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L16[01:05:00] <tterrag> $ labels add 3064 bug
L17[01:05:12] <tterrag> guess the bot is dead for the month
L18[01:05:21] <tterrag> unless fry|back18aug decides to return early
L19[01:05:49] <tterrag> unless you have access to the bot LexManos ?
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L27[01:51:53] <fry|back18aug> tterrag: I'll fix it in a couple of days
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L30[01:59:52] <Cypher121> if a chunk with tileentity goes out of view, will it stop rendering? I vaguely remember some problems with that and am experiencing something similar right now
L31[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160705 mappings to Forge Maven.
L32[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160705-1.10.2.zip (mappings = "snapshot_20160705" in build.gradle).
L33[02:00:15] <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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L36[02:03:30] <SparkVGX> can I access minecraft sounds to play on demand?
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L54[02:55:40] <tterrag> is there a vanilla packet to sync item NBT to server?
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L75[04:00:38] <Inari> Hello again ^^ Whats the 1.9 replacement for BlockContainer/Tile
L76[04:01:01] <Inari> Hm, guess my message got cut short htere
L77[04:01:14] <tterrag> there isn't one. BLockContainer was never for mod use
L78[04:01:16] <Inari> "Whats the 1.9 replacement for BlockContainer/Tile
L79[04:01:19] <Inari> :f
L80[04:01:47] <Inari> what was it uses for then?
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L82[04:02:02] <tterrag> vanilla
L83[04:02:06] <Inari> oh, i somehow inserted some weird symbol into my message that cut it into half
L84[04:02:15] <Inari> what about TileEntityContainer?
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L86[04:04:30] <LatvianModder> That exists?
L87[04:05:16] <LatvianModder> just do it like this.. https://github.com/LatvianModder/XPTeleporters/blob/1.9/src/main/java/com/latmod/xpt/block/BlockTeleporter.java#L60-L71
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L90[04:07:07] <Inari> it does :D and okay, thanks
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L92[04:08:05] <tterrag> http://i.imgur.com/Nj9BRLf.png
L93[04:08:06] <tterrag> nope
L94[04:08:32] <Inari> oh, yeah..
L95[04:08:33] <Inari> forget that part
L96[04:09:14] <Inari> its a custom extension of tileentity iwth IInventory it appears
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L120[05:38:08] <r3becca> i want to implement a feature in my mod. which is basically: when an item impacts with a block, if conditions are met (valid item and block types) then the item will vanish and the block type will change.
L121[05:38:38] <r3becca> but if conditions are not met, it bounces off/falls away like nothing happened
L122[05:38:52] <sham1> Okay?
L123[05:39:03] <r3becca> can someone point me in the right direction for where to begin with this
L124[05:39:16] <sham1> Check if an entity hits your block
L125[05:39:26] <sham1> Test if the entity is an EntityItem or something similar
L126[05:39:29] <r3becca> is there an OnImpact event for items or something?
L127[05:39:30] <sham1> If it is, check the item
L128[05:39:31] <Inari> check how botania does it xD
L129[05:39:53] <r3becca> Inari: oh, botania does something similar?
L130[05:40:07] <Inari> it has where you throw stuff into the apothecary or mana pools, yeah
L131[05:40:44] <tterrag> for that to work the item has to enter the block bounds
L132[05:40:52] <tterrag> it won't work for a full block
L133[05:41:29] <r3becca> Inari: woudl the botania approach work if the item is dropped/thrown by a machine?
L134[05:41:40] <tterrag> I don't see why not
L135[05:41:41] <Inari> https://github.com/Vazkii/Botania/blob/66a5c5e57817c258154c517dfe66e91f3c1549cc/src/main/java/vazkii/botania/common/block/mana/BlockPool.java#L123
L136[05:41:53] <Inari> not sure which verison that was from though :f
L137[05:42:17] <Inari> seems thats 1.7.10
L138[05:42:22] <Inari> so you might need to check if the event changed
L139[05:42:37] <Inari> what happened to StatCollector in 1.9 by the way?
L140[05:42:39] <r3becca> tterrag: ahhh, they will be full blocks..
L141[05:42:49] <r3becca> Inari: oh, neat, thanks
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L143[05:43:06] <tterrag> again, that method is only called if the item ENTERS the block space
L144[05:43:11] <tterrag> which is impossible for a full block
L145[05:43:13] <r3becca> ah
L146[05:43:42] <r3becca> are there any other approaches to detect an item-block collision?
L147[05:44:09] <Inari> could check the code that calls it and imitate how it checks :D
L148[05:44:27] <tterrag> it's called by the entity
L149[05:44:39] <r3becca> ahh
L150[05:44:46] <tterrag> the only other way is to have a TE and check with world.getEntitiesWithinAABB
L151[05:44:57] <tterrag> or use scheduled block updates to do the same
L152[05:44:59] <tterrag> never done that myself
L153[05:45:00] <r3becca> that sounds computationally expensive
L154[05:45:04] <Inari> that kinda stuff always sounds terribly laggy to me
L155[05:45:25] <tterrag> it's probably not as bad as you think
L156[05:45:30] <Inari> then again, item pipes should do about the same 24/7
L157[05:45:30] <tterrag> but you can mitigate it by only checking every X ticks
L158[05:45:36] <Inari> (ones that suck from world)
L159[05:45:46] <tterrag> it's what hoppers do
L160[05:45:55] <r3becca> okay
L161[05:46:01] <sham1> Every 5 ticks would be an acceptible time frame
L162[05:46:07] <tterrag> yep
L163[05:46:14] <tterrag> a quarter of a second is barely noticeable to any player
L164[05:46:17] <Inari> i learned coding in some multiplayer game where server/client communication was slow, and running anything ever 50ms on the server was frowned upon... guess that shows still :p
L165[05:46:32] <tterrag> you could potentially use scheduled block updates to do this but you'd be on your own
L166[05:46:38] <tterrag> I've never done that
L167[05:47:40] <Inari> translating this from fmp to mcmp will be fun
L168[05:47:52] <amadornes> hm? :P
L169[05:48:14] <amadornes> oh
L170[05:48:18] <Inari> amadornes: :P i know nothign of fmp or mcmp usage :D
L171[05:48:28] <Inari> porting something, or trying to
L172[05:48:30] <Inari> and it uses fmp
L173[05:48:35] <amadornes> right
L174[05:48:39] <amadornes> they are pretty much the same
L175[05:48:45] <Inari> good to hear
L176[05:48:56] <r3becca> the reason why i'm asking: i'm working on building some pseudo chemistry into my mod. treating voxels like atoms/molecules. voxels will move around randomly to simulate brownian motion.
L177[05:49:00] <amadornes> the actual FMP that'll go into Forge may not be, though... :P
L178[05:49:19] <Inari> amadornes: haha, well can port it again then :D
L179[05:49:24] <amadornes> heh :P
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L181[05:50:03] <Inari> amadornes: call it fmp2
L182[05:50:04] <Inari> :f
L183[05:50:09] <amadornes> trfmp
L184[05:50:19] <amadornes> The Real Forge MultiPart :P
L185[05:50:24] <r3becca> and energetic atoms/molecules will alternate between being items and voxels. breaking themselves, flinging off an item that travels a distance (with gravity off), then condenses back into a voxel
L186[05:50:34] <amadornes> fmpwocb could also work
L187[05:50:40] <Inari> r3becca: sounds interesting, hope it wont turn out super laggy :D
L188[05:50:49] <Inari> wocb?
L189[05:50:56] <amadornes> without chickenbones lol
L190[05:51:00] <Inari> ah :P
L191[05:51:14] <amadornes> but yeah... we'll see :P
L192[05:51:16] <r3becca> and i would like to add the feature where if an item impacts an element it might react
L193[05:51:24] <heldplayer> Will the real Forge MultiPart please stand up?
L194[05:51:28] <r3becca> Inari: me too!
L195[05:52:03] <Inari> i wonder if anyone made "port guides"
L196[05:52:11] <amadornes> most likely not
L197[05:52:25] <amadornes> what mod is it, Inari?
L198[05:52:29] <Inari> with most things i can find tehri new version easy enough :P
L199[05:52:35] <Inari> but some are like "where did that vanish to"
L200[05:52:40] <Inari> integrated circuits :D
L201[05:52:49] <amadornes> ouhhh... right
L202[05:52:51] <amadornes> rendering
L203[05:52:58] <Inari> yeah rendering i will look at still
L204[05:53:00] <amadornes> you're going to have to use 1.8+'s model system... :P
L205[05:53:04] <Inari> that gist pasted yesterday will be helpful there
L206[05:53:11] <tterrag> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L207[05:53:15] <Inari> currently im ignoring rendering :D
L208[05:53:22] <Inari> need to get it to run first
L209[05:53:26] <amadornes> and what CB calls "dynamic rendering" is now MultipartSpecialRenderer (a TESR for multiparts)
L210[05:53:28] <tterrag> https://gist.github.com/williewillus/57d7093efa80163e96e0
L211[05:54:27] <Inari> ah, nice primer there too :D
L212[05:55:02] <Inari> still trying to find Mr. Statcollector
L213[05:55:07] <amadornes> I18n
L214[05:55:15] <Inari> hm
L215[05:55:24] <r3becca> thanks for the advice sham1 and tterrag and Inari :)
L216[05:55:33] <masa> hmm, so about that item impacting a block... since this is a pretty special case, wouldn't extending EntityItem, enabling noClip and then doing things in the Block#onENtityCollidedWith work too?
L217[05:55:52] <r3becca> masa! :D
L218[05:56:08] <masa> yep hey o/
L219[05:56:08] * r3becca gives masa a hug
L220[05:56:29] <Inari> well first i'll try ot make this run with the multipart things disabled i guess...
L221[05:57:10] <amadornes> it runs without FMP, Inari?
L222[05:57:35] <Inari> i feel like i had used I18n somewhere else too though.. which wasnt StatCollector
L223[05:57:50] <r3becca> oh, i have a different query also
L224[05:57:52] <Inari> amadornes: i assume so, given it has a "isFMPLoaded" check in init and does extra stuff if it is
L225[05:57:55] <amadornes> yes, there was the clientside I18n and the serverside StatCollector
L226[05:58:00] <amadornes> now they are both I18n
L227[05:58:01] <Inari> ah
L228[05:58:06] <Inari> okay, thanks
L229[05:58:09] <r3becca> minecraft supports a lot of block types.
L230[05:58:24] <amadornes> well... if it doesn't require FMP you may be lucky...
L231[05:58:31] <Inari> :p
L232[05:58:42] <amadornes> did I explain to you the possible new multipart system?
L233[05:58:42] <Inari> im not sure though
L234[05:58:46] <r3becca> but if you are modding it.. at what point will adding copious new blocks start being a problem for the game in general?
L235[05:58:58] <Inari> amadornes: i just know you mentioned it not needing any extra code to make any blocka multipart
L236[05:58:59] <Inari> or something
L237[05:59:00] <r3becca> is there a fixed limit somewhere
L238[05:59:01] <sham1> But one should not be using the "common" I18t
L239[05:59:02] <r3becca> ?
L240[05:59:07] <amadornes> basically, yeah
L241[05:59:17] <sham1> Because, first of all, translating only makes sense with human people
L242[05:59:21] <amadornes> you'd just tag your block with IMultipart or something like that
L243[05:59:31] <amadornes> and it'd work right away
L244[05:59:35] <Inari> fancy
L245[05:59:38] <tterrag> not a cap?
L246[05:59:46] <amadornes> nah
L247[05:59:50] <amadornes> I don't want to require a TE
L248[06:00:02] <tterrag> how are you ever going to store multiparts without a TE
L249[06:00:07] <Inari> so, we can multipart all vanilla blocks/
L250[06:00:16] <amadornes> multiparts would be stored in a TE
L251[06:00:23] <amadornes> but the multiparts themselves wouldn't need to be one
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L253[06:00:28] <amadornes> ie. torches and levers
L254[06:00:29] <masa> r3becca: well the hard limit atm is 4096 different block IDs, and then depending on how complex models each one uses, the amount of model data/memory usage might get a bit heavy at some point (see some bicg mod packs in 1.8+)
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L256[06:00:41] <tterrag> if only we had block caps
L257[06:00:46] <amadornes> hopefully so, Inari :P
L258[06:00:46] <Inari> the 4096 limit is still scary
L259[06:01:07] <amadornes> tterrag, that's something I asked fry about a while ago and he said they were looking into it
L260[06:01:16] <masa> have big packs actually ever had problems with running out of block ids?
L261[06:01:18] <sham1> Yeah, if only block caps were a thing
L262[06:01:19] <tterrag> funny because when I asked about it they shut me down
L263[06:01:20] <tterrag> *shrug*
L264[06:01:21] <amadornes> so maybe some day :)
L265[06:01:22] <sham1> It would be nice
L266[06:01:32] <tterrag> I should get to bed
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L268[06:01:39] <sham1> Attach properties to blocks
L269[06:01:51] <sham1> Kind of like tags
L270[06:02:21] <r3becca> masa: ahhh, good to know
L271[06:02:24] <r3becca> thanks
L272[06:02:36] <Inari> what is the flags parameter in notifyBlockUpdate? seems that isnt documented :x
L273[06:02:42] <Inari> ah, nice https://github.com/kashike/migration/wiki/1.8.9-to-1.9 even lists the StatCollector
L274[06:03:01] <kashike> :)
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L276[06:12:38] <Inari> what was the command to resolve function names again?
L277[06:13:21] <kashike> see !help
L278[06:14:17] <Inari> !help
L279[06:14:47] <Inari> thanks ^^
L280[06:16:01] <Inari> !gm NBTTagList.func_150306_c 1.7.10
L281[06:16:44] <Inari> oh look, Sangar made the last change to that
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L285[06:26:51] <sham1> Wait, 1.7.10 mappings
L286[06:26:52] <sham1> What
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L288[06:27:55] <Inari> well in the orignal code this was just func_150306_c so i had no clue what to call it now when porting to 1.9.0 :p
L289[06:28:15] <Inari> but im assuming the 150306_c would have changed in 1.9.0 mappings? no clue
L290[06:28:40] <sham1> Isn't func_150306_c an SRG name
L291[06:29:02] <Inari> no clue :D the name makes sense at least (NBTTagList.getIntArrayAt
L292[06:29:02] <kashike> mhm
L293[06:29:35] <Inari> do srg names not change?
L294[06:29:49] <Inari> !gm NBTTagList.func_150306_c
L295[06:29:50] <sham1> That would be the purpose.
L296[06:29:54] <Inari> guess not
L297[06:30:45] <kashike> they don't change, but they can be removed completely, requiring I w
L298[06:30:55] <kashike> requiring setting names again
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L300[06:32:58] <sham1> Well damn it Mojang
L301[06:33:05] <sham1> Going and deprecating getActualState
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L307[07:07:31] <masa> bleh my placement preview mod is just completely fudged with many modded blocks
L308[07:08:10] <masa> stuff like ender io conduits, some machines, and evene the quite clear glass just come up as missing model
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L325[08:08:47] <AKTheKnight> !mh func_77655_b
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L337[08:45:28] <Kopharex> How do i get a logger for my mod in 1.9?
L338[08:48:31] <heldplayer> I think you should be able to get it from PreInitializationEvent
L339[08:49:05] <Kopharex> Would you be so kind to tell me the method you use to do that?
L340[08:49:10] <Kopharex> Can't find it anywhere.
L341[08:50:25] <heldplayer> I haven't done modding in a while so I assumed it still existed, but if it's gone then I don't know =:P
L342[08:50:36] <heldplayer> Also, I have 4 eyes it seems
L343[08:51:37] <sham1> Those are just eye brows
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L345[08:53:53] <kashike> FMLPreInitializationEvent, event.getModLog()
L346[08:54:19] <Kopharex> Thank you!
L347[08:55:29] <sham1> You know, if you just used your IDE
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L349[09:03:47] ⇨ Joins: Ward0w (kiwiirc@LFbn-1-6044-76.w90-110.abo.wanadoo.fr)
L350[09:04:11] <Ward0w> Hi
L351[09:04:48] <Ward0w> I'm getting this warning : [16:02:13] [Client thread/WARN]: ResourcePack: ignored non-lowercase namespace: AutoTorch/ in C:\Users\Wiliam\Desktop\Forge\forge-1.7.10-10.13.4.1558-1.7.10-src\bin
L352[09:05:21] <Ward0w> Is it because the .lang files have to be in a lowercase folder ?
L353[09:06:08] <kashike> iirc yes
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L357[09:11:33] <Ward0w> Is there an event called every time a player moves ? (in 1.7.10)
L358[09:11:52] <Ward0w> and thanks kashike
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L364[09:38:01] <masa> so getExtendedState is Forge added?
L365[09:39:05] <masa> seems to be in the forge section of Block
L366[09:39:13] <masa> as is over half of the Block class, lol
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L368[09:44:41] <gigaherz> yes masa
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L370[09:44:57] <gigaherz> vanilla mc doens't have any of the extended blockstates
L371[09:45:03] <gigaherz> the whole concept of them is forge-specific
L372[09:46:35] <masa> hmm, well now I don't get the missing model with ender io conduits anymore after I noticed one derp with the block state and models, but now they won't render anything at all...
L373[09:48:30] <gigaherz> lol
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L375[09:50:31] <masa> and the quite clear glass works now too
L376[09:51:29] <masa> hm, but sould binder and dimensional tranceiver don't
L377[09:51:54] <masa> I just get a full block quad corners but no model
L378[09:53:40] <masa> haha, the C & B blocks now look rather funky
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L380[09:55:31] <plathrop> enderio is one of my favorite mods :-)
L381[09:56:38] <masa> I think I'm rather in the minority when I say I have never used ender io, and from what I've seen in videos, I don't really like it
L382[09:57:24] <masa> it seems too.... somehting, like fine detailed/complex for minecraft
L383[09:57:32] <plathrop> Fair enough. I can see why it would not be to certain tastes for sure.
L384[09:57:59] <masa> mostly the conduits are so small and detailed and the fact that you can place multiple types in the same block space
L385[09:58:26] <masa> it's just so different from how the vanilla game works and feels to me
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L389[10:00:24] <masa> hm, something strange going on with the creative inventory, every now and then I suddenly have duplicate stacks of certain items
L390[10:00:39] <masa> has anyone else noticed that?
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L392[10:01:31] <masa> hmm strange, the conduit breaking particles are "one break behind"
L393[10:02:10] <masa> the first one I broke had missing model particles, now whichever type of conduit I break the particles are from the previous type I broke
L394[10:02:18] <raoulvdberge> is it bad that i'm not registering a TE capability with CapabilityManager.INSTANCE.register?
L395[10:02:26] <raoulvdberge> I'm just injecting my interface with @CapabilityInject
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L418[11:16:30] <Ward0w> What's the difference between MinecraftForge.EVENT_BUS.register() and FMLCommonHandler.instance().bus().register() ? In which case do I use them ?
L419[11:17:24] <diesieben07> in modern forge the 2nd is obsolete (as indicated by the deprecation)
L420[11:17:35] <Ward0w> i'm using 1.7.10
L421[11:17:39] <diesieben07> Update.
L422[11:17:41] <sham1> Update
L423[11:17:53] <plathrop> lol
L424[11:18:04] <diesieben07> in earlier versions there were two event buses, the FML one was used for FML events, the forge one for forge events. but both use the forge bus now (MinecraftForge.EVENT_BUS)
L425[11:18:10] <Ward0w> if I write a mod in the latest version, will it work with 1.7.10 ?
L426[11:18:26] <sham1> We'd rather not provide support for a deprecated version
L427[11:18:32] <diesieben07> No, of course not.
L428[11:18:41] <diesieben07> Why do you care about 1.7.10?
L429[11:18:49] <sham1> inb4 server or modpack
L430[11:18:54] <Ward0w> Most modpacks are in 1.7.10
L431[11:19:00] <sham1> I CALLED IT
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L433[11:20:19] <Ward0w> Thanks for your help :)
L434[11:20:31] <diesieben07> you should really update.
L435[11:20:40] <diesieben07> people like you are the REASON most modpacks are in 1.7.10
L436[11:21:08] <plathrop> It's a self-reinforcing cycle, man! :-)
L437[11:21:14] <sham1> Yes
L438[11:21:16] <plathrop> But seriously, update.
L439[11:21:20] <sham1> It is a positive feedback loop
L440[11:21:27] <sham1> Well, positive for the effect
L441[11:21:31] <sham1> Negative for the modpacksa
L442[11:22:06] <gigaherz> yaaay, my 500gb SSD is here :D
L443[11:22:11] <Ward0w> I'll update ^^
L444[11:22:16] <gigaherz> (it just took me to walk over an hour to get to the distribution center)
L445[11:22:21] <sham1> Also, seeing as porting would be very easy, is there a 1.10.3 modpack already
L446[11:22:32] <sham1> Or is the latest 1.9.4
L447[11:22:32] <diesieben07> 1.10.3? goddamnit mojang
L448[11:22:37] <sham1> Well, 1.10.2
L449[11:22:45] <sham1> Version numbers are confusing
L450[11:22:51] <diesieben07> haha
L451[11:23:26] <gigaherz> sham1: haven't heard of any, but that doesn't mean much ;P
L452[11:23:36] <gigaherz> my feet hurt.
L453[11:23:41] <sham1> Hmm
L454[11:23:52] <sham1> Well, 1.9.4 would probably then be the very latest
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L456[11:24:31] <gigaherz> [18:16] (Ward0w): What's the difference between MinecraftForge.EVENT_BUS.register() and FMLCommonHandler.instance().bus().register() ? In which case do I use them ?
L457[11:24:33] <gigaherz> just for reference
L458[11:24:46] <plathrop> sham1 Every time I see your nick I think it's "sha1", and then the connotation of a "sham1" signature algorithm makes me giggle.
L459[11:24:51] <gigaherz> the rule of thumb was "if it has fml in the package, it belongs on the FML bus"
L460[11:24:56] <sham1> :P
L461[11:25:13] <gigaherz> plathrop: well if the US government had it their way
L462[11:25:14] <gigaherz> ;P
L463[11:25:39] <sham1> Well, we already have SHA512
L464[11:25:41] <plathrop> indeed
L465[11:25:43] <Ward0w> gigaherz: ok !
L466[11:26:09] <plathrop> gigaherz The officially endorsed encryption algo of the US government is rot26
L467[11:26:30] <sham1> They might as well just encrypt stuff with base64 or something
L468[11:26:34] <plathrop> For the protection of the citizenry
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L470[11:27:24] <gigaherz> hmf
L471[11:27:25] <gigaherz> so
L472[11:27:27] <gigaherz> i have a new SSD
L473[11:27:36] <gigaherz> and I want to port my OS over to it
L474[11:27:37] <sham1> 500GB
L475[11:27:40] <gigaherz> what tool do I use
L476[11:27:46] <diesieben07> plathrop, is that better than double ROT13? I might need to update.
L477[11:27:47] <sham1> How expensive was that
L478[11:27:48] <gigaherz> I'm thinking clonezilla
L479[11:27:53] <gigaherz> sham1: 130eur + shipping
L480[11:28:00] <sham1> Not even that expensive
L481[11:28:02] <gigaherz> yeah
L482[11:28:05] <plathrop> diesieben07 Obviously. 26 > 13, so it must be better. It has double the rot!
L483[11:28:06] <gigaherz> I considered a pcie one
L484[11:28:06] <Ward0w> gigaherz: easeUs Todo Backup worked fine for me
L485[11:28:09] <gigaherz> but those were 350+
L486[11:28:13] <sham1> Well, for people with disposable income
L487[11:28:20] * diesieben07 dies from missing brain cells
L488[11:28:34] <sham1> rotten brain cells*
L489[11:28:42] <gigaherz> rotated*
L490[11:28:47] <plathrop> lol
L491[11:28:49] <gigaherz> by 26.
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L493[11:28:58] <plathrop> DOUBLE rotated by 26, man
L494[11:29:10] <gigaherz> sorry, my bad
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L496[11:29:26] <gigaherz> I was wrapping around in my head
L497[11:29:39] <sham1> ROT26 would actually somewhat encrypt something in my language, as we have 28 letters
L498[11:30:07] <gigaherz> yeah but it would take a fraction of a second to decode
L499[11:30:08] <plathrop> sham1 there are no other languages, ASCII 4evar #amurrican
L500[11:30:11] <plathrop> :-P
L501[11:30:20] <sham1> Well, 29
L502[11:30:28] <sham1> But we usually don't count Å
L503[11:31:01] <sham1> Well, ASCII is a subset of UTF-8 so..
L504[11:31:05] <sham1> I ain't complaining
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L506[11:33:07] <sham1> I never understood why ASCII was 7 bits
L507[11:33:17] <diesieben07> because old computers used that :P
L508[11:33:52] <plathrop> I was taught it was to reserve a bit for a checksum
L509[11:34:14] <sham1> If you can fit a checksum into 0x80, be my guest
L510[11:34:17] <plathrop> not sure how accurate that was, though, because that prof was one who would make shit up instead of say "I don't know"
L511[11:34:46] <sham1> Well, good thing that it was only 7 bits long
L512[11:35:00] <sham1> Otherwise UTF-8 would not be a thing
L513[11:35:14] <sham1> While keeping backwards compatibility
L514[11:37:06] <sham1> I think I need to install more fonts, so I can actually see emoji
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L518[11:45:32] <Inari> %tell Vexatos http://akari.in/pinky_wxuMR heh
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L545[12:47:48] <gigaherz> finally
L546[12:47:56] <gigaherz> so I cloned with clonezilla
L547[12:47:59] <gigaherz> which worked well enough
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L549[12:48:13] <gigaherz> buti t left the partition table slightly broken -- it wasn't using all the space
L550[12:48:20] <sham1> You could have backed up and installed
L551[12:48:23] <sham1> TO the SSD
L552[12:48:28] <gigaherz> then I had to reboot again, open the console
L553[12:48:31] <gigaherz> ender parted
L554[12:48:35] <gigaherz> tell it to fix the table
L555[12:48:39] <gigaherz> and reboot again
L556[12:48:45] <sham1> Wait, what OS do you use
L557[12:48:47] <gigaherz> justto be able to use EaseUS partition manager
L558[12:48:59] <gigaherz> move the two "recovery" partitions to the end of the disk
L559[12:49:10] <gigaherz> and be able to tell windows' disk management to extend the main system partition
L560[12:49:18] <gigaherz> sham1: windows, used clonezilla from USB
L561[12:49:27] <gigaherz> Hard Drives: [C:] 373.12/464.66 GB [F:Build] 13.12/55.77 GB [G:Backups & Crap] 795.80/1862.89 GB [H:Crap] 633.72/1863.01 GB
L562[12:49:29] <sham1> But parted
L563[12:49:35] <gigaherz> in the clonezilla session
L564[12:49:40] <gigaherz> which is linux-based
L565[12:49:45] <sham1> Ah
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L579[13:33:27] <capitalthree> AnrDaemon: I asked a question on https://github.com/alexbobp/TinkeredConstructer/issues/1 I'm poking you in case you forgot since I know it's been almost 2 weeks
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L582[13:50:48] <theFlaxbeard> How are client ticks vs world ticks vs server ticks handled in terms of scheduling? If I increment a variable that I use for rendering on a client tick, the transition is smooth. If I do so on a server tick, it appears choppy, even though I do this on the tickstart for both tick types.
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L584[13:51:08] <sham1> Well, the thing is
L585[13:51:17] <sham1> You have to sync the variable from server to client
L586[13:51:21] <sham1> That's why it is choppy
L587[13:51:29] <sham1> Network latency
L588[13:52:16] <theFlaxbeard> I'm not syncing the variable
L589[13:52:23] <gigaherz> theFlaxbeard: logic ticks are 20 TPS
L590[13:52:27] <gigaherz> rendering is free-running
L591[13:52:35] <theFlaxbeard> Hmm
L592[13:52:39] <gigaherz> that's why mc has
L593[13:52:43] <gigaherz> oldValue
L594[13:52:44] <gigaherz> newValue
L595[13:52:50] <gigaherz> and lerp(old,new,partialTicks)
L596[13:53:05] <theFlaxbeard> I'm rendering something rotating, and using this variable and partial ticks to determine how far to rotate in each frame
L597[13:53:17] <theFlaxbeard> if I increment the variable in a function that handles the ClientTick event, it's smooth
L598[13:53:17] <gigaherz> you have to store the old value
L599[13:53:22] <theFlaxbeard> the ServerTick event it's not smooth
L600[13:53:26] <gigaherz> the new value, and partialTicks
L601[13:53:37] <theFlaxbeard> But both client and server ticks are 20TPS correct
L602[13:53:39] <gigaherz> server tick runs on a different thread, though
L603[13:53:46] <diesieben07> if you change it in server tick and NOT sync it it should not change on the client at all
L604[13:53:49] <gigaherz> they aren't perfectly in sync
L605[13:53:53] <diesieben07> there is something bad going on if it is.
L606[13:54:05] <gigaherz> chances are he's suyaring the object across threads
L607[13:54:07] <gigaherz> which is bad enough
L608[13:54:11] <gigaherz> sharing*
L609[13:54:16] <gigaherz> as in, between client and server
L610[13:54:32] <sham1> Smells like CME at best and something much worse at worst
L611[13:54:35] <theFlaxbeard> I have an instance of this object on the server and on the client
L612[13:54:42] <theFlaxbeard> When playing SSP, I'm subscribing to the TickEvent.ServerTickEvent which fires on both
L613[13:55:02] <diesieben07> wait, fires on both?
L614[13:55:09] <diesieben07> Do NOT treat SinglePlayer specially.
L615[13:55:29] <gigaherz> even if you are on SSP, you should still have two objects
L616[13:55:33] <gigaherz> one for client and one for server
L617[13:55:34] <theFlaxbeard> I do have two objects
L618[13:55:41] <theFlaxbeard> I know that there's a client/server split
L619[13:55:51] <theFlaxbeard> There's absolutely no syncing going on
L620[13:56:14] <theFlaxbeard> Because my object doesn't extend anything that syncs and it doesn't have any sync code itself
L621[13:56:22] <diesieben07> then your renderer shold should show change at all
L622[13:56:26] <diesieben07> if you modify it server side
L623[13:56:27] <sham1> Well how does the client object receive the state
L624[13:56:31] <diesieben07> i think it's time to show some code :P
L625[13:56:33] <sham1> If there is no sync
L626[13:56:44] <theFlaxbeard> It creates the state
L627[13:56:51] <theFlaxbeard> The same way the serverside one does
L628[13:57:03] <theFlaxbeard> The logic processes the same on both ends ensuring a sync without having to actually sync
L629[13:57:29] <theFlaxbeard> (Well, minus some potential edge cases which I'm looking into, but that's unrelated)
L630[13:59:20] <theFlaxbeard> Basically the object I'm dealing with is a "mechanical network" that contains all connected mechanical components (gears, axles etc)
L631[13:59:32] <theFlaxbeard> When one is placed, it checks for a joined network, if not it creates its own on both sides
L632[13:59:47] <theFlaxbeard> The renderer for each gear relies on the stored rotation "ticks" of the network
L633[14:00:04] <sham1> I think you should show code
L634[14:00:10] <theFlaxbeard> Sure, let me push what I have
L635[14:00:15] <theFlaxbeard> it's pretty messy, I have to warn you
L636[14:00:29] <sham1> I am not affraid
L637[14:02:03] <theFlaxbeard> https://github.com/Flaxbeard/Sprockets/blob/master/src/main/java/flaxbeard/sprockets/api/network/MechanicalNetworkRegistry.java
L638[14:02:07] <theFlaxbeard> Here's where the tick handling is being done
L639[14:02:32] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L640[14:02:44] <sham1> I did say that I was not afraid. But with this indentation, I think I am a little bit afraid
L641[14:03:06] <sham1> Tab chars and Github do not mix well together
L642[14:03:15] <diesieben07> come on... https://git.io/vKkEZ
L643[14:03:18] <diesieben07> just ... NO.
L644[14:03:46] <Ordinastie_> omg lol
L645[14:03:53] <plathrop> sham1 https://github.com/Flaxbeard/Sprockets/blob/master/src/main/java/flaxbeard/sprockets/api/network/MechanicalNetworkRegistry.java?ts=4
L646[14:04:07] <sham1> Ah, thanks
L647[14:04:07] <plathrop> The ts URL param sets tab size. It's awesome
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L649[14:04:18] <sham1> Now everything looks more sane
L650[14:04:22] <plathrop> But who indents with tab characters? For realzies.
L651[14:04:39] <sham1> But yeah. One should not be catching CME
L652[14:04:51] <theFlaxbeard> I'm trying to recall why I did that
L653[14:05:01] <theFlaxbeard> I'll see what happens if I get rid of that
L654[14:06:05] <thor12022> you'll probably throw a CME :P
L655[14:06:23] <theFlaxbeard> I'm not getting one
L656[14:06:32] <theFlaxbeard> sooo I'm not sure why I had that there
L657[14:07:28] <theFlaxbeard> Oh right, I used the network code from the steam power mod which had been reworked by someone else as a base, and that had the CME catch in it
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L662[14:15:00] <theFlaxbeard> From what I can tell the server tick is firing on both sides
L663[14:15:39] <diesieben07> logical side? or physical?
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L665[14:20:33] <theFlaxbeard> Well, printing out the side of the world on tick() in MechanicalNetwork gives me both client and server
L666[14:20:44] <theFlaxbeard> meaning it's firing on both the client end and server end instances of the network
L667[14:20:56] <diesieben07> and tick() is called from where?
L668[14:21:11] <theFlaxbeard> MechanicalNetworkRegistry's ServerTick handler function
L669[14:21:43] <theFlaxbeard> and everything works as it should on SSP and SMP
L670[14:23:00] <diesieben07> i see you calling clientTick(), where do you call tick()?
L671[14:23:07] <diesieben07> oh there.
L672[14:23:34] <theFlaxbeard> The issue is that I use clientTick to increment rotation, which I've only used for rendering
L673[14:23:43] <theFlaxbeard> but now I want to use it for logic based things
L674[14:23:48] <diesieben07> ok so
L675[14:23:51] <diesieben07> you have ONE map there...
L676[14:23:51] <theFlaxbeard> so I tried moving it to the server tick
L677[14:23:54] <theFlaxbeard> but then it's not smooth
L678[14:23:57] <diesieben07> how do you expect this to hold 2 instances?
L679[14:24:08] <theFlaxbeard> It doesn't
L680[14:24:15] <theFlaxbeard> there's one instance of the registry on each side
L681[14:24:24] <diesieben07> where?
L682[14:24:30] <diesieben07> i only see INSTANCE
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L684[14:26:02] <Delenas> So.. I have no idea how to include the Forge workspace. I see Forge's source, projects/Forge, projects/Clean, projects has a whole other workspace with it.. what?
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L686[14:26:39] <diesieben07> what do you mean "include"?
L687[14:27:02] <Delenas> Trying to make a workspace for forge. Not modding.
L688[14:27:08] <theFlaxbeard> Oh right, yeah, sorry
L689[14:27:17] <theFlaxbeard> Instance holds 2 networks, one for each side
L690[14:27:24] <diesieben07> how does it do that? :D
L691[14:27:29] <diesieben07> Delenas, eclipse? or intellij=?
L692[14:27:39] <Delenas> Intellij.
L693[14:27:53] <diesieben07> sec.
L694[14:28:12] <diesieben07> https://www.youtube.com/watch?v=yanCpy8p2ZE
L695[14:28:16] <diesieben07> right from the officials :)
L696[14:28:38] <theFlaxbeard> It simply puts two things into the map
L697[14:28:48] <diesieben07> what is the key for the map even?
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L699[14:29:10] <theFlaxbeard> UUID
L700[14:29:11] <theFlaxbeard> random
L701[14:29:20] <diesieben07> ok
L702[14:29:32] <diesieben07> first of all, since this is accessed from two threads you cannot use HashMap
L703[14:29:36] <diesieben07> unless you synchronize manually
L704[14:30:05] <diesieben07> and this: https://git.io/vKk2d is not a UUID
L705[14:30:39] <Inari> anyone know why purple became the "creativemode colour"?
L706[14:30:40] <theFlaxbeard> The key for the internal maps is a UUID
L707[14:30:48] <theFlaxbeard> the external map is just by dimension id
L708[14:31:05] <sham1> What do you mean Inari
L709[14:31:09] <diesieben07> there is only one map there...
L710[14:31:15] <theFlaxbeard> The map holds other maps
L711[14:31:21] <theFlaxbeard> The outermost map is by dimension
L712[14:31:23] <theFlaxbeard> the inner maps by uuid
L713[14:31:26] <Inari> all the creative items are purple... stuff like creative energy cells and the like
L714[14:31:38] <sham1> I think you answered your own question
L715[14:31:44] <sham1> Creative Energy Cell
L716[14:31:50] <diesieben07> this is a horrible design man
L717[14:31:55] <Inari> so they just did it first and everyone copied it?
L718[14:31:59] <diesieben07> WorldSavedData if you want to attach data to a dimension
L719[14:32:14] <sham1> Would not be surprised
L720[14:32:15] <diesieben07> you need to properly separate client and server
L721[14:32:37] <plathrop> Shared state is the root of all evil
L722[14:32:39] <sham1> Diesieb, you do know that WorldSavedData can also be attached into the whole world, cross dimensions
L723[14:33:00] <diesieben07> you can choose if you want per dim or per save, yes
L724[14:33:23] <theFlaxbeard> Hmm - then is there a way to ensure parity between server and client ticks?
L725[14:33:31] <diesieben07> no.
L726[14:33:51] <theFlaxbeard> Or should I be using world ticks then
L727[14:34:53] <theFlaxbeard> Since those should execute the same amount of times on client/server, as long as I sync the existing state to the client when they join?
L728[14:35:47] <plathrop> I don't know about specific implementation here (new to modding) but in general client/server architecture, you either have to synchronize or use a shared clock source (which is just an external way of synchronizing)
L729[14:36:32] <diesieben07> you cannot trust what the client does, it can only extrapolate
L730[14:36:47] <diesieben07> the server is the trustworthy one, occasionally you have to do a full sync
L731[14:37:03] <diesieben07> entities do the same thing, every now and then the server sends a full position update
L732[14:37:53] <theFlaxbeard> Any reason I can't trust the client for building its own network?
L733[14:38:06] <theFlaxbeard> It's deterministic
L734[14:38:07] <diesieben07> the client might lag horribly and only have 10 TPS
L735[14:38:12] <theFlaxbeard> I see
L736[14:38:16] <theFlaxbeard> So client TPS isn't fixed
L737[14:38:24] <diesieben07> neither is server one :P
L738[14:38:28] <diesieben07> it tries to maintain 20
L739[14:38:44] <diesieben07> but if the CPU is overloaded there is no magic "FULL TURBO" button :D
L740[14:39:11] <theFlaxbeard> But in theory
L741[14:39:16] <theFlaxbeard> the only thing I'd have to sync is the rotation right
L742[14:39:17] <PaleoCrafter> ahem, https://en.wikipedia.org/wiki/Turbo_button :P
L743[14:39:26] <theFlaxbeard> since that's the only thing that is affected by tick speed
L744[14:39:37] <diesieben07> yes i guess so
L745[14:39:59] <theFlaxbeard> Though I've been meaning to switch the sets I use to lists so that it can be truly deterministic
L746[14:40:00] <PaleoCrafter> although the turbo button kinda does the opposite of what the name suggests xD
L747[14:40:09] <theFlaxbeard> right now even if things are processed in a random order it /should/ end up the same
L748[14:40:16] <theFlaxbeard> but with floating point errors that's not always the case
L749[14:42:07] <theFlaxbeard> But, regardless
L750[14:42:26] <theFlaxbeard> The data structure I should transition to would basically be a bunch of WSDs holding a map of networks
L751[14:42:30] <theFlaxbeard> and one WSD per side
L752[14:42:33] <plathrop> theFlaxbeard I think I see. Your process may be deterministic, but you aren't taking everything in the system into account. TPS is not the same on both sides, which makes the state at any given time non-deterministic, even if the eventual output *is*
L753[14:43:43] <theFlaxbeard> I'd think forcing a full sync at that point would break TPS even more though
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L755[14:43:47] <plathrop> TPS becomes a non-deterministic input to your system.
L756[14:44:07] <sham1> theFlaxbeard: you don't need to do that every tick
L757[14:44:14] <sham1> Just every so often
L758[14:44:22] <theFlaxbeard> The only way TPS comes into the equation is that the network building occurs on the tick that a block is placed though
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L760[14:44:29] <theFlaxbeard> so TPS shouldn't meaningfully impact anything
L761[14:44:36] <theFlaxbeard> right?
L762[14:44:40] <plathrop> You just need to pick one of the two to be authoritative (and pick the server) and then every N ticks the non-authoritative sets state to the authoritative state.
L763[14:45:13] <theFlaxbeard> In a case where the deterministic portion of my data was not synced between client and server though, there would have to be other desyncs
L764[14:45:17] <theFlaxbeard> like a block not being on the client
L765[14:45:24] <theFlaxbeard> at which point the issue isn't in my hands
L766[14:45:46] <theFlaxbeard> if the block is synced then my data will catch up
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L779[15:04:21] <gudenau> Hello!
L780[15:04:37] <gudenau> Any chance goofy UVs are supported yet?
L781[15:05:38] <gudenau> For OBJ files.
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L783[15:07:13] <PaleoCrafter> could you be a tad more specific? :P
L784[15:07:29] <gudenau> <0 and >1
L785[15:08:22] <PaleoCrafter> uhm, nope :P they can't really be supported
L786[15:08:22] <Ordinastie_> and what those value are supposed to represent ?
L787[15:08:26] <PaleoCrafter> >1 would be wrapping
L788[15:08:34] <PaleoCrafter> but that doesn't work that easily on an atlas (without shaders)
L789[15:09:11] <gudenau> So, ether break certen things out of atlases, or make shaders?
L790[15:09:34] <PaleoCrafter> do not employ wrapping like that :P
L791[15:09:40] <sham1> Oh Cmake, how complicated are thou
L792[15:09:42] <gudenau> Pffft.
L793[15:10:02] <Ordinastie_> if the texture is not on the atlas, then you can't use it for block models
L794[15:10:07] <gudenau> I guess I could also transform all the UVs and make the texutre larger.
L795[15:10:15] <PaleoCrafter> do that then :P
L796[15:10:25] <gudenau> It is an item by the way.
L797[15:10:30] <PaleoCrafter> doesn't matter
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L799[15:10:49] <diesieben07> you can't break thinks out of the atlas, that would break world rendering
L800[15:10:55] <diesieben07> things*
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L804[15:22:02] <micdoodle> On a somewhat related note, the UV values on my OBJ seem to be working correctly, but binding the block texture before rendering just shows the missing texture
L805[15:22:07] <micdoodle> http://i.imgur.com/sUuOPXt.png
L806[15:22:19] <micdoodle> How it's supposed to look: http://i.imgur.com/g4GRNZS.png
L807[15:22:50] <tterrag|ZZZzzz> are you using a TESR?
L808[15:22:52] *** tterrag|ZZZzzz is now known as tterrag
L809[15:22:57] <micdoodle> Yep
L810[15:23:00] <tterrag> why?
L811[15:23:02] <tterrag> it looks static
L812[15:23:54] <micdoodle> It's a multiblock, will the json file support that?
L813[15:24:00] <micdoodle> 2x2x2
L814[15:24:35] <tterrag> dunno, you'd have to ask fry
L815[15:24:44] <tterrag> if you are going to use TESR at least make it a FastTESR ?
L816[15:24:54] <tterrag> anyways, I would suspect that your texture isn't getting stitched
L817[15:25:17] <diesieben07> if it doest have moving parts no need for a TESR
L818[15:25:22] <diesieben07> you might have to split up the model though
L819[15:25:30] <micdoodle> Will do
L820[15:25:36] <micdoodle> I would have to do that in the stitch event?
L821[15:25:45] <tterrag> yeah that's the best solution, just split the model into 8 parts
L822[15:25:54] <tterrag> most model editors should be able to do that easy
L823[15:26:01] <micdoodle> Because I have other dynamic models that need a TESR
L824[15:26:13] <micdoodle> And this problem still stands there
L825[15:28:08] <Delenas> So, diesieben07. Been trying, gradle stuff isn't being shown.
L826[15:28:12] <Delenas> Can't follow that video.
L827[15:28:49] <diesieben07> what do you mean gradle stuff isnt being shown?
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L829[15:29:36] <Delenas> Meaning selecting the build gradle file isn't activating the tool windows, and trying to import from the directory won't show me the "import from gradle" option.
L830[15:30:14] <diesieben07> are you on latest intellij?
L831[15:30:26] <Delenas> 2016.1.2
L832[15:30:38] <diesieben07> hrm no idea
L833[15:30:44] <diesieben07> that should work :D
L834[15:30:58] <Girafi> Do you have the Gradle IntelliJ IDEA plugin?
L835[15:31:06] <diesieben07> it's built in i thought
L836[15:31:10] <sham1> Isn't that installed per default
L837[15:31:13] <Delenas> It is.
L838[15:31:19] <Girafi> You can select that you don't want it, when you install it
L839[15:31:21] <Delenas> You can't -not- have that by default.
L840[15:31:27] <Girafi> Yes, yes you can.
L841[15:31:30] <masa> tterrag: does ender io do something special with the models/rendering for the conduit and dimensional transceiver or whatever it was called for example?
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L843[15:31:47] <tterrag> probably? :P
L844[15:32:00] <sham1> WHy would one not have the gradle plugin
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L846[15:32:14] <masa> my preview mod only shows a full block "bounds" as the quads for those, but doesn't render any model nor TESR
L847[15:32:22] <Delenas> ForgeGradle: Fantastic when it works, but if it doesn't, f*** you.
L848[15:32:35] <masa> are those models ors TESRs?
L849[15:32:39] <sham1> WHy not go into #ForgeGradle and ask there
L850[15:32:50] <sham1> They probably know more about this stuff
L851[15:33:01] <tterrag> masa: they are models
L852[15:33:07] <Delenas> Last time I tried, nobody responded.
L853[15:33:11] <Delenas> For three hours.
L854[15:33:29] <gudenau> Well, ping everyone in the room then! (Don't do that)
L855[15:33:46] <Delenas> Sure, lemme get out my massping script here..
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L857[15:33:55] <sham1> Oh shite
L858[15:33:56] <masa> hmm, I wonder what I'm doing wrong then... also while normally placin ga conduit, it seems to first appear as a full block bounds thing for a split second and then it updates to the smaller conduit model and bounds
L859[15:34:18] <sham1> It probably uses some getActualState magic to do it
L860[15:34:24] <sham1> I'd imagine
L861[15:34:32] <masa> so do they generate and/or update the model somewhere after placing it?
L862[15:34:38] <sham1> I dunno
L863[15:34:42] <sham1> That is what I think happens
L864[15:34:46] <gudenau> Look at the code!
L865[15:34:49] <sham1> But I am not sure
L866[15:35:00] <sham1> Is EnderIO look-at source
L867[15:35:21] <masa> but getActualState shouldn't happen "after placement" so to speak...
L868[15:35:40] <sham1> Unless they depend on the state inside a TileEntity
L869[15:35:40] <theFlaxbeard> For containers in 1.8+, it seems like an IInventory is still required
L870[15:35:48] <gudenau> It could be a client/server sync thing.
L871[15:35:50] <theFlaxbeard> is there a way to just utilize the IItemHandler capability?
L872[15:35:56] <sham1> Which probably gets set after the te is placed
L873[15:35:59] <Delenas> I just hate how IDEA is like "we have gradle support!" but fuck you if you open a gradle file.
L874[15:36:01] <masa> it is open source, but... it's annoying to go digging through unknown code bases when I don't even really know what I'm looking for
L875[15:36:03] <theFlaxbeard> or must I implement IInventory and point to the handler?
L876[15:36:21] <diesieben07> theFlaxbeard, SlotItemHandler takes IImteHanlder instead of IInventory
L877[15:36:22] <gudenau> Use the API that wants the handlers.
L878[15:36:28] <theFlaxbeard> Danke
L879[15:36:31] <sham1> And there is a default impl
L880[15:36:45] <sham1> If and when you don't want to implement IItemHandler yourself
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L882[15:36:55] <theFlaxbeard> Yeah, ItemStackHandler
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L885[15:37:21] <sham1> Although custom impls can be fun
L886[15:37:35] <sham1> I did one to enable Hoppers to talk to chests far away
L887[15:37:49] <sham1> So I could have a worm hole
L888[15:39:28] <masa> oh nice, ender io uses two space indentation, this is painful... :D
L889[15:39:53] <sham1> Painful!?
L890[15:39:58] <sham1> Two space best space
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L892[15:41:36] <sham1> If you want painful, you look at 3 space indent
L893[15:42:10] <masa> two spaces just looks like it has been accidentally indented
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L895[15:42:37] <sham1> I assure you, it is very intentional indentation
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L897[15:43:36] <Delenas> I use four space, then two space for lone line wrapping.
L898[15:43:40] <plathrop> 4 space is best and I will monkey knife fight you to prove it!
L899[15:43:42] <plathrop> :-P
L900[15:43:49] <Delenas> *long. I find it organizes nicely.
L901[15:44:14] <sham1> I use 2 space for everything as it just looks nicer to me
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L903[15:44:59] <XDjackieXD> could someone help me with multiple blockstate properties? I currently have two (2-bit) facing properties and list them like "facingh=north,facingv=down" in the json but for some reason I always get "Exception loading blockstate for the variant" for every possible variant... my previous attempt of nesting forge-style variants didn't work either :/
L904[15:44:59] <masa> hmh yeah, I have no idea what is going on with this conduit rendering
L905[15:45:26] <masa> so many rendering classes and I have no idea where anything gets called from and how this is supposed to work
L906[15:45:29] <sham1> You cannot nest variants
L907[15:45:32] <Delenas> So, yes. I literally just cloned the repo, it asked if I wanted to make a project. Said yes, no gradle option.
L908[15:46:11] <XDjackieXD> sham1: that's what I thought that's why I tried the "vanilla" version but it doesn't work either...
L909[15:46:30] <masa> XDjackieXD: you don't nest them, you just define them as separate in the forge blockstate format
L910[15:46:52] <XDjackieXD> masa: the facingv is depending on the facingh...
L911[15:47:44] <tterrag> masa: ask #EnderIO then
L912[15:47:44] <masa> is it like a secondary facing?
L913[15:47:51] <masa> https://github.com/maruohon/autoverse/blob/master/src/main/resources/assets/autoverse/blockstates/filter.json
L914[15:48:50] <masa> in that file, facing is the primary "full block rotation", and facing_filter is a secondary facing, which defines which side is the "filter out" side
L915[15:49:23] <XDjackieXD> masa yes exactly. I just figured that I should be able to solve this without nesting. let me try this real quick
L916[15:49:23] <masa> so basically facing_filter maps that texture to one of the other sides
L917[15:49:37] <masa> yep you can't nest properties sadly
L918[15:50:03] <sham1> That would be kind of branching
L919[15:50:16] <masa> you have to either use texture aliases, or use the vanilla fotmat and define the full variants
L920[15:50:26] <sham1> "If this property is set, have this property be used like this"
L921[15:50:27] <XDjackieXD> my code is already a bit hacky because of the 4bit metadata limitation :P
L922[15:50:49] <sham1> meta = firstFacing
L923[15:50:51] <masa> what kind of a block is it? you can use a TE too
L924[15:51:00] <sham1> meta |= secondFacing << 2
L925[15:51:02] <XDjackieXD> sham1: this is exactly what I tried before but I should be able to do without
L926[15:51:23] <sham1> How do you serialize them without bit fidling them into the meta
L927[15:51:47] <XDjackieXD> masa: I don't really want to use a te because it would be a bit overengineered for a simple block like that (90° mirror for a laser)
L928[15:51:53] <tterrag> sham1: to be absolutely correct you should first do meta = firstFacing & 3
L929[15:52:29] <Delenas> ....what. Somehow gradle got turned off in IDEA. That was my issue. Friggin a.
L930[15:52:48] <Delenas> Protip: Check thing is enabled before grumbling that thing is not working.
L931[15:52:49] <sham1> True enough
L932[15:52:57] <XDjackieXD> sham1: you need bitwise manipulation ^^ (first facing is horizontal facing -> only 2 bit neccessary and second facing is practically a rotation around the first axis)
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L934[15:53:21] <sham1> That's exactly what meta |= secondFacing is
L935[15:53:24] <sham1> It is bitwise
L936[15:53:34] <sham1> bitwise OR
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L940[15:54:42] <XDjackieXD> I know ^^ (I started programmig using microcontrollers in assembly :3)
L941[15:55:03] <sham1> You poor soul
L942[15:55:05] <sham1> (Kidding)
L943[15:55:17] <masa> I've never actually done stuff in assembly :/
L944[15:55:23] <sham1> I have
L945[15:55:25] <masa> mostly just C on AVR
L946[15:55:33] <XDjackieXD> teaches quite a lot about inner workings of PCs and keeping memory footprint small ^^
L947[15:55:47] <XDjackieXD> masa: asm on pic in school and C on AVR at home :P
L948[15:55:57] <masa> heh
L949[15:55:57] <sham1> x86 early protected mode stuff can be annoying and interesting at the same time
L950[15:56:09] <sham1> Looking at both GDT and IDT
L951[15:56:41] <masa> lately I'm moving from AVR to ARM Cortex-M, if only I had any time to do that stuff anymore, all my time seems to sink into MC related things...
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L953[15:58:02] <sham1> Have any of you ever tried a language called Rust
L954[15:59:28] <masa> nope, I don't need the language to be rusting, my skills are already bad enough
L955[15:59:46] <sham1> It's named for a family of fungi
L956[15:59:57] <sham1> Named Rust
L957[16:00:06] <sham1> I assume because of their color
L958[16:00:15] <XDjackieXD> sham1 Rust is love <3
L959[16:00:28] <sham1> It's very interesting
L960[16:00:30] <XDjackieXD> the compiler forces you to write code
L961[16:00:35] <XDjackieXD> *good code
L962[16:01:14] <sham1> Sadly it has no foreach function
L963[16:01:21] <sham1> That takes a function that does side effects
L964[16:01:29] <sham1> Such as printing things to the screen
L965[16:02:18] <sham1> Like, I can use fld for that
L966[16:02:20] <sham1> fold*
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L973[16:12:09] <PaleoCrafter> sham1, I've never written Rust and probably never will, the syntax is too C-y
L974[16:12:23] <PaleoCrafter> but I've looked at the docs and found a few curiosities I couldn't really get over xD
L975[16:12:49] <sham1> I really like how they handle stream errors
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L977[16:12:53] <sham1> For instance with stdin
L978[16:13:15] <sham1> You can actually see the error in the type
L979[16:13:24] <sham1> And you can pattern match on it to deal with it
L980[16:13:32] <sham1> It's no exception either
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L983[16:14:37] <PaleoCrafter> https://doc.rust-lang.org/std/io/#ioresult ?
L984[16:15:07] <sham1> Indeed
L985[16:15:14] <gigaherz> okay! time to see if this SSD upgrade was worth the money
L986[16:15:16] <gigaherz> starting ARK
L987[16:15:23] <gigaherz> if it loads faster, it was worth it ;P
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L989[16:15:32] <sham1> SSD upgrades should have their worth
L990[16:15:42] <gigaherz> thing is
L991[16:15:46] <gigaherz> due to SATA3 limitations
L992[16:15:49] <gigaherz> the old one wasn't any slower
L993[16:15:52] <gigaherz> maybe from use
L994[16:15:55] <gigaherz> it was degraded a bit
L995[16:16:55] <sham1> Like, I could pattern match on ioresult and either get the error and "Deel whit it" or get the normal function return and carry on
L996[16:19:09] <gigaherz> bleh, installing mods
L997[16:20:29] <PaleoCrafter> I suppose it's great that they have that in the standard library, but it isn't that much of a game changer :P
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L999[16:21:25] <sham1> The annoying thing is that with other languages, with the ability to express errors like that through their types might not always do so
L1000[16:21:31] <sham1> And it almost always happens with IO
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L1002[16:23:08] <PaleoCrafter> sure, but that's often legacy stuff :P
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L1005[16:24:56] <jmeyer2k> hi guys
L1006[16:25:03] <jmeyer2k> I've been trying to figure this out for a while now
L1007[16:25:22] <gigaherz> go on ;P
L1008[16:25:25] <jmeyer2k> my block renders fine in the world, but in my inventory, it shows a missing texture
L1009[16:25:45] <gigaherz> do you call ModelLoader.setCustomModelResourcelocation for the item version of the block?
L1010[16:25:57] <jmeyer2k> I believe so
L1011[16:26:05] <jmeyer2k> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));
L1012[16:26:07] <gigaherz> canyou show it, along with your blockstates json?
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L1014[16:26:22] <jmeyer2k> http://pastebin.com/729jWMmP
L1015[16:26:28] <gigaherz> and see if it prints something in the debug log
L1016[16:26:45] <jmeyer2k> nope
L1017[16:27:07] <gigaherz> hmm
L1018[16:27:13] <gigaherz> do you call setCustomMRL during PRE init?
L1019[16:27:48] <jmeyer2k> I actually run everything during init
L1020[16:27:53] <jmeyer2k> is that the problem?
L1021[16:27:56] <gigaherz> yeap that's too late
L1022[16:28:06] <gigaherz> all the forge rendering stuff belongs in preinit
L1023[16:28:07] <jmeyer2k> alright thanks
L1024[16:28:22] <gigaherz> the only things that go in init are the ones that require Minecraft.getMinecraft()
L1025[16:28:55] <jmeyer2k> ok it renders now
L1026[16:28:55] <gigaherz> as a reference: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java
L1027[16:28:56] <jmeyer2k> thanks
L1028[16:29:00] <gigaherz> np :)
L1029[16:29:01] <jmeyer2k> ok sure
L1030[16:30:31] <gigaherz> shit
L1031[16:30:37] <gigaherz> I forgot to backup the ARK config folder
L1032[16:30:41] <gigaherz> and because ARK is stupid
L1033[16:30:54] <gigaherz> (well partly Steam)
L1034[16:30:59] <gigaherz> I lost ALL the settings
L1035[16:31:06] <gigaherz> mod loading order
L1036[16:31:09] <gigaherz> multipliers
L1037[16:31:12] <gigaherz> etc
L1038[16:31:21] <gigaherz> basically: I can't continue playing the "modpack" I was playing on
L1039[16:31:40] <gigaherz> at least not without feeling that it's out of place
L1040[16:31:45] <gigaherz> since I can't replicate the same exact order
L1041[16:31:50] <gigaherz> since I don't have the old one for reference
L1042[16:31:55] <jmeyer2k> rip
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L1046[16:35:21] <jmeyer2k> now the item looks really big
L1047[16:35:33] <jmeyer2k> in f5
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L1049[16:36:10] * gigaherz facepalms hard
L1050[16:36:12] <LatvianModder> https://github.com/LatvianModder/CommonResources/blob/master/src/main/resources/assets/commonresources/blockstates/metals.json#L5
L1051[16:36:13] <gigaherz> stupid steam
L1052[16:36:18] <gigaherz> IT INSTALLED IT BACK ON THE OTHER FOLDER
L1053[16:36:20] <gigaherz> I didn't lose the stuff
L1054[16:36:23] <LatvianModder> lol
L1055[16:36:25] <jmeyer2k> thx
L1056[16:36:26] <gigaherz> it was just not being used ¬¬
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L1064[16:43:22] <electrolitic> What is a capability for a TileEntity?
L1065[16:43:43] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L1066[16:43:52] <gigaherz> capabilities are "attachable features"
L1067[16:43:57] <gigaherz> you have a something
L1068[16:44:05] <gigaherz> that is represented by an interface
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L1073[16:44:18] <gigaherz> in the old way
L1074[16:44:20] <electrolitic> Thanks
L1075[16:44:27] <gigaherz> you'd have to make your TileEntity implement this interface
L1076[16:44:42] <gigaherz> which is too rigid: mods can't attach interfaces, and you can't turn them on and off
L1077[16:44:49] <gigaherz> the capability system fixes that
L1078[16:44:53] <gigaherz> rather than doing
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L1081[16:44:57] <gigaherz> if (te instanceof Something)
L1082[16:44:58] <gigaherz> you do
L1083[16:45:06] <gigaherz> if(te.hasCapability(something)
L1084[16:45:19] <gigaherz> theSomething = te.getCapability(something)
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L1086[16:45:26] <gigaherz> on top of that
L1087[16:45:33] <gigaherz> it has a side on those methods
L1088[16:45:36] <gigaherz> (something, face)
L1089[16:45:44] <gigaherz> so that you can choose to return different things per face
L1090[16:45:53] <electrolitic> Oh. I'll read further into it and look back at what you said. Hard for me to comprehend all this. Thanks for the help.
L1091[16:45:55] <gigaherz> imagine a machine block like you'd see on buildcraft or such
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L1093[16:46:17] <electrolitic> So certian sides have certain capabilities?
L1094[16:46:22] <electrolitic> Like inputs/outputs?
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L1098[16:49:31] <Delenas> electrolitic, remember ISidedInventory?
L1099[16:49:46] <electrolitic> No? I'm kinda new to this stuff.
L1100[16:49:58] <gigaherz> good
L1101[16:50:04] <gigaherz> that means you don't have the bad practice in you
L1102[16:50:22] <Delenas> Ah. Well. Say you have a furnace, yes? Top inputs take smeltables, a side takes the fuel, pull outputs from bottom.
L1103[16:50:42] <electrolitic> Is there a global World variable that everyone uses?
L1104[16:50:55] <gigaherz> no
L1105[16:51:02] <gigaherz> each dimension is a World
L1106[16:51:06] <gigaherz> and there's two kinds of worlds
L1107[16:51:14] <gigaherz> the ones on the server thread
L1108[16:51:17] <gigaherz> and the ones on the client thread
L1109[16:51:32] <gigaherz> the server World manages gameplay logic
L1110[16:51:35] <Delenas> You'd say, to grab the inventory of the output, (example) te.getCapability(CapabilityItemHandler.ItemHandlerCapability, EnumFacing.DOWN). To grab an IItemHandler.
L1111[16:51:43] <gigaherz> the client World manages rendering logic (and duplicates some of the server logic)
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L1113[16:52:27] <Delenas> There's no crap like (te instanceof IItemHandler) and whatnot.
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L1116[16:53:32] <gigaherz> AND I hit "play"
L1117[16:53:35] <gigaherz> this is the test
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L1119[16:53:47] <gigaherz> if it loads in less than 10 minutes, the SSD was worth the money ;P
L1120[16:53:57] <Inari> depending on what you're doing, simulating gameplay logic on the client may be a good idea though
L1121[16:54:11] <gigaherz> yeah
L1122[16:54:20] <gigaherz> avoids feeling the effects of lag
L1123[16:54:40] <electrolitic> Can minecraft be put on SSD and loaded super quick?
L1124[16:54:53] <gigaherz> loading isn't slow in mc
L1125[16:54:59] <gigaherz> it's the cpu computations it requires
L1126[16:55:05] <electrolitic> That's what I've heard.
L1127[16:55:30] <Delenas> Minecraft is (mostly) processor powered. Slowly changing, but.. Mojang
L1128[16:55:48] <electrolitic> Will it ever leave java? I don't know anything else :(
L1129[16:56:18] <gigaherz> they seem to be focusing the efforts on parity with the PE/Win10/Console editions
L1130[16:56:20] <gigaherz> which are C++
L1131[16:56:22] <Inari> im fine with it leaving java, if we get a good mod API
L1132[16:56:38] <gigaherz> we don't know if the non-Java versions will ever get a modding api
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L1134[16:56:52] <Inari> well if they don,t they dont matter
L1135[16:56:53] <LatvianModder> Man.. imagine if Consoles / XBox were made with Java, like Android
L1136[16:57:05] <gigaherz> woah it loaded already
L1137[16:57:08] <gigaherz> it's definitely faster!!
L1138[16:57:09] <LatvianModder> I mean. They'd be slow as heck
L1139[16:57:15] <gigaherz> still takes a ton of resources
L1140[16:57:18] <gigaherz> but it loads FAST!
L1141[16:57:36] <Inari> i wish there was some way to save the loaded state
L1142[16:57:38] <Inari> for fast starutp
L1143[16:58:19] <LatvianModder> "we don't know if the non-Java versions will ever get a modding api" why not just ask? Arent there like.. at least 2 mojang people working on minecraft here? :P
L1144[16:58:25] <LatvianModder> Oh wait
L1145[16:58:31] <LatvianModder> Its Mojang. They'll never tell
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L1147[17:00:04] <gigaherz> LatvianModder: well i'd rather not annoy them
L1148[17:00:09] <gigaherz> and let them remain here
L1149[17:00:14] <gigaherz> than pester them and have them leave ;P
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L1151[17:01:24] <LatvianModder> hehe
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L1159[17:16:37] <electrolitic> So I want to be able to pull items out of a furnace. I would implement the IItemHandler interface?
L1160[17:17:36] <electrolitic> Nevermind, I got it
L1161[17:20:31] <Delenas> No, you would use furnace.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, EnumFacing.DOWN)
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L1165[17:33:56] <LatvianModder> So, basic item model is 100x more complicated than basic block model, right?
L1166[17:34:33] <LatvianModder> Since item that is dropped on ground has up to 64 cubes (every voxel in its texture), but block only has 1
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L1172[17:47:31] <diesieben07> goddamnit windows 10.... windows still move randomly between desktops -_-
L1173[17:48:15] <Shambling> while you're using it, or when you open and close the same desktop program?
L1174[17:48:35] <TehNut> I've never experienced that...
L1175[17:48:39] <Shambling> because if you close it maximized, but closed it shrunk, it'll always open at the size and desktop you closed shrunk
L1176[17:48:59] <Shambling> best to close mid-sized on desktop you want, then close it fullsized to get it to open fullsized
L1177[17:49:00] <diesieben07> i have youtube playing on one desktop, maximzed
L1178[17:49:07] <Shambling> oh its that flash crap
L1179[17:49:13] <diesieben07> nope html5
L1180[17:49:24] <Shambling> or is it html5 that does that, hrmmm, all I know is I stopped using linux for a bit because of that, lol
L1181[17:49:24] <diesieben07> and hten i move left and right using ctrl-winkey+arrows
L1182[17:49:36] <diesieben07> and sometimes the youtube window moves from one desktop to another
L1183[17:49:58] <Shambling> its a 'feature' of youtubes html5 code most likely
L1184[17:50:11] <diesieben07> how would that be?
L1185[17:50:11] <Shambling> I mostly use flash to avoid the 60fps videos that make me nauseous
L1186[17:50:15] <diesieben07> html5 is javascript
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L1188[17:50:21] <diesieben07> that has nothing to do with windows' windows
L1189[17:50:41] <Shambling> is it fullscreened video doing it, or just the window in general?
L1190[17:50:58] <diesieben07> i am not qutie sure its only happend with the fullscreend thing so far
L1191[17:51:05] <diesieben07> but tis not real fullscreen of course, its a borderless window
L1192[17:51:16] <diesieben07> 60fps makes you nauseaus? that sounds like something is messed up with your hardware
L1193[17:51:17] <Shambling> well like I said, I stopped using linux because of it, so I'm pretty sure its an html5 thing/ Firefox or chrome?
L1194[17:51:29] <diesieben07> chrome
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L1196[17:51:42] <diesieben07> i stopped using linux because it just did not like my gpu
L1197[17:51:44] <Shambling> yeah for some reason if video is too 'smooth' it makes me dizzy
L1198[17:51:52] <diesieben07> strange :D
L1199[17:52:01] <Shambling> especially tutorial people that like spazzing their screen around
L1200[17:52:11] <diesieben07> do they even still encode the higher resolutions in 30fps?
L1201[17:52:13] <Shambling> ... not tutorial people... mod reviewers? yeah mod reviewers
L1202[17:52:26] <Shambling> I think it just drops frames for 30fps tbh
L1203[17:52:42] <diesieben07> could probabyl do that with a hardware setting, too :P
L1204[17:53:21] <Shambling> anyways, has anyone been successful with a custom enchant system that randomly enchants loot ala diablo or asheron's call? I don't want to re-invent the wheel
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L1206[17:53:29] <diesieben07> yeha i think its definitely the "fullscreen" window
L1207[17:53:40] <diesieben07> juust spazzed arouhnd the desktops like crazy with it in the background: no issue.
L1208[17:53:50] <Shambling> I've been thinking of encoding it using bit values, but not sure if that would lag a network system too much with passing large data values around
L1209[17:54:21] <Shambling> I just think it would be entertaining encoding data in something like nbt in a way its not meant to be, like encrypting text into a jpeg
L1210[17:54:47] <diesieben07> so are you saying vanilla enchantments?
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L1212[17:55:09] <Shambling> at the beginning I'd probably hi-jack the vanilla enchant system just to simplify it
L1213[17:55:29] <diesieben07> whats wrong with it? :D why woudl you need someting custom?
L1214[17:56:38] <Shambling> simple answer? a semi simple project to get back into programming
L1215[17:56:52] <Shambling> and I miss real loot systems, lol
L1216[17:57:24] <diesieben07> well, just dump your data into the NBT of the ItemStack then
L1217[17:57:30] <diesieben07> thats what vanilla enchantments do
L1218[17:57:35] <diesieben07> or if you wanna be fancy you could use a capability
L1219[17:58:23] <Shambling> I'm not sure if I want to work on something like that first, or making the health system less granular first so that the enchants I had in mind would mean something
L1220[17:59:09] <Shambling> well the first thing I should do is the 'my first block' mod again, but without using MCP and editing minecraft directly.
L1221[17:59:42] <diesieben07> haha
L1222[17:59:49] <diesieben07> naughty boy for doing that ever!
L1223[18:00:26] <Shambling> it was before forge, so I had an excuse =P
L1224[18:00:34] <williewillus> !gm func_147453_f
L1225[18:00:37] <williewillus> !gm func_147453_f 1.7.10
L1226[18:00:37] <diesieben07> wow you are oldschool :P
L1227[18:00:56] <diesieben07> i remember the days where jarmods were a thing
L1228[18:01:14] <diesieben07> and people yelled at me when i changed my mod from modloader to forge
L1229[18:01:18] <Shambling> deleting files out of the minecraft jar was definitely fun. lol
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L1231[18:01:50] <diesieben07> haha
L1232[18:01:52] <diesieben07> not really
L1233[18:01:53] <Shambling> oh man I wish I was good enough to program with the obfuscated code, I always needed to wait until MCP was updated
L1234[18:02:04] <diesieben07> dude thats not a good skill to have
L1235[18:02:15] <Coolway99> oh yeah, I forgot about jarmods XD
L1236[18:02:18] <Shambling> was always amazed when some people would release a mod update a day after minecraft was updated =)
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L1238[18:02:35] <capitalthree> diesieben07: it's a good skill to have but not a good skill to use :P
L1239[18:02:41] <diesieben07> i guess so
L1240[18:02:44] <diesieben07> like reading binary
L1241[18:02:49] <gigaherz> Shambling: well in many cases it's not hard
L1242[18:02:49] <gigaherz> ;P
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L1244[18:02:59] <capitalthree> yeah or any kind of reverse enginering or offensive computing skills in general
L1245[18:03:05] <capitalthree> nobody should have to do any of that crap
L1246[18:03:16] <capitalthree> because mojang should for the fuck's sake, stop obfuscating releases >_<
L1247[18:03:27] <Shambling> I think they have to for some sort of license reasons
L1248[18:04:18] <Coolway99> I remember the old jar mods XD
L1249[18:04:29] <Coolway99> I have a minecraft.jar with the original Aether mod installed
L1250[18:04:31] <capitalthree> Shambling: o_o license from who?
L1251[18:04:38] <capitalthree> everything minecraft is built on is foss
L1252[18:04:47] <capitalthree> it's pure java and lwjgl
L1253[18:04:50] <diesieben07> legal reasons, not license reasons
L1254[18:05:01] <Shambling> hmmm I think I meant legal reasons
L1255[18:05:03] <capitalthree> I don't think there are real legal reasons
L1256[18:05:05] <Shambling> lawyer stuff
L1257[18:05:17] <capitalthree> if anyone can point me at a description...
L1258[18:05:19] <gigaherz> dunno which legal reasons though
L1259[18:05:25] <gigaherz> I mean
L1260[18:05:28] <gigaherz> in trademark, yes
L1261[18:05:32] <gigaherz> you ahve to defend your trademark
L1262[18:05:35] <gigaherz> or you lose it
L1263[18:05:43] <gigaherz> (stops being YOUR brand, if others are allowed to use it too)
L1264[18:05:51] <gigaherz> but that isn't a thing in copyright
L1265[18:05:51] <Shambling> its like a game of telephone, I don't even remember who said that originally to me, so I'm mangling the reasoning behind it
L1266[18:06:51] <Shambling> if they really wanted to make the modding API when they said they did, all they really had needed to do was publish de-obfuscated, so there has to be some reasoning behind it
L1267[18:07:07] <diesieben07> readable code != API
L1268[18:07:41] <Shambling> well yes, but it would have been a step towards making a stable API that everyone could have used, that never really needed to change just because of a function name changing randomly between recompiles
L1269[18:07:47] <gigaherz> a modding api would imply a way to load mods
L1270[18:07:52] <gigaherz> that means, a "binding"
L1271[18:07:55] <diesieben07> modding api means it can NEVER change.
L1272[18:08:01] <gigaherz> it owuld most probably NOT be arbitrary java code
L1273[18:08:09] <diesieben07> that means they need to have a part of the cod ethat NEVER changes in an incompatible way
L1274[18:08:26] <gigaherz> well...
L1275[18:08:34] <gigaherz> many games do break mod compat between updates
L1276[18:08:41] <gigaherz> thinking about like, wow addons
L1277[18:08:44] <diesieben07> then they dont have an API in my opinion :D
L1278[18:08:48] <gigaherz> every big patch, addons have to update
L1279[18:08:48] <Shambling> even games with built in modding capabilities, like skyrim and oblivion
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L1281[18:08:50] <gigaherz> because the api changed
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L1283[18:09:13] <Shambling> though I'm not sure if that was an API so much as a tool and set of script tools
L1284[18:09:17] <diesieben07> API by defintion means backwards compat in my opinion
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L1286[18:09:27] <diesieben07> if you arent backwads compat, you dont have an API
L1287[18:09:43] <gigaherz> I sortof disagree
L1288[18:09:50] <gigaherz> backward compat is nice
L1289[18:09:54] <gigaherz> but sometimes breaking changes are good
L1290[18:10:00] <diesieben07> in a major version change, ok
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L1293[18:11:01] <diesieben07> but then you should still go through a deprecation cycle
L1294[18:11:08] <diesieben07> deprecate old version, then remove
L1295[18:11:25] <tterrag> agreed
L1296[18:11:33] <gigaherz> meh
L1297[18:11:38] <gigaherz> depends on how formal you are
L1298[18:11:41] <tterrag> There's no point to an api without some guarantee of stability
L1299[18:11:47] <diesieben07> yep
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L1301[18:11:56] <diesieben07> API literally just means "code that doesnt change" :D
L1302[18:12:05] <tterrag> I'm not going to use an "informal" api
L1303[18:12:27] <Shambling> might as well code the library yourself if someone is going to make you relearn it every minor recompile
L1304[18:12:28] <gigaherz> well you are: that's basically what forge is
L1305[18:12:52] <gigaherz> Shambling: not "relearn"
L1306[18:12:54] <diesieben07> i don't consider forge an API :P
L1307[18:12:59] <tterrag> no. Forge is very good about backwards compat within mc versions
L1308[18:13:06] <tterrag> But also that
L1309[18:13:13] <tterrag> forge is less an api and more a library
L1310[18:13:15] <gigaherz> well it ISN'T an api
L1311[18:13:16] <gigaherz> but it has one
L1312[18:13:22] <diesieben07> not really
L1313[18:13:26] <gigaherz> IMO
L1314[18:13:30] <diesieben07> parts of it do (the FML parts are better)
L1315[18:13:34] <gigaherz> anything that has a public interface that others rely on, is an API
L1316[18:13:42] <diesieben07> but the parts highly entangled with mc are not really an API
L1317[18:14:00] <gigaherz> sure
L1318[18:14:02] <gigaherz> I meant like
L1319[18:14:07] <gigaherz> the registry api
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L1322[18:15:36] <diesieben07> yes the registries are nice
L1323[18:15:36] <gigaherz> I think the point I was trying to make is
L1324[18:15:42] *** mumfrey is now known as Mumfrey
L1325[18:15:48] <gigaherz> if you have a static "thing"
L1326[18:15:54] <gigaherz> then having a stable api makes sense
L1327[18:16:01] <gigaherz> but in something that is being developed for a long time
L1328[18:16:06] <gigaherz> such as mc, or wow
L1329[18:16:13] <gigaherz> then engine changes are much more common
L1330[18:16:24] <diesieben07> yes, thats why you need an abstraction layer
L1331[18:16:27] <gigaherz> "major versions" (even if they aren't numbered as such in the case of MC)
L1332[18:16:40] <gigaherz> may simply cause something to not make sense anymore
L1333[18:16:52] <gigaherz> like in wow, they removed the skill training
L1334[18:17:07] <gigaherz> and replaced it with automatic skill learning on leveling
L1335[18:17:15] <gigaherz> so if there was any api to query the learning status
L1336[18:17:19] <gigaherz> it stopped making sense
L1337[18:17:24] <gigaherz> so even if the API was stable
L1338[18:17:29] <gigaherz> it would have been removed
L1339[18:18:39] <gigaherz> maybe I'm just a progressist
L1340[18:18:47] <gigaherz> I don't believe in deprecation
L1341[18:19:05] <williewillus> !gm field_150121_P
L1342[18:19:09] <williewillus> !gm field_150121_P 1.7.10
L1343[18:19:13] <williewillus> lolderp
L1344[18:19:17] <williewillus> !gf field_150121_P 1.7.10
L1345[18:19:47] <Delenas> So.. "[19:19:03] [Client thread/WARN] [ForgeDebugModelFluid]: Unable to inject @Mod$Instance in non-static field net.minecraftforge.test.SimpleGuiTest.instance for guitest as it is NOT the primary mod instance"
L1346[18:19:59] <Delenas> How the balls do I stop that from happening?
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L1348[18:20:08] <williewillus> why is your field non static?
L1349[18:20:09] <williewillus> :P
L1350[18:20:33] <gigaherz> Delenas: well start by making it static?
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L1352[18:20:34] <gigaherz> ;P
L1353[18:20:40] <diesieben07> ^that and you need to specify the modID in @Instance if you have more than one mod in the dev env
L1354[18:20:51] <diesieben07> otherwise FML cannot distinguish because they all come from the same source
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L1356[18:22:10] <Delenas> Yuuup I'm a derp
L1357[18:22:24] <Delenas> Also. I may or may not be making a pull for gui shenanigans >.>
L1358[18:22:40] <diesieben07> what are you doing to our lovely IGUiHandler? :d
L1359[18:22:59] <Delenas> Changing the three ints to a BlockPos, and adding an optional NBTCompound.
L1360[18:23:36] <diesieben07> nope.
L1361[18:23:37] <diesieben07> not happening
L1362[18:23:43] <diesieben07> the three ints are not always a position
L1363[18:24:08] <gigaherz> it's called "id, x,y,z", but they are really just "arg1, arg2, arg3, arg4"
L1364[18:24:09] <gigaherz> ;P
L1365[18:24:12] <Delenas> Why not?
L1366[18:24:19] <diesieben07> what giga said
L1367[18:24:24] <gigaherz> non-block GUIs often use the params for misc data
L1368[18:24:25] <diesieben07> i use it for entityID for example
L1369[18:24:34] <Delenas> That's ridiculous.
L1370[18:24:38] <gigaherz> it's there
L1371[18:24:40] <gigaherz> and unused.
L1372[18:24:45] <diesieben07> its not ridiculous
L1373[18:24:47] <Delenas> Also why I'm making that nullable and adding the nbt.
L1374[18:24:52] <diesieben07> and why always NBT...
L1375[18:24:54] <diesieben07> NBT sucks balls
L1376[18:24:59] <gigaherz> why nbt?
L1377[18:25:02] <gigaherz> just send a custom object
L1378[18:25:03] <diesieben07> for anything else than saving to disk
L1379[18:25:10] <Delenas> So you can define that thing in the nbt. It's either that, or a bunch of optional Objects..
L1380[18:25:29] <gigaherz> or well I suppose it would need to be encoded in a packet
L1381[18:25:35] <Delenas> Bingo.
L1382[18:25:39] <diesieben07> could add a method to IGuiHandler for that
L1383[18:25:46] <diesieben07> or rather an additional interface
L1384[18:25:51] <diesieben07> because backwards compat
L1385[18:26:22] <diesieben07> really, i am just grumpy about people using NBT for everything
L1386[18:26:29] <Delenas> I think the better way to do it would be to listen for an event, or add a hook of some type, but the problem with that is the OpenGui packet.
L1387[18:26:57] <diesieben07> why an event?
L1388[18:26:57] <gigaherz> couldn't you like
L1389[18:27:04] <diesieben07> hehe. i love doing this: http://www.minecraftforge.net/forum/index.php/topic,40336.0.html
L1390[18:27:06] <gigaherz> send a packet right before opening the gui
L1391[18:27:09] <gigaherz> with the data to be used?
L1392[18:27:17] <gigaherz> so when openGui is on the client
L1393[18:27:22] <gigaherz> the last received data is used
L1394[18:27:25] <diesieben07> yep that can be done
L1395[18:27:37] <diesieben07> but would be cleaner otherwise of courser
L1396[18:27:45] <Delenas> I've tried that. The data is erased because forge deletes the data I saved.
L1397[18:28:03] <diesieben07> then you did it wrong™
L1398[18:28:49] <gigaherz> wat
L1399[18:28:56] <gigaherz> I'm talking like, custom object somewhere
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L1401[18:29:00] <Delenas> I think a nice way of handling it would be to make ICustomGuiHandler, that accepts a subset of OpenGui message.
L1402[18:29:04] <gigaherz> store it in your client proxy
L1403[18:29:07] <gigaherz> or something like that
L1404[18:29:16] <diesieben07> thats what i do would do, too delenas
L1405[18:29:20] <gigaherz> but yeah
L1406[18:29:29] <gigaherz> if you really want to improve the gui handling
L1407[18:29:34] <Delenas> So you create a packet with the additional data, and send that. And if you have a handler of that type registered, forge will handle it.
L1408[18:29:35] <gigaherz> (which I'm not really against)
L1409[18:29:50] <gigaherz> is the openGui packet forge?
L1410[18:29:54] <diesieben07> have IEnhancedGuiHandler<T> and then in there write(T, ByteBuf) T read(byteBuf) and cleint(T) server(T)
L1411[18:29:55] <Delenas> FML, yes.
L1412[18:29:57] <diesieben07> if that makes sense :D
L1413[18:30:02] <gigaherz> yep
L1414[18:30:07] <gigaherz> then what diesieben07 says
L1415[18:30:13] <gigaherz> provide a function to append data to the packet
L1416[18:30:21] <gigaherz> and then allow the receiving side to read this data
L1417[18:30:31] <diesieben07> then you could adapt the old IGUiHandlers into this new thing
L1418[18:30:40] <diesieben07> and thereby preserve backwars compat
L1419[18:30:41] <theFlaxbeard> Can someone point me to a resource/reference code for using opengl stencils?
L1420[18:30:51] <gigaherz> theFlaxbeard: google ;P
L1421[18:31:03] <diesieben07> in forge not at all i think
L1422[18:31:10] <diesieben07> at least not wihtout a command line arg or a config change or something
L1423[18:31:47] <gigaherz> theFlaxbeard: I could explain waht stencil IS, but not how to use it ;P
L1424[18:33:20] <Coolway99> http://macromeme.com/cat/programmer-meme.jpg
L1425[18:34:03] <LatvianModder> First one isnt true in Eclipse :P
L1426[18:34:17] <LatvianModder> But those all are pretty much spot on me
L1427[18:34:34] <LatvianModder> especially last one
L1428[18:34:52] <Coolway99> I think we all can agree on that last one
L1429[18:34:52] <LatvianModder> "Um.. Let's see.. I could.. reload resources! That should fix the problem!"
L1430[18:34:54] <diesieben07> If your code is shit it IS true :P
L1431[18:35:10] <LatvianModder> Not really
L1432[18:35:19] <LatvianModder> Look up your code from years back
L1433[18:35:23] <diesieben07> fixing an error can introduce new ones that weren't there before.
L1434[18:35:23] <LatvianModder> Best cringe material ever
L1435[18:35:23] <gigaherz> something fails -> coudl be a glitch
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L1437[18:35:32] <gigaherz> something fails under the same conditions -> corner case?
L1438[18:35:38] <gigaherz> analyze issue -> nope my fault.
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L1441[18:36:15] <LatvianModder> You could just go simply "issue -> ignore it"
L1442[18:36:36] <gigaherz> that's not an option if said issue causes a catastrophic failure
L1443[18:36:38] <LatvianModder> easiest way to fix issue is by simply closing the issue on GitHub :P
L1444[18:36:53] <LatvianModder> ProTip
L1445[18:37:44] <Shambling> bug: while holding golden hoe, endermen do 10x damage when I have x mod installed. X mod author: don't use golden hoes
L1446[18:37:52] <LatvianModder> I'm almost considering to start making mods like a sane person. But then again.. I really love my own library.. :P
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L1450[18:40:34] <gigaherz> I'm considering starting a library
L1451[18:40:37] <gigaherz> but not a "library mod"
L1452[18:40:44] <gigaherz> I'd just shade it into all my mods
L1453[18:40:45] <gigaherz> ;P
L1454[18:41:07] <diesieben07> what kind of library?
L1455[18:41:12] <diesieben07> for modding?
L1456[18:41:21] <gigaherz> stuff that I use on all my mods
L1457[18:41:31] <gigaherz> such as BlockRegistered, that does setRegistryName
L1458[18:41:37] <gigaherz> the rendering helpers and such
L1459[18:41:43] <diesieben07> ah
L1460[18:41:50] <diesieben07> i have the same thing... unfinished :D
L1461[18:42:08] <diesieben07> currently writing on MCDataInput/Output
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L1463[18:42:19] <Shambling> so question on the texture baking from 1.9, does it just do that so it doesn't need to calculate the textures on the fly when light levels change, it generates a texture for each light level ahead of time?
L1464[18:42:38] <Shambling> or am I thinking of the wrong type of texture baking.
L1465[18:42:56] <diesieben07> texture baking?
L1466[18:43:04] <diesieben07> do you mean model baking or texture stitching? :D
L1467[18:43:32] <Shambling> hrmmmm.... why would you need to bake a model...
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L1469[18:44:05] <Shambling> I thought I remembered forge saying "baking textures" on one of the loading screens, must have been model baking
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L1471[18:44:23] <diesieben07> go from "abstract, inefficient to render defintion" to "highly compact optimized representation for fast rendering"
L1472[18:44:26] <Shambling> I remember texture baking was something I'd do in 3dsmax to fake shadows
L1473[18:44:26] <diesieben07> thats model baking
L1474[18:44:48] <Shambling> in the final models
L1475[18:45:22] <williewillus> so as it is right now, models go from file -> IModel -> IBakedModel. for a lot of the model formats, the IModel is just a straight representation from disk of the JSON/OBJ/whatever
L1476[18:45:34] <williewillus> "baking" it forms the actual vertices that will be rendered
L1477[18:45:45] <Shambling> ah, so its just to support the json format then
L1478[18:45:54] <williewillus> well kinda
L1479[18:45:58] <williewillus> its used for all the model loaders
L1480[18:45:59] <Shambling> I thought it was an optimization for their lighting and textures
L1481[18:46:17] <williewillus> well yes that too
L1482[18:46:20] <gigaherz> imagine it that way
L1483[18:46:23] <gigaherz> a .obj file
L1484[18:46:27] <williewillus> when something is in IModel form you can still manipulate it
L1485[18:46:31] <williewillus> but once you bake it it's set
L1486[18:46:32] <gigaherz> has a bunch of "v" "vt" "vn" "f" lines
L1487[18:46:39] <gigaherz> for positions, normals, texcoords, and faces
L1488[18:46:41] <gigaherz> after reading
L1489[18:46:43] <gigaherz> in the IModel
L1490[18:46:53] <gigaherz> you may have a List<Vec3> for positions
L1491[18:46:58] <gigaherz> List<Vec2> for texcoords
L1492[18:47:04] <gigaherz> List<Vec3> for normals
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L1494[18:47:08] <gigaherz> and List<int[]> for faces
L1495[18:47:13] <gigaherz> but then on bake()
L1496[18:47:19] <gigaherz> you turn them into a List<BakeQuad>
L1497[18:47:24] <williewillus> which is just float arrays
L1498[18:47:27] <gigaherz> which can be dumped directly onto the tesellator
L1499[18:47:35] <williewillus> *int[]
L1500[18:47:41] <gigaherz> it's really just binary data
L1501[18:47:48] <gigaherz> stores as int[], yes
L1502[18:48:04] <gigaherz> but it's just binary data split into ints
L1503[18:48:14] <Abastro> Tessellator?
L1504[18:48:40] <williewillus> tesellator? :P
L1505[18:48:49] <williewillus> what about it?
L1506[18:48:55] <diesieben07> Tessellator.
L1507[18:49:21] <Abastro> It reminds me 1.7.10 tessellator, sincr
L1508[18:49:38] <williewillus> the class itself still exists :P
L1509[18:49:43] <williewillus> the functionality just got exported
L1510[18:49:43] <Abastro> It saves position, uv, normal data in int array
L1511[18:49:43] <gigaherz> it has changed
L1512[18:49:46] <gigaherz> but it's still a thing
L1513[18:49:49] <Abastro> Yes.
L1514[18:49:54] <williewillus> see vertexbuffer :P
L1515[18:49:59] <gigaherz> just isntead of
L1516[18:50:09] <gigaherz> addVertexwahtever(everything in one function)
L1517[18:50:10] <williewillus> I still call it worldrenderer/wr a lot though since that's how I learned it :P
L1518[18:50:11] <gigaherz> it's now
L1519[18:50:25] <gigaherz> .pos(x,y,z).color(...).tex(...).endVertex()
L1520[18:50:26] <williewillus> its true name is BufferBuilder according to debug messages
L1521[18:50:28] <gigaherz> or if you have baked data
L1522[18:50:32] <gigaherz> .addVertexData(array)
L1523[18:50:52] <Abastro> BufferBuilder? Definitely better name..
L1524[18:51:20] <williewillus> i mean vertexbuffer is pretty close
L1525[18:51:33] <williewillus> worldrenderer was a bit shortsighted, and tessellator is just legacy :P
L1526[18:51:55] <williewillus> whoah
L1527[18:52:00] <Abastro> Cant agree more
L1528[18:52:04] <williewillus> since when did we get TE access in Block.harvestBlock
L1529[18:52:05] <williewillus> cool
L1530[18:52:22] <theFlaxbeard> After poking around on the internet I thought I'd gotten the basics for stencils, but my test isn't working. Right now I have http://pastebin.com/ddv2Vpkq (based on https://en.wikibooks.org/wiki/OpenGL_Programming/Stencil_buffer#Sample), but it's not masking the part of the texture drawn outside the stencil
L1531[18:53:19] <Abastro> On minecraft? There is no stencil buffer by default
L1532[18:53:23] <diesieben07> ^
L1533[18:53:32] <diesieben07> like i said, in forge you only get it with a command line arg
L1534[18:53:35] <diesieben07> or a config thing, something liek that
L1535[18:54:15] <theFlaxbeard> I see'
L1536[18:54:18] <williewillus> i thought you had to request one from MinecraftForgeClient or something
L1537[18:54:22] <williewillus> there was code somewhere to acquire one
L1538[18:54:41] <theFlaxbeard> williewillus, I was looking at botania in particular since it uses stencils
L1539[18:54:51] <theFlaxbeard> but I couldn't find any reference to it other than when the stenciling was done
L1540[18:54:52] <diesieben07> willie, yes that is to reserve a bit for you.
L1541[18:55:01] <williewillus> heh I haven't even touched/looked at that
L1542[18:55:03] <diesieben07> but for there to BE any bits, you need the command line thing
L1543[18:55:06] <williewillus> it works :P
L1544[18:55:17] <williewillus> => not poking it
L1545[18:55:30] <Abastro> Without additional Framebuffer?
L1546[18:55:33] <williewillus> really? i mean botania uses it for the lexicon
L1547[18:55:39] <williewillus> the category buttons are stenciled
L1548[18:55:55] <_44trent> this is probably a stupid question, but where do i put the source code of a mod so i can update it within an IDE?
L1549[18:56:06] <williewillus> on your hard drive :P
L1550[18:56:14] <_44trent> where on my hard drive though?
L1551[18:56:19] <williewillus> anywhere?
L1552[18:56:30] <theFlaxbeard> Botania doesn't use it for the buttons
L1553[18:56:36] <williewillus> welp
L1554[18:56:38] <theFlaxbeard> it uses it for the circle on ctrl+clicking an item
L1555[18:56:42] <theFlaxbeard> to open the lexica
L1556[18:56:50] <theFlaxbeard> at least afaik
L1557[18:57:03] <Abastro> I think using additional Framebuffer is the most safe way, but dont know much details.
L1558[18:57:52] <diesieben07> in 1.10 the stencil code seems to be gone completely
L1559[18:58:01] <theFlaxbeard> Hmm
L1560[18:58:06] <theFlaxbeard> There might be a better way to do what I want to do
L1561[18:58:07] <diesieben07> even 1.9.4
L1562[18:58:23] <theFlaxbeard> I'm trying to cut off a 3d model rendered in a GUI at the edges of that gui
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L1564[18:59:07] <diesieben07> glScissor will do that just fine
L1565[18:59:13] <diesieben07> if it's rectangular
L1566[18:59:38] <Shambling> hrmmm this pahimar reboot tutorial is confusing. he says to download and use idea, and then shows using eclipse workspace
L1567[18:59:49] <diesieben07> dont follow that...
L1568[18:59:57] <Shambling> maybe he's just being thorough lol
L1569[19:00:00] <diesieben07> pahi may have a good reputation, but in all honesty, that tutorial si nto that good
L1570[19:00:30] <Shambling> ok so who has a good tut on setting up the environment? someone that doesn't have a toaster for a microphone
L1571[19:00:37] <Delenas> Tutorials become outdated. Concepts never die.
L1572[19:00:49] <diesieben07> for making a mod, yes? intellij?
L1573[19:01:06] <Shambling> I tried watching a really good one, but even with loudness equalizer it was too quiet
L1574[19:01:11] <williewillus> video tutorials are pretty much worst for modding imo
L1575[19:01:16] <williewillus> they get outdated almost immediately
L1576[19:01:20] <williewillus> and are a pita to update/maintain
L1577[19:01:36] <williewillus> textual docs and looking at live working mod code is much better
L1578[19:01:45] <Shambling> well I'll just read the tutorials mcjty linked on his website for now
L1579[19:01:56] <diesieben07> Shambling, really, all you need is: download mdk, unzip. in intellij do File > Open and sleect the build.gradle. when its imported run setupDecompWorkspace from the gradle sidebar. then click the blue refresh arrow thingy
L1580[19:02:02] <diesieben07> then run genIntellijRuns, let it reload.
L1581[19:02:03] <diesieben07> done.
L1582[19:03:29] <theFlaxbeard> diesieben07: Thanks, scissor works perfectly
L1583[19:03:37] <diesieben07> <3
L1584[19:05:37] <pahimar> Thanks diesieben07 :(
L1585[19:05:46] <pahimar> I'll just cancel any future plans
L1586[19:05:50] <diesieben07> sowwy
L1587[19:05:55] <pahimar> No you arent
L1588[19:06:03] <diesieben07> but your unlocalized name bs just killed me liking that series
L1589[19:06:12] <diesieben07> i STILL deal with that shit in the forums to this day
L1590[19:06:23] <pahimar> One thing and you hate the entire tutorial?
L1591[19:06:38] <pahimar> Tbh this is why more people don't do tutorials
L1592[19:06:48] <diesieben07> it's been a while since I watched it,there were some other things that i didn't like
L1593[19:06:54] <pahimar> Because people shit on methods they don't like and put down the entire work
L1594[19:07:12] <diesieben07> this is the FIRST time i say this and i did not shit on you i said it's not that good.
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L1596[19:07:30] <pahimar> You shit on the tutorial. Not me. I never said you shit on me
L1597[19:07:50] <diesieben07> Ok, sorry. I didn't mean to come across like that.
L1598[19:08:01] <diesieben07> If you want to, I will make you a nice list of things I don't like.
L1599[19:08:15] <diesieben07> I don't hate the whole tutorial, I just get a little emotional.
L1600[19:08:57] <pahimar> No need. The whole unlocalized name thing (that's been brought up in here many times and only years after I did it) has taught me one thing - don't listen to what people think you should put in a tut
L1601[19:09:19] <diesieben07> that wasn't even your idea?
L1602[19:09:35] <pahimar> Nope
L1603[19:09:43] <diesieben07> wow, ok then. my apologies.
L1604[19:10:03] <Shambling> I haven't even got to that part yet, but I'd imagine learning java would inform the way you create names rather than blindly following a tutorial. I usually get functionality and ideas from tutorials, otherwise I'm just recompiling someone's code
L1605[19:10:20] <diesieben07> that's a good way to think
L1606[19:10:29] <theFlaxbeard> I'll need to scale scissor based on the gui scale right?
L1607[19:10:43] <diesieben07> yes, glScissor always works in window coords
L1608[19:10:59] <theFlaxbeard> How do I obtain the gui scale?
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L1610[19:11:57] <diesieben07> ScaledResolution#getScaleFactor
L1611[19:12:21] <diesieben07> theFlaxbeard, https://gist.github.com/diesieben07/e087eb0438ecc7035067bfcc2113a553
L1612[19:12:37] <theFlaxbeard> danke
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L1614[19:13:38] <tterrag> theFlaxbeard: also note that window coords are inverted on the y axis from MC coordinate space
L1615[19:13:51] <theFlaxbeard> Yeah, noticed that
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L1617[19:14:06] <tterrag> https://github.com/Chisel-Team/Chisel/blob/hitech_chisel/src/main/java/team/chisel/client/gui/GuiHitechChisel.java#L376-L377
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L1624[19:26:00] <tterrag> christ water updates are hell on FPS in 1.98
L1625[19:26:02] <tterrag> 1.9*
L1626[19:26:05] <tterrag> what did they DO
L1627[19:26:15] <tterrag> <10 FPS
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L1629[19:27:57] <tterrag> lighting http://i.imgur.com/qA1rCpY.png
L1630[19:32:06] <williewillus> is it bad without the pipeline?
L1631[19:32:14] <williewillus> if not yel at fry :D
L1632[19:32:23] <Shambling> lol I just broke IDE linking to my first project. doesn't give client/server compilation on run anymore. :o
L1633[19:33:14] <Shambling> err my bad (intellij idea, not IDE)
L1634[19:33:43] <TehNut> Did you run genIntellijRuns?
L1635[19:33:53] <TehNut> I assume you mean run configurations
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L1637[19:34:41] <tterrag> williewillus: how can I turn that off again?
L1638[19:34:49] <williewillus> in the forge config
L1639[19:35:29] <williewillus> are entity potions synced clientside or just the particles?
L1640[19:36:51] <diesieben07> just color
L1641[19:36:59] <diesieben07> the particle color is synced
L1642[19:37:09] <williewillus> bleh
L1643[19:37:20] <tterrag> welp forge's ingame config is busted
L1644[19:37:26] <tterrag> I changed it and it didn't even update the config file
L1645[19:37:39] <tterrag> much less actually change the lighting
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L1647[19:39:36] <williewillus> hm I need to detect clientside if a given entity has slowness..
L1648[19:39:43] <williewillus> could I read the attribute and see if the modifier is applied?
L1649[19:39:48] <williewillus> idk if those are synced fully
L1650[19:40:11] <tterrag> williewillus: it's maybe a bit better with vanilla
L1651[19:40:21] <tterrag> but I'm pretty sure the hotspot with either pipeline is getBlockState http://i.imgur.com/jd4KMeu.png
L1652[19:40:40] <williewillus> interesting
L1653[19:41:07] <williewillus> i still wonder why the hell the mutable blockpos pool exists
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L1655[19:42:03] <tterrag> doing some quick math
L1656[19:42:44] <tterrag> 97% of Block.getLightValue is spent inside getBlockState
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L1658[19:46:16] <Shambling> well I got the options back thanks diesieben07, unfortunately now its throwing an error with gradlestart. java 1.8 works with forge right/
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L1660[19:46:36] <diesieben07> sure it does
L1661[19:46:39] <diesieben07> what error?
L1662[19:46:59] <Shambling> oh nm, I just needed to run the runclient task
L1663[19:47:39] <Shambling> crap, well thats enough for today, need to get up in 6 hours to do another 8 hours of cable pulls. lol
L1664[19:48:00] <Shambling> I've got the client compiling.... and now its crashed. lol
L1665[19:48:14] <Shambling> must not have clicked allow java fast enough in the background
L1666[19:48:16] <williewillus> tterrag: can you drill down into what exactly in Chunk?
L1667[19:48:31] <williewillus> from what I see there's lots of indirection but nothing stands out as being super intense
L1668[19:48:34] <williewillus> inside Chunk.getBlokcState
L1669[19:48:56] <tterrag> It's not one thing
L1670[19:49:05] <tterrag> It's all the layers of abstraction adding up
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L1689[20:21:52] <wiresegal> will capabilities on TileEntities save by themselves, and will capabilities be preserved when an itemstack loads?
L1690[20:23:47] <williewillus> depends and depends ;p
L1691[20:24:09] <wiresegal> i'm using the standard writeToNBT
L1692[20:24:21] <wiresegal> (it's a subclass of ItemStackHandler)
L1693[20:24:26] <williewillus> in general, no. The only time you can not worry at all about saving caps yourself is if you return an ICapabilityProvider (so for Itemcaps and for attach cap events) that is also ICapabilitySerializable
L1694[20:24:37] <williewillus> at all other times you are responsible
L1695[20:24:43] <wiresegal> including for a Tile?
L1696[20:24:46] <williewillus> yep
L1697[20:25:14] <wiresegal> k
L1698[20:26:24] <wiresegal> so with the itemstack I'm fine?
L1699[20:26:34] <williewillus> yes
L1700[20:26:41] <williewillus> as long as your provider also implements INBTSerializable
L1701[20:27:04] <wiresegal> wait, ICapSerializable or INBTSerializable? You said both
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L1704[20:28:11] <Coolway99> ICapSerializable implements INBTSerializable
L1705[20:28:15] <williewillus> ^
L1706[20:28:28] <williewillus> ICapSerializable is just a convenience combo of ICapProvider and INBTSerializable
L1707[20:28:30] <williewillus> it's empty
L1708[20:28:32] <wiresegal> got it, cool
L1709[20:29:27] <wiresegal> i'm doing my first GUI, it's an interesting experience
L1710[20:30:09] <wiresegal> and ironically, the block IN HAND has a gui, but is guiless on the ground
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L1731[21:25:53] <SomeGuyInATree> Any ideas how/why this breaks gl context? http://pastebin.com/1NeNdvaB
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L1743[21:56:09] <theFlaxbeard> Can I render a gui element not linked to the gui scale's "pixels"?
L1744[21:56:21] <theFlaxbeard> ie with a medium GUI scale, rendering something at 1px increments instead of the 2px
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L1748[22:03:59] <theFlaxbeard> Never mind
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L1762[22:31:50] <Ordinastie_> so youtube doesn't work anymore for me... :x
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L1769[22:40:51] <jmeyer2k> hi there
L1770[22:41:11] <jmeyer2k> eh nvm
L1771[22:41:20] <jmeyer2k> was gonna ask a question, but just figured it out ;)
L1772[22:41:33] <Ordinastie_> that's what we do
L1773[22:44:14] <jmeyer2k> anyone having trouble with access transformers on 1.9?
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L1775[22:44:27] <jmeyer2k> I'm working on updating a mod and gradle won't setupDecompWorkspace
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L1778[22:46:26] <jmeyer2k> something about subclasses overriding access transformed properties
L1779[22:46:45] <HellSinker74> morning
L1780[22:47:46] <Delenas> How does one register an entity?
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L1782[22:52:33] <Delenas> nm, found it. In EntityRegistry, not GameRegistry..
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L1788[22:54:50] <tterrag> jmeyer2k: you can't AT a method if it has overrides. because then those overrides are lowering the scope
L1789[22:55:01] <tterrag> you can AT all overrides but sometimes that's not feasible. it's best just to use reflection
L1790[22:55:23] <McJty> You can AT a method so that you can override it yourselves though
L1791[22:55:33] <tterrag> sure
L1792[22:55:38] <McJty> Best to avoid AT's in general if you can
L1793[22:55:39] <tterrag> but that doesn't fix the vanilla overrides issue
L1794[22:55:43] <tterrag> ^
L1795[22:55:43] <McJty> Unfortunatelly it is not always possible
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L1797[22:56:59] <Delenas> .. wait. I thought all entities in the world had a unique UUID.
L1798[22:57:09] <Delenas> Why is there no way to grab an entity by that?
L1799[22:59:22] <KnightMiner> What is your reason for grabbing by UUID?
L1800[22:59:29] <KnightMiner> Is it related to the scoreboard?
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L1802[22:59:53] <Delenas> Just a way to get a very specific entity from the world.
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L1804[23:01:23] <jmeyer2k> wait @tterag, what is reflection?
L1805[23:01:33] <KnightMiner> Normally you can just the entity's object instance for that. For example, a single instance of a zombie just refers to that zombie and no others
L1806[23:02:15] <Ordinastie_> jmeyer2k, google that :)
L1807[23:02:22] <tterrag> https://docs.oracle.com/javase/tutorial/reflect/
L1808[23:02:25] <Delenas> jmeyer2k, your best friend and ally in the coding world. Also, your worst enemy.
L1809[23:02:26] <jmeyer2k> alright thx
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L1811[23:02:32] <jmeyer2k> haha
L1812[23:02:36] <tterrag> so, I want to have a type of block that only generates against lava
L1813[23:02:44] <Delenas> It will let you do marvelous things! ...at a price.
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L1815[23:02:47] <tterrag> is this possible? checking around the generation position for lava just results in a stack overflow
L1816[23:03:00] <Delenas> And that price is usually your sanity, but hey.
L1817[23:04:11] <TehNut> Some mod added Sulfur that did that, tterrag
L1818[23:04:12] <tterrag> I feel like other mods have done something similar but I can't think of any specific examples
L1819[23:04:15] <TehNut> Don't remember which one...
L1820[23:04:21] <tterrag> it wasn't railcraft, I checked that source
L1821[23:04:27] <TehNut> Maybe TF?
L1822[23:04:28] <tterrag> https://github.com/CovertJaguar/Railcraft/blob/master/src/main/java/mods/railcraft/common/worldgen/SulfurGenerator.java
L1823[23:04:28] <Delenas> KnightMiner, packets. I need to re-lookup the entity after a method.
L1824[23:04:50] <TehNut> Don't remember if TF has a sulfur ore
L1825[23:05:26] <KnightMiner> Ah, across multiple worlds... No idea there then...
L1826[23:05:52] <TehNut> Oh, wait. TF worldgen used the CoFHCore system
L1827[23:07:17] <tterrag> KL would still probably know how >.>
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L1831[23:23:05] <Delenas> In any case. What would be the best way to get an entity id on the client (same as server one?)
L1832[23:23:21] <Delenas> So that I could grab an entity fromt he world with it?
L1833[23:23:30] <tterrag> getUniqueID
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L1835[23:24:00] <Delenas> Which is a uuid- how to use that on world?
L1836[23:25:08] <tterrag> WorldSErver has a UUID lookup
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L1838[23:27:11] <Delenas> That's useless if I need to get a client's entity..
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L1840[23:27:50] <Delenas> Unless you're saying to do it the other way? Get the entity on the client and push it to the server?
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L1842[23:35:02] <tterrag> why are you doing stuff clientside?
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L1844[23:36:01] <Delenas> Because I'm working on a custom gui sync.
L1845[23:36:24] <Delenas> I have an entity on the server, I need to get that same entity on the client.
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L1850[23:47:23] <tterrag> then just use the normal entity ID
L1851[23:47:25] <tterrag> that's its entire purpose
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L1856[23:54:21] <HellSinker74> does anyone have a link to a good localization example for texts?
L1857[23:56:10] <tterrag> what do you mean?
L1858[23:56:14] <tterrag> just add the keys into the lang file :P
L1859[23:57:38] <HellSinker74> I guess I mean that I'm a java newbie, but if its so easy - I'm sure I'll manage it...
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