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L2[00:01:22] <Unh0ly_Tigg> Alright, I'm headed off for the night. o/
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L13[00:37:03] <LexDesktop> Yes, thats why I typically name the branches with only the first two of the version
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L38[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160629 mappings to Forge Maven.
L39[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160629-1.10.2.zip (mappings = "snapshot_20160629" in build.gradle).
L40[02:00:17] <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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L54[03:02:53] <Girafi> "forge-1.10.2-12.18.0.2002-1.10.0-mdk" - is it on purpose that the Forge version prefix is still 1.10.0 and not 1.10.2 ? :)
L55[03:03:11] <sham1> More like a postfix
L56[03:03:40] <Girafi> postfix sorry, yeah.. x)
L57[03:05:28] <kashike> it should be fixed now, lex pushed a version bump
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L63[03:44:33] <OrionOnline> Good Morning Guys!
L64[03:45:07] <OrionOnline> I have a question regarding TESR? Before 1.8 i used IItemRendered to make my animated block render as an Item.
L65[03:45:25] <OrionOnline> Now i reimplemented that in 1.9 as a TESR.
L66[03:45:47] <OrionOnline> Yet how do i get something equivalent of the IItemRenderer going?
L67[03:46:59] <OrionOnline> I tried calling ForgeClientHooks.registerTESRItemStack(Item.getItemFromBlock(animatedBlock), 0, TileEntityAnimated.class)
L68[03:47:18] <OrionOnline> Yet it still is looking for a ItemModel and it renderers as the unknown model in game
L69[03:47:46] <OrionOnline> Do i need to mark something in the Blockstate file, or register a specific variant}
L70[03:47:47] <OrionOnline> ?
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L75[03:59:53] <Lumien> OrionOnline i have a model file where the parent is "builtin/entity", not sure whether that's necessary
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L77[04:07:45] <OrionOnline> Lumien, can i take a look at your code/blcokstate?
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L79[04:10:17] <Lumien> Nevermind, i don't actually use the forge system for this :P
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L81[04:13:20] <sham1> What do you use then
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L84[04:16:36] <Lumien> Before the Forge thing was added i just asmed it in, guess i never switched
L85[04:16:36] <OrionOnline> sham1, do you have any experience with TESR Rendering for Items?
L86[04:17:49] <OrionOnline> Lumien, okez
L87[04:17:52] <OrionOnline> okey*
L88[04:17:55] <sham1> No
L89[04:18:01] <sham1> I never had needed to do that
L90[04:19:29] <OrionOnline> Hmm
L91[04:19:46] <OrionOnline> I whish i had an example somewhere
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L93[04:25:39] <AtomicStryker> ahoy. so, 1.10 is using 1.9.4 mappings? am i seeing this right?
L94[04:26:10] <sham1> Because they are very compatible with each other
L95[04:26:29] <AtomicStryker> i guess my question is "did obfuscation change"
L96[04:26:36] <sham1> Nah
L97[04:26:39] <sham1> In fact
L98[04:26:49] <sham1> You can use 1.9.4 mods with forge for 1.10
L99[04:26:54] <AtomicStryker> so that means 194 mods ... right
L100[04:26:55] <AtomicStryker> thanks
L101[04:27:06] <fry> obfuscation did change
L102[04:27:09] <sham1> Well
L103[04:27:16] <fry> but if you're using srg names you should be fine
L104[04:27:43] <AtomicStryker> well its untrue for atleast one of my mods, which no longer compiled against forge as-is
L105[04:27:53] <AtomicStryker> TileEntity.create is gone, was refactored
L106[04:28:23] <OrionOnline> fry, is a call to ForgeClientHooks.registerTESRItemStack enough to make a ItemBlock instance of my block enough to render it with the TESR when it is in ItemForm
L107[04:28:28] <AtomicStryker> im asking because i wanted to check mappings but mcpbot tells me it doesnt know 1.10
L108[04:28:31] <OrionOnline> or do i need to add something to the Blockstate file?
L109[04:29:21] <fry> !!gc TileEntity 1.10.2
L110[04:29:21] <MCPBot_Reborn> === MC 1.10.2: TileEntity ===
L111[04:29:22] <MCPBot_Reborn> Notch : aqk
L112[04:29:22] <MCPBot_Reborn> Name : net/minecraft/tileentity/TileEntity
L113[04:29:23] <MCPBot_Reborn> Extending : BlockJukebox$TileEntityJukebox TileEntityBanner TileEntityCommandBlock TileEntityComparator TileEntityDaylightDetector
L114[04:29:24] <MCPBot_Reborn> Extending : TileEntityEnchantmentTable TileEntityEnderChest TileEntityEndGateway TileEntityEndPortal TileEntityFlowerPot
L115[04:29:24] <MCPBot_Reborn> Extending : TileEntityLockable TileEntityMobSpawner TileEntityNote TileEntityPiston TileEntitySign
L116[04:29:25] <MCPBot_Reborn> Extending : TileEntitySkull TileEntityStructure
L117[04:29:36] <AtomicStryker> oh. 1.10.2 it is.
L118[04:29:40] <fry> and !versions for versions
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L120[04:30:33] <fry> OrionOnline: in most cases you don't need hand-coded TESR for animation
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L122[04:32:28] <OrionOnline> Right now i am running a test between ModelBased and TESR, In particular regarding animation for Modules that regsitered through the API, i got a ModelBased one running
L123[04:32:46] <fry> why are you using ModelBase?
L124[04:33:08] <OrionOnline> With ModelBased I mean IBakedModel based
L125[04:33:20] <OrionOnline> not actually based on the class ModelBase
L126[04:33:40] <tterrag> fry: any idea what could cause lighting artifacts like so? http://i.imgur.com/UVaZH3f.png
L127[04:33:42] <tterrag> render code: https://github.com/Chisel-Team/Chisel/blob/hitech_chisel/src/main/java/team/chisel/client/gui/GuiHitechChisel.java#L351-L366
L128[04:34:29] <OrionOnline> That variant has some limitations to it, they are not big, but we had some modules our self in older versions which had really nice rendering that required player locations and environment data.
L129[04:34:36] <OrionOnline> Which is hard to implement in IBakedModel
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L132[04:34:50] <OrionOnline> It is not impossible but still.
L133[04:34:57] <Girafi> kashike, the version I quoted was the one with the version bump
L134[04:35:42] <OrionOnline> So we are implementing a compare version in TESR style, to check if it would be a lot worse performace wise, maybe even use FASTTesr that combines oth systems
L135[04:35:52] <ghz|afk> hmm what changed in .2?
L136[04:35:59] <abab9579> Maybe scaling screwing lighting?
L137[04:36:04] <OrionOnline> That is why i want to know how to register TESR Item rendering properly
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L141[04:37:40] <tterrag> abab9579: considering lighting is baked into block models I doubt that
L142[04:37:51] <ghz|afk> [11:33] (OrionOnline): not actually based on the class ModelBase
L143[04:37:53] <tterrag> it's not GL lighting
L144[04:37:54] <ghz|afk> then write model-based
L145[04:37:57] <tterrag> I am faking a world render
L146[04:37:59] <ghz|afk> like you are supposed to in english ;P
L147[04:38:07] *** ghz|afk is now known as gigaherz
L148[04:38:09] * gigaherz yawns
L149[04:38:11] <gigaherz> morning ppl
L150[04:38:15] <fry> tterrag: don't see anything obviously wrong
L151[04:38:34] <tterrag> me either. else I wouldnt' be asking you ;P
L152[04:38:54] <fry> OrionOnline: TESR item registration is only there as a stop gap for people who haven't updated, don't use it for new code
L153[04:39:18] <gigaherz> tterrag: hmmm that looks like it's trying to draw smooth lighting with the lightmap's texture filtering disabled?
L154[04:39:28] <tterrag> oh right
L155[04:39:38] <tterrag> one important thing to note is that chisel CTM is drawn with 4 quads on a side
L156[04:39:43] <tterrag> however, it works fine in the real world
L157[04:39:48] <tterrag> but not in this fake render
L158[04:39:56] <gigaherz> ah that'd explain the subdivision
L159[04:39:59] <tterrag> but it does explain the artifact, just not the cause
L160[04:40:07] <fry> tterrag: FakeBlockAccess.getCombinedLight doesn't look right
L161[04:40:13] <tterrag> fry: yeah I guessed
L162[04:40:15] <tterrag> what should it be?
L163[04:40:34] <tterrag> 0xF000F0 was full light in 1.7, that's all I know :P
L164[04:40:56] <fry> that's more correct
L165[04:41:34] <tterrag> oh
L166[04:41:36] <tterrag> extra 0
L167[04:41:40] <tterrag> that was a typo >.>
L168[04:41:49] <gigaherz> return i << 20 | j << 4;
L169[04:41:55] <tterrag> does not fix it, sadly
L170[04:42:06] <gigaherz> that's what the chunk cache does ;P
L171[04:42:19] <tterrag> i and j are 0..15
L172[04:42:24] <gigaherz> may be worth having the full expression and letting the compiler do the job ;P
L173[04:42:28] <tterrag> so it works out to 0xF000F0
L174[04:42:42] <gigaherz> yeah I just took too long to look it up
L175[04:42:43] <tterrag> fry: changed it, nothing happened ;P
L176[04:43:21] <OrionOnline> I will figure something out. Thanks for the help
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L178[04:48:47] <unascribed> gigaherz, you should add a license to GraphLib
L179[04:49:11] <gigaherz> true!
L180[04:49:24] <unascribed> assuming it was Super Simple to write, CC0 is probably good
L181[04:49:30] <unascribed> but MIT is good too
L182[04:49:41] <gigaherz> I generally use mit or 3-clause BSD
L183[04:49:56] <sham1> ISC
L184[04:50:12] <unascribed> yeah, just saying since it's based on well-known stuff and I get the impression it was easy to write
L185[04:50:16] <unascribed> why restrict it at all? :P
L186[04:51:07] <gigaherz> actually it's not really based on anything, i just winged it XD
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L189[04:51:20] <gigaherz> Idid have some previous knowledge of graphs
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L191[04:52:04] * unascribed shrugs
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L194[04:54:15] <unascribed> so I guess the main advantage to the graph as opposed to my current system, is that it can do merging and splitting cleanly
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L196[04:54:23] <unascribed> scan logic seems to be just as slow
L197[04:54:25] <unascribed> which doesn't surprise me
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L199[04:54:34] <unascribed> I don't think you can get much better than a 6-way floodfill
L200[04:54:43] <unascribed> for initial scanning, at least.
L201[04:54:57] <gigaherz> yeah
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L203[04:55:11] <gigaherz> well the network as I implemented it in the test
L204[04:55:18] <unascribed> either way, the clean removal and splitting is a big, *big* plus
L205[04:55:20] <gigaherz> just relied on each block enumerating itself
L206[04:55:23] <gigaherz> and adding the neighbours
L207[04:55:32] <unascribed> my current system does a full rescan on removal
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L210[04:59:57] <gigaherz> there lib's not MIT ;P
L211[05:00:35] <gigaherz> although I honestly don't care if someone doesn't follow the terms ;P
L212[05:02:04] <sham1> ou could have unlicense
L213[05:02:44] <gigaherz> I'm thinking of using a reworded WTFPL
L214[05:05:41] <sham1> What's that
L215[05:06:38] <unascribed> MIT, that works
L216[05:07:16] <unascribed> lol, dogforce games
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L219[05:15:58] <gigaherz> I had the domain from my failed gamedev attempt
L220[05:15:59] <gigaherz> ;P
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L222[05:17:25] <gigaherz> speaking about the maven and such
L223[05:17:42] <gigaherz> I need to figure out how you tell the build process to embed the packages from the jar, on build
L224[05:19:59] <unascribed> for a dependant or the library itself?
L225[05:20:14] <unascribed> I have an example of shading at https://github.com/elytra/LambdaNetwork
L226[05:20:36] <gigaherz> the library itself
L227[05:20:53] <gigaherz> I want to embed it on my mod, as an api package that FML deduplicates
L228[05:20:53] <gigaherz> ;P
L229[05:21:07] <unascribed> no idea then
L230[05:21:10] <unascribed> I always just shade
L231[05:21:27] <gigaherz> I suppose shading would work too
L232[05:24:33] <Chais> If I extend a block that already uses all 4 bits in its state, do I get another 4 bits for my extension or do I need to use a TE?
L233[05:24:48] <gigaherz> lol nop.
L234[05:25:06] <gigaherz> you'd haveto use a TE, or replace what the bits mean
L235[05:25:47] <Chais> why lol? basically it depends on how the stuff is layed out in memory
L236[05:25:56] <gigaherz> well
L237[05:25:58] <gigaherz> the world grid
L238[05:26:06] <unascribed> each block has precisely 16 bits of storage
L239[05:26:08] <gigaherz> has space for 16 bits of data
L240[05:26:14] <gigaherz> 12 bits for the block ID (internal)
L241[05:26:17] <gigaherz> and 4 bits metadata
L242[05:26:17] <Chais> so the state is stored in the world grid?
L243[05:26:22] <gigaherz> yup
L244[05:26:24] <Chais> ok
L245[05:26:27] <gigaherz> every time you call setBlockState
L246[05:26:28] <gigaherz> it calls
L247[05:26:30] <gigaherz> getMetaFromState
L248[05:26:33] <Chais> TE it is then
L249[05:26:37] <gigaherz> and stores the block's internal id + the 4 bits meta
L250[05:26:53] <gigaherz> TEs are stored separately
L251[05:27:03] <gigaherz> "attached" to the world grid
L252[05:27:11] <gigaherz> but not stored IN it
L253[05:28:13] <Chais> so the state of a block is only associated with it, not actually a part of it
L254[05:28:25] <gigaherz> exactly
L255[05:28:31] <Chais> k
L256[05:28:35] <gigaherz> there's one Block instance that manages all blocks placed
L257[05:28:45] <Chais> ah true. static all the things
L258[05:28:47] <gigaherz> for each type of block
L259[05:28:50] <gigaherz> not static
L260[05:28:53] <gigaherz> more of a singleton
L261[05:29:14] <Chais> ah yeah
L262[05:29:25] <Chais> the init instantiation
L263[05:30:13] <gigaherz> yep, the instance you pass to GameRegistry.register(block)
L264[05:30:41] <gigaherz> we are hoping that someday the in-memory world grid would store IBlockState instances
L265[05:30:43] <gigaherz> rather than meta
L266[05:30:55] <gigaherz> but until that happens, we have to make do with what we get
L267[05:30:56] <gigaherz> ;P
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L272[05:36:20] <gigaherz> hmf
L273[05:36:30] <gigaherz> so forge 1.10.2 doesn't accept 1.10 mods?
L274[05:37:07] <gigaherz> Location: H:\Minecraft\testing-1.10\server\mods\jei_1.10-3.7.0.218.jar
L275[05:37:07] <gigaherz> Expected: [1.9,1.10]
L276[05:37:07] <gigaherz> Current: Minecraft 1.10.2
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L278[05:46:43] <Chais> are the originals for minecraft textures available?
L279[05:47:06] <gigaherz> originals?
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L281[05:47:31] <gigaherz> you can get any version of minecraft and unpack the resources
L282[05:47:34] <Chais> like svg or illustrator file. I mean I don't think the actually pixel their textures
L283[05:47:43] <gigaherz> yeah no
L284[05:47:49] <Chais> shucks
L285[05:47:49] <gigaherz> that's internal to mojang ;P
L286[05:48:01] <gigaherz> if they are svg at all
L287[05:48:09] <gigaherz> I always assumed it was hand-drawn pixel art
L288[05:48:21] <Chais> I'd be surprised
L289[05:48:34] <gigaherz> why so?
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L291[05:48:45] <gigaherz> drawing 16x16 icons on vector programs is quite hard
L292[05:48:45] <gigaherz> XD
L293[05:48:46] <Chais> because svg is more flexible
L294[05:48:54] <Chais> not really, no
L295[05:49:27] <Chais> admitted, it doesn't look like pixels while drawing it, but as soon as you export it
L296[05:50:10] <gigaherz> I have never been able to export a low-res image from vector and have it look anywhere near good
L297[05:50:14] <gigaherz> but I'm not an artist XD
L298[05:51:18] <Chais> me neither. I cobbled this together in like 5 minutes yesterday http://imgur.com/so4KqbO
L299[05:51:26] <Chais> and it looks decent in-game
L300[05:51:49] <Girafi> gigaherz, yes Forge 1.10.2 accepts 1.10 mods, but the 1.10 version of JEI don't accept 1.10.2.
L301[05:53:13] <Chais> so follow-up question, if I don't override the model and texture of a block I extend, do I automatically reuse it?
L302[05:54:26] <gigaherz> nope
L303[05:54:29] <Chais> damn
L304[05:54:32] <gigaherz> the rendering is completely separate
L305[05:54:38] <gigaherz> you have to createyour own blockstate file and all
L306[05:54:46] <gigaherz> you can reference model jsons and such
L307[05:54:49] <gigaherz> but you don't "inherit" models
L308[05:54:53] <Chais> k
L309[05:55:00] <gigaherz> or anything else than the logic in the Block class
L310[05:55:30] <Chais> so if I extend BlockDoor my block will behave as one, right
L311[05:55:37] <Chais> *like
L312[05:55:50] <gigaherz> vaguely
L313[05:55:56] <gigaherz> ;P
L314[05:55:56] <Chais> ?
L315[05:56:00] <gigaherz> I mean
L316[05:56:08] <gigaherz> have you looked at BlockDoor?
L317[05:56:14] <Chais> yup
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L319[05:56:29] <gigaherz> it has all kinds of hardcoded things
L320[05:56:55] <Chais> has
L321[05:56:59] <gigaherz> the logic for opening and closing may be reusable, I suppose
L322[05:57:40] <Chais> I hope so. don't wanna redo that ^^
L323[05:57:52] <gigaherz> but then you'll need your own model/tesr
L324[05:57:56] <gigaherz> for the hinge animation
L325[05:58:19] <gigaherz> actually vanilla doors don't animate
L326[05:58:30] <gigaherz> so nevermind that, just the model ;P
L327[05:58:59] <gigaherz> yeah assuming you override the right things
L328[05:59:02] <gigaherz> it should act like a door
L329[05:59:08] <Chais> k
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L332[06:09:52] <gigaherz> [12:51] (Girafi): gigaherz, yes Forge 1.10.2 accepts 1.10 mods, but the 1.10 version of JEI don't accept 1.10.2.
L333[06:10:01] <gigaherz> I think it may be the same issue as with some 1.9 mods
L334[06:10:24] <gigaherz> forge replaces [1.9.4,1.10) with [1.9.4,1.10], but NOT [1.9,1.10)
L335[06:10:32] <gigaherz> some 1.9 mods on 1.10*
L336[06:10:51] <Girafi> There were quite a few changed between 1.9 and 1.9.4, so of course not.
L337[06:10:55] <Girafi> changes*
L338[06:11:05] <gigaherz> I mean the fact that both are 1.10)
L339[06:11:20] <gigaherz> which implies it's supposed to work on all 1.9.x
L340[06:11:33] <gigaherz> so chances are it would also work on 1.10
L341[06:11:47] <gigaherz> so if JEI's version range was
L342[06:11:50] <gigaherz> [1.9.4,1.10]
L343[06:11:55] <gigaherz> it may be allowed to work on 1.10.2
L344[06:12:01] <gigaherz> but since it's [1.9,1.10], it isn't
L345[06:12:23] <Girafi> Ohh I see
L346[06:13:21] <Girafi> JEI only accepts 1.10 atm. though
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L348[06:14:23] <gigaherz> yep
L349[06:14:34] <gigaherz> and btw: 1.10.2 loads with all my 1.9.4 mod jars ;P
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L351[06:15:09] <Girafi> Well you would have to use some very certain methods, that most people don't use.
L352[06:15:35] <gigaherz> yup, which makes me happy, but confuses people
L353[06:15:46] <gigaherz> since my 1.9.4 jars are marked 1.10 on curseforge
L354[06:15:47] <gigaherz> XD
L355[06:16:05] <gigaherz> (soon to be marked 1.10.2 too)
L356[06:16:42] <Girafi> It's annoying that CurseForge have not added that list yet. It should have done that when Mojang released 1.10
L357[06:16:54] <gigaherz> what list?
L358[06:16:58] <Girafi> The 1.10.2
L359[06:17:07] <gigaherz> oh, yeah
L360[06:17:26] <gigaherz> right, no .2 yet
L361[06:17:32] <gigaherz> so I can't mark the build until they add it
L362[06:17:32] <gigaherz> XD
L363[06:17:37] <gigaherz> builds*
L364[06:17:49] <Girafi> Opened a ticket about it a few hours ago :)
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L367[06:25:02] <Chais> I remember reading somewhere (can't remember where) that as of 1.8 or so the block render layer can be defined in the JSON. I could be mistaken though
L368[06:25:08] <tterrag|ZZZzzz> gigaherz: that's why I use 1.11)
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L372[06:34:59] <gigaherz> Chais: never seen it
L373[06:35:00] <gigaherz> ;P
L374[06:35:04] <Chais> k
L375[06:35:09] <gigaherz> doesn't mean it can't
L376[06:35:11] <gigaherz> just haven't seen it done
L377[06:36:14] <Chais> yea but since I can't find any documentation of it i'm not trying right now
L378[06:36:44] <Chais> ModelLoader.setCustomModelResourceLocation will automatically create an item for my block, right?
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L380[06:41:28] <Ordinastie_> does someone know the new name for IMetadataSerializer?
L381[06:41:36] <PaleoCrafter> gigaherz, GraphLib should provide some common operations on a graph :P
L382[06:43:56] <gigaherz> what kind of common operations? ;P
L383[06:43:56] <sham1> dome graph drawing stuff
L384[06:44:11] <PaleoCrafter> mostly path algorithms
L385[06:44:19] <PaleoCrafter> Euler/Hamilton paths/cycles etc.
L386[06:44:32] <barteks2x> I have a PR that separates the part that manages GeneratorStage from the processing part of my GeneratorPipeline. And now I said that whet is names GeneratorPipeline in this PR looks more like StageRegistry, and the class named ICubeGenerator should be GeneratorPipeline, but his explanation is hard to argue with and makes some sort of twisted sense. The GeneratorPipeline class: http://pastebin.com/CPKjMtzR
L387[06:44:32] <barteks2x> ICubeGenerator: http://pastebin.com/BS9DkPfG . So am I right of is he right?
L388[06:44:39] <gigaherz> I'm open to adding stuff, but only if they make sense for the purposes of a mod
L389[06:44:40] <gigaherz> ;P
L390[06:44:58] <sham1> Path finding in a graph
L391[06:44:59] <gigaherz> so want an A* pathfinding on the graph? sure I can do that ;P
L392[06:44:59] <PaleoCrafter> you never know, a mod might want to calculate such a path :P
L393[06:45:00] <sham1> A*
L394[06:45:23] <gigaherz> yes but I'm not overengineering here, I don't really need pathfinding yet ;P
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L396[06:45:53] <PaleoCrafter> "can this package travel through the network safely, only visiting every node once, and then come back to me?"
L397[06:45:56] <PaleoCrafter> totally valid question :P
L398[06:46:12] <gigaherz> totally not a hard problem
L399[06:46:51] <PaleoCrafter> not at all
L400[06:47:28] <sham1> Or: "Can I find a specific type of node in my network, and if I can, what is the shortest path to it"
L401[06:50:12] <sham1> That's also a totally valid question
L402[06:50:24] <barteks2x> so is the name GeneratorPipeline for that class right, or does it seem wrong? I think I just want someone else to confirm or deny so that I know it's not just me misinterpreting things
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L404[06:51:09] <barteks2x> *remove "think"
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L418[07:57:43] <masa> hmm, so 1.10.2 forge is in the same 1.10.0 branch still
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L421[07:59:02] <ScruffyRules> What syntax are the config files in?
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L423[07:59:48] <sham1> Yes
L424[08:02:41] <sokratis12GR> does 1.9.4 work for 1.10.2 too ?
L425[08:03:48] <sham1> Don't think so
L426[08:04:08] <ezterry> in most cases 1.9.4 is supposed to work with 1.10.2 .. at least it was added to the list
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L428[08:06:14] <sokratis12GR> well, I'll test it
L429[08:07:30] <sham1> I think it was just 1.10.0
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L431[08:08:36] <sokratis12GR> does [1.9.4, 1.10.2] go minimal version 1.9.4 and maximun 1.10.2 ? does this include 1.10 ?
L432[08:08:39] <gigaherz> sham1: nah all my mods work on 1.10.2
L433[08:08:45] <gigaherz> it's such a minor change it wasn't even worth advertising
L434[08:08:55] <gigaherz> (so far as mods are concerned)
L435[08:09:13] <sham1> Well, except JEI
L436[08:09:52] <gigaherz> jei's version string is [1.9,1.10]
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L438[08:10:11] <gigaherz> the "version upgrade" code only understands [1.9.4,1.10
L439[08:10:12] <gigaherz> XD
L440[08:10:23] <masa> well my mod with [1.9.4,1.10] also doesn't load in 1.10.2
L441[08:10:29] <gigaherz> hm?
L442[08:10:39] <gigaherz> maybe the ] makes it different
L443[08:10:42] * gigaherz shrugs
L444[08:11:12] <ezterry> the check is: https://github.com/MinecraftForge/MinecraftForge/blob/373fa8f7a3d905a8878e851e0553f561579bd237/src/main/java/net/minecraftforge/fml/common/FMLModContainer.java#L228
L445[08:11:13] <masa> so people are actually using [1.9.4,1.10)
L446[08:11:20] <masa> I got yelled at for suggesting that once
L447[08:11:39] <gigaherz> a non-negligible number of mods used [1.9.4,1.10)
L448[08:12:54] <masa> well I guess I'll have to re-compile all of mine for 1.10.2 then maybe..
L449[08:13:26] <masa> but I also need JEI for one of them, and JEI needs CurseForge to support 1.10.2, kinda :p
L450[08:13:34] <masa> although it isn't on the maven yet either
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L471[09:17:23] <Aaron1011> >
L472[09:17:35] <fry> No.
L473[09:17:47] <Aaron1011> wrong channel, oops
L474[09:18:29] <kenzierocks> lol
L475[09:20:53] <sham1> Why did you say no fry
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L483[09:47:31] <masa> welp, I have my mods re-compiled, version jsons updated, all commitetd, tagged and pushed for 1.10.2, just waiting for CurseForge to add teh 1.10.2 version label...
L484[09:48:55] <masa> well when I say all, I mean 8 out of 10... one is so alpha that it doesn't really matter yet, and enu is in the middle of some wip stuff
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L495[10:27:27] ⇨ Joins: bgsteiner (Mibbit@198.199.32.10)
L496[10:27:37] <blood|wrk> isOpaqueCube() what do I use in 1.10 as this is deprecated?
L497[10:28:54] <fry> state.isOpaqueCube
L498[10:29:07] <blood|wrk> thanks
L499[10:31:21] <HassanS6000> How do I go about setting up an FML workspace? (1.5.2) https://github.com/MinecraftForge/FML/tree/22738de028a9ba51d43d73857dfb8969985566f0
L500[10:31:32] <sham1> "1.5.2"
L501[10:31:36] <sham1> WHY
L502[10:31:38] <sham1> JUST WHY
L503[10:31:40] <HassanS6000> Cus
L504[10:31:41] <HassanS6000> lol
L505[10:31:46] <blood|wrk> HassanS6000 that is dumb
L506[10:31:52] <blood|wrk> dont even bother
L507[10:31:58] <HassanS6000> It is, but somebody needs help :/
L508[10:32:05] <blood|wrk> you tell them to update
L509[10:32:08] <HassanS6000> They can't
L510[10:32:14] <sham1> Yes they can
L511[10:32:15] <blood|wrk> then their problem
L512[10:32:16] <HassanS6000> They're on a modpack
L513[10:32:19] <blood|wrk> who cares
L514[10:32:21] <HassanS6000> Modpack is on 1.5.2 xD
L515[10:32:26] <sham1> Why
L516[10:32:29] <blood|wrk> thats like someone asking for help on Windows XP
L517[10:32:32] <blood|wrk> its NOT SUPPORTED
L518[10:32:35] <gigaherz> wtf does the modpack have that doesn't exist on a more modern mc?
L519[10:32:40] <blood|wrk> if they choose not to update, that is their issue
L520[10:32:47] <HassanS6000> Voltz I think
L521[10:32:53] <HassanS6000> Somehow that still exists
L522[10:33:03] <gigaherz> Votz was basically icbm and mekanism?
L523[10:33:09] <gigaherz> Voltz*
L524[10:33:10] <HassanS6000> I think so yea
L525[10:35:08] <sham1> Does anyone here know how a vector length would work with a homogeneous vector
L526[10:35:16] <sham1> For 3D rendering that is
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L530[10:39:12] <abab9579> Projective geometry?
L531[10:39:16] <sham1> Indeed
L532[10:39:30] <abab9579> If it is direction vector, fourth coord should be 0
L533[10:39:37] <sham1> I know
L534[10:39:38] <Chais> sham1: you just leave the homogenous coordinate out
L535[10:39:41] <sham1> Ah
L536[10:39:41] ⇦ Quits: Abastro (~abab9579@112.166.128.227) (Ping timeout: 190 seconds)
L537[10:39:44] <Chais> also that
L538[10:39:57] <fry> no, you divide, if it's an ordinary vector
L539[10:40:01] <abab9579> If it is position vector, it is scaled by 1/fourth coord
L540[10:40:05] <fry> ^
L541[10:40:17] <Chais> since directions aren't bothered by translation the homogenous coordinate is 0
L542[10:40:31] <abab9579> I meant displacement. It should have fourth coord as 0.
L543[10:40:50] <sham1> I was not really sure how to calculate the length of that kind of vector with the fourth element
L544[10:40:59] <sham1> Other than that I do know this stuff
L545[10:41:00] *** abab9579 is now known as Abastro
L546[10:41:02] <Chais> what are you trying to do?
L547[10:41:09] <sham1> Normalise
L548[10:41:23] <Chais> so that doesn't make sense for position vectors anyway
L549[10:41:26] <fry> sqrt(x^2 + y^2 + z^2) / w
L550[10:41:34] <Chais> w is 0
L551[10:41:34] <sham1> I am not doing that for them anyway Chais
L552[10:41:40] <sham1> Jesus christ
L553[10:41:51] <Chais> I know
L554[10:41:54] <fry> w isn't 0 for position vectors
L555[10:41:54] <Abastro> Well.. maybe divide every coords by w?
L556[10:41:59] <Abastro> Yes.
L557[10:42:01] <fry> unless you're doing it wrong
L558[10:42:04] <Chais> he's not using position vectors
L559[10:42:25] ⇨ Joins: MalkContent (kiwiirc@p4FDCD108.dip0.t-ipconnect.de)
L560[10:42:26] ⇦ Quits: Upth (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (Read error: Connection reset by peer)
L561[10:42:29] <sham1> Well, to get a unit vector, you have to divide the components by the vector length
L562[10:42:32] <sham1> That's why I wanted it
L563[10:42:38] ⇨ Joins: Upth (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L564[10:42:46] <fry> what do those vectors represent?
L565[10:42:51] <sham1> Directions
L566[10:42:51] <fry> why do you need the length?
L567[10:42:56] <Chais> to normalise
L568[10:43:02] <MalkContent> anyone here knowledgable about wifi?
L569[10:43:03] <fry> -_-
L570[10:43:09] <Abastro> Well
L571[10:43:13] <fry> why do you need to normalize?
L572[10:43:20] <MalkContent> i'm getting these weird periodical minilags when i'm using the n standard
L573[10:43:33] <Chais> so (x,y,z)*(1/sqrt(x*x,y*y,z*z))
L574[10:43:34] <MalkContent> and i'm having a tough time googling for that
L575[10:43:46] <Chais> MalkContent: on windows 10?
L576[10:43:52] <fry> MalkContent: disable power management of the interface
L577[10:43:52] <MalkContent> 10 yes
L578[10:43:58] <MalkContent> is disabled
L579[10:44:02] <sham1> Because I want to have the direction of the vector without having the length of it
L580[10:44:06] <MalkContent> had this problem on 7, too
L581[10:44:15] <Chais> I got them too. I don't use windows 10 on that machine any more ^^
L582[10:44:23] <sham1> But I think I got it
L583[10:44:25] <Abastro> Well then just reduce it to 3dim vec and normalize
L584[10:44:30] <sham1> Yah
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L586[10:45:02] <fry> sham1: where are you obtaining that direction vector from?
L587[10:45:03] <sham1> There's nothing on the internet that explains that. Probably because it should be so obvious
L588[10:45:09] <MalkContent> or to be sure, fry, you mean the setting for wifi in the powre management
L589[10:45:11] <Abastro> I think fourth element should be 0 because normalized vector would be displacement. But it might not the case.
L590[10:45:22] <MalkContent> not something special setting in the adapter or somthing
L591[10:45:30] <Chais> basically you only need the homogenous coordinate for your transformation matrix to always work. for all simple operations it's safe to ignore it
L592[10:45:33] <sham1> fry: it's just an arbitrary 4d vector for stuff like for instance the direction I am looking at
L593[10:45:41] <fry> MalkContent: iirc there's a setting inside the adapter properties too, sometimes
L594[10:45:50] <sham1> Chais: Oh, thanks
L595[10:46:11] <fry> sham1: again, where are you getting it from? subtracting 2 other 4d vectors?
L596[10:46:24] <sham1> No
L597[10:46:24] <fry> or putting it in by hand as a constaint in the code?
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L599[10:46:36] <fry> or something inbetween?
L600[10:46:40] ⇨ Joins: Upth (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L601[10:46:46] <sham1> I calculate it from the pitch and the yaw and the roll of the camera
L602[10:46:59] <sham1> But I did get the info I needed
L603[10:47:03] <fry> then calculate the 3d vector directly, if you can
L604[10:47:23] <Abastro> Well projective geometry could be effective on some cases
L605[10:47:38] <Abastro> Like transformations.
L606[10:47:44] <fry> if you can't - divide by w, and you'll obtain the normal 3d value
L607[10:47:54] <sham1> Ya
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L609[10:48:17] <Chais> sham1: rotation, shearing and scaling can be combined into a single 3x3 matrix but translation can't. so in order to do it all in a single operation they're combined in a 4x4 matrix. so you need the 4 coordinate in the vectors too. but all it does is add the translation to the other coords
L610[10:48:26] <sham1> Yes
L611[10:48:30] ⇨ Joins: MalkContent (kiwiirc@p4FDCD108.dip0.t-ipconnect.de)
L612[10:48:42] <sham1> Translation is why it is there
L613[10:48:49] <fry> not only
L614[10:48:50] <MalkContent> right. fiddling with the connection is not liked by irc :D
L615[10:49:06] <Chais> yes only
L616[10:49:17] <sham1> Well no other transformation matrices need the fourth component for the vector
L617[10:49:24] <fry> you can get away with using 4x3 matrices and 3d vectors if you only need to add translation
L618[10:49:45] <fry> using 4x4 lets you also do projective transformations
L619[10:49:48] <MalkContent> anyways, i'm not seeing anything with regards to energy options that i didn't set to "maximum performance" or "don't allow deaktivating to save power"
L620[10:50:00] <MalkContent> the weird bit is that it's apparently only with the n standard
L621[10:50:29] <fry> MalkContent: wifi never works :P
L622[10:50:41] <MalkContent> well it does
L623[10:50:59] <MalkContent> it's just infuriating when you play mp with it :D
L624[10:51:20] <fry> which means it doesn't do it's job :P
L625[10:51:22] <MalkContent> atm it's always "oo, gotta dl new game on steam/gog, lemme switch it to n+g"
L626[10:51:37] <MalkContent> one infuriating match later "o right, forgot to switch it back to b+g"
L627[10:51:53] <MalkContent> and try googling that stuff
L628[10:52:15] <fry> oh I did; answer: wifi never works :P
L629[10:52:23] <MalkContent> :D
L630[10:52:42] <gigaherz> OMFG no way, it worked first time ?!
L631[10:52:48] *** big_Xplo|AFK is now known as big_Xplosion
L632[10:52:49] <gigaherz> there MUST be a bug somewhere!
L633[10:53:06] <MalkContent> well it's working on b+g, so i'm content enough to not put holes in the wall for a cable
L634[10:53:11] <sham1> Put your code full of asserts to hunt down the bug /s
L635[10:54:06] <MalkContent> gigaherz: ty btw, regrowth seems like the kind of thing i needed atm :)
L636[10:54:08] ⇨ Joins: Davnit_ (~Davnit@72-189-103-223.res.bhn.net)
L637[10:54:13] <gigaherz> :)
L638[10:54:15] <gigaherz> it's a nice pack
L639[10:54:18] <gigaherz> I had lots of fun with it
L640[10:54:29] <Coolway99> are there resources for making color transitions in java?
L641[10:54:34] <MalkContent> i really like these kind of packs
L642[10:54:40] <Coolway99> for example, a gradient shift or fade in effects
L643[10:54:40] <MalkContent> you kind of are done with it eventually
L644[10:54:53] <MalkContent> with regular old modded minecraft
L645[10:55:07] <gigaherz> AHA!!
L646[10:55:09] <gigaherz> a bug!!
L647[10:55:27] <Coolway99> then you got into modding modded minecraft
L648[10:55:31] <MalkContent> i always had the creeping realization that all these castles and machines and railways are gonna die forgotten and with a whiper
L649[10:55:32] <Coolway99> the ultimate modded minecraft meta-game
L650[10:55:40] <MalkContent> when the next version of minecraft comes out
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L654[10:56:30] <Abastro> What is the best way of calculating distance between two spherical coordinates?
L655[10:56:57] <MalkContent> regular old eucledian distance?
L656[10:57:26] <Coolway99> hey, when capabilities are saved they are prefixed with their id, right?
L657[10:57:43] <diesieben07> Coolway99, depends on the ICapabilityProvider.
L658[10:57:56] <Coolway99> so in other words
L659[10:58:01] <Coolway99> I gotta do it myself
L660[10:58:12] <gigaherz> capabilities don't save themselves
L661[10:58:16] <gigaherz> you have to do the saving yourself
L662[10:58:24] <Coolway99> I know that
L663[10:58:26] <gigaherz> either on your TE/Entity's readFromNBT/writeToNBT
L664[10:58:27] <Coolway99> I mean when they save
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L666[10:58:30] <Coolway99> are they prefixed with the ID's
L667[10:58:33] <gigaherz> when they save, they save the content
L668[10:58:33] <diesieben07> it depends.
L669[10:58:35] <gigaherz> no "ids" anymore
L670[10:58:39] <Coolway99> ...
L671[10:58:39] <gigaherz> anywhere*
L672[10:58:42] <diesieben07> the ICapabilityProvider decides
L673[10:58:43] <Coolway99> I meant
L674[10:58:48] <Coolway99> are they prefixed with the MODID's
L675[10:58:50] <diesieben07> the capability simply says "here is my stuff as NBT"
L676[10:58:59] <gigaherz> look
L677[10:59:00] <diesieben07> and the ICapabilityProvider decides what it does with that.
L678[10:59:08] <gigaherz> the default for the IItemHandler
L679[10:59:14] <gigaherz> doesn't even use an NBTTagCompound
L680[10:59:17] <gigaherz> it saves to an NBTTagList
L681[10:59:29] <gigaherz> it's up to you to store them somewhere you can identify later
L682[10:59:53] <Coolway99> bah, here I am trying to prevent inter-mod errors and I get the whole "it depends"
L683[11:00:00] ⇦ Quits: RichardG (~richardg8@201.17.105.96) (Quit: You saw nothing.)
L684[11:00:02] <gigaherz> wat
L685[11:00:13] <diesieben07> first, what is your role in this
L686[11:00:17] <diesieben07> are you makign a capability?
L687[11:00:20] <diesieben07> are you makign a TE?
L688[11:00:20] <fry> Abastro: what do you need that distance for?
L689[11:00:22] <Coolway99> yes, I have a capability
L690[11:00:24] <Abastro> MalkContent, I doubt that converting to euclidean vector here is numerically stable enough
L691[11:00:27] <Coolway99> that I attach to an EntityPlayer
L692[11:00:30] <diesieben07> ok
L693[11:00:43] <Coolway99> it saves reliably, it loads reliably
L694[11:00:44] <gigaherz> so you have an ICapabilityProvider that you attach through the event
L695[11:00:55] <gigaherz> and in that event, you provide a key
L696[11:00:58] <Coolway99> but I want to add on more data, and I don't want to step on toes
L697[11:01:00] <Abastro> fry: to deal with finding visible stars
L698[11:01:12] <diesieben07> attached ICapabilityProviders are multiplexed through CapabilityDispatcher
L699[11:01:19] <diesieben07> which indeed DOES prefix the ID
L700[11:01:24] <MalkContent> Abastro: with eucledian I mean: you don't want stuff like tracing distance over a sphere
L701[11:01:25] <gigaherz> for attached capabilities, it prefixes the "key" you gave
L702[11:01:27] <diesieben07> but it prefixes it to your ICapabilityProvider's data
L703[11:01:28] <gigaherz> on attaching
L704[11:01:45] <diesieben07> what your provider gives it, it doesnt care
L705[11:01:56] <diesieben07> it can be multiple caps serialized, or something entirely different
L706[11:02:17] <Abastro> Well I shouldnt use normal euclidean distance.
L707[11:02:59] <MalkContent> putting it simple: you want the point to point distance as your average human understand it
L708[11:03:09] <Abastro> Since sphere cannot be approximated into surface in big scale.
L709[11:03:27] <MalkContent> no "warped" space
L710[11:04:13] <Abastro> Ah I meant, the one without 'r' component.
L711[11:04:36] <Abastro> https://en.m.wikipedia.org/wiki/Celestial_coordinate_system
L712[11:04:52] <Abastro> Then distance becomes angle.
L713[11:05:20] <MalkContent> *blinks*
L714[11:06:00] <MalkContent> tl;dr ^^
L715[11:06:06] <MalkContent> just what kind of distance do you want?
L716[11:06:25] <MalkContent> between to points in space
L717[11:06:38] <MalkContent> which you only happen to know by their spherical coordinates so far?
L718[11:06:47] <Abastro> Angular distance on sphere.
L719[11:06:50] <Coolway99> ok, so it prefixes it in nbt with the id I pass to forge
L720[11:06:56] <Coolway99> that's what I wanted to know
L721[11:07:05] <MalkContent> well that's easy no?
L722[11:07:10] <Abastro> Which is crucial to deal with FOV
L723[11:07:16] <Chais> Abastro: your points are given as two angles and a radius, right?
L724[11:07:29] <MalkContent> you got the angles already
L725[11:07:32] <Abastro> Chais, no without radius.
L726[11:07:42] <Chais> so the radius is implicit
L727[11:08:07] <Abastro> MalkContent, it is far from easy.
L728[11:08:23] <MalkContent> chais: just pretend the radius is fix and imagine both points on the same sphere
L729[11:08:42] <Abastro> I should have mentioned this:
L730[11:08:44] <Abastro> https://en.m.wikipedia.org/wiki/Great-circle_distance
L731[11:08:57] <diesieben07> Coolway99, if you had just asked the right question ;)
L732[11:09:07] <Coolway99> you're never going to get that from me
L733[11:09:23] <Abastro> There is a formula given, but it is not generally numerically stable.
L734[11:10:21] <Chais> how about the vector version?
L735[11:10:45] <Abastro> Would you elaborate?
L736[11:10:48] <MalkContent> if i don't misunderstand this
L737[11:11:23] <MalkContent> you want the value one angle minus the other angle no?
L738[11:11:32] <MalkContent> +of
L739[11:11:43] <Chais> no
L740[11:11:55] <MalkContent> simplified to a circle
L741[11:12:02] <Chais> or at least that's not what angular distance is
L742[11:12:30] <Chais> angular distance is the shortest connection of two points along the surface of a sphere
L743[11:12:30] <MalkContent> what is it then
L744[11:12:40] <Abastro> https://commons.m.wikimedia.org/wiki/File:Illustration_of_great-circle_distance.svg#mw-jump-to-license
L745[11:13:04] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L746[11:13:15] <MalkContent> well that is something you get directly by knowing the angulare differ... err. the angle difference alone
L747[11:13:20] <Chais> Abastro: that page gives you a vector version of the formula
L748[11:13:48] <MalkContent> know the difference in angle, apply deltaangle/360*2*r*pi
L749[11:14:17] <fry> read the "Computational formulas" paragraph
L750[11:14:20] <Chais> MalkContent: yes. but he doesn't care for x degrees in up direction and y degrees in radial direction. because that doesn't give a distance
L751[11:14:45] <fry> most likely you don't have "two points are a kilometer apart on the surface of the Earth" precision
L752[11:14:56] <MalkContent> i'm like 90% sure you can just pythagoras that
L753[11:15:00] <fry> and you can use floats without worrying about anything
L754[11:15:12] <Abastro> Hm.. arctan will be appropriate with caching.
L755[11:15:23] <Chais> you can't. then you'd get the straight line connecting them
L756[11:15:32] <Chais> he wants a circle segment
L757[11:15:40] <Chais> or rather the length of it
L758[11:15:44] <MalkContent> i know
L759[11:16:17] <MalkContent> so he wants to put a circle through the 2 points on the sphere
L760[11:16:38] <MalkContent> and the angle of the segment there
L761[11:17:13] <MalkContent> which i think is sqrt(xdeltaangle²+ydeltaangle²)
L762[11:17:17] <MalkContent> not 100% sure though
L763[11:17:21] <Chais> it's not
L764[11:17:30] <Abastro> What I wanted was balance with performance and accuracy.
L765[11:17:33] <Chais> because it doesn't use spherical geometry
L766[11:17:56] <MalkContent> trying to think of an easy example where it is obviously not
L767[11:18:01] <Chais> the arctan formula is described as well-conditioned
L768[11:18:02] <MalkContent> can't think of anything yet :P
L769[11:18:18] <Coolway99> I really, really think I'm not using capabilities properly in the slightest XD
L770[11:18:37] <MalkContent> are you 100% sure it's not?
L771[11:18:44] <Abastro> There are good formulas, yes, but I wanted the appropriate conditions for using each of them.
L772[11:18:50] <MalkContent> or are you just saying "don't be like that, this is circle stuff"
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L774[11:19:06] <MalkContent> because when i imagine myself at the center of the sphere, looking at the points
L775[11:19:21] <MalkContent> and the distance between them is nothing but an angle value
L776[11:19:40] <Chais> Abastro: if you transform you coordinate system so that one vector is always on the axis and the other one is straight up you should even be able to replace the arctan by several vector operations
L777[11:19:41] <MalkContent> i'm pretty sure i can pythagoras the straight distance there
L778[11:19:58] <Chais> MalkContent: yes you can. but we're not interested in the straight distance
L779[11:20:06] <Abastro> MalkContent, yes it is approximately same with what you said in small scale. But
L780[11:20:12] <Chais> exactly
L781[11:20:24] <MalkContent> is it just approximately though
L782[11:20:32] <Chais> a bad one
L783[11:20:40] <Abastro> On big scale, everything got screwed.
L784[11:20:42] <MalkContent> chais, it just looks straight :P
L785[11:20:57] <MalkContent> just because it looks straight doesn't mean that it's a circle in reality
L786[11:21:27] <Chais> for a unit sphere to point 90° apart will have an angular distance of pi/2, but pythagoras will give you sqrt(2)
L787[11:21:52] <Chais> that scales with the radius
L788[11:22:18] <MalkContent> wat
L789[11:22:34] <MalkContent> what is "point 90° apart"
L790[11:22:39] <Chais> for 180° separation you'd get pi with angular distance and 2 with euclidean distance. you don't wanna go there
L791[11:23:07] <MalkContent> if both points are on the equator
L792[11:23:15] <Abastro> Chais: oh it really does, but I think transformation will take more time.
L793[11:23:27] <MalkContent> its alpha²+0²=deltaimlookingfor²
L794[11:23:35] <Chais> Abastro: it does what?
L795[11:23:36] <MalkContent> which is obviously true
L796[11:24:01] <Abastro> It gets simplified when one of the point is on the pole.
L797[11:24:11] <Chais> yup
L798[11:24:34] <MalkContent> yea, but thats not the case here
L799[11:24:39] <Chais> the transformation should only be 2 rotations
L800[11:24:48] <MalkContent> hmm
L801[11:24:49] <Chais> or rather one compound rotation
L802[11:24:57] <MalkContent> but poles are a good argument
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L805[11:25:29] <MalkContent> if beta was 90°
L806[11:25:45] <MalkContent> the angle difference should be 0 on the pole
L807[11:27:05] <Chais> Abastro: you should even be able to read the angles from the vector coordinates with only minimal calculation effort
L808[11:27:40] <gigaherz> [18:18] (Coolway99): I really, really think I'm not using capabilities properly in the slightest XD
L809[11:27:47] <MalkContent> couldn't you just transform the sphere
L810[11:27:50] <gigaherz> you have the Capability object, right?
L811[11:27:50] <Abastro> Yes, if one point has been fixed, transformation method gets better.
L812[11:27:54] <MalkContent> so both points are on the equator?
L813[11:28:12] <MalkContent> cause then it's just a circle to you
L814[11:28:14] <gigaherz> and a thing that this Capability represents
L815[11:28:20] <Abastro> MalkContent: calculating that is too much pain.
L816[11:28:20] <MalkContent> and then it's easy
L817[11:28:24] <gigaherz> and you said you want it attached to players
L818[11:28:34] <gigaherz> so you need an event handler for it
L819[11:28:34] <MalkContent> it's just a matrix though :x
L820[11:28:39] <gigaherz> and in it
L821[11:28:50] <gigaherz> you have to attach an ICapabilityProvider
L822[11:28:58] <Abastro> Chais: I think I got what you said. Thanks!
L823[11:28:59] <gigaherz> and this provider, is the one responsible for managing the data
L824[11:29:04] <Chais> Abastro: actually you can transform any vector onto your major axis just by rotating it by its negative coordinate angles
L825[11:29:04] <gigaherz> which, in your case, is the one capability
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L827[11:29:24] <Coolway99> Gigaherz, I mean it works
L828[11:29:33] <gigaherz> and you want it to be ableto save and load, so rather than ICapabilityProvider, you probably want ICapabilitySerializable
L829[11:29:36] <Coolway99> but I'm using it quite wrongly
L830[11:29:42] <MalkContent> srsly though
L831[11:29:46] <Coolway99> I have one capability
L832[11:29:54] <Coolway99> that does like 5 different functions
L833[11:29:54] <MalkContent> you don#t even have to transform it so they are on the equator
L834[11:30:07] <Chais> MalkContent: we're already there
L835[11:30:11] <gigaherz> Coolway99: that's not really an issue
L836[11:30:23] <Abastro> Chais: ofc, i knew that. What I wondered is the mults and adds would take time and accuracy.
L837[11:30:26] <MalkContent> only so they are on the same beta (top/down) degree
L838[11:30:40] <MalkContent> Chais: idk :D
L839[11:30:44] <MalkContent> idc*
L840[11:30:51] <Chais> Abastro: mults and adds are cheap. trigonometric operations are expensive and inaccurate
L841[11:32:18] <Abastro> Chais: but getting the transformation might need sqrt, isnt it?
L842[11:32:19] <Coolway99> work with right angles, then trig functions simply become division
L843[11:32:54] <Chais> I don't think so. you can just decide to point the first vector along the major axis
L844[11:33:18] <Chais> so you can read the angles for the first part of the transform directly from the vector
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L846[11:34:14] <MalkContent> so you are saying you want to transform the thing? :P
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L848[11:35:08] <Abastro> How to directly read angles there? Doesn't it need transformation?
L849[11:35:30] <Chais> I thought you get them in spherical coordinates
L850[11:36:06] <Abastro> Ah in spherical coordinates, transformation is really painful.
L851[11:36:16] <MalkContent> i redact my statement that pythagoras doesnt make sense
L852[11:36:32] <Chais> s/doesnt/does/
L853[11:36:50] <MalkContent> pft. meany
L854[11:37:13] <Chais> actually, true. you don't need to go spherical
L855[11:37:27] <Chais> it's easier to think though
L856[11:37:54] <Chais> so you have your coordinates as x,y,z
L857[11:38:33] <Chais> you can easily transform any vector to point along the y axis for example
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L859[11:39:30] <Abastro> Wait, getting angle between x,y,z and the pole seems not simple enough than more general method.
L860[11:39:44] <MalkContent> i reinstate my statement that pythagoras doesn't make sense
L861[11:40:10] <MalkContent> anyways, like i said before
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L863[11:40:35] <MalkContent> just transform it in a way that you can lay a simple circle through both points
L864[11:41:02] <MalkContent> if you come from spherical coordinates or no makes no difference
L865[11:41:08] <Chais> true. the algorithm suggested by wikipedia already uses dot- and cross-products
L866[11:41:33] <Chais> you'll need a sqrt to get the length of the cross product
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L868[11:48:12] <Chais> I'm trying to figure out if you can avoid the arctan, but I'm not sure
L869[11:48:20] <MalkContent> i don't think you can
L870[11:48:26] <MalkContent> been thinking about that, too :D
L871[11:48:31] <Chais> but that shouldn't be too bad stability wise
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L873[11:48:57] <MalkContent> after all you're turning regular old 3d coordinates into something round
L874[11:49:23] <Abastro> Yes, arctan is reasonable, even better after caching.
L875[11:49:45] <Abastro> MalkContent, there is no 'regular coordinate'
L876[11:49:50] <MalkContent> there's probably some old voodoo from carmacs youth
L877[11:49:55] <MalkContent> if you need it done really fast :D
L878[11:49:58] <MalkContent> i know
L879[11:50:10] <MalkContent> i'm not sure of the words i have to use
L880[11:50:15] <MalkContent> english isn't my first language
L881[11:50:26] <MalkContent> i know/think it's not "eucledian"
L882[11:50:34] <MalkContent> and was too lazy too google
L883[11:51:29] <Chais> MalkContent: why pythagors won't work: https://en.wikipedia.org/wiki/Chord_(geometry)
L884[11:51:39] <MalkContent> already figured that out :)
L885[11:52:02] <MalkContent> the edge case i had in mind is
L886[11:52:06] <Chais> anyway. gone
L887[11:52:07] <MalkContent> when one point is on the pole
L888[11:52:23] <MalkContent> and one at any point on the equator
L889[11:52:56] <MalkContent> delta angle is always 90°
L890[11:53:06] <MalkContent> pythagoras would have different values though
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L895[11:58:37] <MalkContent> hmm
L896[11:58:50] <MalkContent> imma try restricting the wlan to 2,4ghz range only
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L900[12:03:33] <gigaherz> crap, this is a BAD bug XD
L901[12:03:49] <gigaherz> if the ender-rift isn't powered, the browser still takes the items
L902[12:03:52] <gigaherz> just won't add them
L903[12:03:52] <gigaherz> XD
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L906[12:07:23] <gigaherz> ah, it's just on the client
L907[12:15:48] <Coolway99> hmmmm.......
L908[12:16:09] <Coolway99> is there any standard for inventories?
L909[12:17:59] <masa> what do you mean?
L910[12:18:20] <Coolway99> I dunno
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L913[12:26:31] <masa> good talk
L914[12:27:19] <iso2013> Anyone able to update TerrainControl for me? :)
L915[12:27:42] * iso2013 is willing to pay
L916[12:29:26] <Coolway99> ok, I bet I'm trying to reinvent the wheel here, but when are a Container's slots made?
L917[12:29:58] <sham1> iso2013: how much ;P
L918[12:30:07] <iso2013> depends on the work required
L919[12:30:54] <iso2013> right now it's beta 1.8 stable 1.7.10 with 1.9 in the work but problems with biome generation
L920[12:30:57] <iso2013> *registration
L921[12:51:54] <diesieben07> Coolway99, define "made".
L922[12:52:05] <masa> Coolway99: the slots are created and added to the container when/after the container is created, so after a player opens an inventory GUI
L923[12:52:16] <Coolway99> ah
L924[12:53:00] <masa> so the container and the slots, and the Gui on the client side live as long as that gui is open
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L927[12:57:35] <MalkContent> mmmmmmmm
L928[12:57:48] <MalkContent> setting the wlan card to use 5ghz only and no more minilags
L929[12:57:54] <MalkContent> finally after all these years
L930[13:00:34] ⇨ Joins: TechnicianLP (~Technic@p4FE56835.dip0.t-ipconnect.de)
L931[13:05:20] <MalkContent> which is a bit weird
L932[13:05:31] <MalkContent> cause apparently my fritzbox can't do 5ghz
L933[13:06:28] <MalkContent> maybe named the bits wrong in the driver
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L935[13:06:44] <MalkContent> who cares :D i gots stable n standard
L936[13:08:01] <elan_oots> I have a block with a property I get from a tileEntity and the F3 menu updates it properly but the rendered model does not, what could be reasons for that?
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L938[13:11:33] <MalkContent> btw
L939[13:11:52] <MalkContent> i heard charset isn't getting developed anymore
L940[13:12:03] <MalkContent> any other redstone wire mods in the works somewhere?
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L942[13:14:15] <tterrag|ZZZzzz> you heard wrong. http://minecraft.curseforge.com/projects/charset
L943[13:14:35] <tterrag|ZZZzzz> fry: still no idea on the lighting issue?
L944[13:15:16] <iso2013> sham1, so do you want to update it?
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L948[13:21:02] <sham1> No
L949[13:21:31] <MalkContent> oo. so vaazki took over. neato :)
L950[13:21:59] <MalkContent> er. vazki_i*
L951[13:22:18] <gigaherz> too late for that? XD
L952[13:22:37] <MalkContent> maintenance only apparently
L953[13:22:47] <MalkContent> aw
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L955[13:32:01] <elan_oots> Is it possible to have a TileEntity do a block update?
L956[13:33:49] <gigaherz> hm?
L957[13:33:53] <gigaherz> what issue are you having?
L958[13:34:11] <elan_oots> The model rendered isn't updating with the actual state of the block
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L960[13:34:20] <gigaherz> is it from getActualState?
L961[13:34:23] <elan_oots> Yeah
L962[13:34:25] <gigaherz> aha
L963[13:34:38] <gigaherz> you'll need to do a notifyBlockUpdate on the client
L964[13:35:22] <elan_oots> How do I do that?
L965[13:35:38] <gigaherz> well, when the state changes
L966[13:35:49] <gigaherz> call world.notifyBlockUpdate
L967[13:36:20] <gigaherz> in the server, it causes the server to send an update packet to the client
L968[13:36:27] <gigaherz> in the client, it marks the chunk for render update
L969[13:36:44] <gigaherz> if you pass in a 8 in the flags, it will ask that the update be "as soon as possible" rather than "as soon as convenient"
L970[13:37:03] <elan_oots> Ok that's easy
L971[13:37:06] <elan_oots> Thank you!
L972[13:38:04] <elan_oots> I still need to pass in the old and new BlockStates?
L973[13:40:25] <gigaherz> well
L974[13:40:28] <gigaherz> the client doesn't use them
L975[13:40:32] <gigaherz> but just in case it does int he future
L976[13:40:36] <gigaherz> it's easier to pass them
L977[13:40:39] <elan_oots> Ok
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L980[13:46:11] <primetoxinz> how do you register an item model based on nbt?
L981[13:46:38] <elan_oots> ... can you?
L982[13:46:48] <primetoxinz> no idea
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L984[13:46:51] <primetoxinz> I hope so
L985[13:46:57] <gigaherz> primetoxinz: sortof
L986[13:47:02] <primetoxinz> oh?
L987[13:47:05] <gigaherz> you can register an ItemMeshDefinition
L988[13:47:11] <gigaherz> manually apply for all the required variant names
L989[13:47:15] <gigaherz> and then choose the model based on NBT
L990[13:47:18] <gigaherz> from the ItemMeshDefinition
L991[13:47:59] * gigaherz is fetching a link
L992[13:48:12] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L229
L993[13:48:17] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L282
L994[13:48:30] <primetoxinz> ok
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L997[13:49:16] <primetoxinz> ehh, I might as well just use metadata
L998[13:49:26] <primetoxinz> didn't really want to, but *shrugs*
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L1000[13:50:26] <gigaherz> the other option may be ItemOverrides (1.9+)
L1001[13:50:33] <gigaherz> but I haven't used those so no idea how to work with them
L1002[13:50:33] <gigaherz> ;P
L1003[13:50:56] <primetoxinz> I only have 5 items, metadata will work
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L1010[14:00:44] <elan_oots> How do I add the tesla API to my project properly to use it?
L1011[14:00:56] <elan_oots> I'm pretty sure just putting it in my sources is wrong
L1012[14:01:09] <elan_oots> Wait found it
L1013[14:01:41] <gigaherz> dependencies { deobfCompile "net.darkhax.tesla:Tesla:1.9.4-1.1.0.24" }
L1014[14:02:06] <gigaherz> with a repository: maven { url 'http://maven.epoxide.xyz' }
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L1017[14:06:40] <Chais> if I have a block that can be made of different materials, do I need to instantiate every material?
L1018[14:07:23] <gigaherz> :3 https://github.com/gigaherz/Ender-Rift/releases/tag/v1.1.0-1.9.4
L1019[14:09:11] <Chais> e.g. for a door, do I need an instance for oak wood, birch wood and so on?
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L1028[14:26:55] <gigaherz> [21:09] (Chais): e.g. for a door, do I need an instance for oak wood, birch wood and so on?
L1029[14:26:57] <gigaherz> nope
L1030[14:27:01] <gigaherz> you cna have blockstates
L1031[14:27:10] <gigaherz> and have the states point to different models
L1032[14:27:15] <gigaherz> that in turn point to different textures
L1033[14:27:26] <Chais> doors already use all 16 states
L1034[14:27:33] <gigaherz> blockstates != meta
L1035[14:27:40] <gigaherz> you can store the meta on a tileentity
L1036[14:27:47] <Chais> oh. I was under the impression
L1037[14:27:56] <elan_oots> Should you really need a Tile Entity for a door?
L1038[14:28:03] <gigaherz> no you don't *need* TE
L1039[14:28:04] <elan_oots> Why not just register different blocks for different types?
L1040[14:28:06] <gigaherz> youcan have separate blocks
L1041[14:28:06] <gigaherz> ;p
L1042[14:28:12] <gigaherz> but he asked if you need one per door
L1043[14:28:19] <gigaherz> and I'm saying: no, you can use a TileEntity instead
L1044[14:28:26] <gigaherz> it's up to you to choose what you prefer
L1045[14:28:37] <Chais> no. I asked if a need an instance for every type. not separate implementations
L1046[14:29:28] <Chais> currently I'm creating an instance for every block and TE during preInit
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L1048[14:30:13] <Chais> but the constructor of BlockDoor is protected, and thus so is my constructor. I could make it public, but I don't know if I actually need to
L1049[14:31:12] <Chais> since it kinda implies the MC doesn't do it.
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L1052[14:32:13] <gigaherz> the constructor is protected because it's only used within the same package
L1053[14:32:43] <gigaherz> for some stupid reason the Java designers chose to make "protected" mean "package-public" also
L1054[14:32:55] <gigaherz> you can make your own constructor public just fine
L1055[14:33:13] <Chais> afaict it's not used at all
L1056[14:33:16] <gigaherz> and we DO mean separate instances
L1057[14:33:24] <gigaherz> of the same implementation
L1058[14:33:42] <gigaherz> you can't just use BlockDoor yourself
L1059[14:33:45] <gigaherz> since it's protected
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L1061[14:34:02] <gigaherz> and it has some code that doesn't know about other doors
L1062[14:34:11] <elan_oots> Okay I have a Tile Entity with two ItemStackHandlers, how do I write and read them from NBT while keeping the items?
L1063[14:34:16] <Chais> but I can extend on it, no?
L1064[14:34:22] <gigaherz> but you should be able to have one generic door extending BlockDoor
L1065[14:34:27] <gigaherz> and then use it multiple times
L1066[14:34:51] <gigaherz> for reference, the vanilla doors look like
L1067[14:34:53] <gigaherz> registerBlock(64, "wooden_door", (new BlockDoor(Material.WOOD)).setHardness(3.0F).setSoundType(SoundType.WOOD).setUnlocalizedName("doorOak").disableStats());
L1068[14:35:11] <Chais> where is that?
L1069[14:35:15] <gigaherz> Block.java
L1070[14:35:21] <gigaherz> just look for usages of BlockDoor
L1071[14:35:37] <Chais> I did. idea would only list me my extended class
L1072[14:35:45] <elan_oots> Did you setupDecompWorkspace?
L1073[14:35:46] <gigaherz> you haveto choose "Project and Libraries"
L1074[14:35:52] <gigaherz> on the search settings
L1075[14:36:06] <Chais> elan, yes. giga, ah k
L1076[14:36:16] <masa> elan_oots: https://github.com/maruohon/autoverse/blob/master/src/main/java/fi/dy/masa/autoverse/tileentity/TileEntityFilter.java#L271-L317
L1077[14:36:22] <masa> sort of similar to that
L1078[14:37:09] <Chais> ok. so one instance per material
L1079[14:37:23] <Ordinastie_> beware if you're making a door mod, I've killed for less
L1080[14:37:36] <gigaherz> elan_oots: another example:
L1081[14:37:37] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/1.9.4/src/main/java/gigaherz/enderRift/generator/TileGenerator.java#L274
L1082[14:37:46] <Chais> Ordinastie_: why do you want a door mod?
L1083[14:37:47] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/1.9.4/src/main/java/gigaherz/enderRift/generator/TileGenerator.java#L305
L1084[14:37:52] <gigaherz> Chais: nono
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L1086[14:37:55] <gigaherz> he has Malisis Doors
L1087[14:38:00] <gigaherz> he's saying he doesn't like competition
L1088[14:38:00] <gigaherz> XD
L1089[14:38:24] <Chais> I'm not making plain doors ^^
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L1091[14:38:48] <Chais> also, isn't carpenters the end to all custom doors?
L1092[14:39:10] <masa> not really
L1093[14:39:11] <Ordinastie_> nah, mines are better
L1094[14:39:13] <Chais> gigaherz: so I need to make my door's constructor public
L1095[14:39:48] <gigaherz> yes
L1096[14:39:57] <gigaherz> don't worry so much about that
L1097[14:40:04] <Chais> why doesn't mc?
L1098[14:40:10] <gigaherz> because they didn't need to
L1099[14:40:16] <gigaherz> since Block.java is in the same package as BlockDoor
L1100[14:40:27] <gigaherz> so someone thought it would be nice to make it protected
L1101[14:40:31] <gigaherz> why? no idea
L1102[14:40:35] <elan_oots> Ok so masa your example uses deserializeNBT/serializeNBT, but gigaherz your example uses readNBT/writeNBT and a list of items?
L1103[14:40:36] <gigaherz> but really
L1104[14:40:39] <Ordinastie_> also, please never consider MC as a good base for dos and donts
L1105[14:40:44] <Chais> ah doh. yes. thought Block was a level above
L1106[14:40:52] <gigaherz> you shouldn't consider Minecraft a good example
L1107[14:40:54] <gigaherz> oh ninja'd
L1108[14:41:03] <gigaherz> elan_oots: I used the IStorage helper
L1109[14:41:13] <gigaherz> which for items, calls the serialize method
L1110[14:41:30] <gigaherz> it's just "more correct" in theory
L1111[14:41:40] <gigaherz> the idea is
L1112[14:41:54] <gigaherz> if the IItemHandler changed and stopped having the serializable methods
L1113[14:41:57] <gigaherz> mine would still work
L1114[14:41:57] <gigaherz> ;p
L1115[14:42:14] <gigaherz> and elan_oots: ignore the list after that
L1116[14:42:20] <gigaherz> that's exclusively for upgrading old blocks
L1117[14:42:24] <gigaherz> pre-itemhandler
L1118[14:42:32] <elan_oots> Ok
L1119[14:42:35] <gigaherz> the only line that matters is what I marked
L1120[14:44:53] <masa> this is sort of a more generic example within my mod: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityEnderUtilitiesInventory.java#L63-L71
L1121[14:45:22] <masa> combined with: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/inventory/ItemStackHandlerBasic.java#L171-L181
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L1124[14:46:18] <masa> and then some stuff here: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/nbt/NBTUtils.java#L518
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L1130[14:50:41] <BlueMonster> what is the wildcard value for meta... i cant find it
L1131[14:50:51] <diesieben07> OreDictionary.WILDCARD_VALUE
L1132[14:50:55] <BlueMonster> thanks
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L1134[14:55:12] <BlueMonster> how do i make an item keep its damage in a crafting recipe?
L1135[14:58:16] <gigaherz> you mean the output has to have the same damage as the input?
L1136[14:58:22] <gigaherz> there's a flag for that
L1137[14:58:36] <BlueMonster> i need to find that flag then =D
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L1139[14:58:44] <gigaherz> if no one replies in a minute, I'll look it up
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L1141[14:58:55] <gigaherz> but you can look at the recipe system yourself ;P
L1142[14:59:52] <Flaeme> How do you get IntelliJ run conigurations working again? I know someone told me somewhat recently, but I forgot/deleted that project, whoops >.>
L1143[14:59:58] <gigaherz> ah no wait, nevermind, the flag was "copyIngredientNBT"
L1144[14:59:59] <gigaherz> ;P
L1145[15:00:04] <gigaherz> not the damage XD
L1146[15:00:39] <gigaherz> BlueMonster: you can extend ShapedRecipes or ShapelessRecipes
L1147[15:00:45] <gigaherz> and customized the getCraftingResult method
L1148[15:00:50] <gigaherz> to copy also the damage
L1149[15:00:55] <BlueMonster> ok
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L1151[15:01:07] <gigaherz> remember to also register your recipe in the RecipeSorter!
L1152[15:01:21] <Cypher121> Flaeme: go to run configurations and set classpath to "main" module
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L1154[15:02:20] <Flaeme> Cypher121: Aha, thanks!
L1155[15:02:56] <Cypher121> where does the second part of ModelResourceLocation point for items? for blocks it's a variant, but for items?
L1156[15:03:22] <diesieben07> same. variant
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L1158[15:03:40] <Cypher121> do I define it right in the model file?
L1159[15:04:13] <diesieben07> no, if you want a model from models/item you set it to "inventory" in the code
L1160[15:04:23] <diesieben07> if you want to use other variants, use a blockstate file and put the models in models/block
L1161[15:04:46] <Cypher121> ah, so unless it's "inventory", it's same as blocks?
L1162[15:05:05] <FusionLord> how does one add a block to the ender dragons no break list
L1163[15:05:15] <diesieben07> you can have it "inventory" and also make it look in the blockstate json
L1164[15:05:28] <diesieben07> inventory just means it will look in models/item first, which it does only for that variant afaik
L1165[15:05:58] <diesieben07> FusionLord, override canEntityDestroy
L1166[15:06:21] <Flaeme> Another question, although more about style: If I want to have closely coupled seperate mods, like the different mods that make up BuildCraft, how should I do that?
L1167[15:06:52] <Cypher121> alright, thanks
L1168[15:07:23] <gigaherz> Flaeme: you just have the mods
L1169[15:07:29] <gigaherz> and add some sort of knowledge between eachother
L1170[15:07:42] <FusionLord> diesieben07, so something like return !(entity instanceof EntityDragon) && super.canEntityDestroy(state, world, pos, entity);
L1171[15:07:42] <gigaherz> there's things like Loader.isModLoaded
L1172[15:07:46] <gigaherz> @Optional.Interface
L1173[15:07:57] <gigaherz> you can instantiate things indirectly through @ObjectHolder
L1174[15:08:02] <Flaeme> gigaherz: well, I meant more like should the be in the same project?
L1175[15:08:04] <gigaherz> you can use Capabilities for interaction
L1176[15:08:05] <diesieben07> FusionLord, uh... yes i guess
L1177[15:08:13] <gigaherz> Flaeme: that's enterely up to you
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L1179[15:08:22] <gigaherz> but same project may be a bit annoying to setup
L1180[15:08:38] <Flaeme> Yeah, I'm not really sure how to set up either
L1181[15:08:53] <gigaherz> you can have them in separate projects
L1182[15:09:00] <gigaherz> with a common maven repository
L1183[15:09:15] <gigaherz> and have the "main" project fetch them
L1184[15:09:30] <gigaherz> or maybe the other way around
L1185[15:09:33] <Flaeme> ohhhh, interesting
L1186[15:09:34] <BlueMonster> zzzz XD
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L1188[15:10:24] <DemonWav> I know most everyone probably uses eclipse, but if anyone is using intellij, maybe checkout my minecraft dev plugin for it, which I recently added forge support to
L1189[15:10:34] <gigaherz> nah many of us use IDEA
L1190[15:10:54] <gigaherz> what does your plugin do?
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L1192[15:11:01] <DemonWav> I made a little video to kinda demonstrate what it does right now (unforunately not terribly useful yet) https://www.youtube.com/watch?v=PsNdB1N-PwA
L1193[15:11:10] <gigaherz> IDEA 15/2016 seem pretty capable of doing mc modding by themselves
L1194[15:11:32] <gigaherz> just import build.gradle, open gradle panel, and run the appropriate tasks from there ;P
L1195[15:12:03] <FusionLord> do 1.10 mods work on 1.10.2? or do I need another build?
L1196[15:12:09] <DemonWav> There's lots of cool things you can do with an IDE plugin, like special lints and dynamic code generation that can be pretty helpful
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L1198[15:12:32] <DemonWav> there's a lot planned for it, it's just not all implemented yet
L1199[15:12:54] <gigaherz> FusionLord: depends on the dependency version string
L1200[15:13:10] <FusionLord> not sure what that is
L1201[15:13:21] <gigaherz> in the @Mod annotation
L1202[15:13:26] <gigaherz> there's the option to have dependencies
L1203[15:13:28] <gigaherz> and in it you can put
L1204[15:13:34] <gigaherz> forge@[1.9,1.10]
L1205[15:13:40] <gigaherz> to limit the mc versions you support
L1206[15:13:43] <gigaherz> if you do that
L1207[15:13:47] <gigaherz> it may reject it
L1208[15:13:56] <FusionLord> I just meant forge wise
L1209[15:14:04] <OrionOnline> Good evening, in 1.9 how do handle ISmartBlockModels?
L1210[15:14:09] <gigaherz> that's what I'm trying to explain
L1211[15:14:15] <gigaherz> my mods are compiled for 1.9.4
L1212[15:14:19] <gigaherz> they ALL work on 1.10.2
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L1214[15:14:24] <gigaherz> but other people have mods that say
L1215[15:14:28] <gigaherz> [1.9,1.10]
L1216[15:14:35] <gigaherz> and they are rejected by 1.10.2 due to the version limit
L1217[15:15:08] <FusionLord> ok Thanks
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L1221[15:20:14] <OrionOnline> gigaherz, do you know what replaced the ISmartBlockModel in 1.9?
L1222[15:20:29] <gigaherz> just IBakedModel
L1223[15:20:33] <gigaherz> there's now a .getQuads method
L1224[15:20:35] <gigaherz> that has the IBlockState
L1225[15:20:50] <gigaherz> so all you have to do is forward getQuads to the right model's getQuads
L1226[15:20:53] <gigaherz> or return a custom list of quads
L1227[15:22:35] <OrionOnline> Ah and that IBlockState holds the BlockState returned from getExtendedState right?
L1228[15:22:53] <OrionOnline> So I can do world depending Models based on that
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L1230[15:25:01] <gigaherz> yup
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L1232[15:36:22] <masa> gigaherz: what did you have in the mc version field in your mods if they work in 1.10.2?
L1233[15:36:41] <gigaherz> nothing.
L1234[15:36:54] <gigaherz> forge 1.10 has a special case thing
L1235[15:37:03] <gigaherz> that converts certain version strings to also accept 1.10
L1236[15:37:14] <gigaherz> such as [1.9.4,1.9.4] which is the default for the version
L1237[15:38:35] <diesieben07> yay for making the field useless
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L1240[15:40:17] <Shambling> Question on forge, before I start doing all the tutorials and reading the documents. Does the API allow a dev to directly edit health before other mods gain access?
L1241[15:40:45] <gigaherz> it was yes until "before other mods gain access"
L1242[15:40:52] <gigaherz> you can't choose which order it happens
L1243[15:41:00] <masa> yep I was also rather suprised that they added hacks in FML to allow cross-version compatibility, although it even isn't compatible in 100% of the cases
L1244[15:41:17] <Shambling> I'm thinking of making health less granular, and basically multiplying all health and damages by a certain amount so that armor above diamond matters
L1245[15:41:23] <gigaherz> which is good -- it would be annoying if there was no way to explicitly disallow 1.10 if you are one of the "exceptions"
L1246[15:41:35] <masa> so basically when I have a 1.9.4 mod that is NOT compatible, then I have to add a version dependency against forge to disallow loading it in 1.10...
L1247[15:41:58] <masa> and release a new 1.9.4 version just to do that
L1248[15:42:01] <Shambling> or just let the server and client people crash and find out on their own
L1249[15:42:30] <masa> and then people can still load an older version in 1.10 and crash with it, without it giving a meaningful message about version incompatibility
L1250[15:42:32] <Shambling> or are we talking about less obvious incompatibilities, like jump-assist incompatibility
L1251[15:42:39] <gigaherz> there's certain classes
L1252[15:42:42] <gigaherz> certain methods
L1253[15:42:44] <gigaherz> etc
L1254[15:42:46] <gigaherz> that changed
L1255[15:42:49] <gigaherz> it's nothing commonly used
L1256[15:42:51] <gigaherz> so most mods work as-is
L1257[15:42:57] <gigaherz> but there's cases where they don't
L1258[15:43:09] <gigaherz> regardless if it's obvious or not
L1259[15:43:17] <gigaherz> it's annoying in both cases
L1260[15:43:21] <Shambling> ftblib had a check in it if you're looking for a way to do it, not sure where its called though
L1261[15:43:22] <gigaherz> if you are an exception and your mod doesn't work
L1262[15:43:32] <gigaherz> you'd find yourself having to release an update to say "it won't work!"
L1263[15:43:41] <gigaherz> if yours didn't work but you chose the wrong version string
L1264[15:43:43] <FusionLord> how does one check if a mod is loaded?
L1265[15:43:46] <gigaherz> you also have to release an update to make it work
L1266[15:43:51] <gigaherz> Loader.isModloaded(modid)
L1267[15:45:44] <FusionLord> ok Loader I thougt it FML or Forge something
L1268[15:45:46] <FusionLord> thanks
L1269[15:49:03] <FusionLord> algo is there a maven repo for Chisels and bits, I was wanting to allow users to make their own gravestones in Graves
L1270[15:50:40] <gigaherz> never looked
L1271[15:51:05] <gigaherz> but isn't that part of mcmultipart/forge multipart?
L1272[15:51:24] * amadornes creeps into the channel
L1273[15:51:28] <amadornes> I HAVE BEEN SUMMONED!
L1274[15:51:36] <amadornes> hi :D
L1275[15:52:15] <FusionLord> Hello o/
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L1277[15:52:58] <amadornes> so... what did/do you think is part of MCMP/FMP, gigaherz?
L1278[15:54:49] <FusionLord> Chisles and bits
L1279[15:54:51] <gigaherz> the ability to have a block be made of sub-block voxels
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L1281[15:55:14] <gigaherz> to be honest, i'm still not certain of where FMP ends and Chisels&Bits starts
L1282[15:55:14] <gigaherz> XD
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L1284[15:55:40] <amadornes> FMP lets you have multiple "things" in one block
L1285[15:56:07] <amadornes> C&B lets you cut blocks into little pixels, which you can use to make custom blocks
L1286[15:56:28] <amadornes> and C&B's structures are FMP compatible, meaning that they can share the same blockspace as a pipe
L1287[15:56:48] <FusionLord> and the question at hand is how do I add dependency on C&B
L1288[15:57:02] <amadornes> figure out the modid
L1289[15:57:04] <FusionLord> such as a maven repo
L1290[15:57:04] <gigaherz> aha
L1291[15:57:06] <amadornes> or just look at the code
L1292[15:57:07] <gigaherz> nevermind then
L1293[15:57:23] <amadornes> and in your mod deps, add require-after:<themodid>
L1294[15:57:27] <amadornes> oh, maven
L1295[15:57:32] <amadornes> I'm not sure if C&B has a maven
L1296[15:57:34] <FusionLord> I have the modid, the issue is getting it into the dev enviroment
L1297[15:57:39] <amadornes> ooooh
L1298[15:57:45] <amadornes> yeah... I don't think it has a maven
L1299[15:57:51] <amadornes> you can poke Algo, though
L1300[15:58:08] <amadornes> he's in #MCMultiPart, #JEI and a couple of other channels
L1301[15:58:18] <amadornes> not sure what nick he's using atm
L1302[15:58:39] <amadornes> looks like AlgorithmX2 is the one
L1303[15:58:47] <amadornes> so yeah, you can poke him and ask if he has a maven
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L1305[15:58:57] <amadornes> though... why do you need to depend on C&B?
L1306[15:59:16] <FusionLord> "algo is there a maven repo for Chisels and bits, I was wanting to allow users to make their own gravestones in Graves"
L1307[16:00:10] <amadornes> that's an interesting (and very complicated) task you're getting into...
L1308[16:00:13] <amadornes> good luck :P
L1309[16:00:20] <FusionLord> Thanks
L1310[16:00:34] <amadornes> I have to run
L1311[16:00:36] <amadornes> bbl o/
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L1313[16:00:48] <FusionLord> the question is how will I go about saving the C&B grave block to the player
L1314[16:02:57] <gigaherz> well you can encode the info to NBT or something
L1315[16:03:04] <gigaherz> then store it in a capability in the player
L1316[16:03:30] <FusionLord> That is what I was thinking aswell
L1317[16:03:51] <FusionLord> but I need to get it into the workspace to start poking this beast
L1318[16:05:41] <gigaherz> you can just put the mod in libs/ and use deobfProvided?
L1319[16:06:23] <FusionLord> yeah, last resort... wanted to see if I could automate it with the build.gradle
L1320[16:06:30] * gigaherz nods
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L1324[16:19:49] * LexManos mutters that modders should just provide maven deps
L1325[16:21:25] <Cypher121> design your own grave... that's one hell of a thing to spend time on
L1326[16:22:06] <gigaherz> I started setting mine up
L1327[16:22:10] <gigaherz> no automatic uploads though
L1328[16:22:23] <gigaherz> I just use filezilla to upload the local maven to the server XD
L1329[16:23:52] *** fry is now known as fry|sleep
L1330[16:23:56] <OrionOnline> Anyone know a good example for the Animation system fry made?
L1331[16:24:11] <fry|sleep> forge github
L1332[16:24:12] <gigaherz> there's an example in the forge source repo
L1333[16:24:38] <OrionOnline> I decided to go with the IBakedModel varaint for the Chest and animated TE, much more performance and the API is not that much worse
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L1335[16:31:00] <OrionOnline> Doe this only owrk for b3d etc, or is there a way to use these with vanilla Json models, like chests?
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L1339[16:36:03] <Kolatra> Would anybody be opposed to a PR to LivingSetAttackTargetEvent that allows you to set the target?
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L1342[16:39:44] <Backslash> Hey guys.
L1343[16:40:01] <elan_oots> Hello
L1344[16:40:27] <Backslash> Is it possible that the filename for the latest release has a wrong version number in it?^^
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L1347[16:41:21] <gigaherz> Backslash: hm?
L1348[16:41:32] <gigaherz> it's 1.20.2-<version>-1.10 because it was built from the 1.10 branch
L1349[16:41:33] <elan_oots> No idea
L1350[16:41:41] <gigaherz> it's still for mc 1.10.2
L1351[16:42:28] <Backslash> Ah ok, thought its just a small "bug" in the version number because its 1.10.0 and not only 1.10.. :P
L1352[16:42:35] <Backslash> Little bit confusing..^^
L1353[16:42:49] <gigaherz> yeah I know, but that's just how they have it set up
L1354[16:42:58] <gigaherz> <mc version>-<forge version>-<branch name>
L1355[16:43:27] <Backslash> Good to know, thank you :)
L1356[16:43:59] <Backslash> Has anyone tested if 1.10 mods work fine with 1.10.2 without updating them? Like the switch from 1.9.4 to 1.10?
L1357[16:47:35] <gigaherz> depends on the accepted version range
L1358[16:47:45] <gigaherz> my 1.9.4 mods all work fine on 1.10.2 without rebuilding
L1359[16:48:03] <gigaherz> but some poeple had mods with like [1.9,1.10] on the range, and those don't load due to the 1.10.2 being outside the range
L1360[16:48:12] <gigaherz> it depends on if the rangeyou used is accepted or not
L1361[16:48:24] <Backslash> Ok, so i'm just going to try it and hope the best :D
L1362[16:50:18] <elan_oots> Ok so to upgrade from 1.9.4 to 1.10.2 do I just have to change 1.9.4-12.17.0.1969 to the current version in build.gradle?
L1363[16:50:33] <gigaherz> if you need to upgrade, yes
L1364[16:50:37] <gigaherz> but most peopledon't even need to
L1365[16:50:41] <gigaherz> I still compile my mods on 1.9.4 ;p
L1366[16:51:01] <elan_oots> Eh it's still a small project I want to stay updated
L1367[16:51:12] <gigaherz> then yes, switch the version number
L1368[16:51:34] <elan_oots> So it'd be 1.10.2-12.18.0.2002?
L1369[16:51:41] <gigaherz> make sure you use forgegradle 2.2-SNAPSHOT
L1370[16:51:45] <gigaherz> the full name
L1371[16:51:49] <gigaherz> including -1.10.0
L1372[16:52:02] <elan_oots> oh ok
L1373[16:52:18] <elan_oots> 1.10.2-12.18.0.2002-1.10.0 and forgegradle 2.2-SNAPSHOT
L1374[16:52:49] <gigaherz> yup
L1375[16:52:54] <elan_oots> cool
L1376[16:52:55] <gigaherz> and rerun setupDecompWorkspace
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L1378[16:52:57] <gigaherz> and refresh your project
L1379[16:53:06] <elan_oots> which first?
L1380[16:53:23] <gigaherz> setup first
L1381[16:53:27] <elan_oots> Ok
L1382[16:53:29] <gigaherz> then in IDEA, the blue refresh icon
L1383[16:53:38] <gigaherz> or gradlew eclipse
L1384[16:53:43] <elan_oots> IDEA
L1385[16:54:48] <masa> I bought a steam wallet code from the curse reward shop, and it was already redeemed - great success
L1386[16:55:10] <elan_oots> curse as a company in a sentence
L1387[16:55:15] <Backslash> So out of 50 Mods, only 2 mods wont let the game start. MmmMmmMmmMmm wants [1.9,1.10] and Botania-Unofficial keeps crashing because of something with a crossversion proxy or something like that..^^
L1388[16:55:19] <masa> didn't want to buy any games anyway! ;_;
L1389[16:55:27] <Backslash> Now i need to check if everything is atleast trying to work.. :D
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L1394[16:59:14] <elan_oots> Execution failed for task ':decompileMc'.
L1395[16:59:14] <elan_oots> > GC overhead limit exceeded
L1396[16:59:14] <elan_oots> gg minecraft
L1397[16:59:34] <diesieben07> decompilation needs at least 2 gigs i think
L1398[16:59:35] <diesieben07> or even more
L1399[16:59:47] <elan_oots> Hmm it's worked before
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L1401[16:59:53] <elan_oots> How do I assign more memory when it's in the IDE
L1402[16:59:56] <diesieben07> yes, before 1.8.9
L1403[17:00:04] <elan_oots> ah
L1404[17:00:06] <diesieben07> intellij?
L1405[17:00:08] <elan_oots> Yup
L1406[17:00:09] <FusionLord> How does one save data to the player 1.9+?
L1407[17:00:30] ⇨ Joins: agowa338 (~Thunderbi@p54919FAF.dip0.t-ipconnect.de)
L1408[17:00:57] <diesieben07> elan_oots, File > Settings > Build, Execution, Deployment > Build Tools > Gradle > Gradle VM options
L1409[17:01:00] <gigaherz> FusionLord: create your own Capability
L1410[17:01:03] <gigaherz> and attach it
L1411[17:01:07] <gigaherz> on the rtd site
L1412[17:01:08] <diesieben07> FusionLord, http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L1413[17:01:14] <gigaherz> there's a short section about upgrading from IEEP
L1414[17:01:17] <gigaherz> at the bottom of the capabilities page
L1415[17:01:41] <FusionLord> starting fresh so no need for IEEP
L1416[17:01:51] <FusionLord> but thanks gigaherz and diesieben07
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L1421[17:12:46] <Backslash> May someone here give me a small hint about the difference between intellij and eclipse?^^
L1422[17:13:04] <elan_oots> One of them is a great IDE. The other is eclipse.
L1423[17:13:13] <Backslash> :D
L1424[17:13:14] <heldplayer> lol
L1425[17:14:17] <elan_oots> The polar bears look like a hastily-put-together mod
L1426[17:14:23] <elan_oots> They don't really fit vanilla imo
L1427[17:14:32] <gigaherz> how so?
L1428[17:14:41] <gigaherz> how do they fit less than like, rabbits
L1429[17:15:07] <elan_oots> Oh shoot I forgot about rabbits
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L1431[17:15:36] <elan_oots> I haven't played 1.8 except in the last month or so
L1432[17:17:03] <Backslash> Whats wrong with the bears? o.O
L1433[17:17:19] <elan_oots> They just don't look vanilla imo
L1434[17:17:45] <Ordinastie_> that doesn't make sense, they ARE vanilal
L1435[17:17:50] <elan_oots> yes I know
L1436[17:17:59] <diesieben07> i know what you mean elan, i feel the same way ;)
L1437[17:18:19] <elan_oots> I'm not opposed to the polar bears it's just their model
L1438[17:18:38] <gigaherz> but but
L1439[17:18:46] <gigaherz> they have just as much detail as the pig
L1440[17:18:48] <gigaherz> or sheep
L1441[17:19:01] <elan_oots> No they have too much detail
L1442[17:19:17] <elan_oots> The pig has a block for a head a block for a body and four blocks for legs
L1443[17:19:26] <elan_oots> So do sheep except they're a bit different because wool
L1444[17:19:39] <elan_oots> A polar bear however has three blocks for a body
L1445[17:20:13] <gigaherz> uh no?
L1446[17:20:15] <gigaherz> https://www.digminecraft.com/mobs/images/pig.png
L1447[17:20:18] <gigaherz> pigs have two on the face
L1448[17:20:22] <gigaherz> same as chicken
L1449[17:20:27] <gigaherz> the only difference is the one extra box on the body
L1450[17:20:31] <gigaherz> omfg so much detail!
L1451[17:20:43] <gigaherz> (well yeah the ears but meh ;P)
L1452[17:20:46] <elan_oots> ok I'm gonna shut up now
L1453[17:20:52] <Backslash> What about chickens?
L1454[17:21:02] <gigaherz> wolves also have ears
L1455[17:21:16] <Backslash> chickens have tons of blocks.. :P
L1456[17:21:33] <gigaherz> no it's actually just 2 on the head, one on the body, and one on each of the two legs
L1457[17:21:34] <gigaherz> ;P
L1458[17:21:36] <diesieben07> if anything polar bears are not detailed *enough*
L1459[17:21:41] <diesieben07> the model looks like it was made by a 10 year old
L1460[17:21:56] <gigaherz> I think it's the texture
L1461[17:21:58] <gigaherz> it's too plain
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L1463[17:22:02] <gigaherz> and doesn't look right
L1464[17:22:05] <diesieben07> yes, that
L1465[17:22:10] <elan_oots> It's something
L1466[17:22:10] <Backslash> gigaherz the wings! ;D
L1467[17:22:13] <elan_oots> It just doesn't feel right
L1468[17:22:19] <gigaherz> if you reskin them into brown bears
L1469[17:22:22] <gigaherz> they'd look 10x better
L1470[17:22:47] <Backslash> use a resourcepack :P
L1471[17:23:48] <Backslash> Changing the textures should be no problem. The blocks used for it shouldnt be a problem. There are many mobs that have more blocks then a pig.. :P
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L1475[17:28:20] <Coolway99> when in doubt, extend EntityDragon
L1476[17:28:28] <gigaherz> waty
L1477[17:28:30] <gigaherz> -y
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L1479[17:28:41] <Coolway99> bleh, tis a joke I once read
L1480[17:29:06] <Coolway99> what's sad is I may have to extend it sometime in the future at this rate
L1481[17:29:23] <elan_oots> what are you making?
L1482[17:29:58] *** KnightMiner_ is now known as KnightMiner
L1483[17:31:58] <Coolway99> just really a goof-off mod, and I want to have a boss fight with a re-imagined ender dragon at some point
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L1486[17:35:46] <Coolway99> ...
L1487[17:35:48] <Coolway99> I feel like an idiot
L1488[17:36:07] <Coolway99> the reason why my test code for entity spawning wasn't working was because I was in peaceful mode
L1489[17:36:10] <Coolway99> and never realised it
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L1492[17:46:21] <Cypher121> can anyone link me an example of an item with multiple states?
L1493[17:46:23] <Coolway99> what's the difference between IItemHandler and IInventory?
L1494[17:46:38] <diesieben07> IItemHandler is nice and capability based, IInventory isn't
L1495[17:47:07] <Coolway99> I both do and don't want to use IItemHandler
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L1497[17:47:20] <gigaherz> don't.
L1498[17:47:21] <Coolway99> mainly because I already have my capability
L1499[17:47:35] <gigaherz> the forge stance is: fuck anyone using IInventory, just don't support it and give them a reason to switch
L1500[17:47:47] <Coolway99> ah
L1501[17:47:58] <Coolway99> but what the hell am I supposed to pass in for slots, then?
L1502[17:48:07] <Coolway99> as they /expect/ IInventory
L1503[17:48:29] <gigaherz> just use SlotItemHandler
L1504[17:48:31] <gigaherz> rather than the normal one
L1505[17:49:08] <Coolway99> thank ye
L1506[17:49:55] <Coolway99> "public class XpContainer extends Container implements IItemHandler"
L1507[17:50:00] <Coolway99> I always hate my code
L1508[17:50:22] <gigaherz> wat
L1509[17:50:30] <gigaherz> why woudl you ever implement IItemHandler there?!
L1510[17:50:39] <Cypher121> there's just so much wrong right here
L1511[17:50:58] <Cypher121> 1) capabilities shouldn't be exposed through interfaces
L1512[17:51:09] <gigaherz> wel lthey are, you just don't implement them on your things
L1513[17:51:10] <gigaherz> XD
L1514[17:51:26] <Coolway99> I never said I had a tile entity
L1515[17:51:26] <diesieben07> you can :)
L1516[17:51:31] <Cypher121> 2) capabilities shouldn't be anywhere near containers last time I checked
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L1519[17:54:05] <thecodewarrior> Anyone know why my calls to glGetActiveUniform are just returning the first three characters of the shader file?
L1520[17:54:08] <williewillus> Cypher121: why can't they be near containers?
L1521[17:54:10] <williewillus> :P
L1522[17:54:18] <williewillus> containers are backed by an inventory
L1523[17:54:26] <williewillus> and that inventory can be a IItemHandler
L1524[17:57:56] <Coolway99> besides, who said I'm using IItemHandler as a capability directly >.>
L1525[18:00:08] <Coolway99> the size of the slot is 20 pixels square, right?
L1526[18:00:26] <gigaherz> 18
L1527[18:00:34] <gigaherz> 16x16 icon + 2x2 edge
L1528[18:00:43] <gigaherz> (1 px on each side)
L1529[18:01:02] <Coolway99> so in other words, 20 for adding another 2x2 edge to actually separate the slots
L1530[18:01:19] <gigaherz> ifyou want to be non-standard and make your gui look different, yes
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L1533[18:02:40] <thecodewarrior> Ok, so it's now returning like the first 20 characters of the file. What the heck?
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L1536[18:05:03] <Coolway99> where do I register the GUI handler
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L1538[18:05:27] <Coolway99> as in, the class that extends IGuiHandler
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L1540[18:07:33] <thecodewarrior> Ok. So is there a way to reupload/link/whatever a shader?
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L1542[18:09:10] <diesieben07> sometimes i disgust myself... http://i.imgur.com/zzBGti0.png
L1543[18:10:16] <Cypher121> diesieben07: catch (Exception ignored) {
L1544[18:10:24] <diesieben07> Yes?
L1545[18:10:26] <Unh0ly_Tigg> So, I'm using the forge blockstate system to avoid using model jsons for my simple blocks, but the blocks show up as missing textures in inventory, because there's no item json. Is there anyway to do to item models what forge does for blockstate json files?
L1546[18:10:34] <diesieben07> but that's not the disgusting part :p
L1547[18:10:44] <TehNut> Unh0ly_Tigg: ModelLoader.setCustomModelResourceLocation
L1548[18:10:52] <TehNut> You need to set the MRL for the item
L1549[18:11:03] <TehNut> Inventory = Item, World = Block
L1550[18:11:30] <diesieben07> items fall back to blockstate jsons if there is no model in models/item
L1551[18:11:44] <diesieben07> and then they behave just like blocks (including the models loading from models/block)
L1552[18:11:57] <FusionLord> Block.getBlockFromName is that Block id? IE: graves:blockheadstone?
L1553[18:12:36] <diesieben07> FusionLord, ForgeRegistries.BLOCKS.getKey(<block>)
L1554[18:12:48] <FusionLord> and that is BlockID
L1555[18:13:03] <gigaherz> Block.REGISTRY.*
L1556[18:13:03] <diesieben07> it is the ResourceLocation (e.g. "minecraft:stone") the block was registered with
L1557[18:13:06] <masa> no, a registry name
L1558[18:13:08] <gigaherz> same instance as ForgeRegistries.BLOCKS
L1559[18:13:09] <gigaherz> ;P
L1560[18:13:11] <diesieben07> gigaherz, nope, that's not a forge registry
L1561[18:13:14] <diesieben07> the field type is not right
L1562[18:13:18] <gigaherz> hm?
L1563[18:13:26] <diesieben07> doesnt have the getKey method, youd have to cast to IForgeRegistry
L1564[18:13:34] <gigaherz> oh
L1565[18:13:41] <gigaherz> I just use getNameFromObject or whatever it waw
L1566[18:13:42] <gigaherz> was
L1567[18:13:49] <diesieben07> but that is an awful method name :D
L1568[18:14:24] <gigaherz> I'm not denying that ;P
L1569[18:14:47] <diesieben07> wow. told someone "if you cannot program, you cannot make a mod, come back when you have at least a bit of programmign experience" and i was not met with instant screaming
L1570[18:14:50] <Unh0ly_Tigg> My issue is that because I'm just using the blockstate json for the model declaration (using cube_all for the model, and changing textures based on property value), there is no model in models/blocks.
L1571[18:15:05] <diesieben07> thats fine
L1572[18:15:15] <gigaherz> diesieben07: there's some non-programmers who can admit their flaws ;P
L1573[18:15:24] <diesieben07> i know, its rare :D
L1574[18:15:34] <FusionLord> ok so use getKey(<Block>) to get the ID and then getValue(<ReasourceLocaiton(IE the key)>) to get the block on the other side?
L1575[18:15:47] <diesieben07> what is "the other side"? :D
L1576[18:15:55] <Unh0ly_Tigg> but what I need now is to make models located in models/item, which reference the model information declared inside the blockstate json.
L1577[18:16:00] <FusionLord> the other side I don't have the Block Instance
L1578[18:16:10] <FusionLord> I'm trying to get it
L1579[18:16:18] <gigaherz> you talking about a packet?
L1580[18:16:18] <gigaherz> ;P
L1581[18:16:20] <FusionLord> from the block ID or Registery name
L1582[18:16:23] <FusionLord> no
L1583[18:16:35] <gigaherz> then I have no idea what you are talking about
L1584[18:16:37] <gigaherz> but yes
L1585[18:16:45] <gigaherz> if you use .getKey for serializing
L1586[18:16:52] <gigaherz> you'll need getValue for deserializing
L1587[18:17:03] <diesieben07> if saving to disk use getKey / getValue
L1588[18:17:08] <diesieben07> for packets you can use the int IDs
L1589[18:17:20] <gigaherz> isn't there something in ByteBufUtils for packets?
L1590[18:17:23] <gigaherz> or only for ItemStacks?
L1591[18:17:35] <diesieben07> no, there isnt
L1592[18:17:44] <diesieben07> there should be a thing there for IForgeRegistryEntry, but there isn't
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L1594[18:20:57] <FusionLord> gigaherz, This http://puu.sh/pKMYF/35651ef3f5.txt
L1595[18:21:33] <diesieben07> ugh, runtime NBT storage
L1596[18:21:37] <diesieben07> ugly AF, why you do that
L1597[18:22:05] <infinitefoxes_> I've noticed that in DimensionType there's a comment that states you can't remove registered dimensions
L1598[18:22:16] <infinitefoxes_> is there no way to unload my dimension and free the dim ID assigned to it?
L1599[18:22:22] <FusionLord> diesieben07, what are you talking about?
L1600[18:22:37] <diesieben07> getGraveTag
L1601[18:22:37] <FusionLord> that is the new Forge Capability system
L1602[18:22:38] <diesieben07> why?
L1603[18:22:51] <FusionLord> I don't understand
L1604[18:22:57] <diesieben07> why is that an NBTTagCompound?
L1605[18:23:06] <FusionLord> what should it be?
L1606[18:23:16] <diesieben07> what data does your capability store?
L1607[18:23:24] <FusionLord> NBTTagCompound
L1608[18:23:24] <diesieben07> besides the Block for getGraveBlock
L1609[18:23:30] <diesieben07> no, what is in that compound
L1610[18:23:34] <FusionLord> TileEntityData
L1611[18:23:47] <diesieben07> oh, then your Istorage is broken
L1612[18:23:48] <gigaherz> he's making a mod that letsyou define a voxel-based gravestone model
L1613[18:23:56] <gigaherz> and storing it in the player
L1614[18:24:11] <diesieben07> it doesn't store the Block
L1615[18:24:22] <diesieben07> and also the DefaultImpl should hold onto the Block, not the RL
L1616[18:24:30] <gigaherz> I'm just explaining what he said he was going to make
L1617[18:24:30] <gigaherz> XD
L1618[18:24:41] <diesieben07> if its TE data then its fine
L1619[18:25:00] <FusionLord> ok I see that diesieben07, didn't think about that
L1620[18:26:01] <FusionLord> and then just convert it when reading/writing to the Key
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L1622[18:26:20] <diesieben07> yep
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L1626[18:29:49] <infinitefoxes_> is there no way to unload dimension IDs in 1.9+?
L1627[18:30:03] <williewillus> what does that even mean
L1628[18:30:04] <gigaherz> no idea, never done dimensions stuffs
L1629[18:30:08] <williewillus> unload the dimension itself
L1630[18:30:15] <williewillus> ?
L1631[18:30:22] <gigaherz> but one would expect that once a dimension has been established, it won't disappear from the save
L1632[18:30:25] <williewillus> ^
L1633[18:30:44] <infinitefoxes_> my dimensions are "temporary"
L1634[18:30:50] <infinitefoxes_> i.e. once you leave them they're deleted
L1635[18:30:51] <williewillus> dimensions are things like blocks/items for a given run of the game once they're in it's like that for the run time
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L1638[18:31:00] <williewillus> at least that's how I understand it
L1639[18:31:15] <FusionLord> diesieben07, better? http://puu.sh/pKNwU/8f708e5848.txt
L1640[18:31:29] <williewillus> infinitefoxes_: why not have a dedicated "temporary holder" dimension
L1641[18:31:32] <FusionLord> let me pastebin for syntax highlighting
L1642[18:31:34] <williewillus> and spawn temporary regions inside it
L1643[18:31:40] <williewillus> and erase those regions once you leave
L1644[18:31:53] <infinitefoxes_> williewillus: I'll look into that
L1645[18:31:54] <williewillus> one dimension, effectively infinite space in it
L1646[18:31:57] <diesieben07> yep
L1647[18:32:17] <williewillus> unless you got billions of separate players doing a dungeon at a time ;p
L1648[18:32:18] <FusionLord> http://pastebin.com/6DM9L0w6
L1649[18:32:38] <TehNut> I was thinking of rewritng DimDoors and doing that
L1650[18:32:54] <williewillus> does dim doors really spin off a new dim for each one?
L1651[18:32:54] <diesieben07> FusionLord, is fine
L1652[18:32:59] <TehNut> Yes
L1653[18:33:01] <williewillus> I thought it used regions within the same
L1654[18:33:02] <williewillus> >.<
L1655[18:33:17] <FusionLord> Thanks
L1656[18:33:28] <TehNut> The 1.7 port might, but the original uses actual dimensions
L1657[18:33:37] <gigaherz> same, I thought each "level" of the dimensional doors was a different dimension, but that all the doors on each recursion level were on the same one
L1658[18:33:39] <williewillus> !latest 1.10.2
L1659[18:34:03] <FusionLord> should probably store meta too huh?
L1660[18:34:08] <gigaherz> yup
L1661[18:34:20] <gigaherz> resloc, meta, and TileEntityData
L1662[18:34:34] <gigaherz> that's what I store on Packing Tape to store blocks on the packed form ;P
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L1670[18:44:48] <primetoxinz> how can I load the coremod for a deobf jar in dev environment?
L1671[18:46:52] <infinitefoxes_> williewillus: is there a way to delete the chunks from disk afterwards?
L1672[18:46:58] <infinitefoxes_> using regions inside a single dimension would work fine
L1673[18:47:08] <williewillus> probably
L1674[18:47:56] <williewillus> not sure how mc treats chunks that existed but then became empty/all air
L1675[18:48:05] <williewillus> but I know that all air chunks that generated as such aren't saved
L1676[18:48:19] <williewillus> if it does get rid of them you can just air the region out after youre done with it
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L1678[18:51:15] <FusionLord> how does one specify Optional Dependencies?
L1679[18:51:23] <williewillus> you mean in @mod?
L1680[18:51:28] <FusionLord> yes
L1681[18:51:34] <williewillus> just do before: and after:
L1682[18:51:41] <williewillus> instead of required-before and required-after:
L1683[18:51:46] <FusionLord> gotcha
L1684[18:52:06] <TehNut> If your require a specific version of that mod if it's loaded, you can still use version ranges
L1685[18:52:19] <FusionLord> "after:chiselsandbits;"
L1686[18:53:20] <FusionLord> and then should that allow me to do Loader.isModLoaded() in preInit or what phase should I check?
L1687[18:54:41] <williewillus> any
L1688[18:54:44] <williewillus> depends on the integration
L1689[18:54:45] <FusionLord> ok
L1690[18:55:09] <FusionLord> well I don't want to add the capability if x mod isn't loaded
L1691[18:55:31] <FusionLord> so I belive I need preInit
L1692[18:56:10] <Cypher121> is there a way to apply different textures to same item model like with blockstates?
L1693[18:56:39] <Cypher121> someone told me to make a blockstate for item, but that didn't exactly work. at all. it was ignored.
L1694[18:56:57] <TehNut> Did you use ModelLoader.setCustomMRL?
L1695[18:57:42] <Cypher121> yeah, let me check it again to be sure
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L1697[18:58:55] <shamblinghorde> wow that #registeryournickmoron thing is a bit obtuse.
L1698[18:59:22] <williewillus> that's the point
L1699[18:59:24] <shamblinghorde> every time my internet goes down, I guess I just need to resend to nickserv... must be a way of automating that. lol
L1700[18:59:26] <FusionLord> I think it is great, keeps the trolls and spam away
L1701[18:59:35] <FusionLord> there is
L1702[18:59:37] <williewillus> shamblinghorde: does your client not do SASL?
L1703[18:59:41] <FusionLord> well usally
L1704[18:59:44] <shamblinghorde> I've got hexchat, probably
L1705[18:59:47] <TehNut> Most clients will let you login before it attempts to join channels
L1706[18:59:51] <williewillus> did you set it up to sasl? :P
L1707[18:59:53] <shamblinghorde> most irc clients have really poor layout for configs
L1708[19:00:26] <williewillus> yeah in hexchat
L1709[19:00:31] <williewillus> set login method to sasl
L1710[19:00:43] <williewillus> what it does is immediately authenticate as soon as it connects
L1711[19:00:48] <Cypher121> TehNut: yes, I see it registering for (ItemCrushedOre, 0, MRL(registryName, "ore=iron")
L1712[19:01:27] <TehNut> The resloc in MRL isn't a registry name
L1713[19:01:34] <TehNut> It's the location of the blockstate file
L1714[19:01:42] <FusionLord> shamblinghorde, hit HexChat>Network List>EsperNet>Edit>Login Method = NickServ>Password = <PASSWORD>
L1715[19:01:55] <Cypher121> I sometimes have a problem when ZNC loses connection for a short time, then gets kicked into that other channel before it even has a chance to register with NickServ
L1716[19:01:58] <TehNut> It is possible that it ends up being the same as your registry name
L1717[19:01:59] <Cypher121> and then gets stuck
L1718[19:02:02] <TehNut> But it's not a registry name
L1719[19:02:22] <williewillus> ALL a MRL is:
L1720[19:02:27] <williewillus> a Variant in a blockstate json
L1721[19:02:28] <williewillus> that's it
L1722[19:02:50] <williewillus> besides that little edge case vanilla throws in for items that's the only definition of an MRL
L1723[19:03:30] <Cypher121> so if resloc is "magneticraft:crushed_ore" where should I place the blockstate?
L1724[19:03:42] <TehNut> blockstates/crushed_ore.json
L1725[19:03:55] <Cypher121> it's ignored
L1726[19:04:06] <TehNut> Ignored or erroring
L1727[19:04:19] <TehNut> "it's ignored" is not very useful
L1728[19:04:30] <Cypher121> well, I have 2 models: crushed_ore.json and crushed_orre.json (duh)
L1729[19:04:36] <Cypher121> and blockstate points to 2nd one
L1730[19:04:50] <Cypher121> but item is rendered based on 1st one
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L1732[19:05:00] <williewillus> paste all your relevant jsons and where you setCUstomMRL
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L1734[19:05:06] <williewillus> talking is too slow compared to just looking at it :P
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L1739[19:07:08] <shamblinghorde> is there a sneaky way to rename charset in JEI that doesn't consist of recompiling it? lol
L1740[19:07:36] <williewillus> what do you mean rename it
L1741[19:07:39] <TehNut> recompile it
L1742[19:07:51] <shamblinghorde> make the sub-mods abled to be typed while in JEI is what I mean
L1743[19:08:04] <shamblinghorde> I can't really type those symbols without using a lookup table.
L1744[19:08:33] <FusionLord> hmm... loading a 1.10 world in 1.9 crashes :P
L1745[19:08:44] <shamblinghorde> must be those polar bears
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L1747[19:09:05] <FusionLord> something about the player tag, and health or something like that
L1748[19:09:44] <shamblinghorde> I have a hard time typing ⚐
L1749[19:09:53] <Cypher121> williewillus: https://gist.github.com/Cypher121/c17cf277149ad92bdcbb6ef5bb0f4e44
L1750[19:10:32] <shamblinghorde> nmmm I never thought of just typing @charset
L1751[19:10:46] <Cypher121> and I guess this https://github.com/Cypher121/MC-ExtLib/blob/master/src/main/kotlin/coffee/cypher/mcextlib/extensions/resources/ResourceLocations.kt#L16-L17
L1752[19:11:14] <TehNut> Just do it like this
L1753[19:11:14] <TehNut> https://github.com/TehNut/Soul-Shards-The-Old-Ways/blob/1.9/src/main/resources/assets/soulshardstow/blockstates/item/ItemMaterials.json
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L1755[19:11:31] <TehNut> The defaults {} block specifically
L1756[19:12:32] <Cypher121> and what about it?
L1757[19:12:37] <TehNut> ...use it?
L1758[19:12:41] <Cypher121> I use it!
L1759[19:12:53] <TehNut> no you don't?
L1760[19:13:02] <Unh0ly_Tigg> wait, there is an item version of the forge blockstate json stuff?
L1761[19:13:06] <TehNut> "model": "builtin/generated",
L1762[19:13:10] <TehNut> "transform": "forge:default-item"
L1763[19:13:14] <williewillus> Unh0ly_Tigg: there isn't an item version of anything
L1764[19:13:20] <williewillus> items use the same system
L1765[19:13:32] <Unh0ly_Tigg> models vs blockstates...
L1766[19:13:42] <williewillus> read my gist if you haven't lalready
L1767[19:14:21] <Cypher121> TehNut: unsurprisingly, nothing changed
L1768[19:14:31] <williewillus> what even was your problem
L1769[19:14:49] <TehNut> Are you even calling the method that does setCustomMRL
L1770[19:14:55] <TehNut> Or, hell, what's your log say
L1771[19:15:02] <Cypher121> yes, I call it
L1772[19:15:22] <williewillus> are there errors in the log? what isn't working as you intend?
L1773[19:16:45] <Unh0ly_Tigg> wait, TehNut, why are item jsons contained within the blockstates folder for that?
L1774[19:17:01] <Cypher121> there are no errors in the log. I intend for blockstate file to change textures or point to a different model. right now, no matter what I do "models/item/crushed_ore.json" is used as a model
L1775[19:17:01] <TehNut> for what
L1776[19:17:53] <Unh0ly_Tigg> the assets/soulshardstow/blockstates/item/... files
L1777[19:18:00] <TehNut> Unh0ly_Tigg: https://github.com/TehNut/Soul-Shards-The-Old-Ways/blob/1.9-NoLib/src/main/java/com/whammich/sstow/registry/ModRenders.java#L41-L45
L1778[19:18:09] <Cypher121> ...
L1779[19:18:12] <Cypher121> I found it
L1780[19:18:30] <williewillus> what was it
L1781[19:18:41] <Cypher121> if there's a model with proper name, it doesn't look for blockstate
L1782[19:18:46] <williewillus> ah yeah
L1783[19:18:48] <williewillus> there was that
L1784[19:18:49] <Unh0ly_Tigg> it just doesn't seem right to use the *blockstates* folder for *item* json files.
L1785[19:18:53] <williewillus> it checks the special case first
L1786[19:18:55] <Cypher121> I deleted crushed_ore.json model
L1787[19:18:58] <TehNut> I agree, that's why I used a subfolder
L1788[19:19:02] <williewillus> Unh0ly_Tigg: it's there only because there is nowhere better
L1789[19:19:37] <Cypher121> for fuck's sake, I spent like an hour and a half on this
L1790[19:19:39] <williewillus> the purpose of blockstate jsons is singular: get me from a MRL to a JSON/OBJ/B3D/whatever
L1791[19:19:52] <williewillus> it doesn't even really ahve anything to do with blockstates
L1792[19:20:00] <williewillus> the blockstate->MRL step is something else
L1793[19:20:21] <williewillus> (a statemapper)
L1794[19:20:41] <TehNut> In vanilla, the name makes sense
L1795[19:20:50] <williewillus> yeah
L1796[19:21:15] <williewillus> but in modded its purpose is jsonstogetmefrommrltomodel
L1797[19:21:54] <Cypher121> so it tries to use default MRL -> model before even looking if there's something else?
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L1799[19:22:16] <williewillus> items are special
L1800[19:22:17] <TehNut> Yes, the Vanilla loader runs before the Variant loader (right?)
L1801[19:22:33] <FusionLord> hmm... capability not presisting past death https://github.com/FireBall1725/Graves/blob/1.9/src/main/java/com/fireball1725/graves/chiselsandbits/GraveCapability.java
L1802[19:22:42] <Cypher121> jfc
L1803[19:22:49] <williewillus> FusionLord: you have to restore it yourself on death
L1804[19:23:00] <williewillus> due to how a respawn works in vanilla
L1805[19:23:25] <FusionLord> so subscribe to which event?
L1806[19:23:56] <williewillus> FusionLord: https://github.com/sinkillerj/ProjectE/blob/MC19/src/main/java/moze_intel/projecte/events/PlayerEvents.java#L39-L50
L1807[19:30:37] <FusionLord> Tahnks williewillus
L1808[19:30:46] <Unh0ly_Tigg> so, is there an item specific (instead of blocks as items) version of ModelLoader.setCustomModelResourceLocation?
L1809[19:30:59] <TehNut> what
L1810[19:31:13] <TehNut> that is item specific
L1811[19:32:27] <williewillus> yeah..
L1812[19:32:44] <williewillus> setCustomMRL is a function (item, meta) -> MRL
L1813[19:32:54] <williewillus> IBlockState -> MRL is separate and is handled by what is called a statemapper
L1814[19:33:17] <williewillus> the statemapper is what takes an IBlockState and spits out "minecraft:stone_button[facing=down,powered=true]" etc.
L1815[19:33:41] <williewillus> whoah that's a wrongly written MRL, * "minecraft:stone_button#facing=down,powered=true"
L1816[19:33:45] <Unh0ly_Tigg> so, why then. when I use that method, and I don't have a model for my item does the ModelLoaderRegistry.LoaderException caused by Model*Block*Definition.MissingVariantException
L1817[19:34:03] <williewillus> ModelBlockDefinition is an MCP name
L1818[19:34:12] <Unh0ly_Tigg> -_-
L1819[19:34:26] <williewillus> ModelBlockDefinition is the deserialized form of a vanilla blockstate json
L1820[19:34:37] <williewillus> and in VANILLA blockstate jsons they only handle blocks
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L1822[19:35:05] <Unh0ly_Tigg> then why don't we have a name change?
L1823[19:35:05] <williewillus> so the name isn't really all that bad :P
L1824[19:35:11] <gigaherz> I wish they'd make proper itemstates
L1825[19:35:13] <williewillus> the name's not bad 1
L1826[19:35:18] <williewillus> 2 renames are a pain in the ass
L1827[19:36:00] <gigaherz> rather than ItemStack[item,count,meta/damage,nbt], some ItemStack[ItemState,count]
L1828[19:36:29] <williewillus> they simply don't need it that's why :P
L1829[19:36:53] ⇦ Parts: shamblinghorde (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com) (Leaving))
L1830[19:37:22] <Unh0ly_Tigg> also, with TehNut's use of setCustomMRL, it directs the MRL -> File mapping towards the blockstates folder. There doesn't seem to be a way to override this behavior on a case by case basis.
L1831[19:37:46] <williewillus> because it's always that folder
L1832[19:37:49] <TehNut> Is your issue the blockstates folder?
L1833[19:37:54] <TehNut> Because you *have* to use that
L1834[19:37:54] <williewillus> I already stated what an MRL is
L1835[19:38:00] <williewillus> a MRL is a variant in a blockstate json
L1836[19:38:01] <williewillus> period.
L1837[19:38:19] <williewillus> the only exception is items in vanilla which have a special case
L1838[19:38:23] <williewillus> because we don't have "itemstates"
L1839[19:38:42] <Unh0ly_Tigg> because json files targeting regular items, not itemblocks, shouldn't be in the *block*states folder.
L1840[19:38:58] <williewillus> in VANILLA blockstates/ is just for blocks
L1841[19:38:58] <TehNut> Well if you want to use the Forge system, you'll have to deal with it
L1842[19:39:03] <TehNut> It's not changeable
L1843[19:39:03] <williewillus> in modded we have nowhere better to put it
L1844[19:39:06] <williewillus> so deal with it :P
L1845[19:39:20] <Unh0ly_Tigg> argh.
L1846[19:39:27] <williewillus> idk what the big problem is
L1847[19:39:38] <TehNut> If I could use a different home folder, don't you think I would instead of blockstates/items?
L1848[19:40:58] <Unh0ly_Tigg> I just want something specific to regular items that uses a dynamic model definition (like how forge_marker affects blockstate jsons) without directly relying on the system that's meant for targeting blockstates.
L1849[19:41:15] <williewillus> it's meant for targeting blockstates... IN VANILLA
L1850[19:41:25] <Unh0ly_Tigg> I get that williewillus
L1851[19:41:26] <williewillus> modded extends it as a general MRL to IModel system
L1852[19:41:38] <williewillus> and since it's overlaid on top of vanilla we can't change the path
L1853[19:41:46] <williewillus> and it's extra worthless effort to hack it in
L1854[19:42:37] <williewillus> the forge blockstate system really should be called something like "Forge SomeGeneralWayToGetAModelFromMRL"
L1855[19:42:38] <williewillus> :P
L1856[19:43:09] <TehNut> FSGWTGAMFMRL
L1857[19:43:25] <Unh0ly_Tigg> ForgeGenericModelLoader would be better, imo
L1858[19:43:31] <williewillus> it's not a model loader
L1859[19:43:39] <williewillus> it maps MRL's to model paths
L1860[19:43:48] <TehNut> The model loader is called VariantLoader.
L1861[19:44:07] <Unh0ly_Tigg> ForgeGenericModelResourceMapper then?
L1862[19:44:25] <williewillus> I hope you know I meant it as a joke as no one cares what the name is
L1863[19:44:26] <williewillus> :P
L1864[19:44:37] <williewillus> i just care that it does the job
L1865[19:44:41] <TehNut> ^
L1866[19:44:55] <TehNut> Same as where my "itemstates" files go
L1867[19:44:57] <TehNut> As long as it works
L1868[19:45:20] <Unh0ly_Tigg> I just *really* don't like putting non-blockstate json files in the blockstates asset folder.
L1869[19:45:25] <TehNut> We get that
L1870[19:45:29] <TehNut> But you need to stop thinking like that
L1871[19:45:36] <TehNut> As soon as you install Forge, it's not dedicated to blockstates
L1872[19:45:38] <williewillus> I mean you cna't do anything about it
L1873[19:45:41] <williewillus> ^^^
L1874[19:45:52] <TehNut> Think of it as a legacy name
L1875[19:45:57] <Unh0ly_Tigg> well, if I took the time, I could do something about it.
L1876[19:46:03] <williewillus> what would you do?
L1877[19:46:09] <williewillus> make a new folder and force everyone to use it?
L1878[19:46:36] <Unh0ly_Tigg> completely rewrite the game engine to be more logical.
L1879[19:46:48] <Unh0ly_Tigg> I'm not talking about putting this into forge...
L1880[19:46:49] <williewillus> your rewrite is on another platform go there
L1881[19:47:03] <williewillus> and it is logical
L1882[19:47:05] <williewillus> for vanilla's purposes
L1883[19:47:16] <williewillus> everyone seems to forget they have 0 obligation to consider modders when making their systems
L1884[19:47:21] <TehNut> Mojang writes the game for Vanilla. Not for people tinkering with internals
L1885[19:47:40] <TehNut> Do they do some things that help us? Yeah, definitely
L1886[19:47:51] <Unh0ly_Tigg> well, they've been working towards their 'modding' system for a while now...
L1887[19:47:57] <williewillus> no they're not :P
L1888[19:48:03] <Unh0ly_Tigg> that's my point
L1889[19:48:04] <TehNut> A plugin system.
L1890[19:48:09] <williewillus> that's not happening either
L1891[19:48:10] <TehNut> And we have it already :P
L1892[19:48:10] <williewillus> not here
L1893[19:48:17] <infinitefoxes_> json system* ;)
L1894[19:48:30] <TehNut> Command blocks, resource packs, and structure blocks
L1895[19:48:32] <williewillus> and they said they were working towards it before they got bought out
L1896[19:48:40] <williewillus> I haven't heard the java team utter anything about it since
L1897[19:48:44] <williewillus> because it's dead
L1898[19:49:06] <williewillus> the json plugin addon system crap is going to PE
L1899[19:49:30] <williewillus> entity models are already properly meshed/skeletonized/specified in json in latest PE release
L1900[19:49:54] <williewillus> which we desperately need because entity rendering sucks ass in PC
L1901[19:49:55] <Unh0ly_Tigg> I'm going to make my own sandbox voxel engine. with blackjack and hookers!*
L1902[19:49:56] <Unh0ly_Tigg> *Not actually with blackjack and hookers.
L1903[19:50:06] <williewillus> yeah usually that doesn't go well
L1904[19:50:15] * williewillus glances at terasology and minetest
L1905[19:50:48] <williewillus> one runs well but has 0 content the other runs like shit, looks bad, and still has no content :P
L1906[19:51:12] <TehNut> which one is minetest
L1907[19:51:15] <TehNut> the latter right?
L1908[19:51:27] <williewillus> nah other way around
L1909[19:51:28] <infinitefoxes_> minetest is the better performing one ;)
L1910[19:51:33] <williewillus> minetest runs great
L1911[19:51:38] <williewillus> terasology runs at 5fps for me
L1912[19:51:39] <williewillus> no matter what
L1913[19:51:39] <TehNut> not in my experience
L1914[19:51:55] <infinitefoxes_> terasology looks like someone went to the Unity asset store and applied as many shaders as possible
L1915[19:51:58] <williewillus> ^
L1916[19:52:09] <TehNut> Minetest never went higher than 20fps for me with major stutters
L1917[19:52:11] <Unh0ly_Tigg> I'm going to make the basic engine work, then allow it to work at looking like minecraft.
L1918[19:52:16] <TehNut> And I don't play on a toaster
L1919[19:52:16] <williewillus> *shrug*
L1920[19:52:32] <williewillus> so far no voxel sandbox game has managed to surpass even minecraft PC in performance
L1921[19:52:33] *** MrKickkiller is now known as MrKick|Away
L1922[19:52:35] <williewillus> for me at least
L1923[19:52:38] <williewillus> so I'm staying here
L1924[19:52:51] <Unh0ly_Tigg> oh, this is going to be different.
L1925[19:52:57] <williewillus> what is?
L1926[19:53:09] <Unh0ly_Tigg> I'm going to have static block rendering compiled into shaders.
L1927[19:53:15] <infinitefoxes_> that's what they all said
L1928[19:53:24] <Unh0ly_Tigg> I'm actually going to do it.
L1929[19:53:26] <williewillus> good luck running it on all of MC PC's userbase
L1930[19:53:43] <infinitefoxes_> Minecraft (while having a pretty awful codebase) is still pretty optimized
L1931[19:53:44] <williewillus> half of which are on hardware that supports GL1.2 only
L1932[19:53:50] <williewillus> the yeah
L1933[19:53:53] <williewillus> *-the
L1934[19:53:59] <TehNut> The awful codebase is being de-awful'ed at least
L1935[19:54:04] <infinitefoxes_> it's getting there
L1936[19:54:07] <williewillus> it's the need to run on toasters
L1937[19:54:10] <TehNut> Or at least the attempt is there
L1938[19:54:31] <infinitefoxes_> frankly I don't see why Mojang would cater to toasters
L1939[19:54:37] <infinitefoxes_> their game can't even run on toasters
L1940[19:54:43] <williewillus> it's a surprisingly large chunk of the playerbase
L1941[19:54:48] <williewillus> if you looked the last time they showed snooper stats
L1942[19:54:51] <williewillus> idk if it's public anymore
L1943[19:54:53] <Unh0ly_Tigg> I'd rather it run on hardware that that supports at least 4.0 than have to support machines that don't even support 3.0.
L1944[19:55:04] <Unh0ly_Tigg> gl versions*
L1945[19:55:12] <infinitefoxes_> you can still do a ton with gl 2.1
L1946[19:55:22] <williewillus> then it wouldn't have the market penetration it has now, everyone and their kid plays it because it can run on everything, if shittily
L1947[19:55:27] <williewillus> but it runs
L1948[19:55:38] <williewillus> and if it does at 20fps people play it
L1949[19:55:42] <williewillus> that's just how it is right now :P
L1950[19:55:49] <Unh0ly_Tigg> I don't care about it getting big like minecraft. I know that's not happening.
L1951[19:56:00] <infinitefoxes_> I cannot understand how people play Minecraft at 20fps
L1952[19:56:02] <williewillus> who are you targeting?
L1953[19:56:07] <williewillus> infinitefoxes_: you like the game a lot
L1954[19:56:30] <Unh0ly_Tigg> people that have gpus that support gl4 and/or vulkan.
L1955[19:56:32] <TehNut> I used to play at 20-30
L1956[19:56:37] <williewillus> and you don't afford anything better
L1957[19:56:38] <williewillus> because no money
L1958[19:56:43] <infinitefoxes_> does Minecraft do something weird with vsync?
L1959[19:56:51] <williewillus> not really
L1960[19:56:54] <infinitefoxes_> ugh
L1961[19:56:57] <williewillus> I play with it off anyway
L1962[19:57:02] <infinitefoxes_> turning it on makes the game stutter like hell
L1963[19:57:17] <williewillus> I have the framecap on but mc vsync is always been weird
L1964[19:57:20] <infinitefoxes_> if I force it off in nvidia and turn it on in the game it runs better
L1965[19:57:21] <williewillus> just do it on the driver level
L1966[19:57:25] <williewillus> huh
L1967[19:57:36] <infinitefoxes_> it feels like there's two layers of vsync lol
L1968[19:57:48] <williewillus> I just framecap at 120
L1969[19:58:03] <Unh0ly_Tigg> in minetest, how do you get the fps?
L1970[19:58:11] <williewillus> theres a debug key
L1971[19:58:14] <williewillus> I don't remember it :P
L1972[19:59:39] <williewillus> bleh how do I get the true runtime value of a static final String?
L1973[19:59:43] <williewillus> those are inlined by the compiler
L1974[20:00:18] <infinitefoxes_> if it's been inlined it's probably gone at runtime
L1975[20:00:23] <infinitefoxes_> wouldn't have a clue though
L1976[20:00:25] <williewillus> wat
L1977[20:00:33] <williewillus> it's not it's just substituted the field still exists
L1978[20:00:57] <Unh0ly_Tigg> reflection? asm generated class?
L1979[20:01:05] <williewillus> reflection is the obvious solution
L1980[20:01:18] <williewillus> why the hell would you use asm for that and what would you even write
L1981[20:01:19] <williewillus> lol
L1982[20:01:53] <infinitefoxes_> don't think that's what he was asking
L1983[20:02:20] <williewillus> idk what he was asking then
L1984[20:02:58] <FusionLord> gigaherz, what was that command you gave me before deobfProvided?
L1985[20:05:54] <Drullkus> Are there events for generating villages?
L1986[20:06:08] <Drullkus> Er, like an event before and after generating villages or something?
L1987[20:06:38] ⇦ Quits: Abastro (~Abastro@112.166.128.227) (Ping timeout: 384 seconds)
L1988[20:06:41] <Drullkus> Fail
L1989[20:06:43] <Drullkus> MinecraftForge.TERRAIN_GEN_BUS.post(event);
L1990[20:06:55] <Drullkus> Problem self-resolved
L1991[20:09:52] <gigaherz> FusionLord: https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L20
L1992[20:10:05] <gigaherz> make a repositories { block
L1993[20:10:10] <gigaherz> and in it add a maven { entry
L1994[20:10:24] <gigaherz> wit hthe url set to the right address where the maven repo is
L1995[20:10:38] <Unh0ly_Tigg> so, apparently minetest worlds are perceivably infinite in height, because I loaded a world, and dug down to y=-584...
L1996[20:10:56] <gigaherz> heh
L1997[20:11:10] <gigaherz> minetest has an world height as 64000 (+-32000).
L1998[20:11:12] <gigaherz> google.
L1999[20:11:29] <Unh0ly_Tigg> geez
L2000[20:11:38] <Unh0ly_Tigg> just imagine if minecraft worlds were that big...
L2001[20:11:47] <williewillus> no one would use all of it
L2002[20:11:48] <gigaherz> imagine realistic terrain generation
L2003[20:11:51] <gigaherz> being actually realistic
L2004[20:11:54] <williewillus> except worldgen :P
L2005[20:12:00] <gigaherz> with mountains up to 10000 blocks tall
L2006[20:12:15] <tterrag|ZZZzzz> cc barteks2x
L2007[20:12:17] <gigaherz> and oceans up to 15000 blocks deep
L2008[20:12:18] *** tterrag|ZZZzzz is now known as tterrag
L2009[20:12:20] <Unh0ly_Tigg> though, I must say, the default textures that minetest uses are horrible...
L2010[20:12:48] <gigaherz> I considered implementing a pseudo-unlimited height
L2011[20:12:58] <gigaherz> by offsetting each chunk
L2012[20:13:05] <gigaherz> so each chunk would still be 256 blocks tall
L2013[20:13:08] <gigaherz> but the y=0 of one
L2014[20:13:13] <gigaherz> may be at y=64 of another
L2015[20:13:34] <Unh0ly_Tigg> so, a vanilla minecraft world is 16 extendedblockdata segments tall, if minetest used that same storage, it would be 4000 segments tall...
L2016[20:13:50] <gigaherz> yeah
L2017[20:13:59] <gigaherz> or probably 4096
L2018[20:14:16] <Unh0ly_Tigg> and just flying around, I got a rendering issue (could see caves), and the game crashed...
L2019[20:14:24] <gigaherz> I don't see any reason to make it 64000 and not 65536 ;P
L2020[20:15:22] <gigaherz> I toyed around with some ideas for a mc clone a while ago
L2021[20:15:33] <gigaherz> I started coding a terrain rendering "proof of concept"
L2022[20:16:01] <gigaherz> the idea in my head was to use a k-d tree
L2023[20:16:22] <gigaherz> and my plan would have been to generate subdivisions on demand
L2024[20:16:37] <gigaherz> so that, a block that hasn't been uncovered yet, is stored on a larger size
L2025[20:16:55] <gigaherz> rather than always store each individual block in the grid
L2026[20:16:59] <gigaherz> but that caused all sorts of issues
L2027[20:17:08] *** lxkm|afk is now known as lxkm|work
L2028[20:17:58] <gigaherz> it still works!
L2029[20:18:01] <gigaherz> the proof of concept demo
L2030[20:19:59] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-06-30-0319-12.mp4
L2031[20:20:02] <gigaherz> it was coded in XNA ;P
L2032[20:20:10] <infinitefoxes_> 404 :p
L2033[20:20:10] ⇨ Joins: pixlepix (uid14779@id-14779.ealing.irccloud.com)
L2034[20:20:14] <gigaherz> still uploading
L2035[20:20:15] <gigaherz> now
L2036[20:20:16] <gigaherz> ;P
L2037[20:20:40] <pixlepix> What is the cause of a TE frequently and spontaneously losing all it's internal state? I know I've seen this bug before
L2038[20:20:46] <gigaherz> there's no navigation or anything, just that spinning camera ;P
L2039[20:21:00] <gigaherz> pixlepix: if you change the blockstate
L2040[20:21:05] <gigaherz> you need to override shouldRefresh in the TE
L2041[20:21:09] <williewillus> TileEntity.shouldREfresh
L2042[20:21:15] <pixlepix> ....Oh, fuck, that would be it
L2043[20:21:16] <pixlepix> Thanks
L2044[20:21:23] <gigaherz> to choose when NOT to refresh
L2045[20:21:26] <williewillus> common pattern is return oldState.getBlock != newState.getBlock()
L2046[20:21:31] <gigaherz> since the default behaviour for non-vanillablocks is "always
L2047[20:21:42] <gigaherz> williewillus: newSate -- there has been a typo there for a LONG time XD
L2048[20:21:49] <williewillus> shrug :P
L2049[20:22:16] <gigaherz> so,
L2050[20:22:24] <gigaherz> I shipped a new version of Ender-Rift using https://github.com/gigaherz/GraphLib/
L2051[20:22:33] <gigaherz> no bug reports so far ;p
L2052[20:23:11] <pixlepix> Well, that was an hour of debugging for a throughly stupid problem
L2053[20:23:14] <pixlepix> Yay coding!
L2054[20:23:17] <gigaherz> XD
L2055[20:23:25] <Unh0ly_Tigg> So
L2056[20:23:47] <Unh0ly_Tigg> who here remembers my json deserialization of blockstates issue with enum properties?
L2057[20:23:56] <gigaherz> not me ;P
L2058[20:24:06] <Unh0ly_Tigg> IProperty.parseValue(String) is apparently a thing...
L2059[20:24:12] <pixlepix> This week, I wasted 2 days of work time trying to sort because I forgot that I was using a csv
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L2061[20:26:41] <gigaherz> heh, heh.
L2062[20:26:44] <gigaherz> in that proof of concept
L2063[20:26:46] <gigaherz> I used Block IDs
L2064[20:26:49] <gigaherz> numeric ;P
L2065[20:27:24] <gigaherz> my terrain generator has... a lot of loops inside loops inside loops ;p
L2066[20:28:25] <gigaherz> to call my GenMeshes code sub-optimal would be an understatement
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L2068[20:29:45] <FusionLord> gigaherz, the issue was that there isn't a mvn for said mod :P
L2069[20:30:01] <gigaherz> lol
L2070[20:30:22] <TehNut> FusionLord: What mod
L2071[20:30:26] <gigaherz> well then you can't use that XD
L2072[20:30:36] <gigaherz> (the normal maven way ;P)
L2073[20:30:56] <TehNut> You can use Ivy on a DDL of the jar
L2074[20:30:58] <FusionLord> TehNut, Chisels & Bits
L2075[20:31:08] <FusionLord> that isn't the issue, all is worked out
L2076[20:33:03] <FusionLord> Thank you tho :)
L2077[20:39:30] <Digitalsabre> Is there any mod that allows you to remove items from the list of plants that will appear on grass when bonemeal is ued?
L2078[20:39:41] <Digitalsabre> used*
L2079[20:40:51] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
L2080[20:40:58] <williewillus> not that I know if
L2081[20:41:07] <williewillus> the set of plants that appears is contrtolled by the biome
L2082[20:41:18] ⇦ Quits: Telf0rd (~Telf0rd@101.165.4.155) (Ping timeout: 192 seconds)
L2083[20:44:56] <Digitalsabre> That sucks. I want to take Pam's flowers out of the list so that the only way they can be acquired is by breeding with AgriCraft.
L2084[20:45:58] <gigaherz> YAY this was easier than expected
L2085[20:46:10] <gigaherz> ported that proof of concept from XNA to MonoGame ;p
L2086[20:51:57] <gigaherz> night ppl
L2087[20:52:08] *** gigaherz is now known as ghz|afk
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L2093[20:59:14] <Drullkus> How do I subscribe an event? My getVillageBlockID(BiomeEvent.GetVillageBlockID event) event isn't firing :/
L2094[20:59:23] <williewillus> what do you mean subscribe an event
L2095[20:59:42] <Drullkus> Whatever it's called, I'm new to events D:
L2096[21:00:17] ⇨ Joins: abab9579 (~abab9579@112.166.128.227)
L2097[21:00:31] <williewillus> do you want to send out your own event or listen to someone else's?
L2098[21:00:38] <Drullkus> Listen for an event
L2099[21:00:46] <Drullkus> http://hastebin.com/ikadaxipaj.java
L2100[21:01:01] <Drullkus> On line 3 ^ FML sends out an event, I wanna listen
L2101[21:01:02] <williewillus> MinecraftForge.<BUS>.register( <an object instance that has @SubscribeEvent metohds in it> )
L2102[21:01:24] <williewillus> MinecraftForge.TERRAIN_GEN_BUS.register( <some object with @SubscribeEvent methods> )
L2103[21:01:26] <Drullkus> I have that in Init in my common proxy
L2104[21:01:30] <Drullkus> Oh :|
L2105[21:01:44] <Drullkus> I had EVENT_BUS
L2106[21:01:53] <williewillus> it posts to terrain gen bus ;p
L2107[21:02:01] <Drullkus> haha, that was silly of me
L2108[21:02:03] <Drullkus> Thanks! :D
L2109[21:02:13] <Drullkus> Let's see how bad the lag gets when I'm chiseling villages
L2110[21:03:19] <Drullkus> Gah! Still not chiseling!
L2111[21:04:11] <Drullkus> I've got a logger at the start of the method, not sure what else wrong is happening
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L2113[21:05:28] <williewillus> does it log anything?
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L2116[21:05:36] <Drullkus> Nope, no messages from the logger
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L2118[21:06:21] <williewillus> show the class with the event handler
L2119[21:06:29] <Drullkus> http://hastebin.com/ibirobapug.java
L2120[21:07:16] <williewillus> that should work
L2121[21:07:18] <williewillus> so idk
L2122[21:07:25] * Drullkus flips table
L2123[21:07:27] <williewillus> perhaps something is catching it before and canceling it
L2124[21:07:29] <williewillus> but I doubt it
L2125[21:07:46] * Drullkus sets priority to highest
L2126[21:08:02] <williewillus> did it not work with noraml priority?
L2127[21:08:14] <Drullkus> I had it on LOWEST, then I moved it to LOW
L2128[21:08:36] <williewillus> unless otherwise needed just leave it at default for most cases
L2129[21:09:58] <Drullkus> Hm :/
L2130[21:10:02] <Drullkus> Still not happening
L2131[21:10:11] <Drullkus> Gonna try normal
L2132[21:10:26] <Drullkus> tterrag: Absolute nub with events, help?
L2133[21:11:41] <Drullkus> williewillus: Yeah, even normal isn't helping
L2134[21:15:22] <Flaeme> Did BlockState get renamed to BlockStateContainer or something?
L2135[21:15:33] <Drullkus> ...???
L2136[21:15:40] <williewillus> other way around Flaeme
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L2138[21:15:54] <williewillus> wait nvm I derped
L2139[21:15:55] <williewillus> yes
L2140[21:16:02] <Flaeme> the rtd says to have createBlockState return new BlockState, but I don't see a BlockState
L2141[21:16:03] <williewillus> 1.8 BlockState is now BlockStateContaoner in 1.9
L2142[21:16:04] <Flaeme> Okay good
L2143[21:16:09] <williewillus> it should've noted that
L2144[21:16:29] <Flaeme> I was pretty sure given the signature but just making sure :P
L2145[21:17:30] <Flaeme> Ohh, I see it now, it was just lower down than I was :P
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L2148[21:23:53] <Drullkus> williewillus: Before complaining about an event not working, insert a logger.info into your CommonProxy.init
L2149[21:23:59] <Drullkus> Apparently that's not working. XD
L2150[21:24:06] <Drullkus> So the event handler is not being registered to the bus
L2151[21:24:13] <williewillus> did you declare @SidedProxy?
L2152[21:24:19] <Drullkus> Hm?
L2153[21:24:25] <williewillus> welp
L2154[21:24:44] <williewillus> forge doesn't know what your proxies are magically you need to tell it
L2155[21:24:44] <Drullkus> How does that work...?
L2156[21:25:02] <williewillus> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L2157[21:25:07] <williewillus> check the section on @SidedProxy
L2158[21:25:18] <Drullkus> We do our proxies like this though? https://github.com/Chisel-Team/Chisel/blob/1.7/dev/src/main/java/team/chisel/Chisel.java#L83
L2159[21:25:31] <williewillus> I'/m saying do you have one of those
L2160[21:26:19] <Drullkus> Er... But CommonProxy is run on both serv and client?
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L2162[21:26:27] <williewillus> read the article I just linked
L2163[21:27:24] <Drullkus> Damn, I'm horrible at reading now... Lemme read it
L2164[21:28:13] <barteks2x> Automaticaly hiding taskbar doesn't seem like a good idea, I'm missing all notifications :(
L2165[21:29:55] <Flaeme> getStateFromMeta seems to be deprecated... what am I supposed to implement instead?
L2166[21:30:01] <williewillus> nothing
L2167[21:30:05] <williewillus> it's an internal marker for mojang
L2168[21:30:19] <williewillus> just keep overriding it
L2169[21:30:42] <Flaeme> So I just have to deal with IDE complaining about it being deprecated? That sucks.
L2170[21:33:36] <Flaeme> Also, what am I supposed to pass to .withProperty?
L2171[21:33:46] <williewillus> read the rtd on blockstates
L2172[21:33:53] <williewillus> mcforge.readthedocs.io/en/latest/blockstates/states/
L2173[21:34:00] <Drullkus> williewillus: I'm missing on the information that I seem to be missing out on o.O
L2174[21:34:06] <williewillus> wat
L2175[21:34:55] <Drullkus> I mean, this should be working https://github.com/Chisel-Team/Chisel/blob/1.9/dev/src/main/java/team/chisel/Chisel.java#L75
L2176[21:34:57] <Flaeme> williewillus: it just says to use it / withProperty(<PROPERTY>, <VALUE>) which is... not very enlightening to me.
L2177[21:35:05] <williewillus> if you read the rest of the article before
L2178[21:35:10] <williewillus> you should know what goes there
L2179[21:35:22] <williewillus> do you know what a property is?
L2180[21:35:41] <Drullkus> Gah. minecreatr?
L2181[21:35:49] <minecreatr> Drullkus, ?????
L2182[21:35:57] <Drullkus> minecreatr, for some reason, https://github.com/Chisel-Team/Chisel/blob/1.9/dev/src/main/java/team/chisel/Chisel.java#L75 doesn't seem to be executing
L2183[21:36:03] <Flaeme> Ohhhhh, I get it, I pass the IProperty and then the value, gotcha.
L2184[21:36:14] <Drullkus> Specifically, line 10 here http://hastebin.com/ibirobapug.java
L2185[21:36:27] <Flaeme> in my case the static PropertyEnum I made.
L2186[21:36:31] <williewillus> yup
L2187[21:36:46] <minecreatr> Drullkus, I think common proxy only gets executed on dedicated servers maybe?
L2188[21:36:49] <minecreatr> why is it even in the proxy???
L2189[21:36:59] <williewillus> wat
L2190[21:37:06] <Drullkus> Er, because you register events in proxies? >_.
L2191[21:37:09] <Drullkus> ._. *
L2192[21:37:10] <williewillus> whatever you indicate in clientProxy= is instantiated on physical servers
L2193[21:37:12] <williewillus> *clients
L2194[21:37:21] <williewillus> whatever you indicate in serverproxy is instantiated on physical servers
L2195[21:37:31] <williewillus> whether those two call each other or not is not forge's concern
L2196[21:37:35] <williewillus> the commonproxy pattern is silly
L2197[21:37:48] <williewillus> since if it's common to both sides it shouldn't be in a proxy from the start
L2198[21:37:53] <minecreatr> Drullkus, you register client events in client proxies?
L2199[21:38:05] <Drullkus> No, this is worldgen related
L2200[21:38:10] <Drullkus> It should be serverside?
L2201[21:38:15] <williewillus> yes
L2202[21:38:20] <minecreatr> Drullkus, if it isn't clientside only it dosn't need to be in a proxy
L2203[21:38:25] <williewillus> ^
L2204[21:38:29] <Drullkus> ...What
L2205[21:38:34] <williewillus> proxy is for classes that are only present on one side
L2206[21:38:38] <williewillus> e.g. rendering models
L2207[21:38:44] <minecreatr> ^
L2208[21:38:49] <Drullkus> ....Oh
L2209[21:38:57] <williewillus> and when I said side just then I meant physical side
L2210[21:38:58] <Drullkus> I half get it
L2211[21:39:01] <williewillus> not logical side
L2212[21:39:02] <minecreatr> CommonProxy only is used if someone is hosting a dedicated multiplayer server
L2213[21:39:08] <Drullkus> I kinda get it
L2214[21:39:12] <williewillus> why is it named commonproxy >.<
L2215[21:39:15] <Drullkus> So can I just put it in Chisel.Init
L2216[21:39:19] <Drullkus> Blame tterrag
L2217[21:39:21] <Drullkus> Or minecreatr
L2218[21:39:22] <williewillus> :P
L2219[21:39:28] <Drullkus> I didn't write this class
L2220[21:39:32] <minecreatr> williewillus, all the tutorials call is CommonProxy
L2221[21:39:34] <williewillus> well tterrag thinks the CommonProxy pattern is stupid too
L2222[21:39:42] <minecreatr> the notation in @SidedProxy is serverSide= I think williewillus
L2223[21:39:47] <williewillus> by all tutorials we mean pahi's tutorials xP
L2224[21:39:55] <Drullkus> lol
L2225[21:39:58] <williewillus> goddammit
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L2227[21:40:03] <minecreatr> williewillus, I did it before he made his, but yeah xD
L2228[21:40:23] <williewillus> the point is that if it's common to both physical sides it shouldn't even be proxied lol
L2229[21:40:33] <Drullkus> OH
L2230[21:40:37] <Drullkus> I get it now.
L2231[21:40:40] <Drullkus> I think
L2232[21:40:42] <Drullkus> yea
L2233[21:40:52] <minecreatr> there is no problem with subscribing to that event on the client
L2234[21:40:55] <minecreatr> it just wont get called
L2235[21:40:59] <williewillus> yeah
L2236[21:41:00] <minecreatr> so it dosn't matter
L2237[21:41:24] <Drullkus> Aaah
L2238[21:41:44] <Drullkus> It uses a RNG so I kinda like'd to avoid a desync
L2239[21:41:55] <Drullkus> I should make it depend on the seed
L2240[21:42:25] <Drullkus> YES!
L2241[21:42:29] <Drullkus> I made the game crash!
L2242[21:42:39] <Drullkus> Thanks williewillus, we have made progress in the name of science
L2243[21:42:45] <williewillus> lol
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L2246[21:45:21] <Flaeme> is there something other than setRegistryName I should be using? because it doesn't seem to exist even though it does???
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L2248[21:48:36] <williewillus> wat
L2249[21:48:39] <williewillus> it should exist :P
L2250[21:48:59] <Flaeme> IDK, it's weird.
L2251[21:49:00] <Flaeme> No signature of method: static link.midna.zone.block.BlockColoredPlain.setRegistryName() is applicable for argument types: (java.lang.String) values: [colored_plain]
L2252[21:49:32] <williewillus> because it takes a ResourceLocation
L2253[21:49:34] <williewillus> not a string
L2254[21:49:59] <Flaeme> Docs say it should take a string as a shortcut, but I'll try. *shrugs*
L2255[21:55:06] <Flaeme> Cannot reference non-static symbol setRegistryName from static context is what IDEA is telling me
L2256[21:55:38] <Flaeme> And it's saying me constructing a ResourceLocation is somehow "ambiguous"?
L2257[21:58:22] <Flaeme> Wait, should my Block be static?
L2258[21:58:40] <williewillus> wat
L2259[21:58:53] <williewillus> blocks are flyweight singletons
L2260[21:58:55] <williewillus> so no
L2261[21:59:04] <williewillus> you construct one and only one instance of a block
L2262[21:59:18] <williewillus> and work with that instance
L2263[21:59:29] <Flaeme> okay, hmm
L2264[21:59:33] <Flaeme> weird...
L2265[21:59:47] <williewillus> it's for a good reason :P
L2266[22:00:12] <Flaeme> Nah, the weird was about this problem, still not sure what's going on.
L2267[22:00:26] <Flaeme> Everything was going well until I tried to register my block :P
L2268[22:00:43] <williewillus> uhh did you not make a new instance of it at any time?
L2269[22:00:53] <Flaeme> .....
L2270[22:00:59] <Flaeme> Oh my god I'm stupid
L2271[22:01:08] <williewillus> one and only one instance of a block should exist
L2272[22:01:10] <Flaeme> I tried calling it from a static context, that's why
L2273[22:01:11] <williewillus> but there should still be one
L2274[22:01:18] <williewillus> :P
L2275[22:01:21] <Drullkus> ....
L2276[22:01:29] <Drullkus> Sooo... How do I check if a block isn't air?
L2277[22:01:31] <Flaeme> I just did BlockColoredPlain not BlockColoredPlain(constructor args)
L2278[22:01:45] <williewillus> Drullkus: !world.isAir(pos)
L2279[22:01:47] <williewillus> or similar name
L2280[22:01:54] <Drullkus> Apparently event.getOriginal().equals(Blocks.AIR) doesn't work
L2281[22:02:03] <Drullkus> I don't have access to the world from the event I think
L2282[22:02:08] <Drullkus> lemme look
L2283[22:02:09] <williewillus> state.isAir
L2284[22:02:34] <Flaeme> Should I keep a reference to my block, or is it okay to construct it inline in GameRegistry.register?
L2285[22:02:42] <williewillus> you probably want to keep it lol
L2286[22:02:52] <williewillus> how are you going to place it in the world?
L2287[22:02:54] <williewillus> if you don't haveit
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L2289[22:03:14] <Drullkus> I'm not placing blocks in the world
L2290[22:03:21] <williewillus> not you haha
L2291[22:03:24] <Drullkus> It's still the event handling I'm do-
L2292[22:03:25] <Flaeme> I'm not either?
L2293[22:03:25] <Drullkus> blah
L2294[22:03:38] <Flaeme> Or am i missing something?
L2295[22:03:46] <williewillus> i mean what kind of block is this?
L2296[22:04:00] <williewillus> registering a block and not holding on to an instance of it means you can't use it
L2297[22:04:01] <williewillus> ever
L2298[22:04:04] <williewillus> its useless
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L2300[22:04:28] <Flaeme> Well I don't think I need to use it myself?
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L2302[22:04:57] <Flaeme> Oh wait...
L2303[22:05:00] <Flaeme> Okay.
L2304[22:05:06] <Drullkus> williewillus: For some reason state.isAir doesn't exist...?
L2305[22:05:24] <Flaeme> For say crafting, I still need it. Gotcha, creating a registry class to hold them I guess :P
L2306[22:06:47] <Drullkus> williewillus: For some reason my "if(originalState == null || !originalState.equals(Blocks.AIR))" check still makes the game crash on tile.air
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L2309[22:12:37] <williewillus> wat
L2310[22:12:48] <williewillus> well first states are never gonna be null
L2311[22:12:54] <williewillus> it shouldn't be at least
L2312[22:13:11] <williewillus> and i misremembered you have to do state.getblock().isAir(state ...
L2313[22:15:22] <Drullkus> If you're going to do the isAir check you still need the world
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L2318[22:27:51] <tterrag> ther is an isAir method in world too no?
L2319[22:28:42] <Flaeme> any suggestions on how I should store my blocks and items? static, singleton, etc?
L2320[22:29:05] <Flaeme> I don't want to just dump them all in my mod class...
L2321[22:29:53] <Flaeme> i guess having an instance of a class in my mod that holds them is probably my best bet.
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L2324[22:36:04] <Zaggy1024> Drullkus, your line of code is comparing an IBlockState and a Block
L2325[22:36:13] <Zaggy1024> if nobody corrected you about that yet..
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L2327[22:36:54] <Drullkus> I fixed that too
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L2329[22:37:04] <Zaggy1024> still crashing, or is it good?
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L2335[23:06:20] <Flaeme> Well, I think my block is properly inplemented now? Now I need to figure out rendering :P
L2336[23:07:07] <Flaeme> Or at least it exists in saves, which is a good sign, I would think.
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L2340[23:16:00] <FusionLord> is there a way to force an update that calls getRenderType?
L2341[23:16:29] <McJty> How can you make a recipe for the anvil to name items?
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