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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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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
L193[07:10:28]
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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
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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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?
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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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
L362[10:46:27] ***
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L363[10:50:04] <Wuppy> how're yall?
L364[10:51:12] ***
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L365[10:51:12] <LatvianModder> gud
L366[10:51:23] <LatvianModder> you?
L367[10:51:57] <Wuppy> pain everywhere
& tired :V
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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?
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
L460[11:45:02]
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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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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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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?
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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
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
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.
L533[12:48:01]
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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?
L542[12:51:04] <ghz|afk> you don't do
anything special
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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
L563[13:05:00]
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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?
L577[13:15:16]
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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
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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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.
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?
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?
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
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
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
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
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?
L1028[19:35:54]
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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
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
L1061[19:46:22]
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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
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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.
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.
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
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
L1195[21:14:29]
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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
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
L1294[21:32:53]
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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
L1312[21:40:48]
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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
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.
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
L1365[22:02:59] ***
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L1367[22:04:20] <robedpixel> is there an
event in minecraft forge is called when a player is sneaking?
L1368[22:05:59]
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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?
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!
L1434[23:09:21]
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L1435[23:15:35] <Ferdz_TheWeeb> \o/
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L1438[23:26:41] ***
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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
L1441[23:31:29]
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L1442[23:32:06] <bspkrs> ping/PM me if
you are interested
L1443[23:32:11] <bspkrs> bbl
L1444[23:34:46]
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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?
L1448[23:44:34] ***
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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.
L1453[23:52:19] ***
Vigaro is now known as V
L1454[23:52:28] ***
big_Xplosion is now known as big_Xplo|AFK
L1455[23:53:07]
⇦ Quits: Drullkus
(~Dru11kus@2601:646:9680:6504:2c44:3999:c95d:89ca) (Remote host
closed the connection)
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