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L21[01:38:58] <barteks2x> I implemented entity spawner for cubic chunks... and nothing spawns because for some reason world thinks that all of these columns are not actually loaded
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L23[01:42:15] <barteks2x> now trying to find out who wrote this: public int getMinBlockZ() {return Coords.cubeToMinBlock(cubeX);}
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L25[01:51:41] <barteks2x> Razaekel wrote this code 2 years ago... and nobody noticed since then
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L28[01:59:32] <barteks2x> Finally got mob spawning working: http://i.imgur.com/aSedbFA.png
L29[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160615 mappings to Forge Maven.
L30[02:00:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160615-1.9.4.zip (mappings = "snapshot_20160615" in build.gradle).
L31[02:00:12] <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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L53[03:17:18] <kashike> barteks2x: uh
L54[03:17:54] <kashike> barteks2x: https://github.com/Barteks2x/CubicChunks/issues/30 - async chunk loading is in forge and has been for a long time
L55[03:18:10] <barteks2x> I didn't implement it inc ubic chunks
L56[03:18:15] <barteks2x> I always load synchronously
L57[03:18:29] <kashike> "Unimplemented Forge feature"
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L59[03:18:36] <barteks2x> I should change the name
L60[03:18:56] <kashike> oh, you mean "Forge feature we have not implemented"?
L61[03:18:59] <barteks2x> I meant that it's unimplemented in my mod but is in forge
L62[03:18:59] <kashike> if so, makes sense
L63[03:19:02] <kashike> ah okay
L64[03:19:23] <barteks2x> not sure how I could write it differently without making a really long tag
L65[03:19:29] <barteks2x> it's already very long
L66[03:20:28] <kashike> hm
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L68[03:21:36] <kashike> barteks2x: "Feature: Forge", and a new "Pending Implementation"? :P
L69[03:22:48] <barteks2x> this seems even more confusing to me
L70[03:24:25] <barteks2x> Pending implementation would be really just the same as Feature or Enhancement
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L73[03:25:16] <kashike> it's more of "This issue requires an implementation that is pending/in progress"
L74[03:26:40] <barteks2x> It's nowhere near "in progress" for now. This is really just a performance issue, and performance is mostly low priority now
L75[03:26:57] <barteks2x> I want to make it work first, then make it work fast
L76[03:28:44] <barteks2x> Maybe I will change it to something like "Forge feature: reimplement"
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L87[04:03:29] <Tazz> its surprisingly easy to write a parser in C XD
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L89[04:04:47] <gigaherz|work> it's easy to write a parser.
L90[04:05:06] <gigaherz|work> you just need some lexing rules, and a set of parse rules
L91[04:05:16] <gigaherz|work> hand-writing a recursive-descent parser is easy enough
L92[04:05:28] <gigaherz|work> hand-writing a table-based LALR parser is rather complicated
L93[04:06:11] <gigaherz|work> so if you can make do with LL(k), a custom hand-written recursive descent parser works well enough
L94[04:07:26] <gigaherz|work> (or more probably, a predicated LL(k))
L95[04:08:12] <Tazz> gigaherz|work, thoughts making my language use something like libuv as its IO lib?
L96[04:09:32] <unascribed> is it practical to have a TileEntity that only has IItemHandler caps in 1.9.4?
L97[04:09:38] <unascribed> or are there still a lot of things that expect IInventory
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L99[04:11:06] <gigaherz|work> unascribed: Forge stance is "fuck IInventory"
L100[04:11:17] <unascribed> (the issue and why I'm asking is I have an "interface" block that should be able to have IFluidHandler, IItemHandler, etc caps added to it by submodules, but on its own it does nothing, and I'd prefer to keep it decoupled and not have to have dummy impls of all the interfaces)
L101[04:11:39] <unascribed> so in an ideal world, IItemHandler would be enough
L102[04:11:41] <unascribed> but this is not an ideal world
L103[04:11:43] <gigaherz|work> it should be
L104[04:11:44] <unascribed> so IInventory is still needed
L105[04:11:45] <gigaherz|work> or more accurately
L106[04:11:46] <unascribed> >.>
L107[04:11:52] <gigaherz|work> ignore IInventory
L108[04:11:55] <gigaherz|work> pretend it doesn't exist
L109[04:12:01] <gigaherz|work> if someone complains, point them to the other mod
L110[04:12:04] <unascribed> and eventually everyone will support it, yeah
L111[04:12:16] <unascribed> I'll go with that and see if it ruins everything... hoppers are patched to support it, right?
L112[04:12:17] <gigaherz|work> all the vanilla blocks are updated
L113[04:12:20] <unascribed> cool
L114[04:12:24] <gigaherz|work> and all the new modders have been instructed NOT to use IInventory
L115[04:12:29] <unascribed> so if people are stuck with a broken mod I'll say "use a chest as a buffer"
L116[04:12:45] <unascribed> since my interface has a pull mode, which will also use caps
L117[04:12:53] <gigaherz|work> (at least the ones who come and ask ;P)
L118[04:13:04] <gigaherz|work> yeah
L119[04:13:07] <unascribed> maybe it should detect IInventory and send you a chat message
L120[04:13:31] <unascribed> "The <block name> is using a deprecated inventory system that is not compatible with the Interface. Use a chest as a buffer and submit a bug report to the author of <mod name>."
L121[04:13:33] <gigaherz|work> a good practice is to support interfacing with IInventory
L122[04:13:37] <gigaherz|work> but not exposing it yourself
L123[04:13:41] <unascribed> fair
L124[04:14:15] <unascribed> since that doesn't require polluting my implementation
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L126[04:14:25] <gigaherz|work> so if you pull from chests, it's easy to do like
L127[04:14:34] <gigaherz|work> if instanceof IInventory, return InvWrapper(te)
L128[04:14:45] <gigaherz|work> let forge handle the rest for you ;P
L129[04:14:46] <unascribed> I originally didn't really get caps, and thought they were kinda pointless
L130[04:14:50] <unascribed> but now I'm actually using them
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L132[04:14:54] <gigaherz|work> yeah
L133[04:14:56] <unascribed> and wow there's so many things you can do with them you couldn't before
L134[04:15:08] <gigaherz|work> it's the inertia
L135[04:15:20] <gigaherz|work> "We are already doing everything this way, why change it?"
L136[04:15:26] <gigaherz|work> well because it's awesome.
L137[04:15:43] <gigaherz|work> and yeah, attachable upgrades.
L138[04:16:13] <unascribed> basically, I currently have an item storage mod, kinda like AE
L139[04:16:21] <unascribed> and I want to add fluid support, ala ExtraCells
L140[04:16:28] <unascribed> but I don't want to have an entire separate set of blocks for using fluids
L141[04:16:32] <gigaherz|work> yeah
L142[04:16:34] <unascribed> the existing terminal, interface, etc, should work with fluids
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L144[04:16:51] <unascribed> and the best way I can think to do this, that's future-proof and doesn't result in painful hardcoding
L145[04:16:53] <gigaherz|work> so you can have a generic block
L146[04:16:59] <unascribed> is entirely dynamically through a Registry and some caps
L147[04:17:02] <gigaherz|work> and if it has fluids in the network, you just expose IFluidHandler
L148[04:17:05] <gigaherz|work> now that it's a thing
L149[04:17:11] <unascribed> for example I treat stacks as entirely opaque
L150[04:17:23] <unascribed> so I don't care what your implementation is working with
L151[04:17:29] <unascribed> I just manage the storage allocation
L152[04:17:42] <gigaherz|work> heh
L153[04:17:53] <unascribed> of course though
L154[04:17:55] <unascribed> right now this is all design
L155[04:17:57] <unascribed> it doesn't compile yet
L156[04:18:00] <unascribed> so no idea if it works in practice!
L157[04:18:03] <gigaherz|work> XD
L158[04:18:14] <unascribed> it's promising though
L159[04:18:22] <gigaherz|work> well I have no fluids in my Rift proxy/interface system
L160[04:18:23] <unascribed> I'd love to have a super-extensible easy to update caps-based digital storage mod
L161[04:18:30] <unascribed> and, you could even store not-stacks
L162[04:18:35] <gigaherz|work> but I can easily see how it could work
L163[04:18:37] <unascribed> in AE, you have these special crafting storage blocks
L164[04:18:46] <unascribed> but my drives are entirely generic, and can reserve data for everything
L165[04:18:52] <unascribed> so the normal drives could be used for crafting patterns.
L166[04:18:59] <gigaherz|work> I was waiting for a capability-based fluid storage system
L167[04:19:15] <gigaherz|work> but I don't really have much "brain time" left these days
L168[04:19:18] <unascribed> (which makes sense, considering a real drive can store any data, there's no such thing as a drive that only stores documents, unless you decide to use it that way)
L169[04:19:55] <gigaherz|work> yeah
L170[04:20:00] <gigaherz|work> I was thinking about that a while ago
L171[04:20:08] <gigaherz|work> my solution was to have a "packet encoder"
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L173[04:20:14] <unascribed> this is the utopian version of the mod I already have released, essentially :P
L174[04:20:16] <gigaherz|work> and the storage would simply store "packets"
L175[04:20:18] <gigaherz|work> as in, files
L176[04:20:24] <unascribed> I woke up yesterday with a vision on how to redesign the system
L177[04:20:25] <unascribed> so I am :P
L178[04:20:36] <unascribed> yeah, my system is a generic allocator for types and bits
L179[04:20:37] <gigaherz|work> so a fluid? well it's a packet with the fluid id, and the amount
L180[04:20:37] <gigaherz|work> ;P
L181[04:20:49] <unascribed> you ask it to (de)allocate bits and types
L182[04:20:54] <unascribed> and you have callbacks for stack insertion/removal
L183[04:20:59] <unascribed> the two default modules will be fluid and items
L184[04:21:12] <unascribed> there's also consistency checks and a number of fail-fast checks
L185[04:21:18] <unascribed> because fail-fast
L186[04:21:36] <unascribed> the only thing I'm afraid of though is that this will be *too* abstract
L187[04:21:41] <unascribed> and will scare people away from working on the code
L188[04:27:02] <unascribed> there, I now have milestones on all my github issues
L189[04:27:18] <unascribed> slated for the final pre-refactor release or 2.0.0 :D
L190[04:27:33] <unascribed> I have yet to find a good versioning scheme
L191[04:27:48] <unascribed> I've been going with incrementing major, and therefore not releasing major updates to old versions
L192[04:27:53] <unascribed> which seems to be a good plan
L193[04:28:04] <unascribed> incrementing major for Minecraft updates*
L194[04:28:27] <unascribed> for example, 2.0.0 won't wind up on 1.8.9, because 1.8 is 0.x, and incrementing major there would result in 1.x, which is used for 1.9.x
L195[04:28:45] <unascribed> gives a graceful deprecation path for old versions that isn't "I think this version is old"
L196[04:29:01] <gigaherz|work> you could use more version components ;P
L197[04:29:04] <unascribed> it's "the code is getting major changes and I don't feel like backporting it"
L198[04:29:04] <gigaherz|work> 1.8.9.0.2
L199[04:29:13] * unascribed catches fire
L200[04:29:20] <gigaherz|work> which would mean "mc 1.8.9, update 0, patch 2"
L201[04:29:26] * unascribed is now ashes
L202[04:29:38] <gigaherz|work> "1.9.0.0.1"
L203[04:29:52] * unascribed has transcended the mortal realm
L204[04:29:52] <gigaherz|work> "mc 1.9(.0), update 0, patch 1"
L205[04:29:56] <gigaherz|work> etc
L206[04:30:02] <unascribed> or just
L207[04:30:03] <unascribed> you know
L208[04:30:04] <barteks2x> I try to stick with this: https://mcforge.readthedocs.io/en/latest/conventions/versioning/
L209[04:30:06] <unascribed> 1.9-0.x
L210[04:30:14] <unascribed> that has its own problems though
L211[04:30:16] <gigaherz|work> meh too standard and simple
L212[04:30:16] <gigaherz|work> ;P
L213[04:30:25] <unascribed> hm, I did help write that doc
L214[04:30:28] <unascribed> maybe I should use it :P
L215[04:30:36] <unascribed> 1.8.9-0.0.3.1
L216[04:30:38] <unascribed> ehh
L217[04:30:47] <unascribed> hm.
L218[04:30:56] <unascribed> it's very Forge-like, and the Forge scheme seems to work pretty well
L219[04:31:03] <unascribed> and MAJORMOD is still incr'd for updates
L220[04:31:11] <barteks2x> and my current version: 1.9.4-0.0.168.0
L221[04:31:14] <gigaherz|work> I prefer 3-component versions
L222[04:31:15] <unascribed> let me convert my existing version numbers to this format and then decide how I feel
L223[04:31:17] <gigaherz|work> with separate mc ;P
L224[04:31:17] <gigaherz|work> http://minecraft.curseforge.com/projects/enderthing/files
L225[04:31:22] <unascribed> yeah, > 3 feels wrong
L226[04:31:31] <unascribed> but API and MOD versions should be separate
L227[04:31:35] <gigaherz|work> since I often apply fixes to multiple mc versions
L228[04:31:36] <unascribed> semver expects you to only have an api
L229[04:31:46] <gigaherz|work> yeah semver doesn't work for non-libraries
L230[04:31:54] <unascribed> so, for 1.2.0.3
L231[04:31:58] <unascribed> if you remove an API method
L232[04:31:59] <gigaherz|work> it's too abstract
L233[04:32:00] <unascribed> 1.3.0.3
L234[04:32:02] <unascribed> if you remove a tile entity
L235[04:32:04] <unascribed> 2.2.0.3
L236[04:32:17] <gigaherz|work> specially if your mod has no api
L237[04:32:17] <gigaherz|work> then
L238[04:32:21] <unascribed> and the order seems good too, because it's still order-of-importance
L239[04:32:25] <unascribed> well, then you leave out MAJORAPI :P
L240[04:32:26] <gigaherz|work> major = "something big that breaks gameplay"
L241[04:32:40] <gigaherz|work> minor = "something small that tweaks gameplay but won't change how you do things"
L242[04:32:48] <gigaherz|work> patch = "bugfix, no gameplay changes"
L243[04:32:49] <barteks2x> My mod will definitely have an API
L244[04:32:50] <gigaherz|work> it works
L245[04:32:54] <gigaherz|work> it's just not concrete enough
L246[04:33:18] <unascribed> "0.2.2_01"
L247[04:33:26] <unascribed> can you tell I haven't decided on how to version
L248[04:33:31] <unascribed> I actually have a released titled that :x
L249[04:33:34] <unascribed> release*
L250[04:33:43] <gigaherz|work> I changed over time
L251[04:33:48] <gigaherz|work> my mods were first 0.25
L252[04:33:51] <gigaherz|work> 0.32
L253[04:33:57] <gigaherz|work> then I added a second point
L254[04:34:00] <gigaherz|work> 0.4.0
L255[04:34:01] <gigaherz|work> etc
L256[04:34:18] <gigaherz|work> because that scheme doesn't hold when you reach 0.9x
L257[04:34:53] <barteks2x> At some point (bukkit plugin) I used output of git describe as version
L258[04:35:05] <gigaherz|work> heh
L259[04:35:11] <gigaherz|work> that has a very annoying thing
L260[04:35:17] <barteks2x> now it would be: v0.0-168-g095230c
L261[04:35:20] <gigaherz|work> you have to tag when you BEGIN devloping a version
L262[04:35:21] <unascribed> oh
L263[04:35:22] <unascribed> huh
L264[04:35:23] <gigaherz|work> instea of when you finish
L265[04:35:24] <unascribed> git describe
L266[04:35:30] <unascribed> no idea that existed
L267[04:35:34] <gigaherz|work> it does
L268[04:35:35] <gigaherz|work> it's
L269[04:35:40] <gigaherz|work> tagname.commitssincetag
L270[04:35:44] <barteks2x> I still use it, but differently
L271[04:35:44] <gigaherz|work> so if you create a tag called
L272[04:35:45] <unascribed> yeah, just looked at it
L273[04:35:46] <gigaherz|work> v0.1
L274[04:35:47] <gigaherz|work> it would say
L275[04:35:49] <gigaherz|work> v0.1.3455
L276[04:35:55] <gigaherz|work> which means
L277[04:36:03] <gigaherz|work> you have to tag v0.1 when you begin working on 0.1
L278[04:36:12] <kashike> I version "mc-SNAPSHOT-githash" - 1.9-SNAPSHOT-aabbccdd
L279[04:36:20] <Cazzar> http://semver.org/#semantic-versioning-specification-semver
L280[04:36:29] <unascribed> https://unascribed.com/i/c136dd70.png
L281[04:36:30] <unascribed> hm.
L282[04:36:30] <gigaherz|work> git describe works best for even-odd versioning
L283[04:36:34] <gigaherz|work> where odd numbers are beta
L284[04:36:38] <gigaherz|work> and even numbers are release
L285[04:36:39] <unascribed> Cazzar, we already said semver doesn't work very well for non-libraries
L286[04:36:41] <gigaherz|work> then you do like
L287[04:36:45] <gigaherz|work> tag v0.1
L288[04:36:46] <unascribed> there's modified semver in the forge docs
L289[04:36:48] <gigaherz|work> work on next version
L290[04:36:50] <unascribed> that's what I'm thinking about
L291[04:36:58] <gigaherz|work> branch& tag v0.2 for 0.2 rlease
L292[04:37:04] <unascribed> of course though
L293[04:37:06] <gigaherz|work> then tag v0.3 for master, where you continue working on the eventual 0.4
L294[04:37:11] <gigaherz|work> and so on
L295[04:37:12] <unascribed> this still doesn't fix the major update issue across versions
L296[04:37:17] <Cazzar> I'm more talking about the strurcture :P
L297[04:37:20] <unascribed> 0.x.x.x can't get the refactor, as that'd be 1.x.x.x
L298[04:37:24] <barteks2x> now, git describe doesn't work too well with tags, so I append branch name to version if it's not master
L299[04:37:27] <unascribed> which is the first 1.9.x version
L300[04:37:30] <unascribed> hmm...
L301[04:37:35] <barteks2x> *branches, not tags
L302[04:37:47] <unascribed> maybe I should use 1.1, 1.2, 1.3, 1.4, 1
L303[04:37:49] <unascribed> in that order
L304[04:37:52] <gigaherz|work> barteks2x: for branches
L305[04:37:53] <unascribed> /s
L306[04:37:55] <gigaherz|work> isn't it like
L307[04:38:02] <gigaherz|work> tagname.commits-branchname?
L308[04:38:10] <unascribed> idk, I think I'm going to stay with my "pretend semver" I have going now
L309[04:38:13] <gigaherz|work> so if you ahve a mc1.8.9
L310[04:38:15] <unascribed> but no more patch versions (_xx)
L311[04:38:16] <gigaherz|work> git describe would show
L312[04:38:22] <gigaherz|work> v1.2.345-mc1.8.9?
L313[04:38:38] <barteks2x> no idea, I just append branch name in build.gradle
L314[04:38:44] <unascribed> just checked
L315[04:38:47] <unascribed> describe does not use branch name
L316[04:38:50] <gigaherz|work> hmmm
L317[04:38:53] <gigaherz|work> there's a way to add it, though
L318[04:38:55] <gigaherz|work> I have seen it done
L319[04:39:01] <unascribed> https://unascribed.com/i/3036fcce.png
L320[04:39:13] <barteks2x> https://github.com/Barteks2x/CubicChunks/blob/master/build.gradle#L251 I use this in build.gradle
L321[04:39:23] <unascribed> not sure why I ran it twice
L322[04:39:23] <barteks2x> probably not the best implementation but it works
L323[04:39:26] <gigaherz|work> OH
L324[04:39:27] <gigaherz|work> the hash
L325[04:39:31] <gigaherz|work> that's probably what I remembered
L326[04:40:32] <barteks2x> I need to update my comment in build.gradle about getting version string
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L329[04:42:00] <unascribed> hm, I also have the versioning I was going to use for my game but never got to
L330[04:42:24] <unascribed> YYYY-MM-DD NN
L331[04:42:27] <unascribed> where N is the hotfix number
L332[04:42:37] <unascribed> doesn't work too well for a mod though..
L333[04:42:41] <unascribed> standalone game, sure
L334[04:45:11] <unascribed> hm
L335[04:45:19] <unascribed> should the items module be "Correlated Itemistics" or "Correlated Items"
L336[04:45:30] <unascribed> the first is a throwback to the mods original name, Correlated Potentialistics
L337[04:45:34] <unascribed> but man is that a long name
L338[04:47:18] <barteks2x> I was wondering why I can't start my mod in debug mode. I was trying to run gradle build in debug mode for almost 10 minutes
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L352[06:21:07] <Baughn> I'm trying to fix a problem on my server that I've dubbed "chunk-churn". Basically, when a mod does a getBlock call that loads an unloaded chunk, it's immediately unloaded again, then reloaded the next tick..
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L354[06:22:16] <Baughn> The solution I came up with thus far is to detect this situation, then delay unloading those chunks.
L355[06:22:42] <Baughn> I can also use statistical profiling to detect dependencies between chunks, i.e. when a TE in one chunk loads the chunk next to it.
L356[06:23:22] <Baughn> And that all _works_. I have it working as a mod, even; no Forge changes required yet. What doesn't, is subsequently unloading the chunks..
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L358[06:24:50] <Baughn> Is there any interface I can use to do the opposite of forcing a chunk?
L359[06:25:07] <Baughn> Instead of saying "This chunk should be kept in memory, and ticked", I want to say "This chunk should be unloaded *right now*"
L360[06:25:47] <Baughn> (..well, more accurately, I'd like to unload an entire set of interdependent chunks inside of a single tick, so they don't end up loading each other again.)
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L392[08:36:06] <LordSaad> hello. trying to read a schematic file and all is good except theres a weird bug when reading the schematic thats turning quartz slabs to stone slabs. i checked the metadata and the slab is saved with metadata of 15 while quartz slabs just have 7. i placed a slab with metadata 15 and the item texture is null while the block itself is a quartz slab
L393[08:36:13] <LordSaad> like what the hell is going on here?
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L395[08:36:31] <LordSaad> is it a block id change in 1.9 or is mcedit using an older system?
L396[08:39:31] <M4thG33k> Hello! Is there a way to apply a new color to a texture for armor in-code rather than create a new texture? For example, if an itemstack has specific data I would like to change a white texture blue
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L399[08:39:42] <LordSaad> yes
L400[08:40:08] <M4thG33k> Is there an example of this somewhere?
L401[08:40:19] <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/items/ItemPearl.java#L136
L402[08:40:23] <LordSaad> u need that in ur item class
L403[08:40:41] <LordSaad> specify the nbt as you wish
L404[08:40:59] <LordSaad> ull also need this
L405[08:40:59] <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/ModItems.java#L30
L406[08:41:02] <LordSaad> to register the item
L407[08:41:26] <LordSaad> u register that in ur common proxy's init
L408[08:43:23] <M4thG33k> What exactly does that do? Is it called somewhere else in your code, or is it then used internally by MC?
L409[08:44:03] <gigaherz|work> M4thG33k: hmm you mean for the actual armor texture applied to the model
L410[08:44:05] <gigaherz|work> or the item?
L411[08:44:23] <M4thG33k> Both (eventually), right now I'm focusing on the model
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L414[08:44:47] <LordSaad> its used internally
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L416[08:44:52] <LordSaad> after u register it of course
L417[08:45:01] <LordSaad> u just set the nbt as you wish when you wish and itll work
L418[08:45:23] <gigaherz|work> Hmm I don't believe there's any way to apply a color multiplier to the model texture
L419[08:45:44] <LordSaad> ... i just said how
L420[08:45:48] <LordSaad> and its amazing
L421[08:46:02] <LordSaad> the color blends with the texture too
L422[08:46:15] <M4thG33k> That works for the item, but I need the model when the player wears the armor to be retextured as well
L423[08:46:32] <LordSaad> look at leather armor code?
L424[08:46:40] <LordSaad> i have no clue
L425[08:46:51] <LordSaad> i need to know as well
L426[08:47:08] <gigaherz|work> As I said, I don't believe the "standard" armor model can
L427[08:47:21] <gigaherz|work> it MAY be possible to achieve using a custom ModelBiped
L428[08:47:40] <M4thG33k> Yeah, I have a custom model, but I'm still not entirely sure how to recolor stuff
L429[08:47:53] <gigaherz|work> well the model renderers use display lists and such
L430[08:48:00] <gigaherz|work> you'd have to copy-and-customize the code
L431[08:48:11] <gigaherz|work> so that it does a GL11.glColor in there
L432[08:48:27] <LordSaad> giga
L433[08:48:30] <gigaherz|work> I can't check if there's any better way
L434[08:48:33] <gigaherz|work> ;P
L435[08:48:38] <LordSaad> any idea of my problem?
L436[08:49:10] <LordSaad> either mcedit is saving schematics in an old format or something undocumented is screwing my meta data up
L437[08:49:19] <gigaherz|work> dunno
L438[08:49:27] <LordSaad> did block ids change in 1.9?
L439[08:49:28] <gigaherz|work> I'd have to look at the code and file contents and such
L440[08:49:36] <gigaherz|work> but I can't do that right now
L441[08:49:43] <LordSaad> its standard stuff, im just reading the schematic data
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L462[09:57:07] <gigaherz> FINALLY! Steam now has a way to exclude tags from queues! \o/
L463[09:57:15] <gigaherz> no more RTS or Zombie games on my queue
L464[09:57:31] <gigaherz> (or FPS, or Sports, or ...)
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L477[10:27:32] <LordSaad> new ItemStack(object.getState().getBlock(), 1, object.getState().getBlock().getMetaFromState(object.getState()));
L478[10:27:44] <LordSaad> the object.getState part refuses to work
L479[10:27:50] <LordSaad> im trying to rendering the item stack in a gui
L480[10:28:03] <LordSaad> stuff like quartz slabs are rendering as stone slabs
L481[10:28:29] <LordSaad> i double checked, it builds the structure correctly from the schematic but the itemstack refuses to retrieve the correct item
L482[10:31:29] <Temportalist> Which one? there are 3.
L483[10:31:54] <LordSaad> renderToolTip(itemStack, mouseX, mouseY);
L484[10:31:55] <LordSaad> standard
L485[10:32:18] <Temportalist> there are 3 object.getState. Which one doesnt seem to be working? :P
L486[10:32:41] <LordSaad> the metadata part
L487[10:32:47] <LordSaad> i cant tell which of the 2 in the metadata part
L488[10:32:52] <LordSaad> they're supposed to be the same thing
L489[10:33:06] <LordSaad> like
L490[10:33:09] <Temportalist> What is the object?
L491[10:33:12] <Temportalist> Why data type?
L492[10:33:19] <Temportalist> What?
L493[10:33:19] <LordSaad> its from a schematic file
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L495[10:33:33] <Temportalist> that doesnt help. What data type is object?
L496[10:33:42] <LordSaad> IBlockState
L497[10:34:04] <Temportalist> Why the fuck are you calling IBlockState.getState()??? haha
L498[10:34:17] <LordSaad> sorry*
L499[10:34:20] <LordSaad> the object
L500[10:34:24] <Temportalist> I dont even think that exists
L501[10:34:27] <LordSaad> contains an IBlockState and a BlockPos
L502[10:34:42] <LordSaad> forgot to mention that part
L503[10:34:48] <Temportalist> But what is the data type of the object.
L504[10:34:59] <Temportalist> I dont care if it "contains XYZ"
L505[10:35:05] <Temportalist> I want the actual data type
L506[10:35:11] <LordSaad> of the state?
L507[10:35:21] <Temportalist> No. Of the object
L508[10:35:21] <abab9579> Might be related with unlisted blockstate properties?
L509[10:35:26] <Temportalist> the varaible you call object
L510[10:35:32] <Temportalist> "object"
L511[10:35:38] <LordSaad> its a custom class...
L512[10:35:42] <LordSaad> to read the schematic
L513[10:35:44] <LordSaad> thats all it is
L514[10:35:49] <Temportalist> Can you provide code?
L515[10:35:52] <abab9579> How did you load it?
L516[10:35:53] <LordSaad> sec
L517[10:36:11] <LordSaad> let me push
L518[10:37:26] <LordSaad> https://github.com/LordSaad44/Wizardry/blob/master/src/main/java/me/lordsaad/wizardry/book/contentpages/BasicsGettingStarted.java#L90
L519[10:37:31] <LordSaad> the schematic loads fine
L520[10:37:34] <LordSaad> everything loads fine
L521[10:37:38] <LordSaad> it builds the structure perfectly
L522[10:37:47] <LordSaad> but the itemstack for some reason isnt perfect
L523[10:38:16] <LordSaad> and rendertooltip crashes on afew very specific unknown blocks for some reason. like, it works on the stone slab in layer x but not on the stone slab in layer y
L524[10:38:34] <LordSaad> also: the code is currently messy. i was testing and just pushed a messy commit
L525[10:39:00] <Temportalist> Do you check if the stack can render in each layer?
L526[10:39:28] <LordSaad> do u mean schematic layers or internal rendering layers?
L527[10:39:32] <Temportalist> internal
L528[10:39:44] <LordSaad> what would a check like that look like?
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L530[10:39:56] <LordSaad> the rendertooltip is at the bottom of that loop i linked
L531[10:40:05] <Temportalist> Hm, guess you don't iterate over the render layers
L532[10:40:45] <LordSaad> it works most of the time and renders the proper items in the gui. its just iffy on a half of those blocks
L533[10:41:18] <Temportalist> which half? haha
L534[10:41:31] <LordSaad> ok so
L535[10:41:33] <LordSaad> half slabs
L536[10:41:44] <LordSaad> im getting stone slabs instead of quartz slabs
L537[10:41:55] <LordSaad> quartz pillars and such render as regular quartz blocks
L538[10:42:43] <LordSaad> and specifically on layer 5 which has nothing suspicious schematic wise, rendertooltip crashes the game on the stone slabs... like wtf...
L539[10:43:05] <LordSaad> when i order the schematic to build, it builds it all PERFECTLY
L540[10:44:02] <Temportalist> could it be a side issue?
L541[10:44:12] <Temportalist> Could the data be de-synced between client and server?
L542[10:44:24] <LordSaad> no thats not possible
L543[10:44:29] <LordSaad> the gui is client side
L544[10:44:40] <LordSaad> and the schematic is loaded internall on the same side
L545[10:44:46] <LordSaad> as in literally above that for loop
L546[10:44:49] <LordSaad> in a draw screen function
L547[10:44:57] <LordSaad> there shouldnt be any syncing at all...
L548[10:45:06] <Temportalist> But you said they place perfectly
L549[10:45:15] <Temportalist> And placement occurs server side for the most part
L550[10:45:48] <LordSaad> that was for testing. im loading the schematic checing, as in, loading the block states into a list
L551[10:46:10] <LordSaad> i looped the list and placed the blocks. perfect. then i looped the list to render items, almost perfect
L552[10:46:19] <LordSaad> ok so i did something
L553[10:46:28] <LordSaad> i made it say the id of the slabs
L554[10:46:34] <LordSaad> stone slabs gave an id of 15
L555[10:46:45] <LordSaad> the stone slabs in vanilla are 0, quartz is 7
L556[10:47:07] <LordSaad> i gave myself a slab of id 15, the texture was null but when i placed it, it just showed a quartz slab
L557[10:47:11] <Temportalist> Are you using ID's to store things in the schematic?
L558[10:47:21] <LordSaad> im kinda forced to...
L559[10:47:24] <Temportalist> Dont
L560[10:47:24] <LordSaad> thats how schematics are made
L561[10:47:29] <Temportalist> use strings with names
L562[10:47:31] <LordSaad> thats how mcedit saves them
L563[10:47:37] <Temportalist> mcedit sucks
L564[10:47:48] <LordSaad> so does every schematic program ever?
L565[10:47:51] <LordSaad> including worldedit?
L566[10:48:00] <Temportalist> for the most part
L567[10:48:03] <LordSaad> ...
L568[10:48:15] <LordSaad> should i write my own schematic files?
L569[10:48:20] <LordSaad> *generate
L570[10:48:45] <Temportalist> well, depends on how they work. I've never looked too much into schematics
L571[10:48:49] <LordSaad> schematica does it this way. every person on the forge site forums uses this way to load schematics
L572[10:48:58] <Temportalist> But if you are going to store blocks and items, you should use the resource location system
L573[10:49:01] <LordSaad> its not the schematic's fault
L574[10:49:10] <LordSaad> schematics are backwards compatable, so..
L575[10:49:26] <Temportalist> I'm just saying that by storing ID's\, you mod is going to be inherently broken some of teh time because Id's flucutate
L576[10:50:07] <LordSaad> http://minecraft.gamepedia.com/Schematic_file_format
L577[10:52:40] * Temportalist shrugs
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L580[10:58:07] <Rushmead> This doesnt display anything.. https://gist.github.com/anonymous/d091131db70b476a45347c746ce78e92
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L582[11:01:19] * mikebald wasn't aware JSON supported 2 keys under the same object. There's 2 "inventory" keys under variants.
L583[11:01:35] <Rushmead> oooh yeah
L584[11:02:03] <mikebald> Looks like it's standard to just use the last one and fail silently
L585[11:02:41] <sham1> Yeah, JSON only supports one key per value
L586[11:02:53] <gigaherz> it doesn't, it just sets them on a map, which will probvably keep the last one ;P
L587[11:03:13] <sham1> Wait
L588[11:03:22] <sham1> JSON has no protection against duplicates?
L589[11:03:39] <gigaherz> "JSON" isn't a thing per se
L590[11:03:42] <gigaherz> GSON may not
L591[11:03:57] <sham1> I am talking about the JSON specification and what it may say about it
L592[11:04:37] <sham1> Ah
L593[11:04:42] <sham1> The JSON spec does not specify
L594[11:04:43] <gigaherz> the jso nstandard doesn't mention duplicates at all
L595[11:05:41] ⇨ Joins: IceDragon (~ThatGuy@63.143.88.7)
L596[11:05:54] <sham1> Although JSON itself should be a representation of a valid Javascript object, so you know
L597[11:06:27] <sham1> Probably should investigate the ECMAScript object specification for the most "canonical" answer
L598[11:07:09] <kenzierocks> is there actually no hook in block for when it gets removed from the world by any means?
L599[11:07:33] <sham1> Wasn't there a onDestroy or something
L600[11:07:45] <gigaherz> breakBlock?
L601[11:07:45] <kenzierocks> i thought there would be but there's just separate methods for player/explosion
L602[11:07:53] <gigaherz> BlockBreakEvent?
L603[11:08:35] <kenzierocks> dont see that
L604[11:08:59] <sham1> Are you even trying
L605[11:09:26] <kenzierocks> wait what the what
L606[11:09:30] <kenzierocks> breakBlock is a thing
L607[11:09:33] <kenzierocks> eclipse halp
L608[11:09:48] <sham1> Use IDEA
L609[11:10:06] <kenzierocks> no
L610[11:10:10] <kenzierocks> it sucks more
L611[11:10:11] <sham1> Yes
L612[11:10:13] <sham1> Wat
L613[11:10:14] <sham1> How
L614[11:10:19] <kenzierocks> annotation processing
L615[11:10:33] <kenzierocks> have to recompile for any updates >.>
L616[11:10:39] <kenzierocks> eclipse does that automagically
L617[11:10:40] <sham1> All the wat
L618[11:11:03] <kenzierocks> also "what intellij says is right" vs "what actually compile with javac" are different
L619[11:11:14] <kenzierocks> same with th eclipse compiler...but still
L620[11:11:22] <sham1> You do know that IDEA consults javac
L621[11:11:23] <gigaherz> eclipse comes with its own compiler
L622[11:11:26] <sham1> Same as Eclupse
L623[11:11:30] <sham1> If you configure it to
L624[11:11:31] <kenzierocks> yes gigaherz i know
L625[11:11:36] <gigaherz> that will generate different code depending on if you build wit hit, or use "gradlew build"
L626[11:11:41] <kenzierocks> yes
L627[11:11:43] <kenzierocks> correct
L628[11:11:51] <kenzierocks> i don't see how that's applicable
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L630[11:12:03] <gigaherz> I mean you cna't get worse than that
L631[11:12:04] <gigaherz> ;P
L632[11:12:09] <PaleoCrafter> uhm... IDEA does not really use output from the compiler for code hints in any form :P
L633[11:12:24] <kenzierocks> ^
L634[11:12:25] <sham1> But when you build
L635[11:12:28] <PaleoCrafter> of course
L636[11:12:32] <kenzierocks> when you build, yes
L637[11:12:42] <kenzierocks> but sometimes there are bugs in javac :D
L638[11:12:47] <sham1> Well report them
L639[11:12:50] <gigaherz> IMO in practice, the difference is in IDEA you have to hit build to get it to hotswap
L640[11:12:54] <sham1> To the bug tracker
L641[11:12:55] <gigaherz> while in eclipse you haveto hit save manually
L642[11:13:05] <kenzierocks> sham1: implying fixes come in decent time
L643[11:13:07] <gigaherz> I prefer idea simply because I like the UI and such more
L644[11:13:10] <PaleoCrafter> but IDEA does have annotation processing support anyways :P
L645[11:13:15] <sham1> But muh swing
L646[11:13:43] <kenzierocks> yes it does PaleoCrafter
L647[11:13:53] <kenzierocks> except that it doesn't run the APs unless you call make
L648[11:13:55] <sham1> Also, bugs in the canonical compiler are called "features", gosh
L649[11:14:09] <kenzierocks> and intellij doesn't do that automatically...and it's a little broken if you tell it to
L650[11:14:15] <PaleoCrafter> ah, okay
L651[11:14:33] <PaleoCrafter> APs are meh anyways :P
L652[11:14:53] <kenzierocks> things like https://bugs.openjdk.java.net/browse/JDK-8054569
L653[11:15:15] <kenzierocks> PaleoCrafter: but https://github.com/google/auto/tree/master/value !
L654[11:15:33] <PaleoCrafter> Just use Scala or Kotlin :P
L655[11:16:06] <kenzierocks> i hate scala...so messy with symbols
L656[11:16:10] <sham1> Or Frege or Clojure or JPython or *insert JVM language here*
L657[11:16:13] <kenzierocks> and forge has no kotlin support iirc
L658[11:16:42] <PaleoCrafter> well, the Kotlin libs are only about 1mb, just shade them :P
L659[11:17:06] <kenzierocks> PaleoCrafter: has to do with the bytecode itself i think....or something
L660[11:17:16] <kenzierocks> there's language adapters you need to write
L661[11:17:27] <PaleoCrafter> that's about it though :P
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L663[11:18:10] <kenzierocks> ...anyways my complaint about eclipse was once again invalid
L664[11:18:24] <kenzierocks> i was already implementing breakBlock, so it didn't suggest it for re-implementing
L665[11:18:30] <kenzierocks> whoops
L666[11:18:59] <sham1> ^F is your friend
L667[11:21:03] <PaleoCrafter> so, after Twitter, Facebook has that GIF feature as well now
L668[11:21:06] <kenzierocks> ⌘F
L669[11:21:09] <kenzierocks> OSX please
L670[11:21:19] <sham1> I am sorry
L671[11:21:27] <PaleoCrafter> if WhatsApp gets it as well, I can die happily :3
L672[11:21:37] <kenzierocks> lol
L673[11:22:30] <sham1> Also, it's JIF
L674[11:22:40] <PaleoCrafter> fuck off
L675[11:22:46] <sham1> ;P
L676[11:22:55] <kenzierocks> JPINGM
L677[11:22:59] <kenzierocks> the great new file format
L678[11:23:13] <sham1> https://xkcd.com/927/
L679[11:23:20] <kenzierocks> ah
L680[11:23:21] <kenzierocks> but you see
L681[11:23:30] <kenzierocks> its actually JPEG + PNG + GIF + WEBM
L682[11:23:32] <kenzierocks> all in one
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L684[11:24:31] <capitalthree> it's hiff
L685[11:24:44] <sham1> It's Patric
L686[11:24:51] <nxsupert> The only time an attempt at creating a universal standard has ever worked is Unicode :P
L687[11:24:55] <sham1> Ye
L688[11:24:56] <kenzierocks> jiffpng
L689[11:25:01] <capitalthree> also flif pwns all
L690[11:25:08] <capitalthree> image format wise
L691[11:25:10] <sham1> And even then, there are still people who for some reason use ASCII
L692[11:25:15] <sham1> Instead of UTF-8
L693[11:25:23] <kenzierocks> sham1: what about my EBCDIC
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L695[11:25:35] <capitalthree> ascii is a subset of utf-8 so we can all just pretend they're on our standard
L696[11:25:39] <sham1> (Well, any ASCII codepoint is also a valid UTF-8 codepoint)
L697[11:25:54] <sham1> IBM mainframes
L698[11:25:55] <sham1> Oh boy
L699[11:26:30] <nxsupert> I feel bad for the Unicode Consortium.
L700[11:26:44] ⇨ Joins: jk-5 (~jk-5@D549D0E1.cm-10-1b.dynamic.ziggo.nl)
L701[11:26:45] <sham1> "Here's that Unicode needs"
L702[11:26:48] <capitalthree> I am disappointed there's no unicode cock
L703[11:26:48] <sham1> "EMOJIS"
L704[11:27:08] <PaleoCrafter> are you certain it wasn't added in one of those emoji waves? :P
L705[11:27:08] <capitalthree> yeah exactly, emojis but no wangs! it's an outrage
L706[11:27:15] <nxsupert> They do so much work. But all they ever get press for is emojis.
L707[11:27:32] ⇨ Joins: Lunatrius (~Lunatrius@77.38.77.164)
L708[11:27:46] <sham1> But everyone thought that emojis were made by Apple instead of the Japanese that the Unicode Consortium took them from
L709[11:28:03] <sham1> Because consumer is... well.
L710[11:28:37] <PaleoCrafter> I doubt most people even realise they're looking at the same thing across multiple apps and devices :P
L711[11:28:49] <sham1> "But but but, they look different"
L712[11:29:00] <sham1> That's because they are under different fonts, silly
L713[11:29:29] <capitalthree> some of us try not to think about emojis at all
L714[11:29:47] <capitalthree> some of us still make our smileys with multiple ascii chars like cavemen
L715[11:29:59] <sham1> Yeah
L716[11:30:06] <sham1> We here in IRC are not lazy like that
L717[11:30:14] <sham1> We actually put some thought to our smileys
L718[11:30:16] <sham1> :)
L719[11:32:12] <sham1> 0xFF
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L721[11:32:45] <PaleoCrafter> well, can't Emojis consist of multiple characters as well? :P
L722[11:32:52] <PaleoCrafter> The colour modifiers and shit :P
L723[11:33:05] <sham1> Well, what is a character
L724[11:33:22] <sham1> Is character a byte?
L725[11:33:33] <sham1> If so, then 'ä' is two characters
L726[11:33:36] <sham1> Yet I see only one
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L728[11:35:20] <sham1> But if a character = codepoint
L729[11:36:11] <sham1> In that case, a multibyte string can be just one character
L730[11:36:41] <PaleoCrafter> ä would be one byte, wouldn't it?
L731[11:37:05] <sham1> In UTF-8 it is 2 bytes long
L732[11:37:23] <sham1> 0xC3 & 0xA4 to be exact
L733[11:37:38] <Wuppy> sup guys :)
L734[11:37:44] <sham1> \o
L735[11:38:18] <PaleoCrafter> I'm fairly certain it's 0xE4 :P
L736[11:38:34] <TechnicianLP> i knew they were two bytes but why does one know which bytes?
L737[11:38:53] <sham1> https://en.wikipedia.org/wiki/%C3%84#Computer_encoding
L738[11:39:04] <sham1> Under UTF-8, it clearly shows 2 bytes
L739[11:39:24] <sham1> But it happens to also be U+00E4
L740[11:40:38] <sham1> Under ISO 8859-1, 'ä' is just 0xE4
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L742[11:42:38] <PaleoCrafter> yeah, I thought UTF-8 matched that as well, but it only holds up for ASCII
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L746[11:43:41] <TechnicianLP> does someone know whetetr the securitymanager can be replaced via reflection?
L747[11:43:42] <sham1> Well, one has to know this stuff as UTF-8 might be the most common encoding in the Internet nowadays
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L749[11:44:10] <sham1> Assuming we count ASCII as UTF-8
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L754[11:49:37] <blood|wrk> Flamegoat around?
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L763[12:14:58] <Rushmead> If i have my "inventory" variant, how do i register that?
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L765[12:16:26] <TechnicianLP> i just found a method to exclude Fields from Reflection ... yay: sun.reflect.Reflection.registerFieldsToFilter(Class<?> paramClass, String... paramVarArgs)
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L773[12:27:38] <masa> Rushmead: item model? setCMRL(item, meta, "inventory");
L774[12:28:07] <masa> anyone know why calling player.openContainer.detectAndSendChanges(); doesn't update the item amount in the hotbar?
L775[12:28:16] <masa> it seems to lag "one behind"
L776[12:28:32] <masa> it updates if I open the inventory though
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L782[12:46:39] <TechnicianLP> i think i just found a security hole in java -.-
L783[12:47:00] <sham1> And the sky is blue and birds chirp
L784[12:47:04] <TechnicianLP> accessing fields via reflection that are blacklisted to be accessed
L785[12:47:15] <sham1> Oh
L786[12:47:40] <sham1> I'd imagine that the blacklisting will be done by securitymanager
L787[12:47:49] <sham1> So that
L788[12:48:00] <sham1> When you would access a blacklisted field
L789[12:48:15] <sham1> The SecurityManager with the right flags would be like: "Hey, stop that!"
L790[12:48:33] <TechnicianLP> sun.reflect.Reflection.registerFieldsToFilter(Class<?> paramClass, String... paramVarArgs)
L791[12:48:41] <sham1> Yes
L792[12:48:55] <sham1> But I am talking about how it would practically stop the reflection
L793[12:49:01] <sham1> Not how the reflection is added
L794[12:49:01] <TechnicianLP> in the static of that class the securitymanager is blacklisted for access vi reflection
L795[12:49:12] <TechnicianLP> it filters the fields out on the getdeclaredfields
L796[12:49:16] <kenzierocks> TechnicianLP: java is not very secure
L797[12:49:23] <sham1> ^
L798[12:49:25] <sham1> Well
L799[12:49:29] <sham1> It's getting better
L800[12:49:35] <kenzierocks> there's no reason for it to get better
L801[12:49:43] <kenzierocks> languages shouldn't need to be "secure"
L802[12:49:56] <sham1> *eye roll*
L803[12:50:00] <kenzierocks> the golden rule of security is that the client is untrusted
L804[12:50:01] <kenzierocks> always
L805[12:50:13] <sham1> And that could be enforced by the language
L806[12:50:18] <sham1> By not trusting anyone
L807[12:50:30] <kenzierocks> what do you mean by that
L808[12:50:54] <sham1> What do you mean
L809[12:51:11] <kenzierocks> what do you mean by the language not trusting anyone
L810[12:51:17] <kenzierocks> i don't see how there is a concept of trust
L811[12:51:23] * mikebald reflects on this convo and chuckles to himself.
L812[12:51:50] <sham1> By for instance not allowing you to do something unsafe unless you explicitly declare it
L813[12:51:54] <sham1> A la Rust
L814[12:51:59] <kenzierocks> i don't know rust
L815[12:52:25] <kenzierocks> examples?
L816[12:52:44] <sham1> https://doc.rust-lang.org/nomicon/meet-safe-and-unsafe.html
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L819[12:53:03] <mikebald> correct me if I'm wrong, but couldn't one use reflection to check the protection of their own properties and/or methods?
L820[12:53:12] <sham1> Probably
L821[12:53:36] <mikebald> seems like there's a method in place then for ensuring some level of security in java
L822[12:53:49] <kenzierocks> yes there is some security
L823[12:54:00] <kenzierocks> sham1: i don't see how that applies to "don't trust the client"
L824[12:54:10] <sham1> It doesn't
L825[12:54:17] <kenzierocks> then how is it applicable?
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L827[12:54:23] <sham1> But it enforces safe coding
L828[12:54:26] <kenzierocks> the security problem here is malicious code
L829[12:54:47] <kenzierocks> which you really can't protect against....you shouldn't be executing unknown code
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L831[12:55:27] <sham1> One cannot prove that any outside code is safe
L832[12:55:32] <kenzierocks> yes
L833[12:55:40] <kenzierocks> i agree
L834[12:55:42] <sham1> Well, you can say open source and that, but then again heartbleed
L835[12:56:14] <sham1> EVen your own codebase can be used maliciously if it is not protected against stuff like that
L836[12:56:45] <kenzierocks> eh?
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L838[12:57:53] <sham1> One cannot trust any code assuming they have not proven that there are no security holes
L839[12:58:05] <sham1> And beyound simple programs
L840[12:58:18] <kenzierocks> i mean, that's similar to the halting problem
L841[12:58:36] <kenzierocks> i still don't see how that changes the opinion that java needs to improve "security"
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L843[12:58:47] <sham1> It does not need to
L844[12:58:50] <sham1> It does it anyway
L845[12:58:56] <kenzierocks> ok?
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L847[12:59:14] <TechnicianLP> i just replaced a securitymanager that doesnt want to get replaced ...
L848[12:59:20] <sham1> :P
L849[12:59:20] <kenzierocks> yes, you can do that
L850[12:59:32] <sham1> The fuck you doing m8
L851[12:59:58] <TechnicianLP> trying to secure my mod against any modification :P
L852[13:00:11] <sham1> Why not just have a fingerprint
L853[13:00:16] <sham1> And have it be checked
L854[13:00:21] <sham1> Forge can do that for you
L855[13:00:44] <sham1> wait no
L856[13:00:49] <sham1> But why
L857[13:00:59] <sham1> Just tell people reflecting to your code to fuck off
L858[13:01:31] <sham1> And/Or make an API that allows easy access to whatever
L859[13:02:20] <kenzierocks> TechnicianLP: you can't secure the mod against modification
L860[13:02:31] <kenzierocks> i guarentee if you give me it, I can mod it
L861[13:02:37] <kenzierocks> that's how java is.
L862[13:02:48] <sham1> If by nothing else then ASM
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L865[13:07:38] ⇨ Joins: Ferdz_TheWeeb (~Ferdz_The@24.225.201.205)
L866[13:08:37] <Ferdz_TheWeeb> Can anyone tell me why this blockstate http://pastebin.com/W9V0nCNq still gives me missing variant exceptions such as blockstate "placeableitems:block_empty_bucket[facing=d45]"
L867[13:09:07] <kenzierocks> maybe because you defined normal?
L868[13:09:13] <kenzierocks> what happens if you don't define that
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L870[13:10:39] <Ferdz_TheWeeb> I was using forge's EnumFacing before that way and it didn't cause problem
L871[13:10:41] <Ferdz_TheWeeb> Let me try
L872[13:11:31] <Ferdz_TheWeeb> Nope, still does the errors even without normal
L873[13:11:54] <sham1> Show your code
L874[13:12:04] <Ferdz_TheWeeb> Can I not use numbers in blockstates? And what code do you want?
L875[13:12:13] <sham1> The block code
L876[13:12:28] <sham1> Also d45 is not a valid number
L877[13:13:13] <Ferdz_TheWeeb> Alright give me a second
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L879[13:14:12] <Ferdz_TheWeeb> This is the enum http://pastebin.com/aDibZCC7 and this is the block class
L880[13:14:13] <Ferdz_TheWeeb> http://pastebin.com/U6tt7FKR
L881[13:14:45] <Ferdz_TheWeeb> I just changed the IDs for the Enum as well, so that's not the issue
L882[13:14:49] <PaleoCrafter> sham1, d45 for sure is a valid number :P
L883[13:15:32] <sham1> d45 is a bloody 45-sided die
L884[13:16:05] <Ferdz_TheWeeb> I didn't know if I was allowed to only use numbers as name so I tried d45 as well but to no avail
L885[13:16:17] <kenzierocks> Ferdz_TheWeeb: what is the blockstates file saved as?
L886[13:16:22] <kenzierocks> i.e. what is the filename
L887[13:16:24] <Ferdz_TheWeeb> I'm trying to have my blocks face the player at a 45degree precision, not 90
L888[13:16:34] <Ferdz_TheWeeb> It's called block_empty_bucket.json
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L890[13:17:04] <kenzierocks> and what is the unlocalized name of the block?
L891[13:17:04] <PaleoCrafter> sham1, or, assuming D is the highest digit and the digits go 0-9A-D, it's
L892[13:17:04] <PaleoCrafter> 2609 :P
L893[13:17:16] <sham1> There's no 0x before it
L894[13:17:19] <sham1> I cannot know the base
L895[13:17:38] <PaleoCrafter> so I just assumed base 14 xD
L896[13:17:45] <Ferdz_TheWeeb> It's block_empty_bucket
L897[13:18:05] <sham1> If it is not clear from the number or the context, I always assume base-10 because god damn it
L898[13:18:07] <kenzierocks> hmm, k.
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L900[13:18:15] <Ferdz_TheWeeb> As I said, this file setup worked back when I was using Forge's EnumFacing and I'm trying to change to my own systme
L901[13:18:19] <kenzierocks> what about the registry name Ferdz_TheWeeb
L902[13:18:31] <Ferdz_TheWeeb> Both are block_empty_bucket
L903[13:18:31] <raoulvdberge> !gm field_77990_d
L904[13:18:35] <kenzierocks> ok.
L905[13:18:42] <kenzierocks> can I see logs for startup?
L906[13:19:08] <Ferdz_TheWeeb> Sure, do you want the whole log or just the error?
L907[13:19:12] <raoulvdberge> wtf is this of a piece of shit error
L908[13:19:13] <raoulvdberge> com.google.common.util.concurrent.ExecutionError: java.lang.IllegalAccessError: tried to access field net.minecraft.item.ItemStack.field_77990_d from class cofh.api.energy.ItemEnergyContainer
L909[13:19:34] <raoulvdberge> !gf field_77990_d
L910[13:20:17] <Ferdz_TheWeeb> kenzierocks, http://pastebin.com/bu0MpdEG
L911[13:20:18] <sham1> RF api
L912[13:20:50] <raoulvdberge> why can't it get an itemstack through getStackCompound
L913[13:21:02] <sham1> Because
L914[13:21:16] <kenzierocks> ...that's really weird Ferdz_TheWeeb
L915[13:21:29] <kenzierocks> it's only getting errors for non-90-deg angels
L916[13:21:33] <kenzierocks> angles*
L917[13:21:37] <masa> gm func_77990_d
L918[13:21:42] <masa> whoops
L919[13:21:51] <sham1> Don't forget that bang
L920[13:22:24] <masa> no I was going to pm it to the bot like usual but messed up swapping windows
L921[13:22:42] <Ferdz_TheWeeb> Uh you're right o.o
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L923[13:23:13] <kenzierocks> Ferdz_TheWeeb: fix your model definitions
L924[13:23:28] <kenzierocks> you're using placeableitems:bucket_empty everywhere
L925[13:23:34] <kenzierocks> should be placeableitems:blocks/bucket_empty
L926[13:23:38] <kenzierocks> or block
L927[13:23:50] <kenzierocks> whatever the folder is :P
L928[13:23:52] <Ferdz_TheWeeb> Nope
L929[13:24:07] <kenzierocks> uhh i'm 95% sure
L930[13:24:09] <Ferdz_TheWeeb> It worked with my other blocks as well without block/
L931[13:24:11] <sham1> No it shouldn't be
L932[13:24:17] <sham1> It should be without block/
L933[13:24:29] <Ferdz_TheWeeb> Wtf...
L934[13:24:33] <kenzierocks> how come mine only works with block
L935[13:24:34] <kenzierocks> then
L936[13:24:50] <kenzierocks> oh, that's textures
L937[13:24:51] <Ferdz_TheWeeb> I removed the angles without a multiple of 90 and now it wortks
L938[13:24:52] <kenzierocks> nvm
L939[13:25:05] <Ferdz_TheWeeb> Well turns out "y": 45 is impossible
L940[13:25:18] <kenzierocks> yea that might be so
L941[13:25:35] <Ferdz_TheWeeb> Shit
L942[13:25:46] <raoulvdberge> *WHY* is this even crashing
L943[13:25:46] <raoulvdberge> http://pastebin.com/YmuEHNwN
L944[13:25:50] <raoulvdberge> I DO NOT understand it
L945[13:25:50] <kenzierocks> you can define your own transform Ferdz_TheWeeb
L946[13:26:17] <Ferdz_TheWeeb> What do you mean my own transform?
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L948[13:26:52] <kenzierocks> Ferdz_TheWeeb: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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L950[13:27:07] <kenzierocks> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L20
L951[13:28:45] <Ferdz_TheWeeb> Uhm okay
L952[13:29:10] <Ferdz_TheWeeb> Do I define my transform in the same file or can it be a seperate file?
L953[13:29:19] <kenzierocks> same file...?
L954[13:29:20] <kenzierocks> what
L955[13:29:29] <Ferdz_TheWeeb> As my blockstate
L956[13:29:38] <kenzierocks> "transform": { "data for transform" : " stuff"}
L957[13:29:49] <kenzierocks> it's part of the same json object
L958[13:30:05] <kenzierocks> instead of "y": 45
L959[13:30:16] <kenzierocks> do "transform": {"rotation": {"y":54"}}
L960[13:30:23] <kenzierocks> well, 45
L961[13:30:25] <Ferdz_TheWeeb> Oooh alright I'll try it out
L962[13:30:26] <kenzierocks> you get it
L963[13:30:29] <Ferdz_TheWeeb> yep
L964[13:30:55] <masa> raoulvdberge: hmm well stackTagCompound seems to be private these days, are they really trying to access it directly? O_o
L965[13:31:04] <raoulvdberge> i think i know what is going on
L966[13:31:13] <raoulvdberge> some other mod is bundling a bad version of the RF API
L967[13:31:23] <raoulvdberge> that accesses stackTagCompound immediately without using the getter
L968[13:31:31] <raoulvdberge> and is interfering with the default ItemEnergyContainer
L969[13:31:33] <raoulvdberge> is that possible?
L970[13:33:03] <masa> I think so?
L971[13:33:15] <masa> the log should tell you which mods add APIs, right?
L972[13:33:15] <raoulvdberge> most likely i guess
L973[13:33:27] <masa> so see which ones are adding the RF API
L974[13:33:39] <raoulvdberge> the log has my mod in the stacktrace, because my item is using ItemEnergyContainer#getEnergyStored
L975[13:33:44] <raoulvdberge> no other mod
L976[13:34:09] <masa> no I mean doesn't it print all the APIs when the game starts?
L977[13:36:10] <Ferdz_TheWeeb> kenzierocks, for some obscure reason, this is what happens to my model with transform https://i.gyazo.com/635ada1b8eca2d4487d1369ee5029b6d.png
L978[13:36:15] <raoulvdberge> masa: aaaaha!
L979[13:36:17] <raoulvdberge> * CoFHAPI (1.7.10R1.0.2) from [1.9.4] MachinePowerCraft-1.1.2.jar
L980[13:36:18] <raoulvdberge> -_-
L981[13:36:32] <kenzierocks> idiots :D
L982[13:36:41] <kenzierocks> Ferdz_TheWeeb: um.
L983[13:36:52] <kenzierocks> i take no responsibiliy!
L984[13:36:55] <raoulvdberge> fucking giving other modders headaches
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L986[13:40:02] <masa> mmhm
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L995[13:52:43] <M4thG33k> Is there any sort of tool out there to help with translation/rotation/scaling of models for armor and such? It's painstakingly difficult using my current method
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L997[13:53:45] <sham1> Make the tool yourself :P
L998[13:54:29] <M4thG33k> I don't want to reinvent the wheel...
L999[13:54:40] <sham1> Well, there is no such tool
L1000[13:54:41] <raoulvdberge> !gm func_77978_p
L1001[13:54:41] <sham1> So you have to
L1002[13:54:55] <sham1> Also, reinventing the wheel is a great way to learn
L1003[13:55:11] <M4thG33k> For some things, for others it's just a huge waste of time
L1004[13:55:46] <gigaherz> I hate that expression
L1005[13:55:50] <gigaherz> if no one had reinvented the wheel
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L1007[13:55:54] <gigaherz> it would be made out of stone
L1008[13:55:58] <gigaherz> with a wooden axle
L1009[13:56:17] <M4thG33k> that's just improving it, not re-creating it for the first time
L1010[13:56:46] <gigaherz> not really
L1011[13:57:38] <gigaherz> whoever decided to bend wood into a circle
L1012[13:57:45] <gigaherz> and connect it to the cented by other sticks
L1013[13:57:48] <gigaherz> they DID reinvent the wheel
L1014[13:58:15] <gigaherz> then someone added a metal layer on the outside, which wasn't a reinventing
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L1016[13:58:36] <M4thG33k> I'm not going to argue about this; it's not the reason I came here. :P
L1017[13:58:51] <gigaherz> but then someone decided to make wheels out of metal, with rubber outside
L1018[13:58:55] <gigaherz> that's also reinventing
L1019[13:58:56] <gigaherz> XD
L1020[13:58:58] <gigaherz> anyhow
L1021[13:59:01] <gigaherz> reinventing does not mean bad.
L1022[13:59:13] <gigaherz> sometimes the existing solution is a local maximum
L1023[13:59:21] <gigaherz> and you have to start from scratch to reach a better peak
L1024[14:00:24] <Flamegoat> blood|wrk: I am now
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L1036[14:31:00] <gudenau> Isn't there a way to have blockstates that are only for getting texture variants or somthing? Like not based on "meta".
L1037[14:32:11] <kenzierocks> getActualState and getExtendedState
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L1039[14:34:39] <gudenau> I need to do some math to figure out these states to. Meh.
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L1041[14:41:30] <gudenau> It has been so long since I did connected textures, I frogot how many images it uses.
L1042[14:42:46] <Ordinastie_> 47 I think
L1043[14:43:27] <Ordinastie_> or 18 if you want to cut corners
L1044[14:43:36] <Ordinastie_> like, literraly
L1045[14:44:43] <gudenau> Yeah, not doing that.
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L1049[14:50:46] <SnowShock35> Does anyone know if it's possible to altar the default path location for logoTexture in splash.properties like ik it's default is "textures/gui/title/mojang.png" but that's already within the "assets/minecraft/" directory. Is there a way to further back out of that?
L1050[14:51:41] <masa> why would you want to go and change the company logo for their game...
L1051[14:52:00] <Ordinastie_> that doesn't sound like a dick move at all
L1052[14:52:16] <SnowShock35> It's less about changing and more about knowing if it's possible. That's all
L1053[14:52:32] <Ordinastie_> yeah sure
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L1055[14:53:55] <SnowShock35> -_- Whatever
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L1057[15:00:21] <tterrag> SnowShock35, what exactly are you asking?
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L1059[15:01:17] <heldplayer> SnowShock35: Simple answer, no it's not possible
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L1061[15:02:16] <SnowShock35> Thank you heldplayer. Glad someone can give me a simple answer without making a fuss.
L1062[15:02:33] <heldplayer> Also please consider respecting the fact that Mojang does not want the splash logo to be changed
L1063[15:02:38] <gudenau> Bah, how does the extendedblockstate thing work?
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L1065[15:03:31] <SnowShock35> I understand that. It was just a case of testing. I was curious. I've only ever changed the main menu and have no intention of changing the splash screen in publically available packs
L1066[15:03:46] <heldplayer> Alright, good to know :)
L1067[15:04:23] <heldplayer> There probably are mods out there that change it, though
L1068[15:05:16] <SnowShock35> Yeah, so I've seen. Didn't like them. Glad Forge did implement there own splash screen keeping natively to Mojang's design with the addition of a loading bar and loading icon :)
L1069[15:06:15] <gudenau> Errr.
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L1075[15:24:26] <gigaherz> [22:02] (gudenau): Bah, how does the extendedblockstate thing work?
L1076[15:24:40] <gigaherz> in createBlockState you return a new ExtendedBlockState rather than the default BlockstateContainer
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L1078[15:24:51] <gigaherz> and then pretend it doesn't exist EXCEPT in the getExtendedState method
L1079[15:24:56] <gigaherz> where you can assign the unlisted properties
L1080[15:25:34] <gigaherz> then you'd receive it in your IBakedModel#getQuads, where you can obtain the unlisted properties
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L1109[16:42:02] <shadowfacts> niceme.me diesieben07
L1110[16:42:18] * diesieben07 has all the maymays
L1111[16:43:42] <shadowfacts> nicememe.website
L1112[16:44:22] * diesieben07 dies
L1113[16:44:35] <diesieben07> how many of these are there? :D
L1114[16:44:49] <diesieben07> I want one where it says "Nice maymay"
L1115[16:45:37] <kenzierocks> so many diesieben07
L1116[16:45:39] <kenzierocks> so many
L1117[16:45:45] <diesieben07> gah and it uses jquery to play the audio
L1118[16:45:47] <diesieben07> why the fuck
L1119[16:45:50] <shadowfacts> .ay is a tld, but it's an official country one so there couldn't be nicemaym.ay
L1120[16:46:00] <shadowfacts> http://www.nicememewebsitewebsitewebsitewebsitewebsite.website/
L1121[16:46:00] <diesieben07> haha
L1122[16:46:19] <diesieben07> what int the fuck
L1123[16:46:22] * diesieben07 goes back to debugging
L1124[16:46:25] <shadowfacts> lol
L1125[16:47:01] * diesieben07 has sudden urge to scream HYPER HYPER
L1126[16:47:59] <kenzierocks> >what int
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L1128[16:48:46] <shadowfacts> much tpyo
L1129[16:50:39] <diesieben07> LOL that website is just embedding a youtube video
L1130[16:50:48] <diesieben07> https://www.youtube.com/watch?v=y06VPZ-vznA
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L1141[17:21:44] <sfxplayer> Is there a server side equivalent of minecraft.getMinecaft()
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L1148[17:22:55] <TehNut> sfxplayer: FMLCommonHandler.instance().getMinecraftServerInstance()
L1149[17:22:59] <diesieben07> sfxplayer, that question shows you have a fundamentally flawed unterstanding of how the game works.
L1150[17:23:13] <TehNut> The Minecraft class only exists clientside
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L1152[17:24:01] <sfxplayer> i meant a way of getting the worldServer object
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L1154[17:24:18] <TehNut> Then ask that
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L1156[17:24:58] <diesieben07> there is no "the world server"
L1157[17:25:06] <diesieben07> there are as many worlds as there are dimensions
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L1159[17:25:44] <sfxplayer> the object
L1160[17:25:57] <diesieben07> thing.
L1161[17:28:24] <diesieben07> apparently that was a satisfactory answer.
L1162[17:33:31] <Zaggy1024> in almost all cases, if you're trying to get the MinecraftServer instance you're doing something wrong
L1163[17:34:05] <sfxplayer> could you elaborate
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L1165[17:34:34] <Zaggy1024> only if you tell us what you actually want to do
L1166[17:35:18] <Zaggy1024> there's usually a way to get a world object in most contexts you would need one in
L1167[17:35:19] <sfxplayer> i'm sending a packet to the server telling to modify the nbt of a tileentity
L1168[17:35:37] <diesieben07> that's already bad.
L1169[17:36:00] <Ordinastie_> diesieben07, probably, but you can't know for sure
L1170[17:36:04] <diesieben07> l33thaxor comes around and sends a packet "yeah hey please put 64 diamonds in this chest"
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L1172[17:36:12] <diesieben07> your mod will go "oh yeah sure, here you go".
L1173[17:36:40] <Ordinastie_> tbh, he didn't say inventory
L1174[17:36:49] <sfxplayer> to be specific the nbt in question has nothing to do with items
L1175[17:36:57] <diesieben07> you said "NBT"
L1176[17:37:01] <heldplayer> I'm gonna go ahead and guess it's an NBT editor
L1177[17:37:05] <diesieben07> if you don't verify, you can modify ANY TE.
L1178[17:37:11] <diesieben07> including chests.
L1179[17:37:21] <Ordinastie_> you can get the server from the messageContext
L1180[17:37:55] <sfxplayer> i varifying that its an instance of my tileentity and only modifing one value
L1181[17:38:07] <sfxplayer> thanks
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L1183[17:38:12] <Zaggy1024> you shouldn't send packets to modify NBT, you should be sending packets to tell the server the client did something, and then the server should decide what to dow ith that
L1184[17:38:14] <diesieben07> why do you use NBT then -_-
L1185[17:38:18] <diesieben07> this has NOTHING to do with NBT.
L1186[17:38:19] <diesieben07> NOTHING.
L1187[17:38:30] <diesieben07> also what zaggy said
L1188[17:38:51] <Ordinastie_> meh, I just assume he's bad at asking questions
L1189[17:39:02] <diesieben07> as usual, xyproblem
L1190[17:39:56] <diesieben07> "how do i minecraft.getminecraft on the server" when really the question is "how do i make a packet to change a value in a TE"
L1191[17:39:59] <diesieben07> -_-
L1192[17:40:29] <heldplayer> diesieben07: Not saying you're wrong, but who stepped on your toes?
L1193[17:40:36] <sfxplayer> i was being brief i did not want to type out everything
L1194[17:40:53] <diesieben07> being brief != saying someting completely different.
L1195[17:41:01] <Ordinastie_> sfxplayer, as you can see, that really helped...
L1196[17:41:02] <diesieben07> nobody, just being slightly annoyed because everyone on the forums is a moron today
L1197[17:41:12] <Ordinastie_> s/today//
L1198[17:41:25] <heldplayer> lol
L1199[17:41:37] <diesieben07> well, more of a moron than usual.
L1200[17:41:50] <diesieben07> plus i am always like this :D
L1201[17:42:02] <heldplayer> That's something that happens a lot in the MC community :P
L1202[17:42:11] <heldplayer> I don't remember you being always like that!
L1203[17:42:23] <diesieben07> well i have my tea now, i might calm down :P
L1204[17:42:29] <heldplayer> Hmmmmm teaaa
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L1210[17:57:51] <masa> is there something special to get the items to update in the hotbar?
L1211[17:58:15] <masa> player.openContainer.detectAndSendChanges(); doesn't seem to do it
L1212[17:58:27] <diesieben07> really you shouldn't have to do anything....
L1213[17:58:44] <diesieben07> however you can force it with player.sendContainerToPlayer(player.openContainer)
L1214[17:58:52] <masa> my ender pearl count is one too low when throwing consecutive pearls, it only updates if I open the inventory or when I dismount
L1215[17:59:02] <diesieben07> i still have not figured out (or really investigated) why this happens...
L1216[17:59:08] <diesieben07> the container chekcs every tick for changes
L1217[17:59:15] <masa> yeah..
L1218[17:59:15] <diesieben07> so NO idea why it does not detect them sometimes.
L1219[17:59:24] <masa> weird indeed
L1220[17:59:38] <Ordinastie_> I have some issues with that too
L1221[17:59:40] <diesieben07> but yeha, you can force send it like i said above
L1222[17:59:49] <diesieben07> oh ordi you shut up you have your own inv system :P
L1223[17:59:59] <Ordinastie_> yes, and my container updates
L1224[18:00:07] <Ordinastie_> but not the item in hand
L1225[18:00:12] <Ordinastie_> nor the hotbar
L1226[18:00:25] <Ordinastie_> the GUI is the item inventory
L1227[18:00:34] <Ordinastie_> the model displays the stack inside it
L1228[18:00:46] <Ordinastie_> but sometimes, the model doesn't update until I close the inventory
L1229[18:00:49] <masa> oh right in 1.9+ the offhand also doesn't always update in the first person view
L1230[18:00:50] <Ordinastie_> don't know why
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L1233[18:01:56] <TotesNotDeJay> unless nessasary. Stay on topic. Banned topics: Release ETAs, Official API, 'MC would be better in {insert language here}' #ForgeGradle for gradle questions
L1234[18:01:56] <TotesNotDeJay> [19:01] ->> Topic set by LexManos!~LexManos@172.76.2.58 on 4/27/2016 7:30:22 PM
L1235[18:02:19] <TotesNotDeJay> Hi, i'm running a server and whenever someone joins they get "fatally missing blocks and items" a console check says missing mod "kimagine"
L1236[18:02:20] <diesieben07> thanks for the reminder. :D
L1237[18:02:27] <masa> yay this works, thanks diesieben07 :)
L1238[18:02:36] <TotesNotDeJay> Sorry ignore the first thing I said. IceChat is wierd lookin
L1239[18:02:54] <diesieben07> that means your server has that mod and they don't.
L1240[18:03:08] <TotesNotDeJay> The mod is kimagine, something that references me to cauldron.
L1241[18:03:18] <TotesNotDeJay> #Cauldron didn't respond so I'm attempting here.
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L1243[18:03:48] <diesieben07> sec
L1244[18:04:31] <diesieben07> and of course web.archive.org is down
L1245[18:04:32] <diesieben07> fuck me
L1246[18:05:40] <diesieben07> TotesNotDeJay, so are you running cauldron on your server?
L1247[18:05:49] <TotesNotDeJay> Yes/
L1248[18:06:03] <diesieben07> well, that's not supported officially...
L1249[18:06:07] <diesieben07> 1.7.10 is also dead.
L1250[18:06:08] <diesieben07> update.
L1251[18:06:18] <TotesNotDeJay> Rip the entire modpack.
L1252[18:06:32] <Ordinastie_> yep
L1253[18:07:11] <TehNut> While I agree that everybody should update, there are cases where they can't or just don't want to
L1254[18:07:16] <TehNut> Have you tried updating from Cauldron to Thermos?
L1255[18:07:38] <TehNut> Cauldron's last release was in May of last year
L1256[18:07:40] <diesieben07> how many stupid names can they invent for their hacky bullshit? :D
L1257[18:07:48] <TotesNotDeJay> Yes. I'm using Thermos.
L1258[18:07:49] <TehNut> Thermos was on April 23rd this year
L1259[18:07:51] <TehNut> Lots of them
L1260[18:07:54] <TehNut> Then say that >.>
L1261[18:07:57] <TotesNotDeJay> diesieben07 It's heat related lol
L1262[18:08:02] <TehNut> Cauldron is not Thermos
L1263[18:08:16] <diesieben07> i get the theme... yes.
L1264[18:08:19] <diesieben07> doesn't change anything
L1265[18:08:26] <diesieben07> they are beating the dead horse that is bukkit
L1266[18:08:38] <TotesNotDeJay> I This server is running Thermos | https://github.com/CyberdyneCC/Thermos | 1.7.10-R0.1-SNAPSHOT | 1.7.10-1614.57 (MC: 1.7.10)
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L1271[18:19:06] <GunnerWolf> Has registering a GUI Handler changed considerably from 1.8.9 to 1.9.4? the way MinecraftByExample does it complains about creating a GUI during mod construction
L1272[18:19:42] <diesieben07> it hasn't changed at all really.
L1273[18:19:49] <diesieben07> if you get an error, show your code.
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L1276[18:21:11] <williewillus> where are @mod dependencies parsed?
L1277[18:21:45] <diesieben07> FMLModContainer
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L1279[18:22:49] <GunnerWolf> hmm, it seems to be because I'm trying to register the GuiHandler too early, given one of the first things registerGuiHandler does is check if mc == null and throws the error I'm getting if so. I assume a GuiHandler shouldn't be registered during preInit?
L1280[18:23:24] <diesieben07> that's fine.
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L1282[18:24:07] <diesieben07> show your code ;)
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L1284[18:29:10] <masa> yep mine is on preInit too
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L1289[18:39:28] <Zaggy1024> GunnerWolf, mc shouldn't be null in preinit
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L1292[18:43:43] <GunnerWolf> Well, i have no idea why, but it is. Here's my code https://github.com/gunnerwolf/Fyrestone/tree/master/src/main/java/com/skidsdev/fyrestone and here's a pastebin of the error with stacktrace http://pastebin.com/ba7LxwPk
L1293[18:43:52] <GunnerWolf> maybe I just royally fucked up somewhere
L1294[18:44:45] <diesieben07> here is your issue: https://git.io/voRhe
L1295[18:44:49] <diesieben07> that creates a NEW instance
L1296[18:44:57] <diesieben07> FML won't give 2 shits about it.
L1297[18:45:04] <diesieben07> use @Instance and let FML initialize the field
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L1302[18:50:43] <Cojo> who wants to give me the run down on what's new in registering blocks in 1.9.4?
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L1304[18:51:30] <diesieben07> first of all you only call GameRegistry.register for *everything* now
L1305[18:51:35] <diesieben07> Blocks, Items, Potions, etc.
L1306[18:51:40] <Cojo> yeah, i see that
L1307[18:51:46] <Cojo> pretty cool
L1308[18:51:52] <diesieben07> to specify the registry name, call setRegistryName beforehand or use the overload with ResourceLocation
L1309[18:52:00] <diesieben07> Also ItemBlocks are no longer registered automagically
L1310[18:52:20] <diesieben07> if you want one to exist, do GameRegistry.register(new ItemBlock(myBlock), myBlock.getRegistryName());
L1311[18:52:34] <diesieben07> that's about it.
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L1313[18:53:05] <Cojo> hmmm
L1314[18:53:22] <Cojo> https://gist.github.com/Cojomax99/dd117f41a3b75189ff8415d7ef608a23
L1315[18:53:38] <Cojo> my block isn't showing up in game, but there are no model errors or anything in the console
L1316[18:53:53] <Cojo> do you see anything i'm doing wrong? the registerBlockVariant just does the model registration in the client proxy
L1317[18:54:14] <diesieben07> you are not specifying an ItemBlock
L1318[18:54:26] <Cojo> do i need to? it's just a basic block
L1319[18:54:28] <diesieben07> hence your block cannot exist in Item form
L1320[18:54:37] <diesieben07> no itemblock = block cna only exist placed down
L1321[18:54:42] <diesieben07> not in inventories or as an item entity
L1322[18:54:46] <Cojo> hmmm
L1323[18:54:56] <diesieben07> like i said, the default itemblock is no logner created automagically
L1324[18:55:20] <diesieben07> just change this line: https://git.io/voRhh
L1325[18:55:27] <diesieben07> to pass new ItemBlock(block) instead of null
L1326[18:56:44] <Cojo> you rock my world
L1327[18:56:46] <Cojo> :D
L1328[18:58:39] <Cojo> thanks!!
L1329[18:58:53] <GunnerWolf> thanks diesie, I honestly have no idea how that hadn't caused issues before now
L1330[18:58:53] <diesieben07> <3
L1331[18:59:09] <diesieben07> probably becuase you never used your instance field anywhere :D
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L1333[19:03:22] <GunnerWolf> true, I don't think I have used it outside of GUI stuff, which I've only just started adding
L1334[19:03:39] <GunnerWolf> now to figure out where else I went wrong with this GUI :P
L1335[19:04:25] <Cojo> haha, how do i make my custom stairs not appear as a flat "L" in the inventory?
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L1337[19:04:57] <diesieben07> don't put them in a hooodraulic press before?
L1338[19:05:02] <Cojo> :p
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L1341[19:14:49] <GunnerWolf> if I override createTileEntity in my block, I don't have to manually call createTileEntity anywhere do I? Because I don't seem to have a tile entity right now and I'm not sure why
L1342[19:15:07] <williewillus> no you don't call it, and how do you know you don't have one?
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L1344[19:15:37] <GunnerWolf> okay well if I do have one, it's not in the same location as my block, because world.getTileEntity is returning null
L1345[19:15:39] <diesieben07> did you also override hasTileEntity?
L1346[19:15:45] <williewillus> ^
L1347[19:16:28] <GunnerWolf> I did not.. I assume I should override that and return true?
L1348[19:16:34] <williewillus> yes
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L1351[19:18:04] <GunnerWolf> Hmm.. it's still returning null
L1352[19:18:13] <williewillus> the forge update checker uses the "recommended" promo correct?
L1353[19:18:16] <williewillus> GunnerWolf: show code
L1354[19:18:45] <TehNut> yes willie
L1355[19:18:47] <TehNut> well
L1356[19:18:51] <TehNut> mcver-recommended
L1357[19:18:54] <williewillus> okay
L1358[19:19:17] <williewillus> latest is just shown in the mod list or is it used elsewhere?
L1359[19:19:28] <williewillus> (writing a short RTD about it)
L1360[19:20:26] <GunnerWolf> https://git.io/vo0eA That's the "offending" block, so to speak
L1361[19:20:52] <williewillus> where's your hasTileEntity
L1362[19:21:11] <GunnerWolf> oh I haven't committed it, 1 sec
L1363[19:21:42] <GunnerWolf> there we go, should be there now
L1364[19:21:53] <diesieben07> that's the deprecated version
L1365[19:22:01] <williewillus> use the one with IBlockState argument
L1366[19:22:23] <williewillus> hasTileEntity(IBlockState state) { return true; }
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L1370[19:23:21] <GunnerWolf> Okay, fixed that
L1371[19:29:52] <diesieben07> holy crap the java "watch this directory" API is weird AF.
L1372[19:29:59] <williewillus> ? new?
L1373[19:30:52] <diesieben07> java 7, NIO
L1374[19:31:26] <diesieben07> it ultimately (after like 20 hoops it feels like) spits out a list of WatchEvent
L1375[19:31:39] <diesieben07> WatchEvent however is *generic*, so you cannot just get the Path out that changed
L1376[19:31:50] <diesieben07> you have to do an unsafe cast to WatchEvent<Path>
L1377[19:31:55] <diesieben07> taken from the oracle tutorial -_-
L1378[19:32:38] <diesieben07> because there is WatchEvent.Kind.OVERFLOW which then has a WatchEvent<Object> because there is no path
L1379[19:32:45] <diesieben07> instead of just ... mkaing it null
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L1381[19:38:10] <diesieben07> like... this is idiomatic code to wait for a file to be deleted: http://i.imgur.com/oJHPDPj.png
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L1385[19:42:35] <williewillus> feedback https://github.com/williewillus/Documentation/blob/c34f92e773196362a08f616293983279b1c5eda6/docs/gettingstarted/autoupdate.md
L1386[19:42:48] <williewillus> or i guess https://github.com/MinecraftForge/Documentation/pull/49/files
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L1391[19:45:26] <diesieben07> williewillus, i personally would at least describe what the JSON does, I had to stare at it for a bit to realize what promos did (admittedly it is 2:45am, but still)
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L1395[19:57:30] <williewillus> updated
L1396[19:58:23] <diesieben07> +1 from me ;)
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L1407[20:28:11] <williewillus> how do I show all *direct* subclasses of somethign in intellij?
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L1409[20:30:15] <diesieben07> williewillus, Ctrl-H is the best you can do i think
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L1413[20:41:59] <Ferdz_TheWeeb> Can anyone tell me why the model renders like https://i.gyazo.com/635ada1b8eca2d4487d1369ee5029b6d.png when I apply a transform with a rotation of 45 on Y?
L1414[20:42:14] <Ferdz_TheWeeb> For some reason the bucket handle is rendered correctly, but not the actual bucket
L1415[20:43:02] <diesieben07> i don't think vanilla jsons support non-90° rotations
L1416[20:43:09] <williewillus> show json
L1417[20:43:13] <williewillus> oh
L1418[20:43:14] <williewillus> yeah
L1419[20:43:23] <williewillus> you have to use a submodel and rotate that using forge json
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L1421[20:44:11] <KnightMiner> Vanilla models support 22.5 degree increments, though the blockstates only allow 90 degree increments
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L1423[20:44:35] <Ferdz_TheWeeb> http://pastebin.com/EMV9pWHw but for some reason the handle renders correctly
L1424[20:44:41] <williewillus> vanilla blockstates allow 90 degree rotations of the entire model, vanilla models support 22.5 deg rotation of specific cubes
L1425[20:44:48] <williewillus> forge blockstate supports arbitrary transform
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L1427[20:45:38] <williewillus> try uvlock maybe?
L1428[20:46:08] <williewillus> stick "uvlock": true in defaults
L1429[20:46:43] <Ferdz_TheWeeb> It's loading
L1430[20:48:14] <Ferdz_TheWeeb> uvlock didn't help it now looks like this https://gyazo.com/75acd755bc47a217c01e093501efb0e7
L1431[20:51:46] <diesieben07> this game is so goddamn broken. https://youtu.be/G7A-TotYeLM?t=439
L1432[20:53:14] <Ferdz_TheWeeb> using "post-rotation" doesn't work either, any ideas why this happens? :(
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L1439[21:33:01] <Ferdz_TheWeeb> For some reason, when the model elements don't have the rotation thingy defined, it fucks up. I added them manually to every element, but is there a way I could avoid that?
L1440[21:33:13] <Ferdz_TheWeeb> This is my model file http://pastebin.com/tikLwNFt it was generated using Cubik
L1441[21:34:04] <williewillus> huh interesting
L1442[21:34:08] <williewillus> it probably needs the origin
L1443[21:34:27] <williewillus> mightve been trying to rotate around 0, 0, 0 or something before
L1444[21:35:47] <Ferdz_TheWeeb> Yeah that's what I'm thinking
L1445[21:36:02] <Ferdz_TheWeeb> Would there be any way to like.. avoid this? :P
L1446[21:37:55] <williewillus> probably not
L1447[21:41:32] <Ferdz_TheWeeb> Or would there be a way to have the rotation applied to everything without having to copy and paste all the way through?à
L1448[21:41:53] <williewillus> not sure
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L1488[23:23:25] <Abastro> hi
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L1493[23:50:58] <madcrazydrumma> Hey guys! So I've got my block that I've made. But now I want to render an entity on the top of the block which is 'tinted' a certain color
L1494[23:51:05] <madcrazydrumma> Any idea how I could get around doing this?
L1495[23:51:30] <killjoy> does color(r, g, b, a) work?
L1496[23:51:49] <killjoy> It's a TESR, right?
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L1498[23:56:27] <madcrazydrumma> No
L1499[23:56:34] <madcrazydrumma> Its just a json model my block
L1500[23:56:44] <killjoy> maybe you want to spawn an entity on top of it.
L1501[23:57:25] <madcrazydrumma> And how would I say change the color of it?
L1502[23:57:29] ⇨ Joins: xaero (xaero@the.flying.dutchman.panicbnc.net)
L1503[23:57:35] <killjoy> color.
L1504[23:57:44] <killjoy> that's assuming nothing does it already
L1505[23:57:58] <killjoy> some gl hax
L1506[23:58:17] <killjoy> GlStateManager.color
L1507[23:58:29] <killjoy> params are red, green, blue, alpha
L1508[23:59:02] <madcrazydrumma> Yeah I know the params, but if I just spawn an entity on top of it, how do I render that entity?
L1509[23:59:05] *** big_Xplosion is now known as big_Xplo|AFK
L1510[23:59:23] <killjoy> you should make it a custom entity whose renderer wraps another entity.
L1511[23:59:42] <killjoy> just have doEntityRender delegate
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