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L33[01:04:49] <Cypher121> what would be a good way to spawn 3 fireballs with short delay between them whenever an item is used?
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L35[01:05:09] <Cypher121> I tried looking at what blazes do, but they seem to use ai tasks for that stuff
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L41[01:09:35] <tterrag> Cypher121, you'd have to have some kind of tick event handler and a counter
L42[01:10:59] <Cypher121> =\
L43[01:12:08] <Cypher121> well, I guess I should've seen it coming, but I hoped there's some kind of a scheduler
L44[01:12:19] <Cypher121> thanks anyway
L45[01:15:27] <tterrag> I made one :P'
L46[01:15:40] <tterrag> but any scheduler will just use a tick handler at its core
L47[01:16:07] <Cypher121> yeah, I think I'll just write one
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L50[01:24:16] <tterrag> I mean
L51[01:24:26] <tterrag> in a pinch you could use your item's onUpdate and an NBT flag
L52[01:24:37] <tterrag> of course if the player immediately drops the item that's going to faile
L53[01:24:38] <tterrag> fail
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L56[01:30:10] <Cypher121> that seems like more work that writing a proper scheduler, and will end up being re-written 10 times for each item
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L67[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160707 mappings to Forge Maven.
L68[02:00:04] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160707-1.10.2.zip (mappings = "snapshot_20160707" in build.gradle).
L69[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/
L70[02:00:26] <Cypher121> well that was pretty easy to do
L71[02:03:15] <Cypher121> https://gist.github.com/Cypher121/f15d3791c9a400b9d987caa2f2d486d1
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L102[03:21:58] <Cypher121> shit, forgot that I need to kill them on impact https://streamable.com/02f7
L103[03:23:03] <Saucier> rip
L104[03:23:14] <sham1> Rip test world
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L106[03:24:38] <Cypher121> although that gave me an idea for a bouncing bomb spell
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L125[04:29:04] <OrionOnline> Good Morning
L126[04:29:14] <OrionOnline> I found something interesting: https://gist.github.com/OrionDevelopment/ecfb257eae05d00b7aa4b778bdc70c4f
L127[04:29:33] <OrionOnline> When a player logges out the game does not seem to unload the Chunks properly...
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L130[04:47:01] <Cypher121> how do I register entities in 1.10? I added EntityRegistry.registerModEntity to preinit, but my entities get deleted before they can even tick
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L133[05:00:41] <Cypher121> oh, nvm, I just forgot to set spawn position
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L153[06:39:34] <xEviLSpaWnx> Im having problems with my minecraft, it will randomly freeze then after a minute or so will turn either white or black, sometimes after its turned black the game will continue and i can log out (because i know where the buttons are on the screen) but cant see what im doing.... I dont get no crash report or anything. Any ideas or help to solve this problem would be appreciated, Thanks
L154[06:39:35] <xEviLSpaWnx> in advance.
L155[06:40:12] *** kroeser|away is now known as kroeser
L156[06:42:08] <linuxdaemon> xEviLSpaWnx:
L157[06:42:15] <linuxdaemon> any specific mod pack?
L158[06:42:44] <xEviLSpaWnx> Nope
L159[06:43:04] <linuxdaemon> forge/mc version?
L160[06:43:35] <Ordinastie_> sounds like a hardware problem
L161[06:44:11] <xEviLSpaWnx> 1.9 minecraft version, Forge 1987
L162[06:44:18] <xEviLSpaWnx> 1.9.4 sorry
L163[06:44:21] <linuxdaemon> xEviLSpaWnx: client logs?
L164[06:45:14] <xEviLSpaWnx> Where are they?
L165[06:45:39] <linuxdaemon> .. under your game directory, in the logs folder
L166[06:45:52] <linuxdaemon> what client are you using
L167[06:46:07] <linuxdaemon> s/client/launcher
L168[06:48:40] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L169[06:48:58] <xEviLSpaWnx> Using curse
L170[06:49:57] <xEviLSpaWnx> fml-client-latest.log <-- this log?
L171[06:50:02] <Ordinastie_> yrd
L172[06:50:04] <Ordinastie_> yes
L173[06:50:05] <linuxdaemon> yes
L174[06:50:16] <linuxdaemon> put it on pastebin or something
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L176[06:53:40] <xEviLSpaWnx> The file is too big for pastebin...
L177[06:53:55] <linuxdaemon> paste.feed-the-beast.com
L178[06:54:24] <sham1> Or try to identify the error and paste that /s
L179[06:54:48] <linuxdaemon> sham1: lol, like that'll work
L180[06:55:00] <sham1> Thus "/s"
L181[06:55:19] <Ordinastie_> last time someone try to identify the error, they posted the "This is not an error" report :s
L182[06:55:25] <linuxdaemon> omg
L183[06:55:37] <linuxdaemon> doesn't surprise me in the slightest
L184[06:55:48] <linuxdaemon> considering the people we get in #ftb
L185[06:55:51] <sham1> Apparently people cannot read
L186[06:56:02] <linuxdaemon> nope
L187[06:56:29] <linuxdaemon> they can't even read large dialogs telling them they should install 64bit java
L188[06:57:04] <sham1> Or Java8 for that matter
L189[06:57:09] <linuxdaemon> that too
L190[06:57:16] <sham1> It's even worse when they have to install 64-bit java8
L191[06:57:22] <xEviLSpaWnx> http://paste.feed-the-beast.com/view/d02b50ce
L192[06:57:37] <sham1> Okay, let's see
L193[06:58:21] <sham1> So many lines
L194[06:58:27] <Ordinastie_> just to be sure, your problem did happen last time you ran the game ?
L195[06:58:49] <xEviLSpaWnx> yeah it happens everytime i run the game
L196[06:59:30] <Ordinastie_> does it happen with vanilla ?
L197[06:59:52] <xEviLSpaWnx> if i delete the log file and run the game, wait for it to happen.... Would that make the log file smaller?
L198[07:00:05] <Ordinastie_> probably not
L199[07:00:05] <linuxdaemon> xEviLSpaWnx: no
L200[07:00:07] <xEviLSpaWnx> Its not happened on vanilla as of yet
L201[07:00:13] <sham1> I don't think that FML appends to logs
L202[07:00:14] <Ordinastie_> but I doubt there is anything in the log
L203[07:00:16] <sham1> It just overrides
L204[07:00:26] <xEviLSpaWnx> Ah ok
L205[07:00:28] <linuxdaemon> xEviLSpaWnx: does it happen with only forge, no mods
L206[07:00:38] <linuxdaemon> sham1: it rotates the logs
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L208[07:00:56] <sham1> okay?
L209[07:00:57] <sham1> And
L210[07:01:08] <Ordinastie_> it just makes them harder to read when they're sideways
L211[07:01:19] <xEviLSpaWnx> Not sure want me to try all the variations etc etc?
L212[07:01:35] <Ordinastie_> xEviLSpaWnx, try with vanilla minecraft first
L213[07:01:36] * linuxdaemon glares at Ordinastie_
L214[07:01:47] <sham1> What do you actually *DO* before it freezes
L215[07:01:52] <linuxdaemon> ^
L216[07:02:14] <xEviLSpaWnx> I could be doing anything it happens completely randomly
L217[07:02:24] <sham1> hmrm
L218[07:02:37] <xEviLSpaWnx> I could be playing for an hour or so the it does it, the next time i could be playing for 2 mins
L219[07:02:53] <linuxdaemon> xEviLSpaWnx: you don't openyour inventory, or look a certain way, or alt-tab the window or anything?
L220[07:03:22] <xEviLSpaWnx> Nope, 100% random
L221[07:04:25] <linuxdaemon> I wish curse appened hardware specs like the ftb launcher does
L222[07:05:06] <sham1> And I wish that Curse would be multiplatform
L223[07:05:12] <sham1> So I could test it
L224[07:05:18] <sham1> And see if something is wrong
L225[07:05:29] <linuxdaemon> sham1: yeah, same
L226[07:05:45] <xEviLSpaWnx> Gunna go do some testing, anything you will need after i tested specific instances?
L227[07:05:49] <linuxdaemon> for launcher issues, I can etst it in a vm, but mc won't work in a vm
L228[07:06:04] <linuxdaemon> xEviLSpaWnx: all the logs
L229[07:06:11] <linuxdaemon> just like, all of them
L230[07:06:43] <xEviLSpaWnx> Delete and start fresh?
L231[07:06:56] <sham1> Try to delete your pack instance
L232[07:06:57] <Ordinastie_> test with Vanilla only
L233[07:07:02] <sham1> Backup your worlds
L234[07:07:07] <Ordinastie_> if it happens, it's either hardware or drivers
L235[07:07:17] <Ordinastie_> if not test with forge only
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L237[07:07:31] <xEviLSpaWnx> Ok
L238[07:07:40] <Ordinastie_> if it doesn't happen, then it's most likely a mod and you'll have to find which one
L239[07:07:55] <sham1> A binary search is good for that
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L252[07:49:34] <BlueMonster> anyone got any idea why when i do this the item disappears almost instantly? https://gist.github.com/bluemonster122/8d48dbec6c599c2aba4cf5d10637ed93
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L255[07:57:55] <sham1> BlueMonster: do you call that at the server side
L256[08:00:32] <BlueMonster> yes
L257[08:03:31] <sham1> show code
L258[08:04:00] <BlueMonster> https://gist.github.com/bluemonster122/bfd7895717a03159fa868cabec241e80
L259[08:04:22] <BlueMonster> and
L260[08:04:22] <BlueMonster> https://gist.github.com/bluemonster122/cf883646e395f18bf8cf9eb2d989ef5f
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L266[08:13:51] <BlueMonster> to see whats happening -> https://youtu.be/09Ttlb5noCQ
L267[08:14:29] <BlueMonster> it happens about 13 secons
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L272[08:19:55] <sham1> That's not the code
L273[08:20:08] <sham1> Also, private video
L274[08:20:24] <BlueMonster> the code is in the gist links
L275[08:20:38] <sham1> Ah
L276[08:20:42] <sham1> Didn't see
L277[08:21:19] <sham1> Where is dropOuts called
L278[08:21:24] <sham1> Ah
L279[08:21:31] <sham1> No, you don't call it at the server
L280[08:21:56] <sham1> There's no if (!worldObj.isRemote) anywhere
L281[08:22:10] <BlueMonster> i did add that...
L282[08:22:25] <Ordinastie_> if (output != null && output.getStackInSlot(0) != null && !worldObj.isRemote)
L283[08:22:52] <sham1> It probably should be in onUpdate
L284[08:22:57] <sham1> As you update the entity state
L285[08:23:12] <BlueMonster> that shouldnt affect it
L286[08:24:11] <sham1> It shouldn't
L287[08:24:17] <sham1> But it could effect anyway
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L289[08:26:04] <BlueMonster> adding it to onUpdate didnt help
L290[08:26:30] <Ordinastie_> your video is still private
L291[08:27:16] <BlueMonster> video good now?
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L293[08:28:56] <AnarchySage> i see cpw did a mod called simpleretrogen, does this exist for 1.7.10 or something similiar?
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L306[09:36:57] <raoulvdberge> For the method neighborChanged(IBlockState state, World world, BlockPos pos, Block block)
L307[09:36:59] <raoulvdberge> When a block is placed
L308[09:37:07] <raoulvdberge> Why is the block parameter null
L309[09:37:13] <raoulvdberge> It isn't null when a block is removed
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L311[09:39:34] <RANKSHANK> wouldn't the previous block be null when a block is placed?
L312[09:39:57] <RANKSHANK> I think that's what the block is meant to be, not 100% sure, haven't done block work in a while
L313[09:40:33] <raoulvdberge> Oh no
L314[09:40:37] <raoulvdberge> minecraft:air is passed
L315[09:41:00] <raoulvdberge> If i place dirt it gives me air as well
L316[09:41:05] <raoulvdberge> Ah that is probably meant to be that way
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L321[10:05:52] <Coolway99> how would one make vanilla mobs ignore them?
L322[10:06:22] <Coolway99> given that I'm creating the mob
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L327[10:23:49] <ghz|afk> there's a ghost in my computer
L328[10:23:57] <ghz|afk> I'm getting a failed assert in a piece of code
L329[10:24:04] <ghz|afk> but the conditions that would allow that code to run, are false.
L330[10:24:23] <ghz|afk> and it can't be a race condition -- those values are initialized BEFORE threading starts.
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L332[10:25:52] <Coolway99> hey, is there a task I can add to a mob that will prevent it from targeting an entity?
L333[10:25:57] <Coolway99> without making a whole new mob?
L334[10:27:11] <ghz|afk> no idea
L335[10:27:12] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/Brain--broken.png
L336[10:28:39] <ghz|afk> (yes this is C#, yes that is visual studio, no, it can't be due to optimizations -- it's a debug build) -- maybe it IS a race condition?
L337[10:29:32] <ghz|afk> no it can't be.
L338[10:31:43] <ghz|afk> well fuck
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L340[10:31:54] <ghz|afk> I put that code inside a lock(){}
L341[10:31:56] <ghz|afk> and it works
L342[10:32:52] <ghz|afk> OOOOH I found the race condition :)
L343[10:33:35] <Coolway99> hey gigaherz, do you know anything about entity AI's?
L344[10:34:02] <Coolway99> More specifically, I'm trying to make an item that spawns mobs, but I want to tweak their AI a bit so they avoid the player that spawned them
L345[10:34:04] <ghz|afk> nope
L346[10:34:12] <Coolway99> or rather, less avoid, more "don't attack"
L347[10:34:12] <ghz|afk> I know non-AI entities
L348[10:34:16] <ghz|afk> but not AI entities
L349[10:34:24] <Coolway99> :/
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L354[10:42:15] <shadowfacts> What is the proper way to get the light level at a position? World#getLight only returns 15 or 0
L355[10:45:32] <ghz|afk> that can't be right
L356[10:49:58] <shadowfacts> I agree, but that's what I'm getting
L357[10:50:30] <shadowfacts> for anything that provides light or is transparent (e.g. glowstone or glass), I get 15 but 0 for everything else
L358[10:51:40] <ghz|afk> wait
L359[10:51:42] <ghz|afk> that's expected
L360[10:51:48] <ghz|afk> you are getting the light emitted by the block, I think
L361[10:52:07] <shadowfacts> A) then that's a confusing name
L362[10:52:14] <shadowfacts> B) but glass doesn't emit light...
L363[10:52:28] <ghz|afk> try
L364[10:52:30] <ghz|afk> worldObj.getLightFor(EnumSkyBlock.BLOCK, pos) ?
L365[10:53:03] <ghz|afk> hmm that sounds like it's also not waht you need, though
L366[10:53:25] <ghz|afk> .getLightFromNeighbors.
L367[10:53:27] <ghz|afk> that's the one
L368[10:53:30] <ghz|afk> crappy name
L369[10:53:37] <ghz|afk> but it's what gets the effective received light
L370[10:53:43] <shadowfacts> world.getLightFor(BLOCK, pos.offset(sideHit)) works propperly
L371[10:53:52] <ghz|afk> but only includes the block light
L372[10:53:54] <ghz|afk> not the sky light
L373[10:53:58] <ghz|afk> so it won't change if it's day ;P
L374[10:55:31] <shadowfacts> same as before, 15 for anything transparent/light emitting and 0 for everything else
L375[10:55:50] * ghz|afk shrugs
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L377[10:55:59] <ghz|afk> then maybe
L378[10:56:08] <ghz|afk> max(getLightFor(BLOCK),getLightFor(SKY)
L379[10:56:16] <shadowfacts> yeah, trying that
L380[10:58:09] <shadowfacts> Math.max(world.getLightFor(EnumSkyBlock.BLOCK, pos.offset(side)), world.getLightFor(EnumSkyBlock.SKY, pos)) works properly when I'm targetting solid blocks but not when I'm targeting non-solid/transparent ones
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L382[10:58:36] * ghz|afk shrugs hard
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L384[11:07:21] <shadowfacts> screw it, I'm just gonna ignore the sky light
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L390[11:21:33] <_44trent> so i'm trying to update a mod from 1.6.4 to 1.9, but i can't seem to figure out why skull cannot be resolved
L391[11:21:48] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L392[11:21:49] <_44trent> i know, it's crazy to try an update a mod 3 major versions, but it's not a very complicated mod
L393[11:22:01] <_44trent> it just put names above player heads
L394[11:22:11] <Ordinastie_> skull ?
L395[11:22:17] <_44trent> like player heads
L396[11:22:38] <Ordinastie_> resolved ?
L397[11:23:30] <_44trent> uh, yeah "skull cannot be resolved or is not a field"
L398[11:23:53] <Ordinastie_> ok, you need to be more specific than "skull" then
L399[11:24:08] <Ordinastie_> !gf skull 1.6.4
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L401[11:24:28] <Ordinastie_> !gf field_82799_bQ
L402[11:24:31] <_44trent> how am i supossed to be more specific exactly, i'm literally stating the error i have
L403[11:24:49] <Ordinastie_> by specifyin the class for start
L404[11:25:48] <_44trent> ok
L405[11:26:24] <Ordinastie_> also, the type
L406[11:26:25] <ghz|afk> if it was "skull" in the past, "skull" must have been defined somewhere
L407[11:26:28] <ghz|afk> maybe static imports?
L408[11:26:42] <ghz|afk> import blahblah.Blocks.*;
L409[11:26:52] <_44trent> i probably should import that
L410[11:26:55] * _44trent facepalms
L411[11:27:24] <sham1> *everyone in the world facepalms*
L412[11:27:27] <Ordinastie_> not necesseraly
L413[11:28:12] <sham1> Contrarian
L414[11:28:29] <Ordinastie_> not really ;o
L415[11:29:21] <Ordinastie_> don't static import * if you're using a field once
L416[11:30:42] <_44trent> i think i figured out the problem
L417[11:31:08] <_44trent> i need to import "net.minecraft.tileentity.TileEntitySkull"
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L419[11:36:57] <Oblivion> Hi! What was getPlayerCoordinates() changed to between 1.7.10 and 1.8.9?
L420[11:37:57] <ghz|afk> !gm getPlayerCoordinates 1.7.10
L421[11:38:02] <ghz|afk> no results found
L422[11:38:07] <ghz|afk> where was that method?
L423[11:38:11] <Oblivion> player
L424[11:38:11] <ghz|afk> which class?
L425[11:38:20] <ghz|afk> Forge-added?
L426[11:38:25] <Oblivion> EntityPlayerMP
L427[11:38:30] <ghz|afk> !mh getPlayerCoordinates
L428[11:39:04] <ghz|afk> !gm getPlayerCoordinates
L429[11:39:23] <ghz|afk> getPositionVector
L430[11:39:31] <unascribed> does anyone know what would cause a player to drop items that can't be picked up when using /give, and make no sound when being damaged, after respawning?
L431[11:39:35] <ghz|afk> I just looked at ICommandSender
L432[11:39:38] <ghz|afk> and that returns a Vec3d
L433[11:39:39] <ghz|afk> ;P
L434[11:39:43] <unascribed> this is after dying in a custom dimension and respawning into the overworld
L435[11:39:51] <ghz|afk> unascribed: ghost entities spawned client-side
L436[11:39:54] <unascribed> I've never done dimensions before so I'm probably doing something stupid
L437[11:39:56] <sham1> A bug
L438[11:39:58] <unascribed> yes, I guessed that much
L439[11:40:01] <unascribed> but what would cause that to happen?
L440[11:40:05] <ghz|afk> no idea
L441[11:40:07] <unascribed> I'm not modifying /give
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L443[11:47:36] <unascribed> https://unascribed.com/v/129feaf2.mp4
L444[11:47:39] <unascribed> here's what I mean
L445[11:48:09] <unascribed> as said this is after dying in a custom dim and respawning in the overworld
L446[11:48:12] <AnarchySage> does anyone know know of a java arguement or something, suddenly my java is now says "java has stopped working" after being fine for days
L447[11:48:14] <unascribed> I checked, isDead is false
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L449[11:49:07] <unascribed> https://unascribed.com/v/3db97584.mp4
L450[11:49:09] <unascribed> this is what happens if I respawn again
L451[11:49:15] <unascribed> ._.
L452[11:49:36] <Ordinastie_> looks like you have multiple player entities :s
L453[11:49:54] <sham1> Umn
L454[11:49:59] <sham1> I am concerned
L455[11:51:17] <unascribed> https://gist.github.com/unascribed/ee22a3efcb9dc290354407290ff4adc2
L456[11:51:23] <unascribed> first file is how I start the dimension transport
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L458[11:51:28] <unascribed> second is how I finish it
L459[11:51:33] <unascribed> it's based on how changeDimension works
L460[11:51:44] <unascribed> hence the awful var names
L461[11:51:59] <unascribed> (there's a somewhat long animation on the client side for travel, which is why I use a packet)
L462[11:52:09] <unascribed> going to add a flag that says you're allowed to travel soon
L463[11:52:19] <unascribed> so it can't be used to travel whenever without paying
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L472[12:15:44] <abab9579> Is it worthwhile to work on something which is already implemented on other games/programs?
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L477[12:22:37] <electrolitic> I've seen it multiple times now, but what in the world does it mean to serialize or deserialize something? There are also classes with Serializeable at the end and stuff.
L478[12:23:02] <PaleoCrafter> https://en.wikipedia.org/wiki/Serialization
L479[12:23:10] <electrolitic> Thanks
L480[12:23:25] <electrolitic> I guess I shoulda looked it up. I should do that more :P
L481[12:23:49] <PaleoCrafter> that usually helps, yeah :P
L482[12:25:41] <unascribed> so, I checked the entity list, and there's no entities with duplicate IDs
L483[12:26:25] <unascribed> and there's only one player in the list
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L492[12:46:53] <unascribed> so, no ideas at all?
L493[12:46:57] <unascribed> this is kind of a problem
L494[12:59:00] <ghz|afk> hmf, this is annoying -- in my minecraft-ish proof of concept thingy, I use directx VertexBuffer objects for generating meshes -- basically because it's the only way
L495[12:59:18] <ghz|afk> but the .SetData method for it, *requires* an array, can't work with a List<>
L496[12:59:59] <ghz|afk> so I have my MeshBuilder, which puts data on a List<>, then calls .ToArray, then...
L497[13:00:03] <ghz|afk> which is MEH
L498[13:09:20] <unascribed> ok, there's 5 EntityPlayerMP instances on the heap
L499[13:09:23] <unascribed> all of which have the same EID
L500[13:09:42] <unascribed> wait, 3 of them do
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L502[13:09:47] <unascribed> 2 of them have some ridiculously high EID
L503[13:09:54] <unascribed> but the last two do match
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L510[13:25:21] <electrolitic> Is there anything different about loading a TileEntity's model than any old item?
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L515[13:30:32] <ghz|afk> electrolitic: what do you mean a "TileEntity's model"?
L516[13:31:18] <electrolitic> Well
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L518[13:31:49] <ghz|afk> if it's just a Block model, it's just a Block model
L519[13:31:55] <ghz|afk> if it's a TESR, then it's a TESR
L520[13:32:04] <electrolitic> oh
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L522[13:32:11] <electrolitic> What's a TESR?
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L524[13:32:19] <ghz|afk> a custom renderer for a TileEntity
L525[13:32:38] <ghz|afk> in vanilla Minecraft, the chests are TESRs
L526[13:32:47] <ghz|afk> the book on the enchanting table is a TESR
L527[13:32:51] <electrolitic> Are furnaces, since they glow when something's cooking?
L528[13:32:56] <ghz|afk> TileEntitySpecialRenderer
L529[13:32:56] <ghz|afk> no
L530[13:33:00] <theFlaxbeard> Are entityIds still persistant between client and server?
L531[13:33:01] <ghz|afk> furnaces actually change block
L532[13:33:18] <ghz|afk> but you can achieve the same with Blockstates
L533[13:33:22] <ghz|afk> you can have a blockstate Property
L534[13:33:25] <ghz|afk> such as POWERED
L535[13:33:29] <ghz|afk> and then
L536[13:33:30] <PaleoCrafter> theFlaxbeard, considering that's their whole purpose
L537[13:33:34] <ghz|afk> if you can't store it in metadata
L538[13:33:41] <ghz|afk> and you want to store it in a TileEntity
L539[13:33:54] <ghz|afk> you can provide the "augmented" blockstate from getActualState
L540[13:33:58] <theFlaxbeard> That's what I thought too, but for some reason after sending a packet the client can't find the entity by ID
L541[13:34:06] <ghz|afk> keep in mind, though
L542[13:34:25] <ghz|afk> that the values on the world grid are always metadata
L543[13:34:27] <ghz|afk> (4bit)
L544[13:34:43] <electrolitic> All this information is driving me crazy. So much to process. How do you know all this stuff?
L545[13:34:43] <ghz|afk> and the result from getActualState is only cached through the rendering meshes
L546[13:35:00] <ghz|afk> I have been modding for a while?
L547[13:35:45] <KnightMiner> I find looking at other mods as examples helps
L548[13:35:53] <unascribed> is there a way to use a custom WorldServerMulti subclass for a custom dimension?
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L550[13:36:12] <electrolitic> I feel like no matter how long I mod or look at code, I'm never going to get all this.
L551[13:36:37] <ghz|afk> the thing about gaining experience: it takes time
L552[13:36:41] <theFlaxbeard> Here's my packet code, not sure why it's not working. It's very basic. http://pastebin.com/ULkptqyj
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L554[13:36:53] <theFlaxbeard> The entityId printed on server and client is the same, so the data's transferred fine
L555[13:37:00] <theFlaxbeard> But it can't find the entity on the client
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L557[13:37:22] <electrolitic> Are most people that mod college students? High school students? I dunno.
L558[13:37:39] <unascribed> lots of modders are young, yes
L559[13:37:39] <ghz|afk> I haven't seen statistics
L560[13:37:45] <ghz|afk> I'm personally 32
L561[13:37:46] <KnightMiner> I tend to see late highschool, early college
L562[13:37:50] <ghz|afk> and I have been coding since I was like 12
L563[13:37:54] <ghz|afk> so I'm not lacking in experience XD
L564[13:38:44] <unascribed> theFlaxbeard, DimensionManager is server-side only
L565[13:38:57] <theFlaxbeard> Ah silly me
L566[13:39:01] <theFlaxbeard> Thanks
L567[13:39:04] <unascribed> there's only one dim on the client
L568[13:39:10] <unascribed> so sending the dim ID at all is redundant
L569[13:41:29] <unascribed> here's what I'm doing, if anyone is curious: https://unascribed.com/v/f2855adf.mp4
L570[13:42:02] <electrolitic> What's the difference between a model and a texture? Are both usually necessary? Also, ModelLoader.setCustomModelResourceLocation accepts an Item. How do you get that out of a TileEntity, or any Block for that matter?
L571[13:42:03] <unascribed> that's the "lengthy clientside animation" that means I have to do the weird stuff I'm doing
L572[13:42:13] <ghz|afk> a model is the shape
L573[13:42:21] <ghz|afk> the texture is the pixels
L574[13:42:36] <electrolitic> Don't pixels make up shapes?
L575[13:42:44] <unascribed> textures are 2D
L576[13:42:45] <ghz|afk> but flat only
L577[13:42:47] <unascribed> and applied to faces of the model
L578[13:43:02] <ghz|afk> think of it as the texture being the paint
L579[13:43:17] <ghz|afk> and the model being the boxes that you paint over
L580[13:43:24] <electrolitic> Oh
L581[13:43:27] <ghz|afk> or the texture being the wrapping paper that you apply to a gift
L582[13:43:34] <PaleoCrafter> unascribed, you be crazy, that's fantastic :P
L583[13:43:43] <unascribed> :P
L584[13:43:48] <unascribed> I think the "solution" I'm going to go with
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L586[13:43:57] <unascribed> is not despawning the player when the pearl impacts
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L588[13:44:09] <unascribed> kind of annoying but oh well
L589[13:44:10] <theFlaxbeard> That's a sexy item animation
L590[13:44:15] <ghz|afk> electrolitic: I detect some major knowledge gaps there
L591[13:44:16] <ghz|afk> ;p
L592[13:44:19] <ghz|afk> first
L593[13:44:31] <ghz|afk> the primary things are Block and Item
L594[13:45:02] <ghz|afk> a TileEntity is extra data attached to the world, at a given position
L595[13:45:23] <ghz|afk> the Block class represents all the cells in the world that contain that block
L596[13:45:36] <ghz|afk> the Item class represents all the ItemStacks in the game that contain that item
L597[13:45:49] <ghz|afk> or in other words, for a given block, there is only one Block instance
L598[13:45:56] <ghz|afk> and for a given item, there's only one Item instance
L599[13:45:58] <ghz|afk> note also
L600[13:46:01] <unascribed> yeah, so all dirt in the world is one Block
L601[13:46:04] <ghz|afk> that I explicitly said "placed in the world"
L602[13:46:06] <unascribed> all dirt in your inventory is one Item
L603[13:46:09] <ghz|afk> that's because
L604[13:46:15] <ghz|afk> when you hold a block in your hand
L605[13:46:27] <ghz|afk> it's actually an item: an ItemBlock instance that's tied to that one Block
L606[13:47:37] <electrolitic> so a block is a type of Item?
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L608[13:47:50] <unascribed> an ItemBlock is a type of Item
L609[13:47:54] <electrolitic> Oh
L610[13:48:10] <ghz|afk> an ItemBlock is the item representation of a block
L611[13:48:18] <electrolitic> That makes sense.
L612[13:49:18] <electrolitic> And I can make an ItemBlock with a Block.
L613[13:49:31] <ghz|afk> you apply for it
L614[13:49:35] <ghz|afk> during registration
L615[13:49:54] <ghz|afk> as I said: there is only ever one object that manages ALL the blocks (or items)
L616[13:49:56] <ghz|afk> so
L617[13:50:20] <ghz|afk> Blocks.DIRT is always the same instance during one game session
L618[13:50:36] <ghz|afk> and Item.getItemFromBlock(Blocks.DIRT) will always return the same instance during that game session
L619[13:50:48] <electrolitic> That would make sense, since otherwise you'd run out of memory quickly
L620[13:50:58] <ghz|afk> if you then were to do ((ItemBlock)dirtItem).getBlock(), it would return the same instance that you see in Blocks.DIRT
L621[13:51:18] <ghz|afk> which completes the round trip ;P
L622[13:51:38] <electrolitic> Oh
L623[13:51:43] <electrolitic> Dang.
L624[13:52:09] <ghz|afk> then, each Block can optionally keep TileEntities as a way to store more data in the world than the normal 4 bits
L625[13:52:37] <ghz|afk> the TileEntities ARE stored on separate instances
L626[13:52:41] <ghz|afk> so that each instance can contain different data
L627[13:52:50] <electrolitic> Ah
L628[13:52:54] <ghz|afk> there's a separate lookup table in each chunk in the world
L629[13:52:57] <ghz|afk> that keeps track of the TileEntities
L630[13:53:03] <ghz|afk> so when you call world.getTileEntity(position)
L631[13:53:10] <ghz|afk> it will look through that table to find the right one
L632[13:53:41] <ghz|afk> and for items
L633[13:53:45] <ghz|afk> there's ItemStacks
L634[13:53:50] <ghz|afk> each ItemStack is a separate instance
L635[13:54:25] <ghz|afk> that references an Item, a stack size, an item metadata value (damage value for tools and weapons and armor), and optionally an NBT compound tag for storing extra information
L636[13:54:51] <electrolitic> Alright.
L637[13:55:39] <Coolway99> I wonder
L638[13:55:48] <Coolway99> why store metadata in a nibble?
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L640[13:55:59] <Coolway99> especially in java
L641[13:56:19] <unascribed> chunks use a char[] array
L642[13:56:23] <unascribed> 16-bits per block
L643[13:56:27] <unascribed> 12 bits go to ID
L644[13:56:29] <unascribed> 4 to meta
L645[13:56:32] <Coolway99> ah
L646[13:56:47] <ghz|afk> we hope that one day
L647[13:57:00] <ghz|afk> Minecraft will store a single 16bit blockstate id
L648[13:57:03] <ghz|afk> rather than block+meta
L649[13:57:14] <ghz|afk> this would allow more flexibility in the blocks
L650[13:57:21] <ghz|afk> since many don't fill their 4 bits
L651[13:57:25] <ghz|afk> and others would need a few more
L652[13:57:36] <Coolway99> if you need more than a short's worth of bits in a block
L653[13:57:44] <ghz|afk> all those "facing" properties using 8 entries when they only need 6!
L654[13:57:47] <Coolway99> you may need to rethink your block
L655[13:57:55] <ghz|afk> Coolway99: nono
L656[13:58:01] <ghz|afk> 16bit IDs for ALL the blocks at once
L657[13:58:16] <ghz|afk> right now
L658[13:58:22] <Coolway99> I know
L659[13:58:27] <ghz|afk> there can't be more than 4096 distinct blocks
L660[13:58:29] <Coolway99> I mean, it sounded like you wanted 16-bit blockstates
L661[13:58:34] <ghz|afk> and each block can't have more than 16 distinct states
L662[13:58:36] <ghz|afk> no
L663[13:59:05] <ghz|afk> I want the game to assign a numeric ID to each blockstate variant
L664[13:59:10] <Coolway99> it's forge that patches it so it can go beyond 4096 blocks, right?
L665[13:59:23] <ghz|afk> no forge patches it so it can reach 4096
L666[13:59:24] <ghz|afk> not more
L667[13:59:43] <Coolway99> O.o
L668[13:59:51] <Coolway99> I swear there's more blocks than that in some modpacks
L669[13:59:52] <ghz|afk> as we said
L670[14:00:05] <ghz|afk> in the world grid, there's space for a 12bit ID, and a 4bit meta
L671[14:00:07] <ghz|afk> no more.
L672[14:00:43] <Coolway99> which is understandable actually
L673[14:00:49] <Coolway99> vanilla would never need more than that
L674[14:01:10] <ghz|afk> IIRC, vanilla used to have only 8 bits for it
L675[14:01:22] <Coolway99> still, vanilla never needed more than that
L676[14:01:27] <ghz|afk> IIRC, there was a 16bit unit which used to store 8bit block id, 4bit meta, and 4bit light value
L677[14:01:40] <Coolway99> yeah, that sounds familiar
L678[14:03:10] <plathrop> 8 bits are all anyone needs, anything else is wasteful. /troll
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L680[14:03:24] <ghz|afk> well "anyone" is themselves.
L681[14:03:34] <ghz|afk> Mojang tolerate mods
L682[14:03:39] <ghz|afk> but they don't make any effort to support them ;P
L683[14:03:47] <plathrop> yeah, I know
L684[14:04:00] <TechnicianLP> mods have to support mojang ...
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L686[14:04:33] <ghz|afk> (actually that's a lie, they have done some effortsto improve the obfuscation so that contains more and more metadata)
L687[14:04:46] <plathrop> I even understand why. As a dev, supporting mods/plugins/things of that ilk almost always leads to providing technical support and bugfixes on other people's code.
L688[14:04:52] <ghz|afk> (and they introduced some registries for things they used to have hardcoded)
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L690[14:06:03] <plathrop> In fact, I had an argument with our Product guys today about something similar; they want us to do something special to support providing analytics for HTML emails; which would require us supporting all the email clients out there, which is just insane.
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L692[14:07:16] <theFlaxbeard> Getting a strange packet error when testing my code with a dedicated server
L693[14:07:17] <theFlaxbeard> http://pastebin.com/eThRJdF5
L694[14:07:30] <theFlaxbeard> Line that's triggering it is
L695[14:07:31] <theFlaxbeard> CyberwarePacketHandler.INSTANCE.sendToDimension(new CyberwareSyncPacket(nbt, e.getEntityId()), e.worldObj.provider.getDimension());
L696[14:07:47] <theFlaxbeard> Not sure if that's my fault or something internal in MC
L697[14:08:05] <Coolway99> actually, I had a similar problem
L698[14:08:28] <Coolway99> theFlaxbeard, the message handler must have a default constructor
L699[14:08:44] <Coolway99> if that's not your issue, then idk
L700[14:08:49] <Coolway99> that was my personal issue XD
L701[14:10:13] <theFlaxbeard> I don't have any constructor, so the default one should just be implicit then
L702[14:11:02] <Coolway99> hmm...
L703[14:11:13] <Coolway99> does the dimension exist?
L704[14:11:19] <Coolway99> does the entity exist?
L705[14:11:24] <Coolway99> does the nbt data exist?
L706[14:11:31] <theFlaxbeard> Oh wait I think I may have figured it out
L707[14:11:38] <theFlaxbeard> may have accidentally been trying to send the packet from the client
L708[14:11:42] <theFlaxbeard> along with the server
L709[14:11:46] <Coolway99> that would do it
L710[14:12:03] <tterrag> ...
L711[14:12:13] <tterrag> > I don't have any constructor
L712[14:12:25] <tterrag> Then what are you using in that line you posted?
L713[14:12:33] <theFlaxbeard> I meant I don't have an explicit one
L714[14:12:47] <theFlaxbeard> meaning the no-param default java constructor is the only one I have
L715[14:12:54] <tterrag> Except you do
L716[14:12:57] <Coolway99> you always have a constructor, if you don't have a explicit one you get an implicit one
L717[14:13:07] <tterrag> Because in the code you pasted
L718[14:13:12] <tterrag> you use it
L719[14:13:38] <Coolway99> tterrag: the packet has a constructor, the handler doesn't
L720[14:13:40] <theFlaxbeard> I use the constructor for the IMessage
L721[14:13:42] <theFlaxbeard> not the handler
L722[14:13:51] <Coolway99> the handler is the "Handler.INSTANCE"
L723[14:13:51] <theFlaxbeard> the IMessage has two explicit constructors
L724[14:14:38] <theFlaxbeard> Coolway was talking about the message handler not the message
L725[14:14:45] <Coolway99> yerp
L726[14:14:48] <theFlaxbeard> So that's what I was responding to
L727[14:14:58] <Coolway99> because internally, it creates a new instance of the handler
L728[14:15:08] <tterrag> Well the message needs a default constructor too
L729[14:15:09] <Coolway99> I learned this the hard way >.>
L730[14:15:41] <tterrag> There is a register method which takes an instance you know
L731[14:16:18] <theFlaxbeard> The message does have a default constructor
L732[14:16:39] <theFlaxbeard> As well as one that takes params
L733[14:17:03] <tterrag> How do you register the packet
L734[14:17:33] <theFlaxbeard> INSTANCE.registerMessage(CyberwareSyncPacketHandler.class, CyberwareSyncPacket.class, 0, Side.CLIENT);
L735[14:17:55] <theFlaxbeard> Might be the inadvertent sending of a packet on the wrong side, I'm going to check that quick
L736[14:17:58] <theFlaxbeard> if so I'll feel like an idiot
L737[14:18:08] <theFlaxbeard> well, more than usual anyway
L738[14:18:22] <tterrag> and this is your only packet?
L739[14:18:27] <theFlaxbeard> Yes
L740[14:19:30] <Coolway99> hrrm
L741[14:19:30] <tterrag> check the sidedness for sure
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L743[14:20:15] <Coolway99> I'm making a new AI Task that's like EntityAINearestAttackableTarget
L744[14:20:25] <theFlaxbeard> Think it was the sidedness
L745[14:20:41] <Coolway99> that's the same thing except it you can exclude entities from being attacked
L746[14:20:45] <Coolway99> what should I name it?
L747[14:21:45] <Coolway99> EntityAIAttackAllButEntity ?
L748[14:21:52] <unascribed> EntityAITheLongestAIClassNameEverDevisedAttackAllExcludingEntitiesInList
L749[14:22:37] <Coolway99> actually, I'm doing EntityAIAttackAllExcept
L750[14:22:44] <Coolway99> cause I'm wanting to use a list
L751[14:23:00] <theFlaxbeard> You should make an EntityAITheLongestAIClassNameEverDevisedAttackAllExcludingEntitiesInListFactory too for good measure
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L763[14:28:18] <DV8> I've run into this issue where when I run MC through Intellij, it crashes randomly. It is always within the first 30s-1m of boot. It appears to be a JVM level crash because there is no log output and I get the generic "Windows Program has stopped working".
L764[14:28:44] <DV8> Trying to determine how to debug this issue because there are no hs_pid files in the workspace directory. Atleast, none that I can find.
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L772[14:39:05] <DV8> It doesn't really matter what I do. Whether I just let it sit on the title screen or open up a world, or look around it settings
L773[14:39:25] <DV8> in*
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L777[14:49:35] <ghz|afk> DV8: never seen that issue, sorry
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L781[14:56:53] <DV8> Doesn't appear to happen for the server. Just ran it for 10 minutes straight
L782[14:57:27] <DV8> I guess I should add more: I'm currently working with Herdcraft, attempting to get the workspace.. workable for feature addition or MC version updates.
L783[14:57:45] <DV8> The client on the other hand crashes after very little time. Odd indeed.
L784[14:57:54] <Coolway99> I'm trying to figure out the best way to remove a task from an Entity's AI
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L787[15:00:10] <HassanS6000> !gf entityClassRegistrations 1.8.9
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L789[15:08:26] <Coolway99> welp, time to see if this fails horribly
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L792[15:11:25] <pig> Why is I18n in 1.10.2 deprecated?
L793[15:11:47] <diesieben07> pig, because the server cannot translate, use the client one
L794[15:13:04] <pig> what do servers use then? there's refs of I18n all over the palce
L795[15:13:06] <DV8> This is just brilliant. After testing, my crash only exists in-IDE
L796[15:13:08] <pig> especially in item, too
L797[15:13:29] <DV8> Compiling the mod and its dependencies and throwing it into a normal MC situation results in no such crashes
L798[15:14:32] <kashike> There are two I18n classes pig
L799[15:14:39] <kashike> ignore deprecation warnings
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L803[15:15:28] <diesieben07> that is horrible advice.
L804[15:15:34] <diesieben07> servers cannot translate. period
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L807[15:17:47] <pig> kashike: thanks
L808[15:17:49] <Coolway99> apparently
L809[15:17:56] <pig> diesieben07: not what I was told in another channel
L810[15:18:07] <Coolway99> if you are wearing a creeper, skeleton, or zombie skull, they look at you differently
L811[15:18:18] <diesieben07> if you translate on the server you will ONLY get vanilla strings and ONLY english
L812[15:18:24] <diesieben07> so yeah, not useful
L813[15:18:47] <kashike> servers can translate to English (US), to send messages to a client use TextComponentTranslation
L814[15:18:57] <pig> ^
L815[15:18:57] <diesieben07> vanilla strings, yes
L816[15:19:01] <diesieben07> mod languages are not loaded
L817[15:19:05] <pig> does forge not inject them on servers?
L818[15:19:09] <diesieben07> nope
L819[15:19:12] <pig> if they don't then that ought to be a bug
L820[15:19:15] <diesieben07> its not a big
L821[15:19:16] <diesieben07> bug
L822[15:19:21] <diesieben07> don't translate on a server
L823[15:19:22] <pig> has it always been that way?
L824[15:19:23] <diesieben07> if you do THAT is a bug.
L825[15:19:26] <diesieben07> yes afaik
L826[15:19:30] <pig> not afaik
L827[15:19:34] <kashike> it technically is seeing how Vanilla translates on the server :P
L828[15:19:45] <diesieben07> where does it?
L829[15:19:45] <kashike> see give command, iirc
L830[15:19:50] <kashike> and item/etf
L831[15:19:53] <kashike> etc*
L832[15:20:08] <diesieben07> item has it in getDisplayName, yes
L833[15:20:19] <diesieben07> but that is imho a bug :P
L834[15:20:27] <diesieben07> that that method in not client only that is
L835[15:20:33] <diesieben07> OR that it doesnt return ITextComponent
L836[15:20:51] <kashike> go tell mojang that :P
L837[15:21:10] <diesieben07> and where does /give translate on the server?
L838[15:21:36] <kashike> one of the commands does, I think it was give
L839[15:21:49] <kashike> can't check myself atm
L840[15:22:01] <diesieben07> in any case, this is how it is right now: servers cannot *properly* translate
L841[15:22:09] <diesieben07> and it's deprecated so better not use it at all
L842[15:25:01] <Coolway99> question
L843[15:25:11] <Coolway99> does getEntitiesWithinAABB return players as well?
L844[15:25:26] <Coolway99> since they are entities
L845[15:25:30] <diesieben07> yes. of course
L846[15:25:36] <Coolway99> thought so
L847[15:26:11] <Coolway99> EntityAINearestAttackableTarget doesn't seem to think so :/
L848[15:26:24] <Coolway99> so much spaghetti
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L850[15:27:02] <diesieben07> check the entity selectorit has
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L852[15:32:09] <Coolway99> the issue is that if a player is wearing a skull
L853[15:32:20] <Coolway99> there's supposed to be this weird effect on Creepers, Zombies, and Skeletons it seems
L854[15:33:02] <Coolway99> of course, it's all in decompiled spaghetti
L855[15:34:38] <Baughn> Anyone know how to get NEI into a dev environment? No matter what, CodeChickenLib keeps crashing with asm errors..
L856[15:34:48] <diesieben07> use JEI :P
L857[15:34:56] <Baughn> On 1.7?
L858[15:34:58] *** PaleOff is now known as PaleoCrafter
L859[15:35:19] <diesieben07> dont use 1.7 :P
L860[15:35:26] <Baughn> That's more of an issue. :X
L861[15:35:34] <Baughn> Upgrading to 1.10 is on the list, but..
L862[15:35:44] <Baughn> [nix-shell:~/erisia/ElectricalAge]$ find src | wc -l
L863[15:35:44] <Baughn> 2088
L864[15:35:49] <diesieben07> no but :D
L865[15:35:49] <Baughn> ..may take some time.
L866[15:35:51] <ghz|afk> are you using dev jars?
L867[15:35:57] <Baughn> Yeah, through gradle
L868[15:36:09] <ghz|afk> then /shrug
L869[15:36:17] <ghz|afk> that's as far as my knowledge of ancient minecraft reaches
L870[15:36:17] <ghz|afk> ;p
L871[15:36:23] <Baughn> Eh.
L872[15:36:39] <Baughn> I suppose I'll see if the guy eventually responds to my bug. I get the idea.
L873[15:36:41] <ghz|afk> I did a tiny bit of modding in 1.4.7, which I didn't enjoy that much
L874[15:36:47] <ghz|afk> then I returned in time for 1.8
L875[15:36:52] <Baughn> Let me try a different tack. Is there a guide for upgrading from 1.7 anywhere? :P
L876[15:37:03] <ghz|afk> sortof
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L878[15:37:23] <Baughn> I'll take it.
L879[15:37:27] <ghz|afk> IIRC Wuppy had an upgrade tutorial
L880[15:37:31] <ghz|afk> but it was 1.8.0 and incomplete
L881[15:37:39] <Baughn> Anything would help.
L882[15:37:59] <Baughn> I can mostly figure things out myself, but right now I barely know where to start.
L883[15:38:19] <ghz|afk> http://www.wuppy29.com/minecraft/modding-tutorials/forge-modding-1-8/
L884[15:38:22] <ghz|afk> well
L885[15:38:30] <ghz|afk> some things are mostly the same, conceptually
L886[15:38:38] <ghz|afk> other things have changed radically
L887[15:38:47] <ghz|afk> if you go directly to 1.9.4+
L888[15:38:50] <ghz|afk> you'd encounter
L889[15:39:00] <Baughn> EA fortunately grew a compat layer during the 1.7 upgrade, so I'm hoping it won't be *too* bad.
L890[15:39:05] <ghz|afk> 1. the new model system
L891[15:39:18] <ghz|afk> 2. the new registry system
L892[15:39:30] <ghz|afk> 3. the blockstate system
L893[15:39:45] <ghz|afk> 4. a whole lot of renames and uppercase conversions
L894[15:39:56] <Baughn> Model system is irrelevant, we do our own rendering. Blockstate will simplify things. IDEA can deal with renames.
L895[15:39:58] <ghz|afk> 5. generic parameters on things that were supposed to have them
L896[15:40:00] <Baughn> Um, what's the registry system?
L897[15:40:10] <ghz|afk> well
L898[15:40:20] <ghz|afk> GameRegistry.registerBlock(theBlock, "theBlock")
L899[15:40:24] <ghz|afk> is now
L900[15:40:32] <ghz|afk> theblock.setRegistryName("theBlock");
L901[15:40:38] <ghz|afk> GameREgistry.register(theBlock)
L902[15:40:40] <ghz|afk> BUT
L903[15:40:45] <ghz|afk> that's only the beginning of that
L904[15:41:00] <kashike> might find this useful: https://github.com/kashike/migration/wiki/1.8.9-to-1.9 covers 1.7 to 1.9 as well
L905[15:41:02] <ghz|afk> because the SAME generic registry system also works for items, potions, sounds, ...
L906[15:41:24] <ghz|afk> enchantments, villager professions, ...
L907[15:41:41] <ghz|afk> and Baughn: by "we do our own rendering", you mean IItemRenderer?
L908[15:41:48] <ghz|afk> or hwatever the name was?
L909[15:41:51] <ghz|afk> because that's gone.
L910[15:41:57] <Baughn> Let me check..
L911[15:42:05] <ghz|afk> yo ucan't do custom rendering for items anymore
L912[15:42:17] <ghz|afk> TESRs are still there and work mostly the same
L913[15:42:20] <PaleoCrafter> Not like that, anyways :P
L914[15:42:26] <ghz|afk> yeah
L915[15:42:30] <Baughn> We use TESRs.
L916[15:42:33] <Baughn> Or, well. One TESR.
L917[15:42:37] <ghz|afk> yeah that's for blocks
L918[15:42:41] <ghz|afk> and that still exists
L919[15:43:04] <ghz|afk> I mean that in 1.7.10, almost everyone would use custom item renderers
L920[15:43:05] <Baughn> We also use custom item rendering, but we've been transitioning to flat icons anyway.
L921[15:43:07] <PaleoCrafter> The animation and model system should allow ports of most 'dynamic' renderers
L922[15:43:09] <ghz|afk> with opengl calls in them
L923[15:43:11] <ghz|afk> and shit like that
L924[15:43:19] <ghz|afk> which lagged mc a lot
L925[15:43:31] <ghz|afk> flat icons are just fine
L926[15:43:40] <ghz|afk> different
L927[15:43:42] <ghz|afk> but not too hard
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L929[15:43:46] <Baughn> Still got a dozen or so items without them. That's fixable.
L930[15:43:47] <ghz|afk> if you want to be lazy
L931[15:43:50] <PaleoCrafter> Well, the problem with direct OGL access really is the leaking state
L932[15:43:51] <ghz|afk> you just need one single blockstates json file
L933[15:44:06] <ghz|afk> with the itemname -> texture mapping
L934[15:44:14] <Baughn> PaleoCrafter: That's fine, I've been using scoped state everywehre
L935[15:44:35] <ghz|afk> and then you can just call ModelLoader.setCustomModelResourceLocation using the same blockstates location, just different variant strings
L936[15:44:57] <Baughn> But there's stuff like..
L937[15:44:58] <PaleoCrafter> Don't be too sure of that :P
L938[15:45:27] <Coolway99> woo! :D
L939[15:45:33] <ghz|afk> speaking about scope
L940[15:45:38] <Coolway99> my code finally works
L941[15:45:41] <PaleoCrafter> And unless you do everything from the ground up, you're still affected by others not doing things properly :P
L942[15:45:42] <Baughn> PaleoCrafter: try-finally blocks with the code to run passed in as lambdas
L943[15:45:43] <Coolway99> except it doesn't!
L944[15:45:45] <ghz|afk> does java have something for automatically deallocating resources when the scope exits?
L945[15:45:53] <ghz|afk> C++ calls inline destructors on scope exit
L946[15:45:59] <diesieben07> PhantomReference?
L947[15:46:04] <ghz|afk> and C# has "using(x) {}" which calls Dispose on exit
L948[15:46:12] <diesieben07> or try-with-resources
L949[15:46:12] <Baughn> https://youtu.be/p7S-Kz5NhPw?t=1m51s <- This thing would be really hard to render without custom GL
L950[15:46:14] <diesieben07> not sure what you mean :p
L951[15:46:31] <diesieben07> ah yeha that is more like try-with-resources
L952[15:46:35] <Baughn> ghz|afk: It gives you all the building blocks.
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L954[15:46:42] <diesieben07> try (T t = <something>) { }
L955[15:46:48] <diesieben07> calls t.close() where t is AutoCloseable
L956[15:46:48] <Baughn> Basically, write a function like..
L957[15:47:11] <ghz|afk> Baughn: which thing?
L958[15:47:23] <Baughn> The autominer
L959[15:47:33] <Coolway99> when you're forced to test on villagers because there's nobody you can test with :/
L960[15:47:35] <ghz|afk> you linkedme to a dude looking at coal in a chest
L961[15:47:35] <ghz|afk> ;p
L962[15:47:40] <ghz|afk> and thne there's the machine
L963[15:47:47] <ghz|afk> which CAN use a TESR
L964[15:47:49] *** manmaed is now known as manmaed|AFK
L965[15:47:50] <ghz|afk> I'm not talking about TESRs
L966[15:48:08] <PaleoCrafter> And the animation system can serve as a nice wrapper around the TESR here :P
L967[15:48:21] <ghz|afk> also
L968[15:48:22] <Baughn> inline fun<T> preserveMatrix(body: () -> T): T { try { glPushMatrix(); val ret = body(); } finally { popMatrix() } return ret }
L969[15:48:24] <PaleoCrafter> (which makes it not really use any direct GL whatsoever)
L970[15:48:27] <ghz|afk> you can easily do hybrid
L971[15:48:28] <ghz|afk> model + TESR
L972[15:48:39] <Baughn> Which is Kotlin because that's what I used, but you can do the exact same thing with Java 8
L973[15:48:40] <ghz|afk> have the machine itself be made from static models
L974[15:48:52] <ghz|afk> and then the mining thing that spins be on the TESR
L975[15:48:53] <Coolway99> so, question
L976[15:49:13] <PaleoCrafter> Stupid Kotlin following Java with the type param placement for methods
L977[15:49:17] <Coolway99> how would I save changes to an Entity's AI?
L978[15:49:19] <Baughn> ghz|afk: So, does the rendering system bundle up all the static models and render them in a single pass with /modern GL/ now?
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L980[15:49:26] <ghz|afk> Baughn: oh, interesting, I never considered using lambdas as a way to auto-free resources on exit
L981[15:49:31] <ghz|afk> Baughn: yup
L982[15:49:36] <ghz|afk> the static block models
L983[15:49:39] <ghz|afk> that are on the world grid
L984[15:49:41] <Baughn> Ok, that makes it actually worth converting the code. :D
L985[15:49:44] <ghz|afk> get batched by the tesellator
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L987[15:49:47] <Baughn> Cool!
L988[15:50:13] <ghz|afk> well
L989[15:50:15] <ghz|afk> "modern" is relative
L990[15:50:17] <ghz|afk> it has VBOs
L991[15:50:18] <diesieben07> you could do that nicer with try-with resources :P
L992[15:50:22] <Baughn> Close enough. :P
L993[15:50:31] <diesieben07> if your lambda implements AutoCloseable and does popMatrix in close()
L994[15:50:42] <ghz|afk> diesieben07: yeah looking at that
L995[15:50:48] <ghz|afk> so
L996[15:50:50] <ghz|afk> try-with-resources
L997[15:50:50] <diesieben07> was talking to Baughn
L998[15:50:54] <diesieben07> but ok :D
L999[15:50:56] <ghz|afk> is the equivalent of C#'s using
L1000[15:51:01] <diesieben07> seems like it
L1001[15:51:02] <ghz|afk> just instead of IDisposable.Dispose
L1002[15:51:06] <ghz|afk> it has Closeable.close
L1003[15:51:07] <ghz|afk> ;P
L1004[15:51:10] <diesieben07> AutoCloseable*
L1005[15:51:11] <diesieben07> ;)
L1006[15:51:15] <Baughn> diesieben07: I'm actually using Kotlin, and its lambda syntax allows no such thing.
L1007[15:51:25] <diesieben07> :D
L1008[15:51:35] <Baughn> Anyway, I like sticking the popMatrix next to the pushMatrix.
L1009[15:51:36] <diesieben07> they really need to update to java 8
L1010[15:51:39] <Baughn> Makes it obvious that the code is correct.
L1011[15:52:35] <PaleoCrafter> Kotlin kinda allows try with resources syntax, just can't have the field declaration as param
L1012[15:52:36] <ghz|afk> ... does java have a "comma operator"?
L1013[15:52:50] <Coolway99> what's that?
L1014[15:52:54] <ghz|afk> I mean a general one, that works outside for()
L1015[15:52:59] <ghz|afk> Coolway99: in C/C++
L1016[15:53:01] <ghz|afk> if you do
L1017[15:53:07] <ghz|afk> int x = a=1, 2;
L1018[15:53:09] <PaleoCrafter> btw, Baughn, that is hardly enough to preserve the GL state :P
L1019[15:53:12] <ghz|afk> the result of the expression is "2"
L1020[15:53:17] <ghz|afk> but "a=1" runs first
L1021[15:53:21] ⇦ Quits: Kodos (~Kodos@2602:306:ce20:6c30:b88d:5a0a:dbd9:51a7) (Quit: Leaving)
L1022[15:53:23] <diesieben07> there is no such thing in java
L1023[15:53:40] <diesieben07> not even inside for...
L1024[15:53:44] <ghz|afk> ?
L1025[15:53:48] <ghz|afk> you can't do
L1026[15:53:52] <Coolway99> it seems rather pointless
L1027[15:53:56] <ghz|afk> for(int x=1; x<2;x++, y--) ?
L1028[15:53:57] ⇦ Quits: gratimax (~gratimax-@irc.gratimax.net) (Quit: WeeChat 1.3)
L1029[15:53:58] <Baughn> PaleoCrafter: It's just one example.
L1030[15:54:04] <ghz|afk> the
L1031[15:54:06] <diesieben07> not afaik
L1032[15:54:10] <Coolway99> gigaherz
L1033[15:54:12] <Coolway99> if you want to do that
L1034[15:54:14] <Baughn> PaleoCrafter: Anything that modifies the GL state, I'd use a similar function rather than modifying it directly.
L1035[15:54:15] <Coolway99> use braces
L1036[15:54:27] <ghz|afk> ewh, I do that all the time in C# ;P
L1037[15:54:32] <diesieben07> huh yes you can
L1038[15:54:36] <Baughn> ..um, within limits. I'm not going to do that for every glRotate call.
L1039[15:54:36] <Coolway99> for(int x = 1; x<2;{x++; y--});
L1040[15:54:37] <diesieben07> never knew that
L1041[15:54:45] <ghz|afk> aha :)
L1042[15:54:53] <Baughn> Ideally I'd use a monad type to enforce the preserveMatrix call prior to those, but..
L1043[15:54:54] ⇨ Joins: minot (~minot@pool-100-1-168-123.nwrknj.fios.verizon.net)
L1044[15:54:57] <diesieben07> that is nice to know
L1045[15:55:18] <Baughn> Minecraft is sadly not written in Haskell.
L1046[15:55:26] <diesieben07> lol thankfully it is not.
L1047[15:55:26] <Coolway99> so, my custom code works
L1048[15:55:28] <Coolway99> except it doesn't
L1049[15:55:30] <Coolway99> except it does
L1050[15:55:36] <Coolway99> except it doesn't :/
L1051[15:55:36] <Baughn> diesieben07: The modding scene would be a lot different if it were.
L1052[15:55:38] <Baughn> Much smaller, for one.
L1053[15:55:40] ⇨ Joins: CoderPuppy (~cpup@32.218.116.201)
L1054[15:56:00] <ghz|afk> Baughn: I'm not sure there would BE a minecraft
L1055[15:56:01] <Coolway99> I think minecraft should be written in forge
L1056[15:56:03] <ghz|afk> let alone a modding scene
L1057[15:56:03] <ghz|afk> ;p
L1058[15:56:29] <Coolway99> "The minecraft mod, for forge"
L1059[15:56:38] <Baughn> ghz|afk: Judging by the quality of the code, I'm not convinced Notch would have been able to write the prototype. Haskell /is/ rather more difficult to deal with.\
L1060[15:56:52] <Coolway99> "This mod adds a bunch of new blocks to the world, including cobblestone, dirt, and grass"
L1061[15:56:54] <Baughn> And yeah, Java is far more suited for modding than any compiled language.
L1062[15:57:01] ⇦ Quits: cpup (~cpup@32.218.116.178) (Ping timeout: 384 seconds)
L1063[15:57:28] * Baughn wonders if Forge will add official support for Kotlin at some point
L1064[15:57:38] <ghz|afk> well, sortof. C# -- wel lthe .net framework, has some features that would be rather nice for making a mod framework
L1065[15:57:57] <PaleoCrafter> It won't, Baughn
L1066[15:57:57] <ghz|afk> such as having System.CompilerServices, which can generate executable code from source code
L1067[15:58:11] <ghz|afk> Baughn: forge regrets having scala support in it
L1068[15:58:12] <PaleoCrafter> We're glad it ships the Scala libs
L1069[15:58:13] <ghz|afk> ;P
L1070[15:58:20] <PaleoCrafter> --^
L1071[15:58:38] <Baughn> I'm a bit worried about the potential consequences of bundling the Kotlin runtime with EA, but..
L1072[15:58:42] <PaleoCrafter> Although I still don't understand why it includes the fucking compiler
L1073[15:58:46] <Baughn> Oh well, so long as no-one else does the same.
L1074[15:58:46] <ghz|afk> I do however think it would be nice if there was a dependency management feature for requiring external libraries
L1075[15:58:53] <ghz|afk> just like it can detect missing mods
L1076[15:59:12] <PaleoCrafter> Do you relocate the package in your mod? :p
L1077[15:59:17] <Baughn> Can't.
L1078[15:59:23] <ghz|afk> why not?
L1079[15:59:33] <PaleoCrafter> You can, as long as you don't use the reflection library
L1080[15:59:35] <Baughn> The runtime won't work if it's relocated. Or at least, I'd need to modify the kotlin compiler.
L1081[15:59:44] <Baughn> PaleoCrafter: Yeah, about that..
L1082[15:59:58] <PaleoCrafter> That's the experience I've made
L1083[16:00:18] <Baughn> EA does use a bit of reflection.
L1084[16:00:22] <Baughn> In hard-to-remove places.
L1085[16:00:39] <PaleoCrafter> Using the Kotlin lib?
L1086[16:00:49] <Baughn> Yes
L1087[16:00:51] <Baughn> Well
L1088[16:00:52] <Baughn> Maybe?
L1089[16:01:04] <PaleoCrafter> lol
L1090[16:01:05] <Baughn> I should try it again. Last time I did was at a beta version.
L1091[16:01:06] <diesieben07> isnt there this forgelin thing?
L1092[16:01:23] <Baughn> diesieben07: For 1.8 and above only
L1093[16:01:27] <xEviLSpaWnx> Anyone know whats with the console spam "[Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded?"
L1094[16:01:29] <Baughn> No clue how well it works, if at all
L1095[16:01:42] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1096[16:01:42] <Baughn> xEviLSpaWnx: Um, seems pretty straightforward. What does "forge tps" say?
L1097[16:01:47] <PaleoCrafter> There was something about Forgelin that was weird xD
L1098[16:01:50] <ghz|afk> http://www.megaprocessor.com/
L1099[16:02:34] <PaleoCrafter> But the only problem I had with the reflection stuff really was caused by the shading plugin
L1100[16:02:58] <PaleoCrafter> It renamed stuff in a way it shouldn't xD
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L1103[16:04:21] <PaleoCrafter> Once Scala 2.12 hits I'll drop Kotlin completely anyway, though
L1104[16:05:05] <Baughn> Kotlin has the vast advantage of being easy for Java developers to work with. That matters to me.
L1105[16:05:09] <xEviLSpaWnx> Dunno never read it :(
L1106[16:05:15] <xEviLSpaWnx> Thanks though
L1107[16:06:23] <Baughn> PaleoCrafter: srgExtra doesn't seem to be catching the non-.class files, e.g. kotlin_class and such. Any idea?
L1108[16:06:44] <PaleoCrafter> Use the actual shading plugin :P
L1109[16:07:12] <PaleoCrafter> Lemme fetch my latest commit with shading
L1110[16:08:16] <PaleoCrafter> https://github.com/PaleoCrafter/VanillaImmersion/blob/master/build.gradle
L1111[16:08:25] <PaleoCrafter> Gah, wat
L1112[16:09:11] <thor12022> Shading. Plugin. . . . yes, that would be easier.
L1113[16:10:07] ⇦ Quits: CoderPuppy (~cpup@32.218.116.201) (Ping timeout: 186 seconds)
L1114[16:11:41] <PaleoCrafter> https://github.com/PaleoCrafter/VanillaImmersion/blob/2262909d64/build.gradle now xD
L1115[16:11:59] * Baughn looks
L1116[16:12:11] ⇨ Joins: cpup (~cpup@32.218.116.237)
L1117[16:12:58] <Baughn> What does deobfCompile do, exactly?
L1118[16:13:57] <PaleoCrafter> Take a guess :P
L1119[16:15:50] <Baughn> Deobfuscates an obfuscated jar, as if you'd run it through BON?
L1120[16:16:08] <PaleoCrafter> Exactly
L1121[16:16:17] <Baughn> Useful
L1122[16:16:24] <PaleoCrafter> Indeed
L1123[16:16:52] <Baughn> Useful
L1124[16:16:54] <ghz|afk> yup
L1125[16:16:59] <ghz|afk> no more need for dev jars :3
L1126[16:17:00] <Baughn> ..ah yes. Alt-tab, my ancient enemy.
L1127[16:17:22] <PaleoCrafter> You can see from that build script that Kotlin really isn't supported by ForgeGradle either xD
L1128[16:17:51] <Baughn> Can't be helped.
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L1131[16:18:47] <PaleoCrafter> I've considered writing a PR, but the current way it works would either require reflection or a change in the official gradle API
L1132[16:19:34] ⇨ Joins: myrrlyn (~myrrlyn@2602:306:c58a:cd90:ee08:6bff:fe79:815f)
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L1134[16:24:41] <Baughn> Is the reobf part critical? It seems to depend on setting a mappings property, which I don't use.
L1135[16:24:46] ⇨ Joins: cpup (~cpup@32.218.117.12)
L1136[16:25:49] <Coolway99> unless you program using "func_229109_a" and such exclusively
L1137[16:25:55] <PaleoCrafter> You mean reobf { shadowJar { ... } }?
L1138[16:25:55] <Coolway99> you need to reobfusicate
L1139[16:26:03] <PaleoCrafter> Yeah ^
L1140[16:26:03] <Baughn> PaleoCrafter: Right
L1141[16:26:34] <PaleoCrafter> It's required if you plan to redistribute your mod xD
L1142[16:26:43] <Coolway99> mappings are what turn "func_229109_a" into actual things like "Minecraft.getMinecraft()"
L1143[16:26:47] <PaleoCrafter> You're still on 1.7.10?
L1144[16:26:56] <Baughn> Yes
L1145[16:27:05] *** KJ4IPS is now known as KJ4IPS|Gone
L1146[16:27:07] <Coolway99> move that gear up
L1147[16:27:14] <PaleoCrafter> It might not be that easy there xD
L1148[16:27:23] <Coolway99> 1.10 / 1.9.4 are where it's at
L1149[16:27:25] <PaleoCrafter> But yeah, update already, dammit
L1150[16:28:14] ⇦ Quits: minecrell (~minecrell@irc.minecrell.net) (Quit: Gone for now. Will be back later!)
L1151[16:28:24] <PaleoCrafter> It's been easily more than 18 months since the first 1.8 version of Forge :P
L1152[16:28:39] <Coolway99> tbh, it's not /that/ bad in 1.9
L1153[16:28:54] <xEviLSpaWnx> Whats the irc mod on forgecraft?
L1154[16:29:04] <Baughn> As I said earlier, I've been waiting for an update guide.
L1155[16:29:09] <Baughn> Or some sort of documentation.
L1156[16:29:22] * Baughn likes other people to do the hard work, if possible. :P
L1157[16:29:35] <PaleoCrafter> http://mcforge.rtfd.org
L1158[16:29:47] <PaleoCrafter> There ya go
L1159[16:30:00] <Baughn> Not exactly what I meant, but it does help.
L1160[16:30:00] <Coolway99> I really wanna know how to contribute to the "Read the docs"
L1161[16:30:04] <Coolway99> the links don't work too well
L1162[16:30:19] <Coolway99> and there's some false info that's really been bugging me
L1163[16:30:31] <PaleoCrafter> Just contribute to the documentation repo
L1164[16:30:35] <PaleoCrafter> There is?
L1165[16:30:41] <Coolway99> yeah
L1166[16:30:44] <Coolway99> for capabilities
L1167[16:31:01] <PaleoCrafter> Interesting
L1168[16:31:08] <Coolway99> it says that the "playerevent.clone" event
L1169[16:31:28] <Coolway99> you need to check "wasDead" because if you don't, then the cap data is already copied over
L1170[16:31:34] <Coolway99> but it makes no effort to copy cap data
L1171[16:31:35] * Baughn spends an inordinate amount of time reading decompile minecraft code anyway. :P
L1172[16:31:43] <PaleoCrafter> Oh
L1173[16:31:46] <PaleoCrafter> This
L1174[16:32:02] <Coolway99> so even if the player never died, you still need to copy cap data
L1175[16:32:02] <PaleoCrafter> ... stupid phone keyboard
L1176[16:32:38] <PaleoCrafter> Baughn, thus is the life of a Minecraft modder :P
L1177[16:32:48] ⇦ Quits: Naiten (Naiten@5.143.2.219) (Read error: Connection reset by peer)
L1178[16:32:49] <Coolway99> sorry if my english seems broken, I'm american
L1179[16:32:56] <Baughn> PaleoCrafter: And also researching chemical processes.
L1180[16:33:01] <Coolway99> and don't give two shits about proper spelling right now
L1181[16:33:20] * Baughn is aiming to build a more realistic RotaryCraft right now.
L1182[16:33:36] <Coolway99> I liked rotarycraft, but I only ever used it once
L1183[16:33:52] <Baughn> It's pretty fun.
L1184[16:34:04] <Coolway99> until your ears fall off
L1185[16:34:09] <Baughn> Seen on its own merits, anyway. It doesn't slot comfortably into most packs.
L1186[16:34:27] <Coolway99> yeah...
L1187[16:34:33] <diesieben07> just checked out the forge fluid capability... that is horrendous
L1188[16:35:23] <diesieben07> or i am not understanding thing
L1189[16:35:25] <diesieben07> s
L1190[16:35:41] <PaleoCrafter> Coolway99, are you 100% sure on that wasDead thing? Because maybe Forge does indeed copy the data when leaving the end? :P
L1191[16:35:51] <Coolway99> positive
L1192[16:36:05] <Coolway99> if I don't do it my mod crashes and corrupts the world
L1193[16:36:09] <Baughn> https://brage.info/e12/#17 <- My current problem: Making the rheostats on the right *brighter*, not just redder.
L1194[16:36:12] <Coolway99> upon returning from the end
L1195[16:36:25] ⇨ Joins: Thefjong (~Thefjong@3e6b1b1c.rev.stofanet.dk)
L1196[16:36:38] <Coolway99> ... not entirely sure why...
L1197[16:36:43] <Coolway99> hrrm...
L1198[16:36:51] <PaleoCrafter> ghz|afk could have been misinformed
L1199[16:37:09] <Coolway99> but anyways, somebody did look into it
L1200[16:37:20] <Coolway99> the code makes no attempt to actually copy cap data
L1201[16:37:28] <ghz|afk> PaleoCrafter: I think the situation was more like
L1202[16:37:30] <Coolway99> AFAIK
L1203[16:37:37] <ghz|afk> "my stuff doesn't transfer when I die!"
L1204[16:37:41] <ghz|afk> well do the PlayerClone
L1205[16:37:43] <ghz|afk> and check if it's death
L1206[16:37:47] <iso2013> Anyone willing to update TerrainControl to 1.10? Me and another user are willing to pay $$$ to whoever can
L1207[16:37:53] <PaleoCrafter> Ah, well
L1208[16:37:55] <ghz|afk> "my stuff doens't transfer when I leave the end, either!"
L1209[16:38:01] <ghz|afk> at which point I was like
L1210[16:38:13] <ghz|afk> "I was under the impression it did work but /shrug"
L1211[16:38:26] <ghz|afk> so I suggested maybe try doing it in that case too
L1212[16:38:30] <ghz|afk> cos maybe there was a bug somewhere
L1213[16:38:38] <ghz|afk> but I don't remember what happened next
L1214[16:38:46] <PaleoCrafter> iso2013, is the number of dollar signs indicate if the
L1215[16:39:00] <Coolway99> well, I'll try only copying the data on death, then
L1216[16:39:03] <PaleoCrafter> *of the order of magnitude of the payment? :p
L1217[16:39:30] <iso2013> no xD but it's probably $20+ dollars i havent worked out the exact amounts yet
L1218[16:40:28] <PaleoCrafter> Has the original author abandoned the mod?
L1219[16:40:34] <ghz|afk> yo ucan pay a modder for like 0.5..5 hours, depending on their country of origin
L1220[16:40:34] <ghz|afk> ;P
L1221[16:40:54] <Coolway99> ok, I have 5 experience levels and 4 ender levels
L1222[16:40:58] <Coolway99> leaving the end...
L1223[16:41:18] <Coolway99> 0 of both
L1224[16:41:28] <ghz|afk> wait
L1225[16:41:33] <ghz|afk> put a breakpoint on the player clone event
L1226[16:41:41] <ghz|afk> see what data comes into the original entity
L1227[16:41:49] <ghz|afk> and also
L1228[16:41:49] <Coolway99> to the original?
L1229[16:41:56] <Coolway99> oh, no, to the original is the original cap data
L1230[16:42:02] <Coolway99> if I only /transfer/ the data on death
L1231[16:42:07] <Coolway99> then I lose all my cap data
L1232[16:42:11] <Coolway99> upon return from the end
L1233[16:42:12] <ghz|afk> are you synchronizing the data back to the client?
L1234[16:42:18] <Coolway99> yes
L1235[16:42:22] <Coolway99> I even reloaded the world
L1236[16:42:23] <ghz|afk> when?
L1237[16:42:27] <Coolway99> just now
L1238[16:42:37] <ghz|afk> no I mean
L1239[16:42:38] <Coolway99> well uh, when I sync data to the client
L1240[16:42:41] <Coolway99> that's on death
L1241[16:42:42] <ghz|afk> which cases casue you to sync
L1242[16:42:49] <Coolway99> on creation of EntityPlayer's
L1243[16:42:56] <Coolway99> upon XP pickup
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L1245[16:43:03] <Coolway99> and whenever other devices want to sync
L1246[16:43:11] <TechnicianLP> @Baughn you have belts with inserters?
L1247[16:43:15] <ghz|afk> and when you get back from the end
L1248[16:43:18] <ghz|afk> that sync packet
L1249[16:43:19] <Coolway99> it syncs
L1250[16:43:26] <ghz|afk> has the clone event called yet?
L1251[16:43:38] <ghz|afk> could it be that the clone happens AFTER the sync packet?
L1252[16:43:43] <Coolway99> no
L1253[16:43:58] <Coolway99> the sync packet is at the very end of PlayerEvent.clone, no matter the death
L1254[16:44:02] <RANKSHANK> the max biome ID is a permanent thing right?
L1255[16:44:05] <ghz|afk> aha
L1256[16:44:11] <Coolway99> but wait
L1257[16:44:11] <diesieben07> Yes, but you should not care about it RANKSHANK :P
L1258[16:44:16] <Coolway99> wait gigaherz
L1259[16:44:16] <ghz|afk> RANKSHANK: I'm afraid so.
L1260[16:44:25] <ghz|afk> but so are the max block ID
L1261[16:44:26] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 190 seconds)
L1262[16:44:28] <ghz|afk> the max item id, etc
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L1264[16:44:34] <Baughn> TechnicianLP: That's Magneticraft.
L1265[16:44:40] <Coolway99> even IF don't clone it
L1266[16:44:52] <Baughn> TechnicianLP: Very, *very* Factorio-inspired, down to inserter behaviour with double-sided lines.
L1267[16:44:54] <Coolway99> then a desync should mean that upon reloading of the world, or the next sync, it resyncs, right?
L1268[16:45:03] <Baughn> TechnicianLP: Also quite performant, in my experience. Strongly recommend it. :)
L1269[16:45:11] <Coolway99> no, the data is lost completely
L1270[16:45:40] <Coolway99> so, I have to transfer upon PlayerEvent.Clone, regardless of death status
L1271[16:46:40] <RANKSHANK> this is good news since I'm packing data for storage so I need to allocate my bits to constant values :P
L1272[16:46:42] <ghz|afk> PaleoCrafter: actually I was just looking at it, I see PERSISTED_NBT_TAG being cloned
L1273[16:46:45] <RANKSHANK> thanks guys
L1274[16:46:48] <ghz|afk> but not the capabilities
L1275[16:46:58] <PaleoCrafter> Well
L1276[16:47:02] <diesieben07> RANKSHANK, dont store biome IDs! only for network
L1277[16:47:04] <diesieben07> please.
L1278[16:47:09] <diesieben07> dont store ANY ids in fact
L1279[16:47:14] <diesieben07> number ids that is
L1280[16:47:14] <PaleoCrafter> Was the same for IEEP
L1281[16:47:25] <iso2013> PaleoCrafter, No, but they're more focused on the Spigot side of the mod and don't have much experience with Forge. also they're stuck registering the biomes with custom ids
L1282[16:47:45] <PaleoCrafter> I find it stupid of Forge to not copy the data anyways
L1283[16:47:53] <ghz|afk> no it wasn't
L1284[16:47:59] <ghz|afk> 1.8.9 has
L1285[16:48:01] <ghz|afk> for (net.minecraftforge.common.IExtendedEntityProperties p : this.extendedProperties.values())
L1286[16:48:01] <ghz|afk> p.init(this, this.worldObj);
L1287[16:48:19] <ghz|afk> there's no equivalent for capabilities.
L1288[16:48:31] <PaleoCrafter> That doesn't copy any data :P
L1289[16:48:44] <ghz|afk> eh the line before
L1290[16:48:47] <ghz|afk> this.extendedProperties = oldPlayer.extendedProperties;
L1291[16:48:53] <ghz|afk> that's to fixup the World and Entity references
L1292[16:48:54] <ghz|afk> ;P
L1293[16:48:58] <PaleoCrafter> Ah, well, really?
L1294[16:49:00] <ghz|afk> it transfers the list as-is
L1295[16:49:01] <Coolway99> the way I copy data is simply calling newCap.deserializeNBT(oldCap.serializeNBT());
L1296[16:49:02] <ghz|afk> same instances
L1297[16:49:07] <PaleoCrafter> I remember it not working properly
L1298[16:49:20] <ghz|afk> either way
L1299[16:49:29] <ghz|afk> IEEPs would transfer over to new player entities
L1300[16:49:30] <ghz|afk> caps do not.
L1301[16:49:43] <PaleoCrafter> iso2013, tell them to invest their efforts into Sponge :P
L1302[16:49:50] <ghz|afk> Coolway99: yeah that's good
L1303[16:50:03] <Coolway99> but not all caps are NBTSerializable
L1304[16:50:09] <Coolway99> or need to copy data, even
L1305[16:50:12] <ghz|afk> well
L1306[16:50:21] <ghz|afk> you don't have to sync all caps
L1307[16:50:23] <ghz|afk> only your own
L1308[16:50:29] <ghz|afk> and even if they aren't serializable themselves
L1309[16:50:31] <Coolway99> I know, but I'm throwing in my own opinion
L1310[16:50:35] <ghz|afk> all capabilities are *supposed*
L1311[16:50:36] <ghz|afk> to have
L1312[16:50:39] <ghz|afk> THE_CAP.writeNBT
L1313[16:50:40] <RANKSHANK> diesieben07 I'm stashing that data into an ItemStacks meta so I don't need excessive NBT packets on the network. I have fallback values so it should be a fairly stable and persistent. in theory at least :P
L1314[16:50:42] <ghz|afk> and THE_CAP.readNBT
L1315[16:50:44] <ghz|afk> implemented
L1316[16:50:52] <ghz|afk> through the IStorage interface provided upon registration
L1317[16:50:56] <ghz|afk> so
L1318[16:50:57] <diesieben07> trust me, i tried to be that smart once
L1319[16:50:58] <ghz|afk> rather than
L1320[16:51:00] <diesieben07> it breaks in horrible ways.
L1321[16:51:05] <ghz|afk> newCap.deserializeNBT(oldCap.serializeNBT())
L1322[16:51:09] <ghz|afk> you should do
L1323[16:51:15] <Coolway99> uh...
L1324[16:51:16] <diesieben07> dont put number IDs in anything that gets saved to disk
L1325[16:51:18] <Coolway99> how do I put this
L1326[16:51:23] <Coolway99> the IStorage does nothing
L1327[16:51:24] <Coolway99> XD
L1328[16:51:29] <ghz|afk> yeah that's your issue
L1329[16:51:33] <ghz|afk> I mean
L1330[16:51:36] <Coolway99> not really
L1331[16:51:36] <PaleoCrafter> I always thought IEEPs were the only reason for the clone event
L1332[16:51:37] <ghz|afk> if you do NOT need to transfer data
L1333[16:51:39] <ghz|afk> then don't transfer.
L1334[16:51:43] <ghz|afk> don't call anything
L1335[16:51:44] <Coolway99> there can't be a default implementation
L1336[16:51:48] <ghz|afk> and let the capability recreate
L1337[16:52:00] <ghz|afk> but if you DO need to transfer data
L1338[16:52:08] <theFlaxbeard> If I want to keep player-attatched data synced between client and server, would I be covered by: When a player joins a world, sync their data to their client, the client of all other players in that world, and all other players in that world to the client of the joining player
L1339[16:52:13] <ghz|afk> then either implement a .copyFrom(other) method in your interface
L1340[16:52:19] <ghz|afk> or implement serializing
L1341[16:52:27] <Coolway99> I have serializing
L1342[16:52:31] <Coolway99> I just don't use IStorage
L1343[16:52:35] <diesieben07> theFlaxbeard, can the data change?
L1344[16:52:44] <ghz|afk> Coolway99: sure that's ok
L1345[16:52:50] <theFlaxbeard> diesieben07: Yes, but only through an interaction that executes on client and server
L1346[16:52:52] <ghz|afk> I did say this is for capabilities made by others
L1347[16:52:55] <ghz|afk> who do not implement serializable
L1348[16:52:59] <ghz|afk> but do have IStorage
L1349[16:54:01] <RANKSHANK> diesieben07 alrighty will ship that off to NBT then, thanks for the warning man :P
L1350[16:54:06] <diesieben07> theFlaxbeard, send data to the player itself on login and other players using PlayerEvent.StartTracking (fires when A starts tracking B) and whenever the data changes sync the changes to all trackign players (EntityTracker#getTrackingPlayers)
L1351[16:54:31] <diesieben07> RANKSHANK, the issue was something with NEI i think, it persists itemstacks trhough worlds
L1352[16:54:44] <diesieben07> and in different worlds the IDs were different but it couldn't remap because the ID was in metadata
L1353[16:54:49] <Coolway99> wait, there's an event for when the player is done "initalizing"?
L1354[16:54:51] <Coolway99> :/
L1355[16:55:00] <ghz|afk> entityJoinWorldEvent
L1356[16:55:04] <ghz|afk> check if it's a player
L1357[16:55:10] <Coolway99> gigaherz, I already do that
L1358[16:55:14] <Coolway99> but I have to use pings, not syncs
L1359[16:55:20] <theFlaxbeard> diesieben07: As long as another player is tracking a player who, say, right clicks on a block and has their data changed, the right click will be executed and no sync is needed on the tracking player right
L1360[16:55:32] <Coolway99> because the MP is made before the SP on world join
L1361[16:55:39] <Coolway99> but on dimension switch, the SP is made before the MP
L1362[16:55:44] <ghz|afk> theFlaxbeard: no
L1363[16:55:47] <diesieben07> theFlaxbeard, eh, depends on how you detect the right click
L1364[16:55:49] <ghz|afk> only the player who clicked knows they clicked
L1365[16:55:50] <Coolway99> and it's inconsistent anyways
L1366[16:55:59] <diesieben07> yeah, usually what ghz said
L1367[16:56:08] <ghz|afk> the other players just receive a "swing" iirc
L1368[16:56:09] <Coolway99> so I have to use a bunch of pings in order to prevent crashing
L1369[16:56:09] <theFlaxbeard> I only need to sync the data to the player on login, or on world load?
L1370[16:56:26] <ghz|afk> if you need ALL the players to know the data
L1371[16:56:33] <ghz|afk> you ahve to sync on multiple cases
L1372[16:56:47] <diesieben07> like i described above :P
L1373[16:56:47] <ghz|afk> 1. when the entity joins the world, you have to send the data for the entity itself
L1374[16:56:48] <theFlaxbeard> Yes, but I mean syncing the player's own data to their client
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L1376[16:56:54] <diesieben07> oh
L1377[16:56:54] <theFlaxbeard> Alright yeah
L1378[16:56:56] <ghz|afk> 2. when other players start tracking, they need the data for the other entity
L1379[16:57:06] <ghz|afk> 3. when the data changes server-side, you need to tell the client
L1380[16:57:09] <diesieben07> then you only need to sync on login and when the data changes in a way that the client can not know
L1381[16:57:09] <theFlaxbeard> World load not joining server
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L1383[16:57:15] <ghz|afk> (I wouldn't trust the client to NOT get out of sync)
L1384[16:57:48] <theFlaxbeard> Now, what if I wanted other entities to be able to hold this data
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L1386[16:57:53] <theFlaxbeard> Then I can't use tracking, can I?
L1387[16:58:06] <diesieben07> what are you talking about? :D
L1388[16:58:26] <theFlaxbeard> Like, if a zombie had my capability
L1389[16:58:27] <RANKSHANK> diesieben07 ahh I definitely don't want these showing up in NEI anyways since I'm looking at a ridiculous number of variants. more or less a RNG meta that is bitshifted. I definitely need to look at not spamming NEI with them then :P
L1390[16:58:30] <theFlaxbeard> and associated data
L1391[16:58:39] <diesieben07> still don't do it :P
L1392[16:58:48] <diesieben07> and you want all players to know about it?
L1393[16:58:53] <diesieben07> all clients that is
L1394[16:59:02] <theFlaxbeard> All players that have the entity loaded
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L1396[16:59:27] <diesieben07> YOu need to use PlayerEvent.StartTracking then ("player A now tracks entity B")
L1397[16:59:35] <theFlaxbeard> Alright cool
L1398[16:59:46] <diesieben07> i am not sure if that fires on initial login
L1399[16:59:48] <diesieben07> but it *should*
L1400[17:00:11] <diesieben07> and then whenever the data changes you need to send it to everyone in EntityTracker#getTrackingPlayers(entity)
L1401[17:00:23] <theFlaxbeard> Makes sense
L1402[17:00:24] <theFlaxbeard> Thanks
L1403[17:00:39] <Coolway99> once again, there should really be an up-to-date list on these events :/
L1404[17:00:52] <diesieben07> Coolway99, open Event.class, Ctrl-Alt-B
L1405[17:00:55] <diesieben07> in intellij at least
L1406[17:01:05] <Coolway99> you assume I would use something like intellij
L1407[17:02:01] <Coolway99> still, I meant a list with proper documentation
L1408[17:02:03] <theFlaxbeard> what are you using
L1409[17:02:07] <Coolway99> Eclipse
L1410[17:02:13] <diesieben07> Ctrl-T then
L1411[17:02:27] <diesieben07> what kind of docs do you want besides "fired from X"
L1412[17:03:14] <Coolway99> "fired from X when Y happens"
L1413[17:03:38] <diesieben07> look at the code? :D
L1414[17:03:39] <theFlaxbeard> Check the references tree in Eclipse
L1415[17:03:52] <theFlaxbeard> you'll usually be able to figure out some notion of when it's fired
L1416[17:03:58] <Coolway99> not always
L1417[17:04:24] <Coolway99> the only true way is to look at everywhere it's used
L1418[17:04:55] <Coolway99> which may not always be clear either since it's minecraft >.>
L1419[17:04:58] <theFlaxbeard> Most events have documentation too
L1420[17:05:03] <theFlaxbeard> StartTracking has a little blurb above it
L1421[17:06:23] <electrolitic> What's the easiest way to update a mod to a newer version of minecraft anyway?
L1422[17:06:49] <Coolway99> update forge, look at errors
L1423[17:07:00] <Coolway99> fix errors, profit
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L1425[17:07:19] <electrolitic> That simple? Awesome
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L1427[17:08:32] <LexManos> LAST CALL FOR BUG REPORTS FOR 1.10.2 BEFORE RECOMENDED BUILD.
L1428[17:08:55] <LexManos> Will go find food and do a RB tonight. So you have a few hours left to get them all reported/tagged on the bot.
L1429[17:08:57] <LexManos> Gogo
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L1431[17:09:34] <diesieben07> bug hunting lex style <3
L1432[17:09:47] <electrolitic> Would it be best to update to 1.10.2?
L1433[17:10:00] <diesieben07> Yes.
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L1435[17:15:02] <Coolway99> I'm still on 1.9.4 for reasons
L1436[17:15:21] <Coolway99> that being I manually patched in my own PR, and can't be arsed to do it again
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L1440[17:18:57] <ghz|afk> electrolitic: there's no point on 1.10.0
L1441[17:19:05] <ghz|afk> either dev on 1.9.4 and make it forward-compatible
L1442[17:19:09] <ghz|afk> or dev on 1.10.2
L1443[17:19:22] <Tazz> whattup ghz
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L1448[17:25:06] <LexManos> -.-
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L1451[17:26:12] <Coolway99> ?
L1452[17:26:30] <diesieben07> That was him telling you that you are an idiot and you should stop.
L1453[17:26:46] <Coolway99> yes, but I don't quite understand what I was being an idiot about that time O.o
L1454[17:26:55] <diesieben07> > that being I manually patched in my own PR, and can't be arsed to do it again
L1455[17:27:09] * LatvianModder nods
L1456[17:27:12] <electrolitic> What's a PR?
L1457[17:27:27] <diesieben07> PullRequest
L1458[17:27:40] <Coolway99> what I mean is, I just copy/pasted the compiled class files over the old class files in my forge build
L1459[17:28:03] <diesieben07> whatever you are talking about it sounds horrible
L1460[17:28:40] <theFlaxbeard> electrolitic: It's a feature of version control, specifically GitHub, that allows users (developer of that repo or not) to submit code for review and potential inclusion
L1461[17:28:58] <RANKSHANK> ... that... that sounds like more trouble than it'd be worth
L1462[17:29:01] <theFlaxbeard> Why did you need to do that?
L1463[17:29:09] <Coolway99> kinda is, because I have to make sure everything is absolutely on the same version in order for it to work 100% of the time
L1464[17:29:22] <diesieben07> wtf are you doing...
L1465[17:29:48] <capitalthree> electrolitic: it stands for "pull request"
L1466[17:29:57] <capitalthree> as in, a request for a project to pull changesets from your fork
L1467[17:30:06] <Coolway99> my mod revolves around changes to the XP system, and without my own PR the only hook for XP is for when the player collects an XP orb
L1468[17:30:07] *** Coolway99 was kicked by LexManos (Coolway99))
L1469[17:30:07] <LexManos> <LexManos> LAST CALL FOR BUG REPORTS FOR 1.10.2 BEFORE RECOMENDED BUILD.
L1470[17:30:07] <LexManos> <LexManos> Will go find food and do a RB tonight. So you have a few hours left to get them all reported/tagged on the bot.
L1471[17:30:07] <LexManos> <LexManos> Gogo
L1472[17:30:19] <LexManos> stupid copy paste was suposed to be his message
L1473[17:30:21] <LexManos> whatever
L1474[17:30:40] <LexManos> stop hacking forge and defend your PR if its worth putting in then it'll go in
L1475[17:31:18] <capitalthree> for once I agree with lex... I see very little value in a mod that requires a one-feature fork of forge that nobody will ever use
L1476[17:31:25] <kashike> too bad the bot is down :P
L1477[17:32:00] <LexManos> humm, its down, and fry is on vacation
L1478[17:32:26] <capitalthree> also is it time for me to forwardport my server backup mod to 1.10?
L1479[17:32:44] <ghz|afk> capitalthree: 1.10.2 ;P
L1480[17:34:03] <capitalthree> sure, that
L1481[17:34:05] <capitalthree> should I?
L1482[17:34:17] <ghz|afk> question is, why wouldn't you?
L1483[17:34:23] <ghz|afk> many mods work as-is without changes
L1484[17:34:28] <ghz|afk> and the rest are quick fixes
L1485[17:34:43] <capitalthree> I dunno. I was just waiting for forge to be ready ish. sounds like ti is
L1486[17:34:47] <ghz|afk> 1.9.4->1.10.2, that is
L1487[17:34:56] <ghz|afk> it has been "readyish" since before 1.10.2
L1488[17:34:57] <capitalthree> I shall do it :D
L1489[17:35:16] <capitalthree> I hope that the newer the minecraft version, the more people will want a robust server backup mod
L1490[17:35:25] <ghz|afk> I like backup mods
L1491[17:35:26] <ghz|afk> even on SP
L1492[17:35:41] <LatvianModder> bakupz \o/
L1493[17:35:43] <ghz|afk> I like to be able to roll back if I did something stupid and lost all my items
L1494[17:35:49] <capitalthree> cool. you can use my backup mod for sp, as long as you're on linux :P
L1495[17:35:57] <ghz|afk> nothx ,p
L1496[17:35:58] <capitalthree> or potentially windows with cygwin but nobody has tested yet
L1497[17:36:06] <ghz|afk> I'll just use aroma backup or whatever happens to be available ;p
L1498[17:36:08] <LatvianModder> You can just my backup mod, as long as you exist :P
L1499[17:36:08] <electrolitic> Is the quickest way of updating just downloading the new forge, extracting it to a folder, doing the gradlew stuff, and throwing the src folder from 1.9.4 in?
L1500[17:36:11] <capitalthree> yeah fair enough. my backup mod is based on rsync
L1501[17:36:29] <capitalthree> it's the best backup solution but it's intended for servers and I didn't bend over backwards to support windows which doesn't have rsync
L1502[17:36:31] <ghz|afk> electrolitic: no need for that
L1503[17:36:35] <ghz|afk> electrolitic: IDEA or Eclipse?
L1504[17:36:37] <electrolitic> idea
L1505[17:36:41] <ghz|afk> okay then
L1506[17:36:43] <ghz|afk> dl the MDK
L1507[17:36:45] <ghz|afk> open the build.gradle
L1508[17:36:48] <ghz|afk> and compare it with your own
L1509[17:37:00] <ghz|afk> make sure you use the right version of forgegradle
L1510[17:37:03] <LatvianModder> mostly its just forge version change, possibly mappings
L1511[17:37:05] <ghz|afk> the right version of forge
L1512[17:37:09] <ghz|afk> and you have recent mappings
L1513[17:37:14] <ghz|afk> then save your build.gradle
L1514[17:37:19] <ghz|afk> and in the gradle panel
L1515[17:37:21] <capitalthree> did the forgegradle version change?
L1516[17:37:28] <ghz|afk> doubleclick the setupDecompWorkspace
L1517[17:37:29] <ghz|afk> wait
L1518[17:37:35] <ghz|afk> then click the blue refresh arrow
L1519[17:37:40] <ghz|afk> on the gradle panel
L1520[17:37:45] <ghz|afk> that's ALL it takes to update
L1521[17:37:50] <ghz|afk> even between major mc versions
L1522[17:38:00] <ghz|afk> capitalthree: it changed before
L1523[17:38:01] <electrolitic> Oh. Cool. Thanks! I'll
L1524[17:38:04] <ghz|afk> but 1.10 won't work without FG2.2
L1525[17:38:16] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commits/1.10.x/mdk/build.gradle
L1526[17:38:25] <LexManos> Watch the history of the mdk's build.gradle
L1527[17:38:29] <LexManos> simplest way to see whats changed
L1528[17:38:33] <capitalthree> ah cool thanks lex
L1529[17:40:56] <capitalthree> ghz|afk: in all seriousness I'd support windows if it had anything resembling rsync :P without that, I'd basically have to implement a totally separate backup strategy
L1530[17:41:31] <capitalthree> the core feature of my mod is backups every 5 minutes without a performance hit. that requires decent incremental backup
L1531[17:42:07] <ghz|afk> capitalthree: there's plenty of custom rsync builds for windows
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L1534[17:42:35] <capitalthree> ghz|afk: yeah, but linux users already *have* rsync
L1535[17:42:57] <capitalthree> ghz|afk: BTFU should work fine as long as you download an rsync binary and either put it in PATH or configure it to know where it is
L1536[17:42:59] <diesieben07> also: https://github.com/perlundq/yajsync
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L1538[17:43:10] <capitalthree> you also need a cp binary with the same semantics as linux
L1539[17:43:17] <capitalthree> (specifically, for hardlink copy)
L1540[17:43:35] <capitalthree> but I can probably work around that if someone tells me how to do hardlink copy with the windows builtin tools
L1541[17:43:43] <ghz|afk> yeah I don't really care that much for rsync
L1542[17:43:51] <ghz|afk> I like my mc backupsto be neat zips with the date
L1543[17:43:51] <ghz|afk> ;p
L1544[17:44:19] <capitalthree> that's fine. I built this mod for the needs of a server. for singleplayer, the existing backup mods are good enough imo
L1545[17:44:31] <ghz|afk> yeh
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L1550[17:46:42] <capitalthree> ghz|afk: in particular, BTFU lets you keep hundreds of past backups, with modest disk space requirements
L1551[17:47:16] <capitalthree> because files that don't change between backups (eg unvisited .mcr files) don't get stored again
L1552[17:47:19] <capitalthree> no way to do that with zips
L1553[17:47:39] <capitalthree> (without requiring special tooling to restore backups, that is)
L1554[17:47:47] <ghz|afk> yeah
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L1560[18:00:15] <ghz|afk> night ppl
L1561[18:00:20] * ghz|afk poofs
L1562[18:03:00] <capitalthree> night!
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L1572[18:37:04] <Cypher121> is it possible to change how item is held now? I remember it being hardcoded for a map at a certain point
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L1574[18:44:57] <williewillus> Cypher121: what do you mean?
L1575[18:45:12] <williewillus> you can change your item's display arbitrarily now thanks to models
L1576[18:45:40] <williewillus> in vanilla itself there's minecraft:item/item and minecraft:item/handheld which contain the default transforms for most items and tools, respectively
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L1578[18:47:07] <Cypher121> williewillus: I mean rotating hands or stuff like that
L1579[18:47:14] <williewillus> what does that mean
L1580[18:47:18] <workshopcraft> evening/afternoon
L1581[18:47:31] <williewillus> ah you mean that
L1582[18:47:34] <williewillus> no that hasn't changed
L1583[18:47:37] <Cypher121> when you are looking at the map, you see hands holding it, not just the map
L1584[18:47:40] <williewillus> still checks EnumAction.BOW/EAT/DRINK
L1585[18:47:41] <williewillus> etc.
L1586[18:47:43] <Cypher121> so still not possible
L1587[18:47:43] <williewillus> oh maps
L1588[18:47:45] <williewillus> maps are hardcoded
L1589[18:48:03] <Cypher121> great
L1590[18:48:05] <williewillus> but you can use a perspective aware model + custom rendering
L1591[18:48:11] <williewillus> like you always could :P
L1592[18:48:29] <Cypher121> wouldn't I have to render player myself too?
L1593[18:48:57] * LatvianModder switches IRCCloud to dark theme
L1594[18:49:00] <LatvianModder> Aaaa my eyes
L1595[18:49:25] <LatvianModder> How come all programmers like dark themes?
L1596[18:49:36] <williewillus> because the white theme murders my eyes
L1597[18:49:53] <williewillus> there's so much more white when the background is it
L1598[18:49:56] <williewillus> compared to when the text is it
L1599[18:50:11] <LatvianModder> Quite opposite for me. Little bright details is what hurts my eyes
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L1601[18:50:49] <AnarchySage> http://pastebin.com/XRwS7frF a player of mine is getting that error, does anyone know why?
L1602[18:50:59] <LatvianModder> I guess when you get used to it, its not bad
L1603[18:51:01] <TehNut> 3 programs open right now. All 3 have dark themes. One of them being Chrome, which is displaying a website on which I use a dark theme
L1604[18:51:03] <TehNut> :D
L1605[18:51:06] <Cypher121> that's why you don't choose high contrast theme
L1606[18:51:22] <Cypher121> pure white on pure black is going to be bad
L1607[18:51:35] <LatvianModder> I have bright IRC & Idea. Dark Sublime and Curse
L1608[18:51:47] <LatvianModder> When I flip either of those, my eyes explode
L1609[18:52:40] <williewillus> AnarchySage: vanilla bug revealed by a mod (probably)
L1610[18:52:54] <williewillus> when a client sees an attribute it doesn't know about it assigns it a magic "unknown" value
L1611[18:53:06] <williewillus> unfortunately that bound exceeds the allowed default attribute bounds set by vanilla itself
L1612[18:53:08] <williewillus> so it explodes
L1613[18:53:35] <williewillus> I'm surprised they haven't fixed it yet
L1614[18:53:37] <williewillus> oh
L1615[18:53:38] <williewillus> 1.7
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L1617[18:55:03] <AnarchySage> so how do i fix it, guy comes into chunks where my house are and poof happens
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L1619[18:58:34] <williewillus> no idea
L1620[18:58:38] <williewillus> need to find the mod thats doing it
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L1625[19:19:38] <gabizou> When forge registers dummy blocks for those blocks that are from missing mods, does forge actually register those missing blocks with proper names in the block registry?
L1626[19:19:48] <williewillus> no
L1627[19:20:00] <williewillus> a fake air is slipped in iirc
L1628[19:20:02] <gabizou> so what's the persistent registry doing
L1629[19:20:18] <gabizou> it's still registering dummies but apparently they're not registered in any usable way
L1630[19:20:56] <gabizou> http://puu.sh/pU2Ya/0c71c2cb64.png
L1631[19:21:09] <gabizou> trying to figure out what to do in this case aside from ignoring it if the resource location is null
L1632[19:21:25] <gabizou> because ther's an id and everything, but no real use of it otherwise.
L1633[19:22:20] <gabizou> or should sponge just silently ignore the blocks and just do nothing with them?
L1634[19:22:27] <Ordinastie_> gabizou, be careful, what you're seeing is the toString there
L1635[19:22:41] <gabizou> well yeah, the toString will be null
L1636[19:22:47] <TehNut> Just consider them air
L1637[19:22:55] <Ordinastie_> doesn't mean the resourceLocation is
L1638[19:23:09] <gabizou> so the fake air blocks where the modded blocks existed are now actual BlockAir or BlockDummyAir?
L1639[19:23:21] <Tazz> mmm I finally got instances to work properly in eschelle :D
L1640[19:23:42] <Tazz> i.e. can store fields in them properly and load their values
L1641[19:24:25] <AnarchySage> williewillus: so i updated/added a few mods to the pack this morning, removed all 4 and it is still happening, however if i teleport the player else where, hes fine, its at my house and another players house
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L1643[19:25:36] <williewillus> i honestly dont know
L1644[19:25:40] <williewillus> so :P
L1645[19:26:09] <AnarchySage> bah mc and its vague crashes, thanks anyways
L1646[19:26:35] <Tazz> rofl at least its not a segfault XD
L1647[19:26:44] <williewillus> wat
L1648[19:27:19] <Cypher121> try debugging assembly
L1649[19:27:51] <Cypher121> had to do it once, it was something stupid, <300 loc, but it's fucking hell
L1650[19:27:53] <Tazz> Cypher121, im debugging my compiler which generates machine code is that good enough? :D
L1651[19:28:09] <Cypher121> nah :P
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L1653[19:28:23] <Tazz> lol
L1654[19:29:16] <Cypher121> as long as you can slip in a print in 1 line and it won't break anything, it's debuggable
L1655[19:29:29] <Tazz> you cant lol
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L1657[19:30:43] <Cypher121> I mean in the compiler, not in the resulting code
L1658[19:31:18] <Tazz> well lol
L1659[19:31:29] <Cypher121> anyway, java debugging is pure bliss
L1660[19:31:42] <Tazz> theres not much to debug that way lol
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L1681[20:42:04] <AnarchySage> willieaway: it appears its a mob, turning to peaceful fixed it
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L1687[20:55:43] <williewillus> AnarchySage: nice
L1688[20:57:42] <williewillus> a pattern like `x = (x >> 2) << 2;` would be more concisely represented by `x &= ~0b11` correct?
L1689[20:59:24] <Mraof> That looks right
L1690[20:59:31] <williewillus> k just making sure :P
L1691[20:59:43] <williewillus> porting something and that looked surprising at first :P
L1692[21:00:07] <Cypher121> meh, bitshifts
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L1694[21:02:01] <williewillus> uhhhh okay lol readStructureFromNBT
L1695[21:02:05] <williewillus> *https://i.gyazo.com/9391ebaf0e849e5e0e65525deb67dbae.png
L1696[21:02:16] <williewillus> yay consistency
L1697[21:04:07] <Cypher121> williewillus: when you want to rewrite something to make it clear, but can't be assed to do it to more than one line
L1698[21:04:28] <williewillus> i mean I'm fine with the bit twiddling its the inconsistency that bothers me :P
L1699[21:04:47] <williewillus> x &= ~0b11 is cleaner and probably (marginally) faster
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L1702[21:08:18] <AnarchySage> not nice, i dont know which mod it is
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L1710[21:23:43] <Cypher121> !findm rayTrace
L1711[21:24:53] <Cypher121> well that didn't help
L1712[21:25:45] <Cypher121> I want to find what block, if any player is looking at when he right-clicks with an item. which raytrace should I use?
L1713[21:26:03] <Cypher121> the one I found needs partial ticks
L1714[21:26:24] <williewillus> item.rayTrace
L1715[21:26:49] <Cypher121> thanks
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L1720[21:33:28] <Cypher121> `when` abuse, wooo https://gist.github.com/Cypher121/12fa7bb94cc77c36a37bd379ad2b8a38
L1721[21:34:18] <tterrag> it's a switch case with closures?
L1722[21:34:21] <tterrag> am I missing something?
L1723[21:34:39] <Cypher121> sort of
L1724[21:34:55] <Cypher121> it's a switch that can be used with expressions and as an expression
L1725[21:35:57] <Cypher121> https://kotlinlang.org/docs/reference/control-flow.html#when-expression
L1726[21:36:08] <unascribed> entity/block isn't really abuse
L1727[21:36:12] <unascribed> miss is definitely abuse
L1728[21:36:46] <Cypher121> yeah
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L1752[22:48:53] <killjoy> does anyone have any useful resources for java ee?
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L1754[22:49:09] <electrolitic> When you register a block model, do you just make a ItemBlock out of it and use the ModelLoader.setCustomModelResourceLocation() method?
L1755[22:49:18] <TehNut> yes
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L1757[22:49:45] <electrolitic> cool, thanks.
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L1760[22:54:35] <electrolitic> How do block models/textures work anyway? If there are different looking sides, how does that work?
L1761[22:54:47] <electrolitic> Like, grass's top doesn't look like it's bottom.
L1762[22:54:54] <electrolitic> or its sides
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L1767[22:57:10] <Mraof> Are there events for when stuff happens to an item frame?
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L1769[22:57:40] <Mraof> For example for if someone wants to keep people from breaking/placing/taking the item from it
L1770[23:04:13] <TehNut> Could probably use PIE for all 3 of those
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L1785[23:16:29] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net) (Quit: またね)
L1786[23:18:10] <Mraof> PIE?
L1787[23:18:24] <tterrag> PlayerInteractEvent
L1788[23:18:31] <tterrag> but I think there is also an entity interact event, no?
L1789[23:19:15] <Mraof> Hmm
L1790[23:21:43] ⇦ Quits: cpup (~cpup@32.218.119.159) (Ping timeout: 186 seconds)
L1791[23:23:18] ⇨ Joins: cpup (~cpup@32.218.119.208)
L1792[23:26:44] ⇨ Joins: abab9579 (~abab9579@112.166.128.227)
L1793[23:29:33] <Tazz> well that sucks XD
L1794[23:29:39] <Tazz> object allocation breaks local variables XD
L1795[23:30:49] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L1796[23:32:24] <abab9579> Asked this question and slept right away last night, so again: Is it worthwhile to work on something which is already implemented on other games/programs?
L1797[23:34:48] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L1798[23:35:37] <Tazz> abab9579, maybe
L1799[23:35:38] <Tazz> depends
L1800[23:35:46] <npe|office> hey everyone, I've been out of the modding loop for quite a while now and I have a quick question: Is the Java target version for mods still Java 7?
L1801[23:36:00] * Tazz shrugs
L1802[23:36:11] <Tazz> I think lots of mods are embracing Java8 for some ungodly known reason
L1803[23:36:12] <tterrag> it never was 7, so
L1804[23:36:21] <tterrag> no?
L1805[23:36:23] <Tazz> technically its java6
L1806[23:36:31] <Tazz> however I only java7 XD
L1807[23:37:17] ⇨ Joins: codahq (~codahq@c-73-65-219-228.hsd1.ut.comcast.net)
L1808[23:37:19] <kenzierocks> java 8 is used by a lot
L1809[23:37:29] <kenzierocks> because Streams and other sweetness
L1810[23:37:35] <npe|office> nice
L1811[23:37:41] <kenzierocks> Forge itself will push end users to 8
L1812[23:37:59] <kenzierocks> (it still runs on 6/7, but it recommends using 8)
L1813[23:38:04] <npe|office> may be the right time to get back and finally port/rewrite my mods then :D
L1814[23:38:12] <TehNut> tterrag: EntityInteract is a sub event of PIE
L1815[23:39:11] <codahq> anybody have a class implementing IRenderFactory handy on github? it's easy enough to google site:github "implements IRenderFactory" but i'd like to see if somebody i trust has one too
L1816[23:40:03] <Tazz> rofl 1 fricken change to the code and it works XD
L1817[23:40:06] <Tazz> ffs >.<
L1818[23:42:09] <codahq> have most people 1.9+ just put a static method on their render classes to return a class with the single createRenderFor method? or are you guys creating one class to handle all your stuff that you map or switch your custom classes to your custom renderers?
L1819[23:42:37] ⇨ Joins: Hink (~Hink@pool-71-184-194-71.bstnma.fios.verizon.net)
L1820[23:43:18] <Hink> For some reason any version of a Forge modded Minecraft client I crash with org.lwjgl.LWJGLException: Pixel format not accelerated
L1821[23:43:36] <codahq> accelerate your pixel format. that seems easy enough.
L1822[23:44:01] <tterrag> Hink: try disabling the loading screen. and updating your drivers
L1823[23:44:05] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 198 seconds)
L1824[23:44:21] <Hink> I am using the latest graphics drivers.
L1825[23:44:25] <Abastro> Depends..?
L1826[23:44:33] <Hink> Disable loading screen, what do you mean?
L1827[23:44:43] <codahq> disable the forge splash loading screen
L1828[23:44:55] <codahq> with the forge and the hammer bangy thing
L1829[23:44:59] <codahq> you can turn it off
L1830[23:45:12] <Hink> How?
L1831[23:45:38] <Abastro> Taz.z, but it makes me think I'm doing something alreqdy developed and thus useless
L1832[23:45:47] <codahq> plash.properties
L1833[23:45:52] <codahq> splash.properties
L1834[23:45:53] <Hink> K
L1835[23:46:08] <codahq> enabled=false
L1836[23:46:58] <codahq> Abastro, was thaht directed at me? depends on my entities and my renderers or were you talking to somebody else?
L1837[23:47:20] <Abastro> Im saying to Tazz.
L1838[23:47:22] <codahq> k
L1839[23:47:37] <Abastro> Oh sorry, called him
L1840[23:47:44] <Tazz> nah your good Xd
L1841[23:47:46] <Tazz> Idont mind pings
L1842[23:47:54] <Tazz> I welcome them so I know someone is trying to get ahold of me
L1843[23:47:54] <Tazz> XD
L1844[23:48:08] <Abastro> O, xD
L1845[23:48:08] <Tazz> however as for your issue. I always look it at as practice to hone my skills
L1846[23:48:28] <Tazz> Ive done many redundant projects however they have helped build my skills as a developer
L1847[23:49:07] <Abastro> Hmm..so as practice?
L1848[23:49:16] <Abastro> Thanks!
L1849[23:52:15] ⇦ Quits: keybounce (~keybounce@108.192.88.90) (Quit: colloquy quit: I probably won't see anything til I get back)
L1850[23:53:09] <Hink> codahq, where is the splash.properties located?
L1851[23:54:11] <codahq> don't remember
L1852[23:54:18] <codahq> i bet google knows though
L1853[23:55:21] *** TTFTCUTS is now known as TTFT|Away
L1854[23:55:29] <Hink> /config/splash.properties
L1855[23:55:35] <Hink> does not exist
L1856[23:56:29] <Tazz> rofl somehow I broke C++'s stack frames XD
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