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L9[00:14:25] <tterrag|away> grats on the license change :D
L10[00:14:28] <tterrag|away> release when ;)
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L12[00:17:27] <md_5> I thought you guys got fernflower to the point where it could handle MC with no patches. Apparently not :(
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L28[01:22:59] <LexManos> no there are still a few edge cases
L29[01:23:03] <LexManos> mostly it's generics
L30[01:23:20] <LexManos> would be AWESOME if we could fix that, it'd kill like 80% of the MCP patches
L31[01:23:25] <LexManos> Also, I got bored! http://imgur.com/gallery/uF8xSmF
L32[01:24:05] <kashike> I like how there's a build.gradle tab open
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L34[01:26:07] <Wuppy> Lex the reason why it's used in the last 2 (not 3) lines is that it's a list of reasons
L35[01:26:20] <Wuppy> so there it's an actual dash, not a shorthand
L36[01:26:32] <Wuppy> or at least that's what I think
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L38[01:28:18] <LexManos> Hey I WAS working. But work was done so imgur ;)
L39[01:28:45] <LexManos> and if it is a list, its a dumb list.
L40[01:31:40] <Wuppy> cant dissagree there :P
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L54[01:59:56] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160623 mappings to Forge Maven.
L55[01:59:59] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160623-1.9.4.zip (mappings = "snapshot_20160623" in build.gradle).
L56[02:00:10] <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[02:09:55] <kenzierocks> hiya minecraft forge
L61[02:10:09] <kashike> hello kenzierocks.
L62[02:10:19] <kenzierocks> I was wondering if anyone could help me out with exactly what the FastTESR is good for?
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L64[02:10:52] <kenzierocks> if I was trying to render a square of some color dependent on the tileentity, could I use the FastTESR?
L65[02:11:26] <tterrag|away> yes
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L67[02:11:39] <tterrag|away> FastTESRs are batched and so are much more efficient
L68[02:11:46] <tterrag|away> but the requirement is that you only use VertexBuffer
L69[02:11:51] <kenzierocks> ok
L70[02:11:56] <kenzierocks> can do, probably
L71[02:12:15] <Ordinastie_> what do you mean batched ?
L72[02:12:51] <Ordinastie_> no draw for each TE ?
L73[02:13:08] <ghz|afk> all the vertices are assumed to use the same texture and are done on one begin/draw of the tesellator
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L75[02:13:48] <gigaherz> (the same texture as in, the atlas)
L76[02:13:59] <kashike> nice way to come back from being afk
L77[02:14:14] <gigaherz> I really should be |work
L78[02:14:15] <gigaherz> ;P
L79[02:14:22] <gigaherz> but thisis my home computer
L80[02:14:33] <gigaherz> working from home today since I have a doctor appointment later
L81[02:14:43] <kashike> ah
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L90[02:51:59] <gigaherz> I just realized I wsn't too clear when I said
L91[02:52:04] <gigaherz> [09:13] (ghz|afk): all the vertices are assumed to use the same texture and are done on one begin/draw of the tesellator
L92[02:52:37] <gigaherz> EACH FastTESR is done on a separate draw call, just the tesr does a lot of assumptions
L93[02:53:20] <fry> no, all fastTESRs are done on 1 call
L94[02:53:43] <fry> they are using the block sheet, which is indeed 1 texture
L95[02:54:37] <gigaherz> them I must be reading this wrong
L96[02:55:04] <gigaherz> is there some special registry for it?
L97[02:55:34] <gigaherz> my understanding of them was assuming that they get called through renderTileEntityAt like any other TESR
L98[02:55:42] <gigaherz> but that doesn't do any batching across FastTESR instances
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L100[02:56:18] <gigaherz> Oh I see
L101[02:56:19] <gigaherz> nevermind
L102[02:56:28] <gigaherz> I never noticed that there's a dedicated path for it
L103[02:56:34] <gigaherz> if "drawingBatch" is enabled
L104[02:56:52] <tterrag|away> $ labels add 3013 Bug
L105[02:56:53] <Actuarius> Added labels [Bug] for issue 3013; new labels: [Bug].
L106[02:57:25] <gigaherz> so I retract my correction ;P
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L108[02:58:03] <tterrag|away> fry: if they are all done in one call how are they depth sorted? or is that not an issue? that's my only question
L109[02:58:09] <tterrag|away> or do you depth sort prior to calling them?
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L111[02:58:32] <fry> first pass isn't depth sorted, cause it's solid
L112[02:58:33] <gigaherz> they use the same sorting order as any other TESR
L113[02:58:46] <fry> second is depth sorted the same way translucent block layer is depth sorted
L114[02:58:52] <gigaherz> it's just being rerouted on the tesr dispatcher
L115[02:59:44] <gigaherz> actually though
L116[02:59:54] <gigaherz> they won't mix in with the other TESRs
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L118[03:00:04] <gigaherz> the sorting will only take effect within FastTESRs
L119[03:02:19] <gigaherz> (which I guess is unavoidable)
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L133[03:44:48] <elan_oots> anyone willing to help me with a Block Variants issue?
L134[03:45:11] <gigaherz> just explain your issue
L135[03:45:19] <gigaherz> we'll know if we can help after that ;P
L136[03:45:31] <elan_oots> I'm getting a MissingVariantException and I don't know why
L137[03:46:09] <elan_oots> I have a block with two properties, facing (direction) and active (boolean)
L138[03:46:45] <elan_oots> I have a json file in blockstates that has all four directions with active both true and not true
L139[03:47:06] <gigaherz> can you show your blockstates json?
L140[03:47:19] <gigaherz> and if possible, your block code
L141[03:48:08] <elan_oots> https://github.com/factorsofx/BlackBox/blob/master/src/main/resources/assets/blackbox/blockstates/fiber_spinner.json
L142[03:48:21] <elan_oots> https://github.com/factorsofx/BlackBox/blob/master/src/main/java/com/elan_oots/blackbox/blocks/BBMachine.java
L143[03:48:26] <gigaherz> I already see an issue:
L144[03:48:30] <elan_oots> naming?
L145[03:48:32] <gigaherz> properties are sorted alphabetically
L146[03:48:39] <elan_oots> wait what do you mean?
L147[03:48:42] <gigaherz> active should be first
L148[03:48:45] <gigaherz> then facing
L149[03:48:54] <elan_oots> oh
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L151[03:51:14] <elan_oots> I spent two hours trying to find the issue and it was alphabetization
L152[03:51:17] <elan_oots> typical
L153[03:51:22] <elan_oots> thanks
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L155[03:52:22] <Troelsen> Hey guys! I'm kinda new to this whole forge-modding thing, and I was wondering wether or not I can create multiple blocks, with different blockIDs (not meta), in the same class. I'm making 15 blocks that serves no function, and are just placeholders, and it seems overkill to make 15 classes with little to no code.
L156[03:53:05] <tterrag> of course you can
L157[03:53:09] <tterrag> welcome to OO programming
L158[03:54:42] <elan_oots> All you have to do is create and register 15 Block objects
L159[03:54:50] <elan_oots> You don't even strictly need a class
L160[03:56:05] <tterrag> if only someone had written a page about it on the docs
L161[03:56:09] <tterrag> wouldn't that be great? :P http://mcforge.readthedocs.io/en/latest/blocks/blocks/
L162[03:57:30] <Troelsen> Sorry. And thanks for your responses :)
L163[03:57:51] <tterrag> no need to apologize for asking a question
L164[03:59:05] <kashike> uh tterrag
L165[03:59:13] <kashike> on that page, setLightLevel section
L166[03:59:27] <kashike> it says divide, but it's *
L167[03:59:42] <tterrag> darn, yeah
L168[03:59:44] <tterrag> it should be / :P
L169[04:00:23] <tterrag> fixed :)
L170[04:00:49] <Troelsen> that was fast :P
L171[04:01:09] <tterrag> well it's just as simple as tabbing to my open editor :D
L172[04:01:45] <tterrag> now it's actually fixed though
L173[04:01:47] <tterrag> takes some time for the docs to build
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L182[04:28:07] <portablejim> Anybody having issues with double key presses in 1.10?
L183[04:28:46] <gigaherz> 1.10 is out? oooh
L184[04:29:48] <masa> 1.10 already?
L185[04:29:53] <portablejim> Yep. Forge build 1981
L186[04:30:07] <masa> hmmh, I guess I'll have to spend many hours porting my growing mod collection...
L187[04:30:56] <masa> I guess I'll then also have to mostly drop support (what support??) for 1.9.4 for most of them to lessen the work load
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L191[04:33:46] <Mata> Does anyone know if the bug that you can't open GUI's or chat in 1.10 is already reported? Wouldn't know how someone would name a bug like that lol
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L193[04:36:53] <masa> I think there is at least a PR if not already fixed even?
L194[04:37:11] <mezz> https://github.com/MinecraftForge/MinecraftForge/pull/3013
L195[04:38:32] <Mata> Okay then it just isn't on the website yet :P
L196[04:38:40] <Mata> probably later today I would guess then
L197[04:39:31] <mezz> it hasn't been pulled, forge people are asleep. just wait for tomorrow
L198[04:39:40] <masa> I just arrived at home so I haven't had the chance to check it out yet... how big or small is the update usually?
L199[04:39:44] <Mata> Okay
L200[04:39:51] <Mata> Umm acctually not too much changed
L201[04:39:54] <mezz> extremely small update, some mods have no update
L202[04:40:06] <masa> alright, cool
L203[04:40:07] <Mata> I updated from a 1.8 source so I had to change names but further nothing changed
L204[04:40:12] <mezz> I changed maybe 2 lines in all of forestry
L205[04:40:18] <masa> oh, wow
L206[04:40:38] <masa> well, it will still take time to build and test 10 mods... :S
L207[04:40:39] <mezz> 3 lines lol https://github.com/ForestryMC/ForestryMC/commit/40c4fc5d1f6ab376c2ce14f1144c4cd83b727e11
L208[04:40:41] <Mata> yea I heard IC2 was also done within a few minutes lol
L209[04:40:44] <gigaherz> yeah I hope not to change more than a handful of lines on any of my mods
L210[04:41:13] <Mata> LOOOLL mezz
L211[04:41:53] <gigaherz> hmm is JEI on 1.10 yet? ;P
L212[04:42:02] <mezz> yes, waiting on curse
L213[04:42:06] <mezz> it's on maven now
L214[04:42:15] <gigaherz> got the build number handy?
L215[04:42:21] <Hunterz> lightspeed
L216[04:42:40] <mezz> jei_1.10-3.7.0.218
L217[04:42:47] <mezz> there's also an API jar for jei now
L218[04:42:54] <mezz> I recommend using that, so you don't need the AT
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L220[04:43:07] <mezz> and don't get the stupid AT bugs in forgegradle
L221[04:43:16] <gigaherz> oh?
L222[04:43:28] <mezz> here's how: https://github.com/ForestryMC/ForestryMC/commit/beb74e635d76c929523fc6ac60510b8394f5c3f6
L223[04:43:39] <Unh0ly_Tigg> So, I've got this for my for my @Mod class, and my config handler, but when I run the mod, the generated json file is blank. I don't know what I'm doing wrong...
L224[04:43:45] <Wuppy> woohoo, had a build review for a paid project I'm working on, they were extremely positive :)
L225[04:43:50] <Wuppy> 8.5/10 on average :)
L226[04:44:04] <Wuppy> not to get the last 1.5 point so we get paid :P
L227[04:44:26] <Mata> And submitted :D
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L229[04:47:46] <Mata> You remember the time when it took forge about 6 months to update
L230[04:47:59] <Mata> ah the memories
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L235[04:53:09] <gigaherz> so for now the first mod, I didn't need any code change ;P
L236[04:53:19] <gigaherz> will do the rest later -- doctor appointment.
L237[04:59:54] <Unh0ly_Tigg> So, according to the 1.10 branch of the forge repo, it's still shipping mappings for 1.9.4. What about 1.10 mappings (or an mcp base version for that matter (there's no listing for the mcpbot website))?
L238[05:01:06] <portablejim> gigaherz, I needed a code change. I changed "1.10)" to "1.11)".
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L240[05:05:15] <masa> !
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L242[05:18:09] <luacs1998> Unh0ly_Tigg, use the latest snapshot?
L243[05:18:14] <luacs1998> for mcp mappings
L244[05:18:41] <Unh0ly_Tigg> 20160623?
L245[05:19:02] <luacs1998> i gues
L246[05:19:04] <Unh0ly_Tigg> those are also only for 1.9.4.
L247[05:19:04] <luacs1998> s
L248[05:19:49] <Unh0ly_Tigg> though, there are mappings showing for 1.10 stuff (like the auto jump option enum).
L249[05:20:03] <Unh0ly_Tigg> though, I can't seem to find the entity class for the polar bear...
L250[05:20:15] <kashike> under monster
L251[05:20:28] <Unh0ly_Tigg> oh
L252[05:20:41] <luacs1998> i guess just use the latest mappings lol
L253[05:20:41] <Unh0ly_Tigg> for some reason, my mind just completely skipped over that...
L254[05:21:21] <gigaherz> back
L255[05:21:25] <gigaherz> gotm y ear "washed"
L256[05:21:44] <gigaherz> they removed some stuff from it, hopèfully it will heal this time
L257[05:22:04] <kashike> what is wrong with it giga?
L258[05:22:46] <gigaherz> got an ear infection
L259[05:22:53] <gigaherz> then it came back
L260[05:22:56] <gigaherz> then it came back again
L261[05:22:59] <gigaherz> then it came back again
L262[05:23:03] <kashike> ouch
L263[05:23:04] <Wuppy> damn :V
L264[05:23:08] <kashike> reminds me of a song
L265[05:23:12] <gigaherz> external infection
L266[05:23:17] <gigaherz> the inner ear infections are the bad ones
L267[05:23:22] <gigaherz> but either way
L268[05:23:40] <gigaherz> by the third the doctor was certain there may be some fibers in it, from cotton or something
L269[05:23:50] <gigaherz> I don't use anything to clean inside the ear so it didn't make sense
L270[05:23:51] <kashike> https://youtube.com/watch?v=bETCusT5kNM
L271[05:23:56] <gigaherz> but just in case, got it cleaned
L272[05:24:02] <gigaherz> bnut it came back
L273[05:24:08] <gigaherz> and the doctor saw more of that stuff again
L274[05:24:59] <Ordinastie_> love it when everything goes according to plan :x http://puu.sh/pCVFo.png
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L276[05:25:17] <gigaherz> the nurse now thinks it may be my "seborrhoeic dermatitis" (it's sortof like psoriasis, but slightly different)
L277[05:25:25] <gigaherz> which may be leaving patches of dead skin inside
L278[05:25:42] <kashike> nice ordinastie
L279[05:25:47] <gigaherz> reecommended me to go swim on the beach, to get sea water in the ear
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L281[05:25:54] <kashike> gigaherz: that sucks
L282[05:26:28] <gigaherz> well if it's that
L283[05:26:39] <gigaherz> it would be a matter of me getting ear cleaning stuff from the pharmacy once a month or so
L284[05:26:49] <gigaherz> even though that's not what I got prescribed
L285[05:26:49] <gigaherz> ;P
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L287[05:26:56] <kashike> that's not too bad I guess?
L288[05:26:59] <Wuppy> that's not too bad then
L289[05:27:10] <kashike> don't have to lose your ears :P
L290[05:27:17] <gigaherz> problem is getting rid of the ongoing infection
L291[05:29:40] <Ordinastie_> welp, I never call the method to create the icons, so that makes sense
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L295[05:36:29] <Ordinastie_> ah, better : http://puu.sh/pCW7b.jpg
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L297[05:39:49] <Wuppy> oh guys, guys
L298[05:39:51] <Wuppy> tonight
L299[05:40:03] <Wuppy> just 6 and a half hours from now
L300[05:40:07] <Wuppy> sale!
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L305[05:46:26] <ThomasRules> there we go
L306[05:46:39] <ThomasRules> someone stole my nick, and I didn't notice
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L314[06:29:55] <Temportalist> Hey, can someone provide for me an example of a block state file for a multi textured block? Preferably like grass?
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L322[06:57:35] <BlueMonster> if you are in a decompworkspace, then its easy to find an blockstate file in minecrafts assets
L323[06:58:05] <Mata> Look at a multi textured block, like grass
L324[06:58:07] <Mata> :P
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L327[06:59:17] <cj89898> Just saw that request :L
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L337[07:22:40] <Mata> Updated 1982 is out mezz
L338[07:24:12] <Mata> FREAKING HELL that moment you forgot that you left your mod disabled when building
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L343[07:41:58] <masa> "There are no mappings for MC 1.10"
L344[07:42:02] <masa> hmmm?
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L347[07:43:47] <gigaherz> masa: mcp mappings (obf->srg) exist, but not srg->pretty
L348[07:44:37] <masa> well I got over that error by using FG 2.2 snapshot instead of 2.1
L349[07:45:04] <masa> (I copied my own old build.gradle for this initally)
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L351[07:46:05] <masa> no srg -> pretty? that can't mean that everything in the dev env is in srg?
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L353[07:52:20] <luacs1998> cpw, someone's trying to raise a stink https://www.reddit.com/r/feedthebeast/comments/4pf8zf/relicensing_forge_to_lgpl_21_done/d4kokpg
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L355[08:06:42] <Mata> I just done something accidently, and thought WAIT THAT IS GENIOUS
L356[08:07:04] <Mata> I had 2 lists, and because what I accidently done, I only need 1
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L359[08:09:23] <Mata> Meh, I'd have to rewrite like all the parsing nvm
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L362[08:15:57] <cpw> its a but fuddy luacs1998
L363[08:16:04] <cpw> but i answered his points anyway
L364[08:16:08] <cpw> he has some legit points
L365[08:16:19] <Mata> .legit
L366[08:16:21] <cpw> the CLA exists because we require copyright assignment of patch contributions to the project
L367[08:16:29] <gigaherz> masa: no it means some things my not be translated yet
L368[08:16:42] <gigaherz> since you are forced to use the 1.9.4 mappings
L369[08:16:55] <cpw> if you can't sign the CLA because you can't assign copyright due to the laws of your country, a: well done for knowing that, and b: sorry, thanks but we can't accept it
L370[08:16:57] <gigaherz> and btw you should have bee nusing fg2.2 for 1.9.4 anyhow
L371[08:17:35] <cpw> his primary concern is that a contributor can somehow dmca forge out of existence.
L372[08:17:37] <cpw> that can't happen
L373[08:17:56] <cpw> if a bogus contribution occurs, we will simply scrub it from the project and continue
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L375[08:18:08] <cpw> the only contributions that can't be scrubbed are mine and lexs
L376[08:18:18] <cpw> (and maybe fry's)
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L378[08:18:49] <TechnicianLP> o/
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L381[08:28:40] <luacs1998> cpw, if i didn't see the conspiracy value, i'd use the term "bellyaching"
L382[08:28:47] <luacs1998> anyway, might want to do some strikes myself
L383[08:29:35] <cpw> you threatening to copyright strike forge? :P
L384[08:30:35] <masa> was it intentional that the reverted contributions from the few contributors that couldn't be reached hit the 1.9.4 branch?
L385[08:30:36] <cpw> pretty much everything that we marked "trivial" was whitespace.
L386[08:31:05] <cpw> masa they shouldn't have hit the 1.9.4 branch, i pushed them to the 1.10 branch. that's why there's a few 1.9.4 builds on the 1.10 branch
L387[08:31:07] <luacs1998> not copyright strike
L388[08:31:21] <luacs1998> i mean i might want to bait the guy myself
L389[08:31:33] <cpw> oh ok
L390[08:31:34] <cpw> it's ok
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L392[08:31:45] <masa> hmm, well I got some crash reports for my mod on 1.9.4 on Forge 1980 becaise the PlayerOpenContainerEvent went missing...
L393[08:31:46] <cpw> he has a couple of legit points. the CLA is not "universal"
L394[08:31:49] <luacs1998> besides, i did insist to lex that my contribution was trivial, but he said he wasn't
L395[08:31:54] <cpw> masa, sorry about that.
L396[08:32:01] <cpw> it had to be removed
L397[08:32:07] <cpw> if you wish to contribute a new one
L398[08:32:15] <luacs1998> cpw, hang on, i'm trying to find the MS CLA
L399[08:32:23] <cpw> there's a lovely feature called "Pull requests" :)
L400[08:32:50] <masa> hmm wait, so those were meant to be in the 1.9.4 builds? now I'm confused
L401[08:32:53] <luacs1998> speaking of PlayerOpenContainer, i'd love whoever implemented it if they threw in proper inventory events as well :P
L402[08:32:58] <cpw> yeah, we went with whitespace or things like closing parens as "trivial"
L403[08:33:12] <cpw> masa, you know most 1.9.4 mods run in 1.10 right?
L404[08:33:17] <masa> yes
L405[08:33:35] <cpw> 1980 is a 1.10 build :P
L406[08:33:56] <masa> oh
L407[08:34:00] <masa> hurr durr
L408[08:34:05] <luacs1998> cpw, this is a CLA drafted by MS lawyers https://cla.microsoft.com/cladoc/microsoft-contribution-license-agreement.pdf
L409[08:34:14] <luacs1998> you could use it as ammo lol
L410[08:34:27] <masa> but my mod specifies 1.9.4 in the acceptedMinecraftVersions, does that not prevent from running on 1.10 now?
L411[08:34:33] <cpw> luacs, it's full of legalize
L412[08:34:37] <cpw> no
L413[08:34:40] <cpw> it does not :P
L414[08:34:46] <masa> :O
L415[08:34:50] <cpw> FML hacks so 1.9.4 mods will load in 1.10
L416[08:34:53] <masa> what the balls
L417[08:34:56] <masa> oh
L418[08:34:58] <luacs1998> ayyyy lmao
L419[08:35:16] <cpw> actually 1980 is a 1.9.4 "1.10 predecessor"
L420[08:35:21] <luacs1998> that's like, the first real test of srg reobf and cross version compat since you guys put that in
L421[08:35:24] <luacs1998> 2 years ago?
L422[08:35:46] <masa> sooo now people are running my 1.9.4 build on 1.10 and it doesn't crash because of the versions mismatch but because of the reverted commits...
L423[08:35:58] <luacs1998> kek
L424[08:36:02] <luacs1998> the thing is
L425[08:36:11] <cpw> welcome to the future masa :P
L426[08:36:22] <luacs1998> how do you build a clean room implementation of that
L427[08:36:32] <luacs1998> i *could* do it, seeing as i've never looked at the code
L428[08:36:41] <heldplayer> cpw: Regarding the first paragraph there ("There are couple of cases where ...") Look at the 2nd page of the commit history on master. You'll see a bunch of commits (25 days ago) which were 'take the code from a PR and manually apply it'. Thus making sure the people who wrote them did not get their contribution recognized (instead the PRs were closed)
L429[08:37:14] <masa> so there is no way for me to specify that "Nope, this does not work on 1.10"? do I then just have to add a version dependency on Forge before a specific build? :p
L430[08:37:44] <luacs1998> haha yeah
L431[08:37:53] <luacs1998> that's how it's always worked if you ask me
L432[08:37:55] <cpw> heh masa
L433[08:37:57] <cpw> yes
L434[08:38:09] <luacs1998> anyway, can someone open an issue with a specification of PlayerOpenContainerEvent or something?
L435[08:38:28] <cpw> heldplayer, where?
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L437[08:38:42] <heldplayer> cpw: https://github.com/MinecraftForge/MinecraftForge/commits/master?page=2
L438[08:38:52] <masa> how does one go about re-implementing something like that event anyway, so that it isn't considered being that original contribution?
L439[08:38:54] <cpw> i'm looking at that page
L440[08:38:54] <heldplayer> May 29, 2016
L441[08:39:14] <luacs1998> https://github.com/MinecraftForge/MinecraftForge/commit/4824d647f430995a27cf8b115b73ce370b32723f this is an example
L442[08:39:23] <luacs1998> masa, you write me a specification, and i write the PR
L443[08:39:38] <cpw> can you point me to the PR?
L444[08:39:39] <luacs1998> or vice versa (if you've never used the event before and don't know how it works)
L445[08:39:41] <heldplayer> Almost all those commits are basically manually doing the stuff the PRs did and then closing them
L446[08:39:53] <heldplayer> Not 1 PR, multiple PRs
L447[08:39:59] <gigaherz> heh
L448[08:39:59] <cpw> lol
L449[08:40:01] <luacs1998> heldplayer, though in lex's defense the PRs were old as fuck and wouldn't work for 1.9 without serious fucking over
L450[08:40:03] <gigaherz> so forge 1.10 is out
L451[08:40:03] <gigaherz> http://mojang.com/2016/06/minecraft-1101/
L452[08:40:05] <cpw> you look at the AGE of those PRs?
L453[08:40:06] <gigaherz> so is mc 1.10.2 ;P
L454[08:40:33] <masa> the race is on!
L455[08:40:34] <cpw> to accept them, we would have to fork the PR, update to latest tip (probably from 1.7 or earlier)
L456[08:40:54] <cpw> repush to the PR, muddy the water a bit, and then merge
L457[08:41:00] <cpw> all to attribute one line to boni
L458[08:41:09] <cpw> who is already a very active contributor (in that case)
L459[08:42:13] <Meow-J> gigaherz: heh, I thought it was 11.01 from the link
L460[08:42:39] <luacs1998> masa, https://github.com/MinecraftForge/MinecraftForge/issues/3014#issuecomment-228050016
L461[08:45:01] <gigaherz> Meow-J: it was, then they pushed a bugfix for a crash
L462[08:46:29] <heldplayer> cpw: Went through and looked at all of them. Not all of them were that old (mostly the ones by dies weren't, but those were 1-liners so I suppose it's trivial). The ones that were older, fair enough (though asking people to update their PRs would still be nice).
L463[08:47:04] <luacs1998> heldplayer, some of the PRs were necro'd by me IN LATE 2014
L464[08:47:14] <heldplayer> :p
L465[08:47:17] <luacs1998> and in the following year and a half, had not been updated
L466[08:47:33] <luacs1998> i guess lex implementing them by himself would stand up in court
L467[08:47:35] <heldplayer> Yeah, like I said fair enough for them
L468[08:47:42] <cpw> yeah, every one is linked to its original contributor
L469[08:47:48] <luacs1998> anyway cpw, a quick question: have you seen the source of modloader?
L470[08:47:53] <cpw> no
L471[08:47:55] <cpw> i never did
L472[08:47:58] <cpw> :P
L473[08:48:04] <cpw> go look at the first commit of FML
L474[08:48:06] <luacs1998> great
L475[08:48:08] <cpw> it's the javadoc of ML
L476[08:48:16] <luacs1998> heldplayer, masa if you need the PlayerOpenContainer back
L477[08:48:17] <cpw> which is what i used to design FML's compat layer
L478[08:48:18] <heldplayer> It'd be a big pain in the ass to link back to the original contributor though for those that weren't patches
L479[08:48:18] <cpw> :P
L480[08:48:30] <cpw> heldplayer, i agree it's not perfect
L481[08:48:32] <cpw> nothing is perfect
L482[08:48:35] <cpw> sorry
L483[08:48:37] <luacs1998> link me to something i can use to do a cleanroom
L484[08:48:38] <cpw> it's sufficient
L485[08:48:41] <luacs1998> a javadoc or something
L486[08:48:48] <cpw> luacs
L487[08:48:50] <heldplayer> Noooo, my world is perfectly and soft and nothing ever goes wrong! :P
L488[08:48:56] <cpw> An event fired when a container is opened
L489[08:48:59] <cpw> there's your spec
L490[08:49:01] <cpw> go to it
L491[08:49:06] <cpw> by a player
L492[08:49:15] <heldplayer> Besides, it's not up to me look it up in the event it does happen :p
L493[08:49:42] <cpw> IMO we couldn't have handled the transition much better
L494[08:49:48] <cpw> it was surprisingly smooth
L495[08:49:58] <luacs1998> cpw> An event fired when a container is opened
L496[08:50:05] <cpw> *by a player
L497[08:50:19] <luacs1998> anyway, does the eventbus allow me to "remap" events
L498[08:50:26] <cpw> no
L499[08:50:34] <cpw> you won't get binary compat
L500[08:50:39] <heldplayer> Only bump I could say would be Wolveress, but good riddance of that code because you shouldn't take chances with that guy
L501[08:50:40] <luacs1998> in that case
L502[08:50:45] <cpw> those depending on the dead event will need to recode
L503[08:50:55] <luacs1998> then i'll throw in a PlayerContainerEvent.Close as well?
L504[08:51:05] <cpw> we bumped his code because we were very uncomfortable with how it works
L505[08:51:08] <cpw> sure luacs
L506[08:51:19] ⇨ Joins: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L507[08:51:27] <cpw> on a TECHNICAL level it was thought to be poor quality
L508[08:51:42] <cpw> his fuss over the licnse was just our motivation to get off our arses and fix it
L509[08:51:52] <heldplayer> hehehehe
L510[08:52:03] *** big_Xplo|AFK is now known as big_Xplosion
L511[08:52:12] <cpw> i queried lex 2 years ago, when he first merged it
L512[08:52:25] <cpw> that he could have used futures and made a MUCH cleaner job of it
L513[08:53:13] <fry> you can probably revers all my contributions, they are fairly modular and self-contained :D
L514[08:53:18] <fry> *revert
L515[08:53:29] <fry> but I hope it doesn't come to that :D
L516[08:53:48] <heldplayer> Why would anybody though?
L517[08:53:54] ⇨ Joins: kimfy (~kimfy@236.5.200.37.customer.cdi.no)
L518[08:54:03] <fry> 16:18 forge @cpw | (and maybe fry's)
L519[08:54:12] <fry> purely as an answer to that :D
L520[08:54:25] <cpw> fry: yeah, it would take quite the problem for that to happen, I hope
L521[08:54:26] <heldplayer> ah, right
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L523[08:54:43] <cpw> as i said, we're in a good enough place IMO
L524[08:54:47] <fry> indeed :D
L525[08:54:52] <cpw> having the patches seperately owned by forge llc
L526[08:55:00] <cpw> means we can machine generate the crap out of that lot
L527[08:55:02] <cpw> which is nice
L528[08:55:28] <cpw> cos it was a tangled mess trying to create attributions in there
L529[08:55:46] <cpw> (I gave up, because stuff moves around too much for git blame to sanely work it out)
L530[08:56:27] <luacs1998> but if MS decides to put a stop to the party?
L531[08:56:37] <cpw> then the party is over
L532[08:56:47] <cpw> but i suspect there might be a fight or two break out
L533[08:56:49] <luacs1998> who do they sue for distributing source without permission - forge llc or the forge project?
L534[08:56:57] <cpw> MS might need to bring in bouncers to truly shut it down
L535[08:57:06] <luacs1998> (forge project and contributors, of course)
L536[08:57:10] <cpw> it'll be forge development llc
L537[08:57:18] <cpw> which is also a net positive
L538[08:57:24] <cpw> patching is now a shielded activity
L539[08:57:49] <luacs1998> or if they contacted you and make you a 6 figure offer to write a JIT compiler for a pseudolanguage that they can use for json modding :D
L540[08:58:03] <fry> >.>
L541[08:58:05] <fry> <.<
L542[08:58:21] <luacs1998> kek i jest
L543[08:58:36] <kenzierocks> can someone help me w/ FastTESR?
L544[08:58:48] <gigaherz> what's wrong with it?
L545[08:58:49] <kenzierocks> i'm trying to draw a square above my block (it's about 1px tall)
L546[08:58:50] <fry> 0 figure, no JIT, not pseudo, not MS but doing it myself :D
L547[08:58:51] <kenzierocks> https://github.com/TechShroom/PerelTrains/blob/develop/src/main/java/com/techshroom/mods/pereltrains/block/entity/TESRRailSegmentDisplay.java
L548[08:58:57] <kenzierocks> that is not drawing anything
L549[08:59:16] <gigaherz> you need texcoords
L550[08:59:25] <gigaherz> also wrong order
L551[08:59:38] <kenzierocks> why does order matter ???
L552[08:59:40] <gigaherz> it uses BLOCK vertex format
L553[08:59:45] <kenzierocks> that's really weird
L554[08:59:46] <luacs1998> fry, it's got to be pseudo lol, there are app stores to worry about that don't allow you to execute arbitrary code
L555[08:59:50] <gigaherz> because the data is added to the buffer as it comes
L556[08:59:56] <gigaherz> without regard to how it's supposed to be
L557[09:00:03] <gigaherz> so BLOCK format is
L558[09:00:04] <luacs1998> though i know Cities Skylines has a C# compiler built in for mods
L559[09:00:36] <kenzierocks> gigaherz: that seems to disagree w/ the code for VB
L560[09:00:42] <gigaherz> .pos().color().tex() ... and something else
L561[09:00:58] <kenzierocks> wait
L562[09:00:59] <kenzierocks> hmm.
L563[09:01:33] <kenzierocks> i see.
L564[09:01:36] <gigaherz> .lightmap() -- although you can leave those blank (0,0)
L565[09:01:39] <kenzierocks> what do i put in tex though
L566[09:01:42] <gigaherz> since they will be assigned later
L567[09:01:44] <kenzierocks> it doesn't have a texture
L568[09:01:47] <kenzierocks> nor will it ever
L569[09:01:48] <gigaherz> well
L570[09:02:01] ⇦ Quits: Abastro (~abab9579@221.138.238.111) (Ping timeout: 198 seconds)
L571[09:02:02] <gigaherz> you can check what the "white" placeholder texture coords are
L572[09:02:12] <gigaherz> query the "minecraft:white" atlas sprite
L573[09:02:19] <gigaherz> and use getInterpolatedU/V
L574[09:02:44] <fry> not interested in PE, luacs1998 :P
L575[09:02:57] <gigaherz> [16:00] (luacs1998): though i know Cities Skylines has a C# compiler built in for mods
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L577[09:02:59] <gigaherz> if it's .NET
L578[09:03:04] <masa> so $0.99999
L579[09:03:05] <gigaherz> the .net framework itself has a compiler integrated
L580[09:03:15] <masa> whoops, was a bit up :D
L581[09:03:17] <gigaherz> System.Runtime.CompilerServices
L582[09:03:19] <gigaherz> ;P
L583[09:03:37] <kenzierocks> gigaherz: where do i query the sprite from
L584[09:03:38] <gigaherz> so,
L585[09:05:02] <gigaherz> ModelLoader.defaultTextureGetter().apply(new ResourceLocation("minecraft","white"));
L586[09:05:23] <gigaherz> or
L587[09:05:29] <gigaherz> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite("minecraft:white")
L588[09:05:42] <gigaherz> whichever you hate the least
L589[09:05:56] <gigaherz> (the former calls the latter)
L590[09:06:36] <kenzierocks> ok, when should i call this
L591[09:06:47] <kenzierocks> every render? constructor?
L592[09:06:49] <gigaherz> nah
L593[09:07:00] <gigaherz> at some point after initializing
L594[09:07:04] <gigaherz> but cache it for later
L595[09:07:17] <gigaherz> unless a resource manager reload happens
L596[09:07:21] <kenzierocks> would it not change on resourcepack reload
L597[09:07:22] <kenzierocks> yea
L598[09:07:22] <gigaherz> then you'll ahve to re-fetch it
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L600[09:07:37] <gigaherz> so I'd say on demand
L601[09:07:44] <gigaherz> and wipe the cached reference on the resourcemanager reload "event"
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L604[09:09:22] <kenzierocks> what do you mean "event"
L605[09:09:29] <kenzierocks> is it not served on the eventbus?
L606[09:11:25] <gigaherz> nope
L607[09:11:28] <gigaherz> it's vanilla
L608[09:12:02] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java#L81
L609[09:12:46] <luacs1998> eh, can someone help me with running forge in intellj?
L610[09:12:56] <luacs1998> s/forge/forgedev
L611[09:13:25] <kenzierocks> gigaherz: i mean, there's also TextureStitchEvent.Post :D
L612[09:13:38] * gigaherz shrugs
L613[09:13:42] <gigaherz> you could use that, I suppose
L614[09:13:42] <gigaherz> ;P
L615[09:15:04] <luacs1998> ah, there we go, it seems to work now
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L617[09:20:52] <gigaherz> hmmm 1.10 duplicates items XD
L618[09:21:00] <gigaherz> I drop a dye to the ground, I get 2 back
L619[09:21:03] <gigaherz> drop 2, get 4 back
L620[09:21:41] <kenzierocks> it's better™
L621[09:21:47] <kenzierocks> https://i.imgur.com/kAVJLPW.png
L622[09:21:55] <luacs1998> kekekekekek
L623[09:22:24] <heldplayer> ._.
L624[09:22:59] <Ordinastie_> "art"
L625[09:24:03] <kenzierocks> the pos(x,y,z) correspond to MC x/y/z, yea?
L626[09:24:13] <gigaherz> kenzierocks: .pos().color().tex().lightmap().endVertex()?
L627[09:24:22] <kenzierocks> no lightmap...
L628[09:24:25] <gigaherz> that's why ;p
L629[09:24:52] <kenzierocks> oh
L630[09:25:18] <kenzierocks> https://i.imgur.com/nV162PX.png
L631[09:25:21] <kenzierocks> yay...?
L632[09:25:26] <SkySom> Oh new tracks?
L633[09:25:27] <gigaherz> yay
L634[09:25:34] <kenzierocks> new question, why is the red so dark
L635[09:25:37] <gigaherz> what do you set in color?
L636[09:25:43] <kenzierocks> 255 0 0 255
L637[09:25:43] <gigaherz> if you use integers
L638[09:25:48] <kenzierocks> oh right
L639[09:25:50] <gigaherz> they have to be 0..255, if you use floats, 0..1
L640[09:26:12] <kenzierocks> then that should be very bright red
L641[09:26:13] <gigaherz> 0.0f .. 1.0f *
L642[09:26:19] <gigaherz> hmmm
L643[09:26:21] <Ordinastie_> kenzierocks, depends on the texture
L644[09:26:29] <kenzierocks> it's white
L645[09:26:33] <gigaherz> in theory it shoudl be using minecraft:white
L646[09:26:34] <kenzierocks> literally minecraft:white
L647[09:26:40] <gigaherz> which is a white 16x16 square
L648[09:26:48] <gigaherz> that's why i suggested it
L649[09:27:19] <kenzierocks> https://i.imgur.com/XPwRSl7.png 0 0 0 255
L650[09:27:53] <kenzierocks> https://i.imgur.com/C1quXeo.png 255 255 255 255
L651[09:28:06] <kenzierocks> lot of darkness, does the lightmap have to do with that?
L652[09:29:54] <gigaherz> maybe
L653[09:30:00] <gigaherz> try using 1,1 for lightmap
L654[09:30:13] <gigaherz> no idea how the lightmap works
L655[09:30:22] <kenzierocks> lightmap seems to be alpha
L656[09:30:25] <kenzierocks> 0-65565
L657[09:30:33] <gigaherz> I assumed the values would be overwritten later
L658[09:30:35] <gigaherz> hmmm
L659[09:30:49] <gigaherz> maybe fry and shed more light to it ;P
L660[09:30:53] <gigaherz> can*
L661[09:31:02] <gigaherz> (pun absolutely intended)
L662[09:31:03] * fry takes a flashlight
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L664[09:31:19] <Mata> Having a nice poop always helps with coming up for ideas while coding
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L666[09:32:10] <fry> you need to call vb methods in the same order as the current vertex format
L667[09:32:14] <fry> which is BLOCK
L668[09:32:28] <kenzierocks> yea the code on the repo is old
L669[09:32:41] <gigaherz> yeah my suggestion was
L670[09:32:42] <gigaherz> [16:24] (gigaherz): kenzierocks: .pos().color().tex().lightmap().endVertex()?
L671[09:32:44] <fry> ah, I see
L672[09:32:55] <kenzierocks> updated
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L675[09:33:37] <fry> indeed to lightmap(1, 1)
L676[09:33:42] <fry> *do
L677[09:34:00] <kenzierocks> that looks wrong
L678[09:34:02] <fry> same for color - do 1,1,1,1
L679[09:34:44] <fry> ah, no, 255 should be fine
L680[09:35:03] <fry> lightmap will be tricky too, 1 sec
L681[09:35:42] <kenzierocks> lightmap(1,1) is definitely wrong
L682[09:36:10] <gigaherz> yeah if you need REAL lightmap coords
L683[09:36:15] <gigaherz> those depend on the position of the block and such
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L685[09:36:48] <kenzierocks> nah
L686[09:36:56] <Ordinastie_> blockState.getPackedLightmapCoords(world, pos);
L687[09:37:13] <kenzierocks> just for debugging
L688[09:39:04] <fry> int brightness = blockState.getPackedLightmapCoords(world, pos); int sky = (brightness >> 0x10) & 0xFFFF; int block = brightness & 0xFFFF; ...lightmap(sky, block)
L689[09:42:42] <kenzierocks> that doesn't really help me understand what's actually happening
L690[09:42:50] <kenzierocks> why isn't `minecraft:white` white
L691[09:42:56] <kenzierocks> or something
L692[09:43:07] <fry> because there are a lot of things happening at once
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L694[09:43:35] <fry> try lightmap(240,240)
L695[09:43:48] *** kroeser|away is now known as kroeser
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L697[09:44:43] <kenzierocks> ah, pretty
L698[09:44:50] <kenzierocks> think that's right
L699[09:45:06] <fry> that should be the maximum lightmap
L700[09:45:27] <Lordmau5> 240?
L701[09:45:27] <kenzierocks> yay, giant white stuff
L702[09:45:30] <Lordmau5> how come 255 isn't?
L703[09:45:47] <kenzierocks> https://i.imgur.com/Ctk6h2Y.png
L704[09:45:51] <fry> 0xF * 0x10
L705[09:45:55] <Lordmau5> ah
L706[09:46:02] <kenzierocks> <3 fry
L707[09:46:24] <fry> now make it night - it'll stay white
L708[09:47:40] <kenzierocks> yep
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L710[09:50:26] <luacs1998> does anyone know if opening your own inventory fired a PlayerOpenContainerEvent?
L711[09:57:24] <heldplayer> !gm func_175643_b 1.10.0
L712[09:57:27] <heldplayer> !gm func_175643_b 1.10
L713[09:57:32] <heldplayer> !gm func_175643_b
L714[09:58:24] <cpw> heldplayer, not sure if bspkrs has updated the bot for 1.10 yet
L715[09:58:26] <cpw> sorry
L716[09:58:38] <heldplayer> It's fine, it found the method in 1.9.4 mappings
L717[09:59:09] <heldplayer> Nice feature of the mappings is that they usually stay the same between versions :D
L718[09:59:26] <heldplayer> Especially if changes are minimal between versions
L719[10:00:12] <primetoxinz> lol [1.9,1.10] version string isn't accepted
L720[10:00:20] <primetoxinz> for 1.10
L721[10:04:15] <cpw> heldplayer, welcome to why 1.9.4 mods are working mostly in 1.10 with no recompile required :)
L722[10:04:22] <heldplayer> :D
L723[10:04:35] <cpw> the srgname diffs were small enough that runtime deobf can actually work
L724[10:04:37] <cpw> :)
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L726[10:05:18] <kenzierocks> yea
L727[10:05:26] <kenzierocks> cpw: i updated worldedit in like 5 minutes
L728[10:05:45] <kenzierocks> one class move + one method change
L729[10:06:03] <cpw> heh nice
L730[10:06:09] <heldplayer> Unlimited potential and they use it for more dirt! https://youtu.be/AGsJd6LIPE8?t=53
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L732[10:07:24] <luacs1998> masa, did PlayerOpenContainerEvent fire when you open your own inventory?
L733[10:08:47] <gigaherz> so far updated the build.gradle files of 3 mods -- 0 changes to code
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L735[10:12:44] <Tahg> primetoxinz, ya, I don't think your supposed to change it to that
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L737[10:13:13] <primetoxinz> it's not my mod, it was modnametooltip actually
L738[10:13:18] ⇨ Joins: [NK]Ghost (~GFt@72.64.90.31)
L739[10:13:25] <Tahg> either it works as a 1.9.x mod, or it doesn't and you change it to 10
L740[10:13:44] <primetoxinz> I just tried to load a 1.9.4 pack in 1.10 to see what crashed
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L742[10:14:05] <Tahg> probably coremods, I suspect
L743[10:14:18] <primetoxinz> yeah couple coremods, couple version string mismatches
L744[10:14:56] <primetoxinz> other than that, I have 127 mods in 1.10 already
L745[10:14:57] <luacs1998> primetoxinz, PlayerOpenContainerEvent was removed in 1.10
L746[10:15:01] <primetoxinz> yeah
L747[10:15:02] <luacs1998> i'm working on a replacement
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L749[10:15:13] <primetoxinz> that too, couples mods crashed from that
L750[10:15:18] <Tahg> 127, wow
L751[10:15:31] <Tahg> I mean, we didn't even have that many mods in 1.9.4, lol
L752[10:15:36] <primetoxinz> yes we did
L753[10:15:37] <MalkContent> is there any hardcore questing maps akin to crashlanding? something thats not skyblock stuff
L754[10:15:43] <primetoxinz> this was a 1.9.4 pack I was playing with
L755[10:15:46] <Tahg> but we don't tend to run every mod out there
L756[10:16:14] <plathrop> I'm sorry if it's a dumb question but what is a "coremod" ?
L757[10:16:30] <TechnicianLP> IFMLLoadingPlugin
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L759[10:17:11] <primetoxinz> it allows changing existing minecraft code
L760[10:17:12] <Tahg> I feel that's one of those exact, and largely unhelpful answers
L761[10:17:29] <plathrop> ah cool, thanks
L762[10:18:06] <plathrop> Tahg but it at least gave me something to google that was more specific and got me to a wiki page :-)
L763[10:18:39] <portablejim> The rendering stuff changed a bit in 1.10, so I was usig RenderGlobal.drawSelectionBoundingBox but that changed, no wide compatability for that mod.
L764[10:18:44] <Tahg> they need to load before the majority of FML and Forge, including most of the stuff that allows mods to be mostly version independent
L765[10:18:53] <Tahg> that's why they well, aren't
L766[10:19:28] <plathrop> Tahg Thanks, that makes sense.
L767[10:20:04] <Tahg> the other main reason (afaik) for incompat is methods/fields being removed or changed
L768[10:20:04] <portablejim> Also, is an FML mod still a band thing if it doesn't do the class introspection/reflection/modification that normal classes do?
L769[10:20:12] <portablejim> *bad
L770[10:20:17] <Tahg> er
L771[10:20:33] <Tahg> you can have a mod that only relies on FML, probably
L772[10:20:44] <Tahg> it's a bit pointless now that it's not a seperate thing
L773[10:21:56] <portablejim> I'm providing a automatically-installed texture pack as a folder.
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L775[10:24:54] <barteks2x> let's see what I need to change to update...
L776[10:25:22] <gigaherz> for the cubic chunks mod? probably way more than anyone else ;p
L777[10:25:56] <barteks2x> if it compiles, I would expect it to work without changing anything, but it doesn't mean that the code is correct
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L779[10:27:37] <barteks2x> well, maybe a few small changes in mixins and version strings
L780[10:29:01] <barteks2x> warning about using 1.9.4 mappings is normal, right?
L781[10:29:13] <plathrop> Are "Bedrock_Miner"'s modding tutorials still a decent introduction, or is there a better source for getting started?
L782[10:29:49] <gigaherz> yes barteks2x, until bspkrs pushes the existing mappings as stable, and bumps the version to 1.10
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L784[10:31:12] <gigaherz> hmf
L785[10:31:21] <gigaherz> you still get two items whenever you look something ;P
L786[10:31:34] <gigaherz> issue time, I suppose
L787[10:31:47] <gigaherz> ah already exists. yay.
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L790[10:32:51] <barteks2x> I have quite a few compile errors, mostly methods that are not there
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L794[10:34:43] <luacs1998> https://github.com/MinecraftForge/MinecraftForge/pull/3017
L795[10:34:55] <barteks2x> did Entity.onChunkLoad get removed completely?
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L799[10:39:23] <barteks2x> looks like after 4 minor changes in code it compiles
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L802[10:43:11] <masa> luacs1998: well, that is sueless to me atm... the old one allowed you to "force" the container to remain open or to close, ie. it could bypass the normal canInteract or whatever the method was called in Container
L803[10:43:17] <masa> *useless
L804[10:43:58] <masa> so it had "override to allow", "override to close" and default, default checking the return value of that method
L805[10:44:42] <masa> and thus I believe it fired every tick while a container is open
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L809[10:47:21] <gigaherz> so yeah
L810[10:47:25] <gigaherz> 4/5 -- no changes so far
L811[10:48:10] <masa> I had 9 out of 10 mods with no changes needed, except I was missing two ATs for one mod so I added reflection instead this time around
L812[10:48:48] <masa> and I found an older change that I had missed probbaly in the 1.9 update that was broken
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L814[10:50:32] <masa> for ender utilities there were a few errors: one method change, one method name collision, one constructor change and that removed container event
L815[10:50:56] <masa> so really minor stuff
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L817[10:51:10] <masa> plus I messed up setting up my dev env so JEI is missing :p
L818[10:51:18] <gigaherz> heh
L819[10:51:23] <gigaherz> i like that jei now has an api package
L820[10:51:31] <gigaherz> so it doesn't need the depAT
L821[10:51:40] <masa> was it libs/ that you are supposed to put that into?
L822[10:51:56] <gigaherz> api? no it's maven
L823[10:52:02] <masa> oh
L824[10:52:03] <gigaherz> dependencies {
L825[10:52:03] <gigaherz> deobfCompile "mezz.jei:jei_1.10:3.7.0.218:api"
L826[10:52:03] <gigaherz> runtime "mezz.jei:jei_1.10:3.7.0.218"
L827[10:52:03] <gigaherz> }
L828[10:52:04] <masa> hrmm
L829[10:52:15] <gigaherz> sorry for the pings.
L830[10:52:51] <Mata> I just realized I probably just made people hate my mod, I just released the 1.10 version of my mod, it adds a button on the exact same location as the autojump button lol
L831[10:53:13] <masa> what does the runtime line do?
L832[10:54:25] <Coolway99> when you run the game
L833[10:55:02] <gigaherz> the full JEI at runtime
L834[10:55:05] <gigaherz> without needing deobf and such
L835[10:55:12] <gigaherz> which means it will still use the AT for runtime
L836[10:55:20] <gigaherz> but won't require it on the dev env
L837[10:55:43] <masa> hmm, mmkay
L838[10:57:03] <Coolway99> hey, with the item use functions
L839[10:57:12] <Coolway99> are hitX, hitY, and hitZ relative or absolute?
L840[10:57:24] <gigaherz> relative to the block hit, I believe
L841[10:57:36] <Coolway99> ok, so pos.getX()+hitX?
L842[10:57:40] <masa> yep
L843[10:57:47] <gigaherz> if you want the absolute world position, tup
L844[10:57:48] <gigaherz> yup*
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L847[10:58:48] <masa> oh btw did enderthing have coloring the wool notches on the chest?
L848[10:59:01] <masa> by right clicking them with dyes I mean
L849[10:59:04] <gigaherz> yes
L850[10:59:09] <gigaherz> it's one of the last things I added
L851[10:59:16] <masa> okay
L852[10:59:30] <masa> so did you do the individual selection boxes for them too?
L853[10:59:34] <gigaherz> nope
L854[10:59:49] <masa> meh, you lazy bum ;p
L855[11:00:24] <masa> I did that for my portal panel buttons in a subsequent minor release
L856[11:00:38] <masa> makes it a lot less annoying to use too
L857[11:00:58] <gigaherz> maybe someday I'll ask you how you did it ;P
L858[11:01:04] <masa> because it actually ray traces to the wool notches instead to the panel surface behind them
L859[11:01:14] <masa> yep feel free to steal my messy code :p
L860[11:02:10] <masa> this commit should have all of it I think https://github.com/maruohon/enderutilities/commit/9290c2217ffe11604e7be2c893cc7ee8a765bd9e
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L862[11:02:35] <masa> probably a stupid wau to do it but whatever, it works :p
L863[11:02:54] <PaleoCrafter> jesus christ, I'm annoyed right now
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L865[11:03:11] <Ordinastie_> so you're not PaleoCrafter anymore ?
L866[11:03:26] <PaleoCrafter> ...
L867[11:03:31] <heldplayer> lol
L868[11:03:41] <PaleoCrafter> shouldn't getting a service to run on boot on debian only require the init script in /etc/init.d/ and update-rc.d <service> defaults ?
L869[11:03:56] <heldplayer> Don't you need to enable it with systemctl?
L870[11:04:07] <Mata> BTW does anyone know if it's possible to write into the servers.dat file?
L871[11:04:27] <Coolway99> I forget how to spawn mobs properly
L872[11:04:32] <PaleoCrafter> haven't seen it in mentioned anywhere, heldplayer
L873[11:04:44] <Coolway99> I create a new entity...
L874[11:04:46] <Coolway99> set it's location
L875[11:04:55] <Coolway99> and use world.spawnEntityInWorld, right?
L876[11:05:13] <heldplayer> Oh wait an init script
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L878[11:05:24] <heldplayer> Yeah should work I think
L879[11:05:55] <PaleoCrafter> but it doesn't q.q
L880[11:06:03] <heldplayer> Did you make it executable?
L881[11:06:18] <PaleoCrafter> yep
L882[11:06:24] <PaleoCrafter> it's working if I start it manually
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L884[11:06:44] <luacs1998> masa, so you want it to be cancellable?
L885[11:07:15] <masa> well my use was to allow it when it normally wouldn't be allowed due to distance checks or whatever...
L886[11:07:36] <Mata> !gm func_148195_a
L887[11:07:51] <BlueMonster> i have an issue with items not having textures, here's my project: https://github.com/bluemonster122/ProjectScion
L888[11:07:56] <BlueMonster> can anyone help
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L892[11:12:17] <MinecraftWero> how do you register a forge event
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L894[11:13:57] <gigaherz> Icould be wrong
L895[11:14:03] <PaleoCrafter> heldplayer, so you don't have a clue either?
L896[11:14:03] <gigaherz> but I don't think it's necessary to "register" the events
L897[11:14:19] <heldplayer> Nope, I generally use systemd services
L898[11:14:22] <gigaherz> you just have the event class, and you post it on the bus
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L900[11:14:38] <gigaherz> there doens't even seem to be a root class for events
L901[11:15:31] <gigaherz> hmm unless you mean how you register your event *handler*
L902[11:15:42] <gigaherz> that's just MinecraftForge.EVENT_BUS.register(handler class)
L903[11:15:52] <gigaherz> with the appropriate method(s) marked @SubscribeEvent
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L905[11:19:19] <MinecraftWero> alright
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L908[11:21:57] <MinecraftWero> LivingDropsEvents changed its name?
L909[11:22:33] <gigaherz> Okay... setup a 1.10 profile on my launcher -- with the 1.9.4 builds of my mods
L910[11:22:37] <gigaherz> it starts just fine ;P
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L912[11:23:47] <barteks2x> I tried to run it in 1.10 and I got a really big exception from mixin
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L915[11:26:52] <gigaherz> heh
L916[11:26:59] <gigaherz> well I don't have mixins or anything like that ;P
L917[11:27:09] <MrIbby> Is there a mod that allows users to add vanilla-like achievements?
L918[11:27:36] <MrIbby> By vanilla-like, I mean really, really like vanilla.
L919[11:27:50] <barteks2x> they changed something in CommandTeleport
L920[11:27:50] <gigaherz> that's rather... generic
L921[11:27:55] <gigaherz> any mod can add achievements
L922[11:28:11] <gigaherz> but I don't specifically know one that adds achievements through config
L923[11:28:46] <gigaherz> hmmm
L924[11:29:00] <gigaherz> the block coloring stuff doesn't work for the 1.9.4 mod running on 1.10
L925[11:29:44] <Coolway99> what are spawn eggs called in code?
L926[11:29:48] <barteks2x> they changed min/max Y for teleport from 512 to 4096
L927[11:30:07] <Coolway99> I can't seem to figure out how to spawn entities properly
L928[11:30:30] <barteks2x> I don't remember seing that in any changelog
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L930[11:38:03] <luacs1998> who wants to chime in https://www.reddit.com/r/feedthebeast/comments/4pg6v7/is_therewill_there_ever_be_a_way_to_shorten_load/d4ksn5j
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L932[11:38:36] <gigaherz> Coolway99: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/effects/ResurrectionEffect.java#L76 ?
L933[11:39:19] <gigaherz> luacs1998: I wont' reply because I can't be bothered to make an account there
L934[11:39:28] <gigaherz> but the biggest hit on load time isn't registering things
L935[11:39:57] <gigaherz> it's loading stuff from jars, preparing the in-memory resources, etc
L936[11:40:29] <gigaherz> I'm not sure that multithreading the load would have the kind of impact people would expect
L937[11:40:36] <gigaherz> and it woudl be very apinful to implement without breaking mods
L938[11:40:38] <Coolway99> I'm doing basically the exact same thing
L939[11:40:39] <gigaherz> painful
L940[11:40:43] <Coolway99> and it's not working
L941[11:40:53] <gigaherz> I haven't tried it in 1.9.4, let me check ;p
L942[11:40:53] <Coolway99> I get creepers that refuse to update
L943[11:41:06] <gigaherz> do you by any chance do it on the client?
L944[11:41:16] <Coolway99> I've tried client, server, both
L945[11:41:25] <Coolway99> @SideOnly, world.isRemote
L946[11:41:45] <Coolway99> they only spawn with !world.isRemote
L947[11:42:01] <gigaherz> that's how it should be
L948[11:42:02] <Coolway99> but they don't update
L949[11:42:17] <Coolway99> I've checked if their AI is loaded, and it says it is
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L951[11:42:29] <Coolway99> but they just stand there, immune to everything
L952[11:42:36] <Coolway99> deleted when the world reloads
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L954[11:42:41] <Coolway99> :/
L955[11:44:26] <gigaherz> sothey aren't really there
L956[11:44:35] <Coolway99> so it seems...
L957[11:44:38] <masa> interesting, they now save a "palette" of blockstates in their structure template files, I believe in 1.9 theu just used the stateids directly to save and get the blocks
L958[11:45:14] <Coolway99> but spawning it on the other side makes nothing at all
L959[11:45:19] <masa> so maybe a new dynamic world format is on its way slowly
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L970[12:02:37] <electrolitic> Do you use GameRegistry.register() to register both blocks and items?
L971[12:02:45] <gigaherz> Uhm
L972[12:02:50] <gigaherz> I jsut hit infinite duplication lol
L973[12:03:06] <gigaherz> dropped a stack of items on the ground
L974[12:03:09] <gigaherz> and got 64 stacks back
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L976[12:04:54] <gigaherz> hmm not just 64
L977[12:04:56] <gigaherz> still giving ;p
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L979[12:10:47] <Wuppy> looks like this steam sale is the same as last time
L980[12:10:56] <Wuppy> aka no sale game nor flash sales
L981[12:11:48] <gigaherz> no site, either
L982[12:11:52] <gigaherz> XD
L983[12:11:55] <gigaherz> it seems to be down
L984[12:11:58] <Wuppy> yeap
L985[12:12:10] <Wuppy> I'm suddenly logged out
L986[12:12:17] <gigaherz> oh hey it worked now
L987[12:12:39] <Wuppy> I saw a pretty awesome deal on prison architecture
L988[12:12:58] <gigaherz> I bought prison architect a couple years ago
L989[12:12:58] <gigaherz> ;:P
L990[12:13:00] <gigaherz> ;P*
L991[12:13:12] <gigaherz> hmmm FF Type-0 HD
L992[12:13:14] <gigaherz> 50% off
L993[12:13:15] <gigaherz> not bad
L994[12:13:16] <Wuppy> I have it as well, but that doesn't mean I wont share the word :)
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L996[12:13:44] <gigaherz> oh, AC Chronicles: China 5eur
L997[12:13:56] <Wuppy> aw yiss
L998[12:13:58] <Wuppy> that's on my wishlist
L999[12:14:12] <gigaherz> cities skylines 60% off
L1000[12:14:17] <gigaherz> hmm considering that one also
L1001[12:14:18] <Wuppy> The Solus project is also pretty damn cool
L1002[12:14:24] <Wuppy> got a guest lecture from the creator, great guy
L1003[12:14:31] <Wuppy> not my type of game, but certainly cool
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L1006[12:17:05] <Wuppy> it's also exceptionally pretty and unlike AAA games well optimized :o
L1007[12:17:07] <masa> gigaherz: heh yep I also hit the dupe bug
L1008[12:17:25] <gigaherz> I was "making use" of the dupe bug
L1009[12:17:28] <masa> first I thought JEI is bugging out, but it just keeps giving infinite items from any on the ground
L1010[12:17:30] <Wuppy> it's sad that "optimized" is a good thing about a game instead of just normal :V
L1011[12:17:32] <gigaherz> but normally it would be a couple items
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L1013[12:17:46] <gigaherz> then I closed the crafting grid with a whole stack on my hand
L1014[12:17:50] <gigaherz> and all hell broke loose
L1015[12:19:27] <masa> hmm wait no, how does this work...
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L1017[12:19:54] <Waterpicker> Hello does anyone know how to save a array of IBlockStates into a NBTTag object?
L1018[12:20:16] <gigaherz> check the structure block data
L1019[12:20:20] <gigaherz> Template class
L1020[12:20:25] <gigaherz> on 1.9.4+
L1021[12:21:38] <blood|wrk> all you really need to save is the meta if you want to be efficient with storage
L1022[12:21:40] <Waterpicker> I'm on 1.8
L1023[12:22:10] <blood|wrk> meta/blocktype
L1024[12:22:11] <gigaherz> store the block name and meta, for each block
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L1026[12:22:53] <masa> hmm somewhere between 1 and 2 stacks thrown on the ground it derps up and starts giving infinite items
L1027[12:23:01] <masa> they also dupe slightly before that too
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L1032[12:26:33] <Waterpicker> How do you get the Meta from a BlockSate?
L1033[12:26:45] <Waterpicker> like the method having issues
L1034[12:26:46] <Wuppy> :O stardew 20% off
L1035[12:27:05] <Wuppy> stardew valley is best valley :P
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L1038[12:28:02] <McJty> Waterpicker, preferably you don't. Why do you need the meta?
L1039[12:28:50] * Waterpicker points to his previous question and what he got as an answer
L1040[12:28:53] <McJty> You should normally work with properties instead. blockState.getValue(SOMEPROPERTY)
L1041[12:28:58] <McJty> Waterpicker, I just arrived here
L1042[12:29:01] <McJty> So I have no backlog
L1043[12:29:07] <Waterpicker> "Hello does anyone know how to save a array of IBlockStates into a NBTTag object?"
L1044[12:29:34] <McJty> Ok, you can use blockState.getBlock().getMetaFromState(blockState)
L1045[12:32:36] <Waterpicker> And how to get a BlockState assuming you have block name and meta
L1046[12:34:39] <McJty> From the registry you can get that
L1047[12:34:46] <McJty> ForgeRegistries I believe
L1048[12:34:49] <McJty> afk now though
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L1050[12:35:19] <Wuppy> Doot! https://www.youtube.com/watch?v=hzPpWInAiOg
L1051[12:35:49] <Wuppy> (40% discount on Doom already)
L1052[12:35:55] <thor12022> Block.getBlockFromName(String) & Block#getStateFromMeta(int)
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L1058[12:44:38] <masa> my inbox is sligthly dying today from all the curseforge notifications :D
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L1060[12:49:03] <BlueMonster> is there a simple method call for registering default item models
L1061[12:52:58] <Mata> Umm screw the recompiling of my 1.9.4 for for 1.10
L1062[12:53:07] <Mata> compatable without recompiling lol
L1063[12:53:17] <Mata> http://i.imgur.com/sr2Oakf.png
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L1072[13:02:53] <masa> feeling lazy are we? :p
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L1074[13:03:25] <masa> I compiled and released and committed and tagged and quickly tested 8 out of 10 of my mods thus far...
L1075[13:03:30] <masa> so much fiddling around ;_;
L1076[13:04:23] <masa> now I need to finish some WIP refactors/new features for the remaining two before I release them
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L1080[13:11:06] <Mata> Today started out by just porting my mod to 1.10 and releasing that port as a beta, then I've been adding a new feature the whole day and will be releasing that tomorrow for all versions from 1.8 till 1.10 lol
L1081[13:11:13] <Mata> just a ton of fiddling around too ;_;
L1082[13:11:46] <gigaherz> when testing the 1.9.4 mod on 1.10, I found a bug that also affects 1.9.4 itself
L1083[13:11:46] <gigaherz> ;p
L1084[13:11:58] <Mata> lol what?
L1085[13:12:08] <gigaherz> when testing MY mod
L1086[13:12:41] <gigaherz> I meant to write "when testing the 1.9.4 version of my mod"
L1087[13:12:48] <gigaherz> I accidentally words
L1088[13:13:20] <plathrop> If I'm just starting out modding, should I stick to 1.9 for now or dive straight into 1.10?
L1089[13:13:33] <gigaherz> for most intents and purposes, 1.9.4 === 1.10
L1090[13:13:36] <Wuppy> https://youtu.be/QJW_ML5aE9E
L1091[13:13:48] <gigaherz> so my suggestion is
L1092[13:13:51] <gigaherz> work on 1.9.4 for now
L1093[13:14:00] <gigaherz> let forge get fixed and stable
L1094[13:14:06] <gigaherz> otherwise you don't know how much of it is your own fault
L1095[13:14:13] <gigaherz> and when it's a forge bug ;P
L1096[13:14:17] <Mata> o wauw the forge guys have been busy 2 other releases today ontop of the bugged version
L1097[13:14:49] <gigaherz> the newest release lets 1.9.4 mods work on 1.10 without complaining about versions ;P
L1098[13:14:55] <plathrop> gigaherz thanks
L1099[13:15:01] <Mata> ^^
L1100[13:15:07] <gigaherz> (ofc they may crash if they do things that don't work on 1.10 but it will try to load them)
L1101[13:15:12] <Mata> 1.10 = 1.9.5
L1102[13:15:24] <gigaherz> sortof
L1103[13:15:27] <Mata> Can we make a community thing to rename 1.10 to 1.9.5
L1104[13:15:32] <Mata> like within the modding community
L1105[13:15:35] <Mata> just f 1.10
L1106[13:15:39] <gigaherz> xceptthey added 2 mod variants, and 3 (or 4?) new blocks
L1107[13:15:47] <gigaherz> mob*
L1108[13:16:01] <Mata> Yeah, but that's not much more than a small patch rather than a full new version
L1109[13:16:05] <kenzierocks> structure blocks are love though
L1110[13:18:45] <BlueMonster> what is the proper way to register models for items?
L1111[13:19:36] <kenzierocks> setCustomModel or something in ModelRegistry?
L1112[13:19:49] <LexManos> https://www.reddit.com/r/feedthebeast/comments/4pg6v7/is_therewill_there_ever_be_a_way_to_shorten_load/d4kv5vz This guy is a moron
L1113[13:20:08] <kenzierocks> BlueMonster: ModelLoader.setCustomModelResourceLocation
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L1115[13:22:05] <Mata> LexManos, probably he's using a 5 year old hdd Kappa
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L1117[13:22:22] <LexManos> no, just fyber is a moron
L1118[13:22:52] <Mata> oh the fyber i thought you meant the poster
L1119[13:22:57] <Mata> *OP
L1120[13:23:23] <BlueMonster> thanks kenzierocks ?
L1121[13:23:29] <SkySom> I like how they're complaining about load time with 230 mods
L1122[13:23:39] <gabizou> lol
L1123[13:23:45] <fry> the gif is from 1.7.10, so his talk about models is BS
L1124[13:24:52] <fry> and extra stitching doesn't actually happen
L1125[13:25:50] <BlueMonster> is it good to leave topics or remove them on the forum when they are solved?
L1126[13:28:53] <Mata> LOL that image he posted http://imgur.com/jB2AsiK just think of putting that as your background and killing explorer.exe while adding a registry edit to disable taskmanager
L1127[13:29:05] <Mata> I am doing it for next years april fools on my school computers
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L1129[13:41:26] <gigaherz> hmm wasn't there a onDataTag in TileEntity? is it missing from 1.10?
L1130[13:41:35] <gigaherz> or is the name I remember wrong?
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L1138[14:02:07] <masa> handleUpdateTag()
L1139[14:02:27] <masa> or onDataPacket()
L1140[14:09:55] <tterrag|ZZZzzz> ^^
L1141[14:10:06] <tterrag|ZZZzzz> The former is the pair to getUpdateTag
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L1144[14:19:15] <Wuppy> the beautiful dutch summer weather: https://scontent-amt2-1.xx.fbcdn.net/t31.0-8/13458573_1099681400077967_1903801892112658293_o.jpg
L1145[14:21:27] <ezterry> Well that generated oddly http://imgur.com/smT2ojI (superflat village.. I don't think I'm causing any change to village gen)
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L1147[14:22:23] <LexManos> if you can reproduce it esasily report it may be a 1.10 update derp
L1148[14:23:05] <ezterry> I will see if I can find a seed+cords without mods first
L1149[14:23:15] <ezterry> seemed fine in normal gen
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L1151[14:25:56] <MoxieGrrl> I've gotten that.
L1152[14:26:19] <MoxieGrrl> Still have no idea what causes it.
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L1154[14:27:28] <bob_twinkles> I've seen it on Vanilla servers as well
L1155[14:30:29] <Wuppy> thanks steam :V
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L1157[14:30:41] <Wuppy> showing a DLC for a game I dno't have in my discovery queueu
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L1184[15:28:48] <FusionLord> using World.setBlockState, and then calling getTileEntity I get the TileEntity, however the worldObj in that TileEntity is null. anyone know why that would be?
L1185[15:30:51] <FusionLord> I did *NOT* overried the Constructor
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L1187[15:31:50] <TechnicianLP> problems? provide code; question? just ask ...
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L1189[15:32:05] <TechnicianLP> code on pastebin or similiar
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L1191[15:34:11] <FusionLord> this is where it is null, https://github.com/FireBall1725/Graves/blob/b9a912573e8a64259a62692081d168351c8126d9/src/main/java/com/fireball1725/graves/common/tileentity/TileEntityGraveStone.java#L203-L203
L1192[15:34:22] <FusionLord> this is where it is being called, https://github.com/FireBall1725/Graves/blob/b9a912573e8a64259a62692081d168351c8126d9/src/main/java/com/fireball1725/graves/common/event/EventDeathHandler.java#L135-L143
L1193[15:35:34] <FusionLord> and lines 138-139 were just added, and does fixe the issue however the question was does anyone know why the worldObj would be null when using vanilla setBlockState and vanilla Constructor
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L1196[15:41:37] <FusionLord> also just as a note line 139 is the only location that I use the setWorldObject method of TileEntity
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L1199[15:47:48] <TechnicianLP> his blockbase class where he creates the tileentities seems a bit odd to me (cant confirm that it is causing the problem)
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L1201[15:51:34] <FusionLord> FireBall is a girl
L1202[15:53:57] <FusionLord> but thank you, that is the issue. She was using the wrong constructor.
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L1205[15:55:49] <FusionLord> I take that back, there is only 1 Constructor for TileEntity.
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L1213[16:26:44] <Mata> Wuppy, well the weather was been weird
L1214[16:27:10] <gigaherz> hmmm
L1215[16:27:23] <Mata> It's like last night there was a thunderstorm at 3am
L1216[16:27:41] <Mata> but it was still 25 celcius (77 farenheit)
L1217[16:27:44] <gigaherz> I justn oticed the latest 1.9.4 build, is from the 1.10.0 branch? XD
L1218[16:27:54] <gigaherz> are those two builds broken?
L1219[16:28:01] <Mata> other way around?
L1220[16:28:04] <gigaherz> 1978 and 1980
L1221[16:28:07] <gigaherz> nope
L1222[16:28:17] <gigaherz> Download Latest
L1223[16:28:17] <gigaherz> 1.9.4 - 12.17.0.1980
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L1226[16:28:29] <gigaherz> check the "All downloads" list
L1227[16:28:35] <gigaherz> it shows it as being from the 1.10.0 branch
L1228[16:28:40] <gigaherz> I wonder if it's a 1.10 in disguise
L1229[16:28:44] <Mata> lol yeah indeed
L1230[16:28:45] <Mata> lemme tryu
L1231[16:28:46] <gigaherz> or a 1.9.4 with wrong metadata
L1232[16:28:56] <gigaherz> i'll use 76 just to be safe ;P
L1233[16:28:56] <Mata> not that it would matter gigaherz lol
L1234[16:29:02] <gigaherz> yes it would
L1235[16:29:11] <gigaherz> I'm trying to build a 1.9.4 mod
L1236[16:29:15] <gigaherz> I want it to work on 1.9.4 ;p
L1237[16:29:50] <Mata> oyeah i see it now 1.9.4-buildnumber-1.10.0
L1238[16:30:03] <Mata> Yup lol crashed http://pastebin.com/v98Q250d
L1239[16:30:24] <Mata> gigaherz, ^
L1240[16:30:30] <gigaherz> heh
L1241[16:30:40] <gigaherz> good thing I mistrusted them and used the last non-weird build ;P
L1242[16:32:58] <Mata> The forge guys are gonna hate me
L1243[16:33:13] <Mata> i opened a issue with that as a notice and this as a comment: "I wonder if this is a attempt to make forge 1.9.4 compatable with 1.10 versions and the other way around"
L1244[16:33:17] <Mata> gigaherz, ^
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L1246[16:34:13] <gigaherz> why word it like that?
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L1248[16:34:40] <gigaherz> you could have just written "1.9.4 downloads built from 1.10 branch" or something like that
L1249[16:34:54] <Mata> https://github.com/MinecraftForge/MinecraftForge/issues/3021
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L1251[16:35:25] <gigaherz> oh I see, the title is decent at least
L1252[16:35:26] <gigaherz> ;P
L1253[16:35:33] <Mata> indeed :P
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L1255[16:37:10] <Mata> gigaherz, it could be their jenkins just built the code they accidently pushed to the wrong repo or something like that when updating to the 1.10 version
L1256[16:38:02] <gigaherz> sure, it's most definitely that
L1257[16:38:07] <gigaherz> they branches, but forgot to disable it
L1258[16:38:10] <gigaherz> branched*
L1259[16:38:18] <Mata> probably something like that
L1260[16:38:19] <gigaherz> or forgot to change the version
L1261[16:38:20] <gigaherz> either way
L1262[16:38:29] <gigaherz> the builds will probably be removed from there, I suppose
L1263[16:38:38] <Mata> after 2k people orso download it
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L1265[16:38:52] <Coolway99> 1980 works fine for me on 1.9.4
L1266[16:39:14] <Mata> on dev workspace probably, but not running
L1267[16:40:40] <Mata> BTW I really want this image as a panorama instead of widescreen, would love to watch it in the loop https://scontent-amt2-1.xx.fbcdn.net/t31.0-8/13458573_1099681400077967_1903801892112658293_o.jpg
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L1271[16:43:44] <Mata> umm gigaherz they fucked up even more than I thought
L1272[16:43:49] <Mata> "mcversion": "1.8.9",
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L1274[16:44:13] <Mata> thats on the 1.9.4 build disquised as a 1.10.0 build
L1275[16:44:37] <gigaherz> lol
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L1277[16:47:15] <MinecraftWero> hey guys is there anything wrong in this mcmod file? https://pastee.org/gpvj6
L1278[16:47:32] <gigaherz> yes
L1279[16:47:43] <gigaherz> "${1.0}"
L1280[16:48:09] <MinecraftWero> would that make it not load correctly?
L1281[16:48:10] <gigaherz> the original uses ${version}
L1282[16:48:19] <gigaherz> which is substituted by the actual version from build.gradle
L1283[16:48:23] <gigaherz> you shouldn't need to set it yourself
L1284[16:48:37] <MinecraftWero> oh i didn't know that
L1285[16:48:48] <gigaherz> why "dependencies": [“mod_MinecraftForge”]
L1286[16:49:10] <gigaherz> are you upgrading a very old mod or something?
L1287[16:49:23] <MinecraftWero> i found that mcmod file online haha
L1288[16:49:33] <Mata> http://i.imgur.com/ZCM0HmM.png http://i.imgur.com/GgMgBvR.png yeah okay it's f*cked up xD
L1289[16:49:35] <MinecraftWero> but i am wondering why is it not loading properly
L1290[16:49:48] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/mcmod.info
L1291[16:50:05] <gigaherz> the data from the file gets loaded into the mod information
L1292[16:50:22] <gigaherz> but
L1293[16:50:52] <gigaherz> the primary source of information is the @Mod annotation
L1294[16:50:53] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L62
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L1297[16:51:11] <gigaherz> the mcmod file will only work if the modid matches
L1298[16:51:30] <MinecraftWero> i know my modid is baconmod
L1299[16:51:39] <MinecraftWero> just like the one on the mcmod file
L1300[16:51:59] <Mata> the json isn't correct
L1301[16:52:51] <Mata> http://i.imgur.com/SgVrPpz.png
L1302[16:54:46] <Mata> Oh MinecraftWero You have to use the " not double '
L1303[16:54:57] <Mata> CC @gigaherz,
L1304[16:55:20] <gigaherz> ahh
L1305[16:55:23] <gigaherz> typographical quotes
L1306[16:55:26] <Mata> Yes
L1307[16:55:37] <gigaherz> the bane of people using msword / wordpad as a text editor
L1308[16:55:37] <gigaherz> ;P
L1309[16:55:52] <gigaherz> or online web editing tools that do the same
L1310[16:55:54] <MinecraftWero> hahaha wow
L1311[16:55:59] <MinecraftWero> macs are stupid
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L1313[16:56:56] <Mata> That is true
L1314[16:57:12] <MinecraftWero> i validated the json it says valid now let's see if it works
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L1316[16:57:51] <MinecraftWero> yay working
L1317[16:57:56] <MinecraftWero> thanks guys!
L1318[16:58:14] <Mata> np <3
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L1320[17:00:56] <MinecraftWero> hey mata do you have a link to your mods?
L1321[17:01:08] <Mata> tinyurl.com/mattsmods
L1322[17:02:28] <MinecraftWero> cool thanks
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L1325[17:05:30] <barteks2x> I can't figure out which entity in CommandTeleport is the one that is being teleported O.o
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L1327[17:07:41] <Mata> barteks2x, just "entity"
L1328[17:08:34] <Mata> that that is got from the commandsender
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L1330[17:08:56] <barteks2x> I figured it out a while ago, I got really confused because in 1.9.4 this code looked completely differently
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L1337[17:25:20] <bob_twinkles> Lex: I figured out my class loading issue from yesterday. Basically, I /do/ need to call addClassLoaderExclusion("net.java.games.input."), but I can do it at any point before I actually use any of the classes from there
L1338[17:26:14] <bob_twinkles> addClassLoaderExclusion needs to be called because LWJGL loads those classes in the context of the LCL's parent classloader
L1339[17:26:24] <bob_twinkles> which happens because LWJGL is ignored
L1340[17:27:18] <bob_twinkles> if I don't add the exclusion, they get loaded in the context of the LCL as well and that's where everything gets horribly confused and sad
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L1352[17:35:03] <FusionLord> boni, have you gotten any reports like this? http://pastebin.com/6AgWxE8x didn't see any on the repo issues, and it got reported on my mod page, but I cannot reproduce it
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L1356[17:42:58] <williewillus> !latest 1.10
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L1358[17:43:31] <williewillus> are we supposed to use 1.9.4 mappings?
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L1360[17:43:44] <Temportalist> has forge had an update for 1.10?
L1361[17:43:45] <TehNut> For now it seems
L1362[17:43:47] <TehNut> Yes
L1363[17:43:58] <Temportalist> Anything i need to do to update code wise?
L1364[17:44:18] <williewillus> probably not much
L1365[17:44:31] <williewillus> it was 3 blocks 2 mobs and exposing structure blocks to the public
L1366[17:44:31] <TehNut> The majority of mods will work on 1.10
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L1371[17:47:32] <FusionLord> is there something that I need to do so that my blocks rendering updates when the chunk reloads in 1.9+ when the block is placed it looks fine, when the chunk reloads it is transparent until a block update
L1372[17:47:57] <williewillus> what kind of renderer is it
L1373[17:48:04] <gigaherz> yes williewillus
L1374[17:48:13] <gigaherz> 1.9.4 mappings ;p
L1375[17:48:17] <FusionLord> standard blockstate
L1376[17:48:26] <gigaherz> if you need to recompile at all, that is
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L1378[17:48:37] <williewillus> FusionLord: does it use actual state data from a te?
L1379[17:48:41] <williewillus> thats all i can think of
L1380[17:48:51] <FusionLord> ye
L1381[17:48:52] <williewillus> if so check that youre resyncing it properly
L1382[17:48:58] <williewillus> https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
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L1384[17:50:14] <FusionLord> using getUpdatePacket and onPacketData
L1385[17:54:16] <electrolitic> How does anybody know how to start making a mod? Do they just look at code a few hours and go "Hmm, okay. I'll just do this, this and this."? What's the best way of starting out?
L1386[17:54:37] <SkySom> Do you know Java?
L1387[17:54:50] <electrolitic> I think? I took a class, but I don't know if it's enough.
L1388[17:55:09] <SkySom> Basically you figure out what you want to do. And then figure out how to get there.
L1389[17:55:19] <SkySom> "Oh I want to do x. How do I do then.
L1390[17:55:19] <SkySom> "
L1391[17:55:23] <SkySom> Then go on your way.
L1392[17:55:37] <electrolitic> Ah
L1393[17:55:37] <SkySom> As long as you have a basic understanding of Java, you should be good.
L1394[17:55:42] <gigaherz> start with a basic skeleton
L1395[17:55:54] <gigaherz> something that shows up on the modlist, and says "This will be my mod" to you
L1396[17:56:18] <electrolitic> I tried to make a pickaxe for starters, and I can't even get the texture to work.
L1397[17:56:31] <gigaherz> making an item/block requires some steps
L1398[17:56:35] <gigaherz> for an item
L1399[17:56:47] <gigaherz> you'll need the Item class, which you'll have to register
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L1401[17:56:51] <gigaherz> then a client proxy
L1402[17:57:06] <gigaherz> and in the client proxy, a method that gets called from the pre-init handler
L1403[17:57:21] <gigaherz> that calls ModelLoader.setCustomModelREsourceLocation
L1404[17:57:22] <gigaherz> for your item
L1405[17:57:32] <williewillus> you should be telling him/her what those things do and are for giga :P
L1406[17:57:35] <gigaherz> then, you'll need a model json file for this item
L1407[17:57:37] <williewillus> not just saying do this do that
L1408[17:57:48] <gigaherz> which points to the texture
L1409[17:57:51] <gigaherz> williewillus: yes yes
L1410[17:57:53] <gigaherz> so
L1411[17:57:55] <gigaherz> now that you know the process
L1412[17:57:59] <electrolitic> How would I ever find the ModelLoader class? It's so confusing.
L1413[17:58:03] <electrolitic> I mean, without you telling me.
L1414[17:58:25] <gigaherz> by reading other mods' code and tutorials and the official documentation
L1415[17:58:45] <gigaherz> and the unofficial docs that should be official but williewillus didn't turn into official yet
L1416[17:58:45] <gigaherz> ;p
L1417[17:58:45] <electrolitic> Where can I find this official documentation?
L1418[17:58:59] <gigaherz> this is the official documentation effort: http://mcforge.readthedocs.io/en/latest/
L1419[17:59:02] <gigaherz> it's highly incomplete
L1420[17:59:19] <gigaherz> but it's better than nothing
L1421[17:59:35] <electrolitic> Thanks. Sorry I sound like an idiot. It just might be the case.
L1422[17:59:36] <gigaherz> and if people would contribute more, it would be even less lacking ;p
L1423[17:59:44] <gigaherz> nah
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L1425[18:00:46] <gigaherz> this isn't the best mod as a reference
L1426[18:00:56] <gigaherz> but it's the less complex I have in terms of number of files:
L1427[18:00:56] <gigaherz> https://github.com/gigaherz/PackingTape/tree/master/src/main/java/gigaherz/packingtape
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L1431[18:08:20] <Coolway99> A mod about packing tape?
L1432[18:08:37] <gigaherz> it lets you pack stuff and move it around
L1433[18:08:39] <FusionLord> ability to move TileEntities IIRC
L1434[18:08:46] <gigaherz> yep only TEs
L1435[18:08:50] <Coolway99> so a simple, short and sweet mod?
L1436[18:09:00] <gigaherz> well the code to pack a TE isn't the simplest
L1437[18:09:24] <Coolway99> no and screw something up and you corrupt the world
L1438[18:09:31] <gigaherz> nah
L1439[18:09:36] <gigaherz> it uses the standard functions for that
L1440[18:09:57] <Coolway99> something weird I remember
L1441[18:10:02] <FusionLord> its not to hard... you pretty much just have to set the new x, y, z
L1442[18:10:16] <Coolway99> the dolly, from JABBA
L1443[18:10:33] <Coolway99> picked up the Brine Controller block from Mekanism
L1444[18:10:45] <Coolway99> it crashed the client in the process though, but not the server
L1445[18:11:00] <Coolway99> upon relogin, you could place back down the controller XD
L1446[18:11:24] <Coolway99> yay for inter mod mayhem
L1447[18:12:54] <gigaherz> FusionLord: oh it's not *hard*
L1448[18:12:59] <gigaherz> it's just not the cleanest code
L1449[18:13:05] <gigaherz> specially for a new modder to look through
L1450[18:13:26] <FusionLord> lol
L1451[18:13:40] <Coolway99> How not to make a minecraft mod:
L1452[18:13:45] <Coolway99> extend a base class
L1453[18:13:51] <Coolway99> and use reflection to replace the base class in code
L1454[18:14:14] <Coolway99> I'm curious to see if you can actually do that now XD
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L1457[18:15:23] <bob_twinkles> don't think so
L1458[18:15:28] <FusionLord> there is nothing wrong with extending a base class
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L1460[18:15:53] <FusionLord> actually you have to to create blocks/items/entities/gui/....
L1461[18:16:34] <FusionLord> wow that missing comma in the above sentance is bothering me xD
L1462[18:16:40] <TehNut> Hm, audio settings are reset each time the game is launched
L1463[18:16:45] <Coolway99> nothing wrong with /extending/ it
L1464[18:16:47] <TehNut> But the GUI shows the correct settings
L1465[18:16:59] <Coolway99> but everything is wrong with taking that extension and making minecraft think that it's the original
L1466[18:17:38] <bob_twinkles> I mean strictly speaking you /can/ do that
L1467[18:17:42] <bob_twinkles> it just breaks all the things
L1468[18:17:46] <FusionLord> nothing wrong with that either, just don't expect that ever mod will be compatable
L1469[18:17:53] <FusionLord> compatible
L1470[18:18:07] <diesieben07> you can do that in a somewhat compatible way, too
L1471[18:18:11] <Coolway99> well, technically if you do it right it can be compatible
L1472[18:18:18] <diesieben07> make your extension class delegate *everything* to the old object
L1473[18:18:26] <diesieben07> if 3 mods do that, you'll just get a layered thingy
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L1477[18:24:28] <Coolway99> curse you static final methods preventing my testing!
L1478[18:24:49] <diesieben07> static state sucsk
L1479[18:25:04] <gigaherz> [01:13] (Coolway99): and use reflection to replace the base class in code
L1480[18:25:08] <gigaherz> I have done that more than once ;p
L1481[18:25:26] <gigaherz> my Survivalist mod uses that trick to detect when armor breaks due to enemy damage
L1482[18:25:39] <gigaherz> and my elements of power mod uses that to intercept keybinds
L1483[18:25:42] <gigaherz> and repurpose them
L1484[18:28:04] <bob_twinkles> why do you intercept keybinds?
L1485[18:29:48] <gigaherz> I repurpose the hotbar keybinds as a way to input a spell combination
L1486[18:30:01] <gigaherz> but only while holding rightclick on a wand/staff
L1487[18:30:36] <barteks2x> I'm replacing like 10 different classes with extended ones and let vanilla think they are original
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L1489[18:33:30] <bob_twinkles> dear god why
L1490[18:34:15] <diesieben07> bob what is your problem?
L1491[18:35:15] <Coolway99> XD I love reflection
L1492[18:35:31] <diesieben07> you are clearly a masochist
L1493[18:35:49] <bob_twinkles> I will not deny this assertion
L1494[18:35:54] <Coolway99> I changed obsidian's unlocalized named to "dummyBlock" which I have in my lang file as "Dummy Block"
L1495[18:35:54] <diesieben07> that was for coolway
L1496[18:36:04] <diesieben07> there is no need for reflection there.
L1497[18:36:09] <Coolway99> shhh
L1498[18:36:14] <diesieben07> and your own unlocalized names should include your ModID
L1499[18:36:17] <Coolway99> I'm being bored
L1500[18:37:19] <Coolway99> and what do you mean you don't need reflection to change a vanilla block's unlocalized name?
L1501[18:37:35] <diesieben07> yes.
L1502[18:37:48] <diesieben07> You just call setUnlocalizedName
L1503[18:38:02] <Coolway99> that's a protected function
L1504[18:38:15] <Coolway99> or... not
L1505[18:38:33] <Coolway99> I will do my own pointless tasks, thank you
L1506[18:38:35] <Coolway99> >.>
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L1509[18:51:23] <williewillus> not when your pointless tasks break and slow down the game for people
L1510[18:51:28] <williewillus> then it's just stupid
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L1524[19:09:41] <Coolway99> :/
L1525[19:09:50] <Coolway99> Is there a way to change how much EXP is in a level?
L1526[19:10:35] <diesieben07> Coolway99, nope, it's hardcoded in EntityPlayer#xpBarCap
L1527[19:11:17] <Coolway99> ok then, is there a way to.. /override/ the relevant methods?
L1528[19:11:28] <Coolway99> without causing the earth to implode
L1529[19:11:48] <diesieben07> you could override it alright but Minecraft wouldn't give two shits about your new class
L1530[19:12:08] <Coolway99> that's not really what I meant...
L1531[19:12:23] <Coolway99> I can't think of any other word to describe it
L1532[19:12:35] <diesieben07> change is what you mean
L1533[19:12:38] <Coolway99> yeah
L1534[19:12:43] <diesieben07> you could make a coremod, but... don't.
L1535[19:12:53] <Coolway99> why would anyone ever want to? :/
L1536[19:12:58] <williewillus> exactly
L1537[19:13:08] <williewillus> if there's an xp pickup event use that
L1538[19:13:10] <williewillus> or else PR it :P
L1539[19:13:18] <Coolway99> there's an XP Pickup event
L1540[19:13:26] <Coolway99> but uh... ....
L1541[19:13:29] <Coolway99> well crap
L1542[19:13:33] <Coolway99> :/
L1543[19:13:34] <williewillus> is there?
L1544[19:13:37] <Coolway99> there is
L1545[19:13:40] <williewillus> then you can fake it easily :P
L1546[19:13:43] <Coolway99> but I had an idea I don't like
L1547[19:13:56] <Coolway99> yeah, fake it
L1548[19:14:09] <Coolway99> that feels like more hell than it's worth
L1549[19:14:24] <Coolway99> I would need to change the /XP command as well
L1550[19:14:28] <diesieben07> there is not an "experience changed" event
L1551[19:14:47] <Coolway99> no, but in normal legit play, there's the XP Pickup event
L1552[19:14:52] <williewillus> wat
L1553[19:15:05] <Coolway99> if one assumes the only XP ever gotten is through orbs
L1554[19:15:06] <williewillus> we mean event as in subclasses of the FML class "Event"
L1555[19:15:13] <diesieben07> there is no such event.
L1556[19:15:17] <Coolway99> wait...
L1557[19:15:21] <Coolway99> already I can see an issue :/
L1558[19:15:22] <diesieben07> there is an event for when a living entity DROPS XP
L1559[19:15:23] <diesieben07> thats it.
L1560[19:15:33] <diesieben07> which has NOTHING to do with what you want
L1561[19:15:37] <Coolway99> say for things like, right clicking a openblocks tank
L1562[19:15:44] <Coolway99> that has liquid XP in it
L1563[19:15:51] <Coolway99> that would break my mod real fast
L1564[19:16:40] <williewillus> so make that event
L1565[19:16:44] <williewillus> and get it in forge
L1566[19:16:46] <williewillus> profit :P
L1567[19:17:11] <tterrag> what the hell is going on with TileEntity.create in 1.10?
L1568[19:17:19] <tterrag> they added a world param, then it just gets forwarded to an empty method??
L1569[19:17:26] <williewillus> yeah its weird
L1570[19:17:35] <kashike> used by TESign iirc
L1571[19:17:36] <tterrag> forge shoudl patch that for sure
L1572[19:17:37] <kashike> to set the World
L1573[19:17:39] <tterrag> it should just call setWorldObj
L1574[19:17:50] <williewillus> they changed it in 1.10.1 which caused everyone to crash
L1575[19:17:54] <williewillus> then 1.10.2 fixed that lol
L1576[19:17:56] <tterrag> lol
L1577[19:18:00] <tterrag> well hopefully 1.10.2 made it sane
L1578[19:18:06] <tterrag> but we'll see
L1579[19:18:15] <tterrag> if not, definitely should be a forge patch. world-less TEs are stupid
L1580[19:18:52] <Coolway99> what the hell is going on with 1.10?
L1581[19:18:57] <williewillus> nothing?
L1582[19:19:00] <tterrag> it's a version of MC
L1583[19:19:05] <Coolway99> it feels like an early release, and then they patch it to make everyone crash?
L1584[19:19:05] <tterrag> which came out a few weeks ago
L1585[19:19:08] <williewillus> business as usual :P
L1586[19:19:15] <williewillus> no I said they patched it to FIX a crash
L1587[19:19:27] <tterrag> containing things such as polar bears, new zombie and skeleton types, fossils, and bugfixes
L1588[19:19:30] <tterrag> anything else you want to know? :P
L1589[19:19:31] <williewillus> and it only feels early because the last 3 took centuries
L1590[19:19:52] <tterrag> ^
L1591[19:19:55] <Coolway99> it's hard to think 1.7.10 was released in roughly 2014 IIRC
L1592[19:20:02] <tterrag> this is how minor updates should be. small content, lots of bugfixes
L1593[19:20:09] <williewillus> anyways
L1594[19:20:23] <williewillus> in botania I have 3 compile errors for 1.10, ones workaround able the others I might be able to proxy out
L1595[19:20:25] <tterrag> if mojang had worked this way from 1.7 onwards we might not have had such a rough time. but oh well :P
L1596[19:20:27] <kashike> 1.7: October 25, 2013
L1597[19:20:28] <williewillus> to make it cross-version compatible
L1598[19:20:37] <tterrag> https://github.com/wyldmods/ChanceCubes/commit/b88aa84ad52047c466e116d7f508c7588eb5aa98
L1599[19:20:39] <kashike> 1.7.10: June 26, 2014
L1600[19:20:44] <tterrag> can you think of any way to make that cross-compatible? :P
L1601[19:21:05] <williewillus> ?
L1602[19:21:16] <tterrag> that commit is what prompted me to ask about 1.10 TEs
L1603[19:21:20] <williewillus> oh lol
L1604[19:21:23] <tterrag> and it means that CC can't be 1.9/1.10
L1605[19:22:32] <williewillus> you can be dirty and proxy it out to version specific classes right
L1606[19:22:42] <barteks2x> I wanted to use shorter name CC for cubic chunks but then I realized that a few mods already use it... and now I don't have any idea for a shorter name
L1607[19:23:02] <williewillus> i'm probably goign to do that bevcause I'm not ready to drop 1.9 yet and it's just 2 things that need proxying
L1608[19:23:03] <williewillus> for me
L1609[19:23:26] <williewillus> one is the skeleton type moving to an enum the other is GameType getting a class rename :P
L1610[19:23:46] <kashike> barteks2x: ³C
L1611[19:24:00] <williewillus> why backwards :P
L1612[19:24:18] <kashike> cubic chunks, not chunks cubic
L1613[19:24:21] <kashike> :P
L1614[19:24:26] <barteks2x> somethign that doesn't need unicode support would be better, I don't trust unicode support in almost anything
L1615[19:24:52] <Coolway99> if two mods are subscribed to an event
L1616[19:24:58] <Coolway99> and once cancels it, the other doesn't
L1617[19:24:59] <tterrag> Chunks^3 :D
L1618[19:25:01] <Coolway99> what happens? :/
L1619[19:25:09] <williewillus> one doesn't get it
L1620[19:25:09] <kashike> it's cancelled
L1621[19:25:14] <tterrag> williewillus: you sure?
L1622[19:25:19] <tterrag> I thought they always finished being posted
L1623[19:25:22] <Coolway99> is there any order to it?
L1624[19:25:26] <barteks2x> specifically, I want something I can use as network channel name
L1625[19:25:30] <tterrag> Coolway99: yes
L1626[19:25:35] <kashike> barteks2x: use your modid
L1627[19:25:37] <tterrag> registration order unless you use the event priority
L1628[19:25:40] <barteks2x> it's cubicchunks
L1629[19:25:49] <barteks2x> which is kind of long for block update packets
L1630[19:25:50] <williewillus> tterrag: handlers are called sequentially. and if you cancel something subsequent handlers aren't called unless you have receiveCanceled=true in your @SubscribeEvent
L1631[19:25:59] <tterrag> if (!event.isCancelable() || !event.isCanceled() || subInfo.receiveCanceled())
L1632[19:26:01] <tterrag> yep just found it
L1633[19:28:53] <Coolway99> wait.. you suggested adding it into forge but how to hell do I do that? O.o
L1634[19:29:03] <Coolway99> or well, PR'ing it into forge
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L1636[19:29:36] <kashike> setup a forge workspace, modify things, generate patches, commit, PR
L1637[19:31:30] <Coolway99> I'm guessing a forge workspace != a minecraft modding workspace
L1638[19:31:38] <kashike> correct
L1639[19:31:51] <kashike> https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge
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L1643[19:40:54] <williewillus> !gm getCurrentGameType
L1644[19:41:11] <TehNut> BlockFluidBase dosn't override getStateFromMeta...
L1645[19:44:23] <williewillus> patchderp?
L1646[19:44:29] <TehNut> Forge class
L1647[19:45:11] <MinecraftWero> is it getEntity or get EntityLiving
L1648[19:45:22] <kashike> for...?
L1649[19:45:42] <MinecraftWero> livingdrops event
L1650[19:45:52] <MinecraftWero> im guessing entityliving
L1651[19:46:17] <kashike> they are both the same thing
L1652[19:46:29] <MinecraftWero> oh ok thanks
L1653[19:48:21] <williewillus> lol
L1654[19:48:26] <williewillus> anyone in 1.10 dev right now
L1655[19:48:33] <williewillus> do your block break particles look really weird
L1656[19:48:53] <Zolingoto> 1.10 added new particles
L1657[19:49:19] <williewillus> ?
L1658[19:49:24] <TehNut> wierd how
L1659[19:49:40] <williewillus> they slide outward on the floor a lot more
L1660[19:49:44] <williewillus> like theyre on ice or something
L1661[19:50:02] <TehNut> http://tehnut.info/share/YGDkxdVF3o.mp4
L1662[19:50:13] <williewillus> more than that
L1663[19:50:18] <williewillus> and in 1.10
L1664[19:50:22] <TehNut> Oh wait that's the wrong workspace
L1665[19:50:24] <TehNut> hehe
L1666[19:50:36] <williewillus> ffs this auto jump >.<
L1667[19:50:38] <TehNut> Was wondering why that world was there
L1668[19:50:55] <kashike> i wonder why autojump is default enabled
L1669[19:51:13] <williewillus> bs reasons
L1670[19:51:14] <TehNut> Because they got yelled at for the cooldown UI being disabled by default
L1671[19:51:25] <TehNut> so they have to show everybody that this is a feature by having it on
L1672[19:51:28] <williewillus> they said they wanted people with disabilities etc to find it easier
L1673[19:51:32] <williewillus> which i get a tiny bit
L1674[19:51:34] <TehNut> yes
L1675[19:51:35] <williewillus> but mostly feel is bs
L1676[19:51:37] <TehNut> they slide big time
L1677[19:51:45] <williewillus> can you gif that and report to forge :P
L1678[19:51:52] <williewillus> too lazy to setup gif recording
L1679[19:52:21] <kashike> lol these javadocs
L1680[19:52:24] <kashike> Returns true if this effect has not yet expired. "I feel happy! I feel happy!"
L1681[19:52:28] <williewillus> yeah
L1682[19:52:29] <williewillus> wtf
L1683[19:52:56] <williewillus> crap i just remembered
L1684[19:53:05] <williewillus> I have a mapping to yell at you about but I forgot to note it :P
L1685[19:53:13] <williewillus> oh well
L1686[19:53:17] <kashike> which class?
L1687[19:54:12] <williewillus> dont remember xP
L1688[19:54:19] <williewillus> !gm func_189768_a 1.10
L1689[19:54:23] <williewillus> oops
L1690[19:54:36] <williewillus> welp
L1691[19:54:50] <williewillus> is it safe or not safe to assume the obf name is 'a'
L1692[19:54:54] <kashike> yes
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L1694[19:56:48] <williewillus> i'll wait for 1.10 to stabilize lol
L1695[19:57:20] <TehNut> willie, it doesn't seem to happen in production
L1696[19:59:19] <Coolway99> ugh....
L1697[19:59:27] <Coolway99> must resist fixing incoherent code...
L1698[19:59:47] <Coolway99> O.o
L1699[19:59:49] <williewillus> TehNut: like forge prod?
L1700[19:59:49] <Coolway99> " public float getLuck()"
L1701[19:59:57] <TehNut> Obf environment
L1702[19:59:59] <williewillus> Coolway99: yes whats so 0.o about it?
L1703[20:00:02] <TehNut> IE multimc
L1704[20:00:11] <williewillus> luck is an attribute added in 1.9.4
L1705[20:00:14] <Coolway99> EntityPlayer is a mess
L1706[20:00:20] <williewillus> no it's not
L1707[20:00:21] <williewillus> mostly
L1708[20:00:25] <williewillus> not that method at least
L1709[20:00:32] <williewillus> incoherent != you being oblivious of a new feature :P
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L1711[20:00:43] <kashike> lol, here I was about to ping willie in a channel they aren't in
L1712[20:00:47] <Coolway99> no, not that
L1713[20:00:54] <Coolway99> in my perfect programming world:
L1714[20:01:03] <Coolway99> All variables are declared at the top of the class
L1715[20:01:12] <williewillus> too bad we are in a deobf decompiled codebase so you really can do nothing
L1716[20:01:16] <williewillus> and it's a waste of time to talk about it :P
L1717[20:01:22] <Coolway99> yep :/
L1718[20:01:47] <williewillus> and wat the decompiler already generates everything at the top of the class
L1719[20:01:49] <Zaggy1024> variables or fields?
L1720[20:01:51] <williewillus> unless we patch stuff in
L1721[20:02:01] <williewillus> and we do that at the end to keep patch sizes down
L1722[20:02:14] <williewillus> and make them more portable since they're less reliant on context ( I think)
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L1725[20:04:18] <Coolway99> true enough, I just didn't think to check if it was forge code or not
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L1727[20:06:51] *** williewillus is now known as willieaway
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L1729[20:10:22] <Coolway99> it feels... disgusting to program with standards the polar opposite of your own
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L1731[20:15:22] *** Coolway99 was kicked by LexManos (Seriously...))
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L1736[20:50:20] <Coolway99> Alright I get it
L1737[20:50:43] <Coolway99> Ok, serious question, how do I launch the forgedev environement?
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L1739[20:52:08] <tterrag> it generates run configs
L1740[20:52:41] <Coolway99> I know what I'm about say makes me sound stupid, but
L1741[20:52:45] <Coolway99> Oh, the launch files?
L1742[20:52:47] <Coolway99> *.launch
L1743[20:52:58] <tterrag> yes
L1744[20:53:16] <Coolway99> how do I add them to eclipse? :/
L1745[20:53:35] <tterrag> should already be there
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L1747[20:55:17] <Coolway99> it never generated any workspace, or if I did I overrode it on accident
L1748[20:55:55] <Coolway99> no wait
L1749[20:55:57] <Coolway99> it's there
L1750[21:01:55] <Coolway99> interesting....
L1751[21:02:11] <Coolway99> XP Orbs don't trigger player.addExperience() it seems
L1752[21:02:39] <Coolway99> or rather, I just test really badly
L1753[21:03:40] <portablejim> Are the changes between 1.9.4 (and possibly 1.9) and 1.10 small enough that a wrapper of sorts can be in forge (to call methods correctly based on version)? Or will everyone just construct their own "load based on version" classes?
L1754[21:04:38] <Coolway99> nevermind, they do, it's just summoned XP Orbs have 0 experience
L1755[21:04:43] <Coolway99> the more you know
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L1757[21:09:08] <diesieben07> portablejim, many mods will just run fine on both versions.
L1758[21:09:50] <portablejim> diesieben07, except for the ones that won't.
L1759[21:10:06] <diesieben07> in that case just make two versions? or, you know, update.
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L1761[21:21:29] <MrIbby> Does this look simple enough for normal users? https://gist.github.com/anonymous/5918f24fbf7cc6b53e0416f64038609f
L1762[21:21:48] <MrIbby> It's used for adding custom achievements.
L1763[21:25:05] <tterrag> cool except I already made that :p
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L1765[21:31:48] <tterrag> https://github.com/tterrag1098/CustomThings/wiki/Custom-Achievements
L1766[21:31:50] <tterrag> :D
L1767[21:37:24] <LexManos> No
L1768[21:37:40] <LexManos> Forge will not be putting any translation layer into 1.10 for 1.9.4
L1769[21:37:48] <LexManos> if you hit the few corner cases that break, oh well
L1770[21:37:51] <LexManos> update.
L1771[21:38:06] <tterrag> I wish you didn't have to hack around the version system
L1772[21:38:15] <LexManos> you dont
L1773[21:38:21] <tterrag> YOU did
L1774[21:38:31] <tterrag> but now I can't make a mod that *is* only for 1.9.x
L1775[21:38:33] <LexManos> We did yes, but thats what we have to do.
L1776[21:38:40] <LexManos> you can
L1777[21:38:47] <LexManos> [1.9.4,1.9.4]
L1778[21:39:28] <tterrag> hm
L1779[21:39:32] <tterrag> still not great behavior
L1780[21:39:54] <tterrag> "you can insert a version range here, unless it's one of these ranges, in which case forge will override what you said"
L1781[21:40:16] <tterrag> also, this comment was copypastad https://github.com/MinecraftForge/MinecraftForge/blob/cc593f39399c24c0de7ed2a4d054b8457715e951/src/main/java/net/minecraftforge/fml/common/FMLModContainer.java#L228
L1782[21:42:53] <LexManos> i know cpw did that
L1783[21:43:08] <LexManos> and yes, there isnt much we can do
L1784[21:43:18] <LexManos> either we make the most work for the idiot modders
L1785[21:43:22] <LexManos> or we make nothing work
L1786[21:43:43] <LexManos> deal with it, if you dev for older shit then thats on you to figure out what exactly you need to do
L1787[21:43:47] <tterrag> I'm saying the FG behavior should never have been added
L1788[21:43:52] <LexManos> No
L1789[21:44:01] <LexManos> It does FAR more good then it breaks
L1790[21:44:32] <LexManos> the FG behavior is 'If you default everything mark it with the current version'
L1791[21:44:37] <LexManos> How is that wrong?
L1792[21:44:48] <tterrag> I disagree, and I think the above hack that needed to be done is evidence
L1793[21:45:02] <LexManos> its not a hack
L1794[21:45:05] <LexManos> its exactly as designed
L1795[21:45:13] <LexManos> so your 'evidence' falls flat
L1796[21:45:18] <tterrag> so you'll just keep adding more hardcoded version exceptions as we go on?
L1797[21:45:39] <LexManos> yes
L1798[21:46:09] <tterrag> doesn't sound amazingly maintainable to me. but oh well
L1799[21:46:16] <tterrag> anyways, I have a question for you, entirely unrelated
L1800[21:46:20] <LexManos> actually its perfectly maintainable
L1801[21:46:32] <LexManos> and under control of the people who fully understand if it should be done or not.
L1802[21:46:46] <tterrag> I want to reorganize the pages on the docs. this will of course break existing links, but I think it needs to be done. it's becoming a mess
L1803[21:46:52] <LexManos> because, I am the one who updates the MCP mappings and I have the best understanding of exactly what changed each version api wise.
L1804[21:47:26] <tterrag> do you want to make an announcement of sorts, or should I just deal with it being messy
L1805[21:49:51] <LexManos> i dont give a shit about docs
L1806[21:49:56] <LexManos> thats all on you guys
L1807[21:51:10] <LexManos> For anyone who cares:
L1808[21:51:10] <LexManos> https://www.dropbox.com/s/goobg98twjc9h0j/1.10_to_1.10.1.patch?dl=0
L1809[21:51:10] <LexManos> https://www.dropbox.com/s/43bmt7ftljubw1q/1.10.1_to_1.10.2.patch?dl=0
L1810[21:52:42] <tterrag> except "us guys" don't have the ability to make widespread announcements
L1811[21:54:29] <LexManos> write them up and post them on the forums.
L1812[21:56:15] <Twisted_Code> 'Forge keeps warning that the backup level.dat is being used... even on completely new worlds... should I be concerned?'
L1813[21:56:30] <Twisted_Code> gigaherz, here's the log: https://www.dropbox.com/s/b8kdujrojzrs1wl/full%20log%20for%20Minecraft%20session%20demonstrating%20corruption%20of%20clean%20worlds.txt?dl=0
L1814[21:56:39] <Twisted_Code> It seems to only corrupt (if it even is corrupting) if the world is run after I have been on my server
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L1816[21:59:52] <electrolitic> Do you need a json file in order to load a texture?
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L1819[22:03:38] <MrIbby> tterrag: Mine is less limited, plus it doesn't have the extra dependency.
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L1821[22:04:23] <tterrag> if you think it's limited perhaps you could improve it?
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L1823[22:05:00] <MrIbby> You'll accept a PR?
L1824[22:05:32] <tterrag> of course. it's open source
L1825[22:05:42] <tterrag> as long as it's well coded and decently helpful
L1826[22:06:21] <MrIbby> Hm... I'm not sure
L1827[22:07:04] <MrIbby> BY-NC-SA seems restrictive
L1828[22:07:36] <tterrag> ergh, I forgot I used that license
L1829[22:07:40] <tterrag> I've sinced changed my mind on that
L1830[22:07:59] <tterrag> TehNut: you there
L1831[22:09:03] <tterrag> eh he won't care
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L1834[22:10:38] <tterrag> MrIbby: what's your license of choice? :P
L1835[22:11:08] <MrIbby> I usually go with MIT
L1836[22:11:39] <tterrag> I would prefer it must stay open source, and MIT does not guarantee that
L1837[22:11:46] <tterrag> BSD?
L1838[22:12:03] <MrIbby> Sure
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L1840[22:16:14] <tterrag> actually think I might do MPL
L1841[22:16:21] <tterrag> anything is better than CC :P
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L1843[22:16:51] <kashike> CC?
L1844[22:17:00] <kashike> the license, or codechicken?
L1845[22:17:49] <FusionLord> seeing as they are talking about licenses Creative Commons is the only thing that makes sense here
L1846[22:18:15] <tterrag> MrIbby: license updated :)
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L1848[22:27:35] <portablejim> Am I an idot modder limiting my mod to 1.9.4 only and not 1.10 when I see https://gist.github.com/portablejim/2c38448da4875089a11ea4f5e7e8608a and so have do do https://github.com/portablejim/BetterBuildersWands/commit/30995a6f967d3a6b51bfa9f1eba8774618466c70 ?
L1849[22:29:15] <tterrag> there's not much you can do there
L1850[22:29:17] <tterrag> the method changed
L1851[22:29:26] <kenzierocks> hmmm
L1852[22:29:27] <tterrag> you could try and proxy it and call a different version of th emethod depending on MC version
L1853[22:29:30] <tterrag> but aside from that, not much you can do
L1854[22:30:18] <kenzierocks> so I'm working on an automated rail system, and to do path finding I have the rail placements build a graph connecting everything
L1855[22:30:44] <kenzierocks> but it seems that onLoad+neighborChange fires before the block is actually placed/removed in the world
L1856[22:30:53] <kenzierocks> is there anything that runs /after/ placements?
L1857[22:31:06] <electrolitic> Are you required to give blocks properties or can you leave them and they will be assigned defaults?
L1858[22:32:34] <tterrag> wot
L1859[22:33:19] <portablejim> But I now have to update the 1.9.4 mod to change "[1.9.4,1.10)" to "[1.9.4,1.9.4]".
L1860[22:36:00] <tterrag> yep
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L1866[22:57:42] <TehNut> tterrag: wut
L1867[22:58:01] <TehNut> oh
L1868[22:58:05] <TehNut> I see the notification
L1869[22:58:17] <tterrag> mhm
L1870[22:58:25] <tterrag> you contributed one line
L1871[22:59:21] <TehNut> there i did a thing
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L1874[23:02:39] <McJty> electrolitic, blocks will only have properties that you give them
L1875[23:02:42] <McJty> There are no defaults
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L1884[23:30:38] <kenzierocks> how can I push a new tile entity update packet to the players nearby?
L1885[23:30:55] <kenzierocks> e.g. if I update some data, I want to send that data to the client
L1886[23:31:04] <kenzierocks> it doesn't seem to happen by default
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L1893[23:58:56] <killjoy> kenzierocks, update chunk?
L1894[23:59:04] <kenzierocks> hmm?
L1895[23:59:22] <killjoy> maybe markDirty
L1896[23:59:49] <LexManos> mark dirty thats what its for
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