1170[20:48:01] <tterrag> what does that even mean O.o
L1171[20:48:09] <Delenas> Also, #blameMcJty for the gui handler stuff.
L1172[20:48:22] <wiresegal> as in, if the state returned by getActualState changes on a block update, will it propogate?
L1173[20:49:45] <tterrag> how would anything know it changed?
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L1175[20:50:22] <wiresegal> say a property gets randomized every time it updates (example that is not what's happening, don't worry)
L1176[20:50:42] <wiresegal> will that cause a block update, which then gets propogated to the nearby blocks?
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L1178[20:57:42] <wiresegal> it do
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L1184[21:10:02] <synthetica> Hi
L1185[21:12:18] <synthetica> I was here earlier with a problem about the tooltip event. My problem was fixed, but things still aren't working. My code is at https://github.com/synthetixa/GeologyMod/blob/master/src/main/java/net/synthetixa/geo/common/GeoEventHandler.java Basically, I want to add a tooltip to an item when the player presses L. It doesn't give an error with my current code, but it doesn't do anything. Help?
L1186[21:12:37] <williewillus> your own item?
L1187[21:13:08] <synthetica> No. The copper ingot from Base Metals. If it were my own, it would be much easier.
L1188[21:13:42] <iso2013> williewillus, I found terraincontrol 1.8 so it'll be easier to update to 1.9 now :D
L1189[21:13:44] <williewillus> i bet that eqausl() check fails
L1190[21:13:50] <williewillus> because of stack size
L1191[21:13:53] <williewillus> and meta
L1192[21:13:57] <williewillus> why is that check evne there?
L1193[21:14:13] <synthetica> I only want to do this when the copper ingot is held.
L1194[21:14:25] <williewillus> your variable doesn't do what it says it does
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L1196[21:14:43] <synthetica> Pardon?
L1197[21:14:55] <williewillus> why are you making another stack and comparing?
L1198[21:15:03] <williewillus> just do e.getItemStack().getItem() == Items.copper_ingot
L1199[21:15:11] <iso2013> How do I change minecraft versions to 1.9 from a 1.8 gradle project
L1200[21:15:12] <williewillus> first of all
L1201[21:15:24] <williewillus> iso2013: find build.properties or gradle.properties
L1202[21:15:27] <williewillus> edit the forge version
L1203[21:15:35] <synthetica> Dang... getItem(). Never thought of that. Thank you... so much!
L1204[21:15:39] <williewillus> :P
L1205[21:17:18] <wiresegal> williewillus: how goes bauble rotations?
L1206[21:17:22] <synthetica> Hmmm... nothing still.
L1207[21:17:31] <wiresegal> specifically head baubles when sneaking
L1208[21:17:35] <iso2013> williewillus, where do I find that? :P i really don't use gradle
L1209[21:17:41] <williewillus> wiresegal: nothing atm
L1210[21:17:46] <wiresegal> yay :P
L1211[21:17:46] <williewillus> if you have time to fix them go ahead
L1212[21:17:51] <williewillus> I don't have time
L1213[21:18:04] <wiresegal> nah, I am just as out of time as you are
L1214[21:18:12] <wiresegal> I... really should be studying right now
L1215[21:18:20] <williewillus> you still have school?
L1216[21:18:26] <wiresegal> yep
L1217[21:18:29] <williewillus> wat
L1218[21:18:34] <wiresegal> for 1.5 more weeks
L1219[21:18:35] <wiresegal> it suuuuucks
L1220[21:18:36] <synthetica> That sucks.
L1221[21:18:44] <wiresegal> it's not that there's school
L1222[21:18:56] <wiresegal> it's that it's deadº F outside
L1223[21:19:02] <synthetica> I got out like two and half weeks ago...
L1224[21:19:07] <williewillus> yeah lol
L1225[21:19:10] <wiresegal> and dead+1º F inside
L1226[21:19:22] <williewillus> also I don't feel like figuring all that rotation crap out
L1227[21:19:22] <synthetica> That's awful tool. I hate the heat.
L1228[21:19:24] <williewillus> it's a mess
L1229[21:19:35] <iso2013> williewillus, never mind, found it - it was build.gradle
L1230[21:19:52] <wiresegal> yeah, I hate rotation too :P
L1231[21:19:53] <synthetica> Hey, wiresegal. You have any idea what's wrong?
L1232[21:20:06] <williewillus> with what?
L1233[21:20:13] <williewillus> post updated code
L1234[21:20:20] <synthetica> I will.
L1235[21:20:26] <wiresegal> wrong with what
L1236[21:20:32] <williewillus> his tooltip
L1237[21:20:40] <wiresegal> fling me the code?
L1238[21:21:09] <iso2013> what do I do after I change forge version to the target version
L1239[21:21:13] <iso2013> How do i re-decompile
L1240[21:21:17] <synthetica> https://github.com/synthetixa/GeologyMod/blob/master/src/main/java/net/synthetixa/geo/common/GeoEventHandler.java
L1241[21:21:25] <williewillus> iso2013: gradle clean setupDecompWorkspace
L1242[21:21:47] <williewillus> synthetica: what type is the keys[] array
L1243[21:21:56] <synthetica> KeyBinding[]
L1244[21:22:06] <wiresegal> first of all, == is fine for comparing items
L1245[21:22:12] <williewillus> your var still doesn't do what it says it does but that's irrelevant rn
L1246[21:22:24] <synthetica> I know, I just like .equals() more.
L1247[21:22:30] <williewillus> ,,,
L1248[21:22:31] <wiresegal> == true. ._.
L1249[21:22:33] <williewillus> ...
L1250[21:22:51] <synthetica> Well. I suck.
L1251[21:22:57] <williewillus> nobody said that :P
L1252[21:22:59] <wiresegal> otherwise this looks like it should work?
L1253[21:22:59] <williewillus> it's just faster
L1254[21:23:14] <wiresegal> yeah, we all do silly things sometimes :P
L1255[21:23:17] <iso2013> williewillus, build failed
L1256[21:23:35] <synthetica> Is it really? I'll fix that I guess. I just like .equals(). Don't know why.
L1257[21:23:40] <williewillus> synthetica: try using isKeyDown instead
L1258[21:23:44] <williewillus> instead of isPressed
L1259[21:23:49] <williewillus> I keep forgetting which to use when
L1260[21:23:55] <synthetica> Okay.
L1261[21:23:59] <williewillus> ah yes
L1262[21:24:02] <wiresegal> I love that kotlin makes .equals -> ==
L1263[21:24:07] <wiresegal> so i don't need to worry
L1264[21:24:13] <williewillus> the javadoc for isPressed says "Returns true on the initial key press. For continuous querying use {@link isKeyDown()}."
L1265[21:24:36] <wiresegal> that should do
L1266[21:24:42] <synthetica> So it shouldn't matter here, should it?
L1267[21:24:47] <williewillus> yes it does
L1268[21:24:52] <williewillus> the tooltip event fires continuously
L1269[21:25:00] <synthetica> Oh. Right.
L1270[21:25:10] <williewillus> wiresegal: how do you do reference equality then :P
L1271[21:25:15] <wiresegal> I'll also suggest that you localize your information, rather than put it in plaintext in the code
L1272[21:25:19] <williewillus> ^
L1273[21:25:22] <williewillus> but that can come later
L1274[21:25:23] <wiresegal> williewillus: if we REALLY need to, ===
L1275[21:25:40] <synthetica> Yeah, I was going to. Just want to get it to work at all first.
L1276[21:25:46] <wiresegal> rarely need to williewillus
L1277[21:25:51] <wiresegal> fair enough
L1278[21:26:11] <synthetica> And it still doesn't... weird.
L1279[21:26:27] <wiresegal> breakpoint/print things?
L1280[21:26:39] <synthetica> Yeah, I guess.
L1281[21:27:01] <williewillus> inb4 didn't register event handler
L1282[21:27:08] <iso2013> Kindof stuck trying to update TerrainControl :/
L1283[21:27:27] <synthetica> I did.
L1284[21:27:37] <synthetica> :P
L1285[21:27:56] <wiresegal> he did, I checked that first xD
L1286[21:28:01] <iso2013> williewillus, can you update it for me? :P
L1287[21:28:11] <synthetica> I'm not *that* stupid.
L1288[21:28:11] <williewillus> I have enough on my hands :P
L1289[21:28:43] <williewillus> 8-5 job for all of summer and the weekends/nights are for chilling + ProjectE + Botania
L1290[21:29:33] <synthetica> That's a lot, man.
L1291[21:29:38] <iso2013> Yeah
L1292[21:30:27] <williewillus> i used to have Aura Cascade as well but I gave it away since it was getting neglected by my lack of time :P
L1293[21:31:02] <iso2013> i need an experienced dev to update it though :/ i really have no idea what i'm doing with gradle
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L1297[21:37:01] <synthetica> So, apparently, it doesn't get past my if(ClientProxy.keys[0].isKeyDown()) line.
L1298[21:37:31] <williewillus> same happens with isPressed?
L1299[21:37:43] <synthetica> Yes. I've checked both.
L1300[21:37:50] <williewillus> hm
L1301[21:37:52] <williewillus> key conflict?
L1302[21:38:03] <synthetica> I'll check, but I don't think.
L1303[21:38:25] <synthetica> L doesn't do anything, as far as I know.
L1304[21:39:52] <synthetica> Nope. I have a System.out.println("Yo!"); before the if statement and it spams the console, but nothing gets past that if...
L1305[21:40:10] <williewillus> yeah idk enough about keybinds to know which is right
L1306[21:40:14] <williewillus> try checking another mod?
L1307[21:40:25] <synthetica> Okay.
L1308[21:40:38] * williewillus checks the mod right in front of him
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L1310[21:40:45] <williewillus> oh
L1311[21:40:46] <williewillus> try
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L1313[21:40:59] <williewillus> Keyboard.isKeyDown(<keycode>)
L1314[21:41:16] <synthetica> Okay.
L1315[21:41:18] <theFlaxbeard> Is there a nice way to make a tileentity animate at a dynamic speed
L1316[21:41:29] <theFlaxbeard> Without using a TESR?
L1317[21:41:30] <williewillus> speed variable in the TE? :P
L1318[21:41:39] <williewillus> synthetica: this should help http://minecraft.gamepedia.com/Key_codes
L1319[21:41:44] <theFlaxbeard> Right, but how do I use that to affect the animation speed? :P
L1320[21:41:53] <williewillus> what kind of animation?
L1321[21:43:43] <synthetica> Nope. Same result.
L1322[21:44:13] <theFlaxbeard> Animated texture
L1323[21:44:22] <theFlaxbeard> the speed at which it animates based on some TE variable
L1324[21:44:28] <theFlaxbeard> is that FastTESR territory?
L1325[21:45:00] <williewillus> uh don't think you can adjust an animated texture's speed dynamically
L1326[21:45:12] <williewillus> you could have several different versions at diff speeds but meh
L1327[21:47:21] <synthetica> Hmm. Looking at Baubles' B keybinding. It uses isPressed().
L1328[21:47:34] <williewillus> yes but those are in world bindings
L1329[21:47:40] <williewillus> most of those are suppressed in inv
L1330[21:47:52] <williewillus> idk for sure how it works
L1331[21:48:05] <synthetica> I'm not in the inventory. I want it be when it's being held. Sorry if that was unclear.
L1332[21:48:36] <williewillus> wait wat
L1333[21:48:40] <williewillus> then why is this a tooltip event
L1334[21:48:49] <williewillus> "tooltips" are when you hover over the stack in an inventory
L1335[21:48:59] <synthetica> Because the player then checks the tooltip in their inventory.
L1336[21:49:08] <synthetica> The keybind just puts it there.
L1337[21:49:11] <williewillus> what tooltip are you referring to?
L1338[21:49:26] <synthetica> The one I wrote for copper.
L1339[21:49:34] <williewillus> yes but where is it supposed to show up?
L1340[21:50:09] <synthetica> It should show up, after L has been pressed with the ingot equipped, inside the inventory when the ingot is hovered over.
L1341[21:50:27] <williewillus> so you wanted a TOGGLE
L1342[21:50:30] <williewillus> right?
L1343[21:50:32] <synthetica> Yes.
L1344[21:50:40] <williewillus> -.- I should've xy'ed this
L1345[21:50:50] <synthetica> Pardon?
L1346[21:51:02] <williewillus> I should've asked for what end result you wanted
L1347[21:51:18] <williewillus> because your code implied you wanted something like what other mods do when they say "press shift to see more info!"
L1348[21:51:29] <synthetica> Oh. Yeah, I guess I was kind of unclear too, so I'm sorry for that.
L1349[21:51:30] <williewillus> okay so you want a toggle, where's your toggle variable?
L1350[21:51:41] <synthetica> Would the code be completely wrong then?
L1351[21:51:49] <williewillus> checking of the keybind shouldn't happen in the tooltip event if the keybind toggles something
L1352[21:52:08] <williewillus> have the keybind toggle some boolean elsewhere then check that boolean in the tooltip event
L1353[21:52:54] <synthetica> Okay. That's kind of what I thought. Where, though? Would it be KeyInputEvent.
L1354[21:53:41] <williewillus> that's what i use but idk if that's right
L1355[21:54:09] <williewillus> i think thats the rightone
L1356[21:54:17] <iso2013> williewillus, would you be able to give me advice on where to look on how to update terraincontrol? I found a 1.8 version
L1357[21:54:27] <synthetica> Okay, thanks.
L1358[21:54:32] <iso2013> https://github.com/MCTCP/TerrainControl/tree/feature-biome-speed
L1359[22:01:40] <williewillus> I'm so confused
L1360[22:01:47] <williewillus> my property overrides aren't fireing for whatever reason
L1361[22:01:55] <synthetica> Thank you, WillieWillus. It works. Tomorrow, I'll write more tooltips.
L1362[22:01:56] <williewillus> no custom mesher
L1363[22:02:00] <williewillus> yay!
L1364[22:02:29] <williewillus> bleh whatever done modding for today :P
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L1367[22:04:20] <robedpixel> is there an event in minecraft forge is called when a player is sneaking?
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L1370[22:06:33] <synthetica> Goodnight!
L1371[22:06:33] <synthetica> ]
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L1373[22:09:05] <thecodewarrior> robedpixel: You mean when they start or stop sneaking? I don't think so.
L1374[22:09:20] <robedpixel> when they start sneaking
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L1376[22:09:58] <robedpixel> i need a function to detect if a person begins sneaking, but i want to know if there is an event in minecraft forge that can detect that
L1377[22:10:19] <robedpixel> if there isn't do i need to implement a tickhandler?
L1378[22:14:19] <Ferdz_TheWeeb> Why are getStateFromMeta and getMetaFromState used for blockstates? Is this basically encoding the state / decoding it to a meta value? Because if I have more than 16 possibilities,the meta won't be able to handle it
L1379[22:22:01] <Keridos> uargh currently thinking about how I can properly make my methods here work and not be totally stupid
L1380[22:22:49] <Keridos> i have a method that loops through a position and then should do things depending on the inputs
L1381[22:23:33] <Ferdz_TheWeeb> As I understand it, blockstates are nothing more than a cute interface for metadatas, am I correct?
L1382[22:23:46] <sfxplayer> yeah
L1383[22:25:31] <Keridos> I see more potential in them
L1384[22:25:38] <Keridos> currently the map can only contain metadata
L1385[22:25:45] <Keridos> but you can do much more with them dynamically
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L1387[22:28:06] <Ferdz_TheWeeb> But what I mean is that you are limited to 16 values
L1388[22:28:21] <TehNut> You are limited to 16 values in meta form
L1389[22:28:21] <Ferdz_TheWeeb> Therefore if I need more than that, I need to use a TE
L1390[22:28:29] <TehNut> You can technically have unlimited values
L1391[22:28:42] <TehNut> But yes, you need a TE if you want more than 16 saved to disk
L1392[22:28:57] <Ferdz_TheWeeb> Damn
L1393[22:29:46] <Ferdz_TheWeeb> How expensive are TEs for the computer generally? I was using tons of TESR in 1.7, but I aim to change that for 1.9
L1394[22:30:29] <TehNut> If it doesn't implement ITickable, it's just extra memory
L1395[22:31:20] <Ferdz_TheWeeb> Hmkay
L1396[22:32:25] <Ferdz_TheWeeb> As for saving / loading data from NBT tags, did the code change much sine 1.7?
L1397[22:33:28] <TehNut> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L1398[22:33:39] <TehNut> had to search for it
L1399[22:33:50] <Ferdz_TheWeeb> thanks :)
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L1404[22:41:32] <Keridos> nbt tags did not change much imo
L1405[22:41:50] <Keridos> the rendering systems except for TESR are totally changed
L1406[22:42:04] <Keridos> in 1.9.4 TE syncing got changes as well
L1407[22:42:30] <thecodewarrior> Is there an event that's fired after a chunk has been generated?
L1408[22:42:36] <Ferdz_TheWeeb> Yeah I'm migrating from TESRs that were a pain to jsons that are hopefully less of a pain
L1409[22:42:39] <Keridos> and from the amount of deprecated methods, I would say blockstates and init will be changed in the future
L1410[22:43:02] <Keridos> and maybe metadata will be removed
L1411[22:43:21] <robedpixel> is there a way for minecraft to return the client player as an entity?
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L1413[22:43:42] <robedpixel> i mean a function
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L1415[22:44:41] <TehNut> The deprecation for the majority of Block you don't need to pay attention to
L1416[22:45:03] <TehNut> Mojang appears to be using it as a way to mark "Don't call me, but overriding is fine"
L1417[22:45:22] <Keridos> ah
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L1421[22:47:34] <Ferdz_TheWeeb> Keridos, stop you're scaring me :(
L1422[22:47:46] <Ferdz_TheWeeb> Spooky scary mojang
L1423[22:48:18] <Keridos> i kind of like the changes
L1424[22:48:34] <Keridos> for me it seems developing is less of a hassle
L1425[22:48:42] <Keridos> though the splitting of the te sync confuses me
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L1428[22:49:13] <Keridos> and tterraaaag (i dont wanna ping him) I think mentioned that he does not really understand why they did it in the first place
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L1431[22:59:17] <Prospector> Is there any kind of method or something for rendering tooltips in GUIs or do I need to add my own tooltip thing
L1432[22:59:31] <Prospector> specifically tooltips when you hover over something
L1433[23:04:33] <Prospector> Found it!
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L1435[23:15:35] <Ferdz_TheWeeb> \o/
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L1439[23:30:08] <bspkrs> is anyone interested in taking on some outdated mods?
L1440[23:30:41] <bspkrs> I really just don't have the drive to continue my shit
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L1442[23:32:06] <bspkrs> ping/PM me if you are interested
L1443[23:32:11] <bspkrs> bbl
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L1447[23:43:10] <Toluene> Hey buddies, Genuine here, does anyone here know if it's possible to load a specific profile (preferably just the json that the launcher uses anyway) from the official launcher as command line argument?
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L1449[23:44:49] <Toluene> I want to make a couple shortcuts to specific profiles (mainly just want to skip the launcher gui) so I can put a couple on the desktop or launch them directly from steam.
L1450[23:46:43] <tterrag> --username --password ?
L1451[23:47:42] <TehNut> launcher profile, not game profile
L1452[23:47:48] <Toluene> Right.
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L1456[23:57:03] <Keridos> wow I never touched debugging in my mod until now
L1457[23:57:20] <Keridos> this is so helpful in analyzing complex bugs
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