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L13[00:33:45] <SparkVGX> hullo
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L15[00:36:39] <SparkVGX> Is there a way for the client to get an update of what is in an inventory without opening it?
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L38[01:39:23] <fuj1n> Is there any good way to tell a block to use an arbitrary model of another block for rendering in 1.10?
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L40[01:41:09] <fuj1n> For example, if I want to render stone in place of my block
L41[01:41:40] <tterrag> make a custom model which just returns the quads of another model :P
L42[01:42:05] <Tazz> ^^
L43[01:42:19] <Tazz> however fuj1n if you need to compose a model out of many different .json models I have a solution for that :P
L44[01:42:25] <Tazz> it may be hacky though XD
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L46[01:43:12] <Tazz> so apparently lua's tables are just over glorified hashmaps?
L47[01:43:14] <Tazz> XD
L48[01:43:28] <tterrag> there's already a MultiModel though
L49[01:43:46] <Tazz> tterrag, lol I did something worse...
L50[01:43:46] <Tazz> XD
L51[01:43:52] <fuj1n> Well, it is completely arbitrary, since I am implementing a disguise slot, any solid block can be placed in it.
L52[01:44:36] <tterrag> fuj1n: use an extended property with the model :P
L53[01:45:27] <fuj1n> How would I define that in the model though?
L54[01:45:58] <tterrag> in getQuads() just grab the property and return the quads from that model?
L55[01:47:08] <fuj1n> Ah, thanks, I'll try that
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L60[01:59:34] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160712 mappings to Forge Maven.
L61[01:59:37] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160712-1.10.2.zip (mappings = "snapshot_20160712" in build.gradle).
L62[01:59:48] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L77[03:33:13] <SparkVGX> Is there a check weather event I can hook into?
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L81[03:48:50] <Abastro> Currently there is no event related with weather.
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L87[04:09:14] <workshopcraft> well that was fun
L88[04:09:24] <SparkVGX> oh?
L89[04:09:26] <workshopcraft> did i miss any drama?
L90[04:09:42] <SparkVGX> Politically or within the chat?
L91[04:12:23] <workshopcraft> lol
L92[04:12:25] <workshopcraft> chat
L93[04:12:30] <workshopcraft> net went down last night
L94[04:14:52] <workshopcraft> i need to work out in which way i'm being retarded today :P
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L99[05:29:59] <SparkVGX> was it items or was it tile entities that had limited metadata?
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L118[06:45:23] <Wuppy> want to talk about pokemon go, join #PokemonGo :D
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L131[07:13:58] <Intektor> has anyone an idea what's the packet named whats sent when you place a block
L132[07:14:11] <Intektor> or when you click a block with a itemBlock in hand
L133[07:14:24] <Intektor> so the server gets notified you are trying to place a block
L134[07:17:50] <diesieben07> CPacketPlayerTryUseItemOnBlock
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L158[08:43:51] <Chais> so I made myself some overlay textures for my doors. how do I apply them?
L159[08:44:06] <Chais> that should should work on json level, right?
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L161[08:45:53] <Chais> do I need an entry for every color in the blockstate json?
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L163[08:47:46] <ghz|afk> Chais: every blockstate combination should be represented.
L164[08:48:02] <ghz|afk> unless a certian property is being ignored by a custom statemapper
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L166[08:48:19] <Chais> well, kinda
L167[08:48:49] <Chais> the color should only determine which overlay to use. but the overly will be the same for every door tape
L168[08:49:06] <gigaherz> well you can use forge blockstates
L169[08:49:15] <gigaherz> to separate the door type from the color overlay
L170[08:49:33] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L171[08:50:30] <gigaherz> an example of a blockstates (for an item), that applies different textures based on a property value: https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/tanned_armor.json
L172[08:53:58] <gigaherz> for the door model, assuming it's an actual 3D model and not a texture
L173[08:54:22] <gigaherz> you'd want to specify the model multiple times, either by having duplicate elements on the model json
L174[08:54:30] <gigaherz> or by using submodels and using the same model more than once that way
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L177[08:56:34] <Chais> actually it's just a texture
L178[08:57:09] <Chais> I have the vanilla door textures and want to layer different stuff over it, depending on the current color state
L179[09:00:22] <gigaherz> wait you want to overlay things on the vanilla door ITEM
L180[09:00:25] <gigaherz> or the door BLOCK?
L181[09:00:53] <Chais> block
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L184[09:13:32] <Chais> my idea would be to specify the overlayed textures in the magic_door_top.json all door variants inherit from
L185[09:14:13] <gigaherz> hmm not sure that would work
L186[09:14:30] <gigaherz> you could specify arbitrary texture aliases there, and then choose between them on the blockstates file
L187[09:14:37] <gigaherz> but you can't have "conditions" on the model json
L188[09:14:51] <gigaherz> the idea would be like
L189[09:15:01] <gigaherz> blockstates/magic_door.json
L190[09:15:03] <gigaherz> with like
L191[09:15:28] <gigaherz> "defaults": { "model": "whatever_door.json" },
L192[09:15:41] <gigaherz> "variants": { "type": {
L193[09:16:22] <gigaherz> "type1": { "submodel": { "overlay": { "model": "whatever_door", "textures": { "something": "texture overlay name" } } } }
L194[09:16:28] <gigaherz> eh
L195[09:16:31] <gigaherz> without .json on the model
L196[09:16:38] <gigaherz> and this is only conceptual, not copypaste-friendly
L197[09:16:53] <gigaherz> the idea is that the defaults specifies the base door model
L198[09:17:01] <gigaherz> and then based on type/color/whatever
L199[09:17:05] <gigaherz> you add a submodel
L200[09:17:08] <gigaherz> that serves as overlay
L201[09:17:11] <gigaherz> and has the overlay texture
L202[09:17:25] <gigaherz> the texture channel name will depend on what the model itself provides
L203[09:18:40] <gigaherz> (the vanilla door json has "top" and "bottom", but you could easily do "textures":{"top":"#all", "bottom":"#all" } in your model that inherits from the vanilla door)
L204[09:18:56] <gigaherz> sorry if my information is fragmented, I'm tired from work ;P
L205[09:19:13] <gigaherz> try to fill in the blanks and ask here if you can't understand something
L206[09:28:11] <Chais> thx. I'll see what I can piece together ^^
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L239[10:45:55] <electrolitic> What class has the onBlockActivated method that you override to make something happen when it's right clicked.
L240[10:46:11] <gigaherz> Block
L241[10:46:17] <electrolitic> Oh
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L281[12:41:04] <electrolitic> Is there a big difference between onBlockPlaced and onBlockAdded?
L282[12:41:43] <diesieben07> Yes.
L283[12:41:54] <diesieben07> onBlockAdded is called whenever setBlockState is called pretty much
L284[12:42:16] <diesieben07> onBlockPlaced is for when the player uses an ItemBlock to place the block
L285[12:42:36] <diesieben07> and it's to convert the ItemStack's metadata into an IBlockState to be placed
L286[12:43:05] <electrolitic> Ah, so if you were making a tileentity, you'd do that in onBlockPlaced?
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L288[12:43:40] <kenzierocks> no
L289[12:43:44] <kenzierocks> you would implement the correct thing
L290[12:43:48] <kenzierocks> and it would happen for you
L291[12:43:49] <diesieben07> if you want a TE, override hasTileEntity and createTielEntity
L292[12:43:55] <diesieben07> and MC takes care of the rest
L293[12:44:57] <diesieben07> classic XY problem, just ask "how do I make a TE".
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L295[12:47:07] <electrolitic> Doesn't it kill it to be told how to do everything though?
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L298[12:48:02] <diesieben07> eh what?
L299[12:48:17] <electrolitic> If I always ran into something I don't know, should I always ask? Or try to figure it out?
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L301[12:48:35] <electrolitic> I feel like trying to figure it out is less annoying to people who always answer my questions.
L302[12:48:59] <diesieben07> well, yes but your question about onBlockPlaced and onBlockAddded was like... completely in the wrong direction
L303[12:49:21] <diesieben07> and if we don't know what you ACTUALLY want, we cannot properly help you
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L305[12:50:11] <electrolitic> I suppose. How do you know that it's necessary to override hasTileEntity and createTileEntity? Can you just look at the code and go "I need those" somehow?
L306[12:50:41] <diesieben07> i look at vanilla, although in this case forge provides hooks to not need vanilla's stupid ITileEntityProvider
L307[12:52:34] <gigaherz> electrolitic: if there isn't information in http://mcforge.readthedocs.io/en/latest/
L308[12:52:40] <gigaherz> thne here is your chance to contribute
L309[12:52:59] <gigaherz> https://github.com/MinecraftForge/Documentation/
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L311[12:53:08] <gigaherz> anyone can contribute
L312[12:53:14] <gigaherz> in fact, the whole thing is maintained by the community
L313[12:53:16] <gigaherz> that's us modders
L314[12:53:33] <gigaherz> if everyone who learns something that's missing from the docs
L315[12:53:34] <electrolitic> To be honest, if I documented anything there, I'm sure it would end up wrong.
L316[12:53:44] <gigaherz> would take just a tiny bit of time and wrote some docs
L317[12:53:46] <gigaherz> even bad ones
L318[12:53:56] <diesieben07> thats why it works via PRs
L319[12:54:02] <electrolitic> Oh
L320[12:54:03] <gigaherz> electrolitic: that's the magic of pull requests
L321[12:54:04] <diesieben07> people review your stuff before it gets official
L322[12:54:05] <gigaherz> if something is wrong
L323[12:54:06] <gigaherz> or lacking
L324[12:54:09] <gigaherz> someone SHOULD notice
L325[12:54:12] <gigaherz> and if no one does
L326[12:54:25] <gigaherz> then whoever it is that finds a bug, would be the one who should fix it
L327[12:54:38] <gigaherz> and really, "no one does it" has never been an excuse.
L328[12:55:27] <gigaherz> although I'm guilty of not writing, myself
L329[12:55:40] <gigaherz> I have known of some flaws in my pages about capabilities
L330[12:55:41] <gigaherz> ;p
L331[12:55:41] <SkySom> I believe we all are really
L332[12:55:49] <gigaherz> for... months.
L333[12:56:17] <electrolitic> Where do pull requests go anyway?
L334[12:56:33] <gigaherz> [19:53] (gigaherz): https://github.com/MinecraftForge/Documentation/
L335[12:56:52] <gigaherz> fork this, edit the files, tell github to createa branch when saving, then create pull request
L336[12:56:56] <gigaherz> you can do it all fro mthe website
L337[12:57:06] <gigaherz> or clone locally and work offline
L338[12:57:41] <gigaherz> if you create a page, add it to the menu index
L339[12:57:47] <gigaherz> if you edit ap age, then no need to touch anything else
L340[12:58:11] <Intektor> https://gist.github.com/yamamushi/5823518 can someone translate c++ to java? because I really need this algorithm but I don't understand this
L341[12:58:14] <gigaherz> try to maintain consistency with regards of style and such, although that's not that much of a problem given that it's markdown
L342[12:58:33] <gigaherz> Intektor: I gotta go, but if you still need help in a bit, i'll be back in some ~30min
L343[12:58:46] <Intektor> you know c++?
L344[12:58:52] <Intektor> or you understand it?
L345[12:59:20] <gigaherz> I know C, C++, C#, Java, JavaScript, x86 assembly, MIPS assembly, and a whole bunch otherl anguages in a lesser measure
L346[12:59:34] <Intektor> you're a go
L347[12:59:35] <Intektor> d
L348[12:59:54] <kenzierocks> he doesn't know any go
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L350[12:59:57] <ghz|afk> bb in a bit
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L354[13:13:41] <Inari> Intektor: i dont see how the java versionw ould be much different
L355[13:13:49] <Intektor> yeah
L356[13:13:56] <Intektor> I already figured it out
L357[13:14:08] <Intektor> just these pointers confused me
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L359[13:22:15] <iso2013> Would anyone be able to update TerrainControl to 1.10? Willing to pay :)
L360[13:23:44] <ghz|afk> o_O you still didn't find anyone?
L361[13:23:49] <iso2013> nope
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L366[13:30:02] <Inari> i'd take a look, but im busy healing this wound, porting integrated circuits and am new to this as hell
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L368[13:39:50] <barteks2x> Would it be possible for client to render serverside lighting values?
L369[13:42:17] <barteks2x> (I mean, for debugging, not to make my mod actually do it)
L370[13:43:07] <kenzierocks> you could send them....?
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L373[13:45:31] <barteks2x> I guess that's what I will do, but that would mean resending the same cube at least 3 times
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L375[13:46:24] <kenzierocks> there really isn't another way
L376[13:46:39] <kenzierocks> unless you break protocol and assume you're an integrated server :P
L377[13:46:54] <kenzierocks> then maybe you can hack your way into it
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L379[13:47:16] <barteks2x> even then it would probably crash very frequently, I just hope it won't be as slow as I expect
L380[13:48:10] <barteks2x> I want to finally fix lighting properly but I need to see serverside values (because until I fix synchronization it will break clientside)
L381[13:48:41] <kenzierocks> packet processing shouldn't be slow if you're running on localhost anyways
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L388[14:00:43] <techbrew> \o
L389[14:01:01] <Intektor> how do I get the reach distance of a player?
L390[14:01:25] <diesieben07> serverside or clientside?
L391[14:01:44] <Intektor> clientside
L392[14:02:10] <diesieben07> PlayerControllerMP#getBlockReachDistance
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L395[14:05:01] <techbrew> Anyone know of a 1.8+ example of mod using Waila's API as a plugin-style soft dependency?
L396[14:06:18] <tterrag> techbrew: almost every mod with waila integration ever? :P
L397[14:06:32] <founderio> Is there a possibility to debug @SideOnly annotations? One of my classes gets removed serverside and I have no idea what is causing it... :(
L398[14:07:06] <diesieben07> if the class "gets removed", then the class has @SideOnly
L399[14:07:13] <diesieben07> But I am sure that is not what you actually mean.
L400[14:07:20] <founderio> the class does not have any of those...
L401[14:07:29] <techbrew> Or it extends a class that does
L402[14:07:37] <techbrew> tterrag: I'm seeing mods that have copied old WAILA interfaces into their source trees
L403[14:07:37] <founderio> static util stuff...
L404[14:07:49] <tterrag> techbrew: then they are doing it horribly wrong
L405[14:08:08] <tterrag> waila has a wonderful IMC method of registering a plugin
L406[14:08:12] <diesieben07> founderio, just show your code and the error you get.
L407[14:08:14] <founderio> https://github.com/Team-IO/taam/blob/master/common/net/teamio/taam/util/WrenchUtil.java
L408[14:08:19] <tterrag> you can depend on waila's API classes inside your plugin and not worry about it loading
L409[14:08:33] <founderio> client side works fine. Serverside throws a ClassNotFoundException, stacktrace incoming
L410[14:08:45] <techbrew> tterrag: I must be looking in the wrong places. Example?
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L412[14:09:28] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/EnderIO.java#L464
L413[14:11:39] <founderio> uhm.. hold on
L414[14:11:45] <founderio> something I did changed the stack trace
L415[14:12:02] <founderio> I know which class is causing it NOW
L416[14:12:08] <founderio> but, different trace..
L417[14:12:14] <founderio> anyways, thanks for listening XD
L418[14:12:23] <Inari> rubber duck debugging
L419[14:12:35] <founderio> Just what I was thinking. I should buy a rubber duck
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L422[14:14:04] <techbrew> tterrag: thanks
L423[14:17:23] <barteks2x> NBT doesn't have short arrays, right?
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L425[14:19:02] <Intektor> how can I get if it is possible to place a block next to that block by clicking on it, like this works with every block except water or air for example
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L427[14:22:57] <founderio> barteks2x: It has byte and int arrays... have not seen stuff for short arrays in NBT yet
L428[14:31:37] <shadowfacts> Intektor, world.getBlockState(pos.offset(side)).getMaterial().isReplaceable() ?
L429[14:31:53] <shadowfacts> (where world is the world, pos is the position of the block clicked, and side is the side hit)
L430[14:32:57] <kenzierocks> isn't there also some block logic to call?
L431[14:33:05] <kenzierocks> like canBePLaced* stuff?
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L435[14:40:02] <diesieben07> ugh, why do all programming fonts with ligatures look like shit? :(
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L440[14:57:39] <killjoy> ligatures are serifs, right?
L441[14:57:55] <killjoy> Did github change their font?
L442[14:58:07] <diesieben07> no, not serifs
L443[14:58:09] <diesieben07> and yes they did
L444[14:58:33] <diesieben07> these are ligatures: https://raw.githubusercontent.com/i-tu/Hasklig/master/hasklig_example.png
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L446[14:58:49] <killjoy> ah. that would be an easy way to safe space in chat
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L448[14:59:06] <diesieben07> there are only two usable fonts with that feature
L449[14:59:11] <diesieben07> and both look horrible for programming
L450[14:59:29] <diesieben07> looked into it since IntelliJ now supports them
L451[14:59:29] <killjoy> programming fonts shouldn't have ligatures
L452[14:59:35] <diesieben07> why not?
L453[14:59:38] <killjoy> maybe comments
L454[15:00:10] <killjoy> um..
L455[15:00:13] <killjoy> code shouldn't have ligatures
L456[15:00:30] * killjoy sweats
L457[15:01:03] <diesieben07> what? it's just visual
L458[15:01:09] <diesieben07> it turns >>= into that one symbol
L459[15:01:16] <diesieben07> the actual characters in the file don't change
L460[15:01:31] <ghz|afk> imagine "final" as "final"
L461[15:01:43] <ghz|afk> it would fuck up all the spacings XD
L462[15:01:57] <killjoy> what about ;?
L463[15:01:59] <diesieben07> oh it's not those kind of ligatures
L464[15:02:11] <diesieben07> just things like !=
L465[15:02:14] <diesieben07> and it keeps the spacing
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L467[15:02:39] <killjoy> "final" only looks like "final"
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L469[15:02:42] <killjoy> which still looks bad
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L474[15:04:13] <diesieben07> https://gfycat.com/CarelessWelldocumentedInvisiblerail
L475[15:04:16] <diesieben07> thats what it behaves like
L476[15:04:19] <diesieben07> but the font is ugly
L477[15:04:27] <ghz|afk> diesieben07: fancy ;P
L478[15:04:43] <ghz|afk> meh
L479[15:05:00] <ghz|afk> they should allow you to say "use this font for ligatures not present on the main one"
L480[15:05:08] <killjoy> what about +=?
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L482[15:05:21] <ghz|afk> incidently
L483[15:05:25] <ghz|afk> I don't like "++" being ligated
L484[15:05:26] <ghz|afk> ;P
L485[15:05:35] <ghz|afk> =/= is ok
L486[15:05:41] <diesieben07> it doesn't have +=
L487[15:05:48] <ghz|afk> and -> turning into arrows too
L488[15:06:06] <diesieben07> yeah the arrows are nice
L489[15:06:06] <killjoy> >=
L490[15:06:10] <diesieben07> >= it has
L491[15:06:10] <killjoy> <=
L492[15:06:29] <killjoy> I meant <<=
L493[15:06:34] <diesieben07> http://i.imgur.com/CyN1v9H.png
L494[15:06:36] <ghz|afk> >= should turn into an actual ≥
L495[15:07:13] <diesieben07> http://i.imgur.com/NwonpmD.png
L496[15:07:16] <ghz|afk> I wouldn't mind
L497[15:07:25] <ghz|afk> if expressions were turned into mathermatical formulas
L498[15:07:27] <ghz|afk> while "folded"
L499[15:07:37] <ghz|afk> Math.abs(x) showing as |x|
L500[15:07:47] <diesieben07> heh
L501[15:07:53] <ghz|afk> (expr1)/(expr2)
L502[15:07:54] <killjoy> x|y|z
L503[15:07:54] <ghz|afk> showing as
L504[15:07:56] <ghz|afk> expr1
L505[15:07:57] <ghz|afk> -------
L506[15:07:59] <ghz|afk> expr2
L507[15:07:59] <killjoy> x * |y| * z
L508[15:08:08] <ghz|afk> etc
L509[15:08:37] <killjoy> hm...
L510[15:08:47] <killjoy> flag ? (something):(else)
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L513[15:10:40] <kenzierocks> why can't IDEs just inject our minds with the true nature of the code so we understand it instantly at the fundamental level
L514[15:10:48] <ghz|afk> eh
L515[15:10:57] <ghz|afk> if the code is well-written, that happens naturally to me ;p
L516[15:11:12] <ghz|afk> it's more the opposite process that is inefficient ;p
L517[15:11:17] <Tazz> learn assembly and studdy compilers youll know all the secrets
L518[15:11:25] <Ordinastie_> all is left to do is find well-written code
L519[15:12:18] <Tazz> like seriously i was writing a transcompilation of c to assembly by hand one day for a mockup of a compiler project
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L528[15:33:40] <masa> crap... anyone know what the eclipse font used to be in mars.1?
L529[15:35:23] <diesieben07> MyIdeIsUglyAnyways.ttf
L530[15:35:31] <killjoy> Courier New
L531[15:35:36] <killjoy> that's what is is for me right now
L532[15:35:49] <kenzierocks> rude diesieben07
L533[15:36:03] <masa> yeah it was Courier New for me as well, and it looks like shit
L534[15:36:12] <masa> Consolas size 10 looks familiar
L535[15:36:12] <diesieben07> eclipse deserves it :P
L536[15:36:39] <masa> why? it's way betetr than that weird idea hack job ;D
L537[15:36:52] <diesieben07> hack job? :O
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L539[15:37:01] <kenzierocks> jcreator4lyfe
L540[15:37:06] <diesieben07> LOL
L541[15:37:23] <ghz|afk> masa: Consolas 10 is what VS uses? ;P
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L543[15:37:30] <masa> well I know nothing about IDEA so I can't properly insult it, sorry
L544[15:37:32] <tterrag> nahh bluej is where it's at
L545[15:37:50] <diesieben07> well, when it comes to looking good eclipse got nothing on intellij
L546[15:37:59] <masa> ghz|afk: no idea, but this looks like that I used to have :p
L547[15:38:33] <masa> looking good is irrelevant, it just needs to look the same as it did before, or I'm going to throw a hizzyfit
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L549[15:38:41] <diesieben07> :D
L550[15:38:47] <diesieben07> it also needs to work well
L551[15:38:59] <masa> no, it just needs to work the same way it did before ;p
L552[15:39:32] <masa> some might say that masa is somewhat dependent on things remaining the same
L553[15:39:55] <masa> that being said... I did just upgrade to win 10 >_>
L554[15:40:03] <ghz|afk> take thechance and upgrade to IDEA?
L555[15:40:04] <masa> and everything is not the same
L556[15:40:04] <ghz|afk> ;P
L557[15:40:15] <ghz|afk> or maybe you need something familiar to keep you sane?
L558[15:40:16] <masa> let's not get carried away here!
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L562[15:41:15] <SparkVGX> g'evening
L563[15:41:30] <masa> o/
L564[15:41:39] <SparkVGX> \o
L565[15:41:42] <SparkVGX> how we doing?
L566[15:41:57] <ghz|afk> hmm
L567[15:41:59] <ghz|afk> interesting
L568[15:42:02] <ghz|afk> I wonder if that's a known thing
L569[15:42:15] <ghz|afk> I just had an idea for concurrent access to my quadtree
L570[15:42:16] <masa> hmm, the little arrows that indicate tree nodes being open look different in win 10, this makes me uncomfortable
L571[15:42:23] <ghz|afk> if I store a "version" counter before starting
L572[15:42:28] <ghz|afk> and then compare it after querying
L573[15:42:37] <ghz|afk> if someone changes the quadtree, they'd increment this counter
L574[15:42:41] <ghz|afk> once before, once after
L575[15:42:45] <SparkVGX> clever
L576[15:42:47] <ghz|afk> so if someone find the counter changed
L577[15:42:52] <ghz|afk> they'd retry
L578[15:42:57] <ghz|afk> this way I only have to synchronize writes
L579[15:42:59] <ghz|afk> not reads
L580[15:43:17] <ghz|afk> but I wonder if the spin-retry would cause starvation -- I'll have to test
L581[15:43:26] <SparkVGX> ^
L582[15:43:37] <ghz|afk> maybe I can lock only IF I'm retrying
L583[15:43:39] <diesieben07> lock-free-ness is fun and painful
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L585[15:44:01] <SparkVGX> What's a good iirc app for iPhone?
L586[15:44:09] <diesieben07> always good to watch on that topic: https://www.youtube.com/watch?v=HJ-719EGIts
L587[15:44:27] <killjoy> SparkVGX, I haven't found any good free ones
L588[15:44:30] <masa> crap, can I not rename things in this win 10 explorer Quick Access thing like I could in win 7 Favorited thing?
L589[15:44:37] <killjoy> they always disconnect you after 5 minutes of idle
L590[15:44:38] <diesieben07> nope.
L591[15:44:42] <diesieben07> you can't masa
L592[15:44:44] <diesieben07> it sucks
L593[15:44:48] <masa> wtf, seriously? this is shit
L594[15:44:57] <masa> *downgrading to win 7*
L595[15:45:11] <SparkVGX> killjoy - Not worried about free or not if it's good quality :)
L596[15:45:25] <killjoy> try mIRC then
L597[15:45:37] <masa> I can't even cheat it by creating a renamed shortcut, it still shows the name of the target
L598[15:45:51] <masa> does windows/NTFS have hard links?
L599[15:45:55] <ghz|afk> yes
L600[15:45:58] <ghz|afk> and symlinks
L601[15:45:59] <diesieben07> mklink works apparantly
L602[15:46:00] <ghz|afk> since Vista
L603[15:46:03] <diesieben07> http://www.tenforums.com/customization/12160-change-names-quick-access.html
L604[15:46:05] <ghz|afk> open an admin cmd
L605[15:46:10] <ghz|afk> and use mklink /d
L606[15:46:13] <ghz|afk> for a directory symlink
L607[15:46:15] <masa> mmkay
L608[15:46:38] <killjoy> I like to do mklink /d buildSrc ..\ForgeGradle
L609[15:48:24] <masa> to this date I have no idea how windows filesystem permissions, or anythin gelse really, works
L610[15:48:39] <killjoy> I took a class that explained it
L611[15:48:53] <killjoy> share permissions, then file permissions
L612[15:53:26] <ghz|afk> filesystem permissions on NTFS are an ACL
L613[15:53:30] <ghz|afk> Access Control List
L614[15:53:32] <ghz|afk> which is basically
L615[15:53:35] <ghz|afk> a list of
L616[15:53:53] <ghz|afk> UID / permission flags / ALLOW/DENY
L617[15:53:56] <ghz|afk> so like
L618[15:54:03] <ghz|afk> Administrators / Total Control / Allow
L619[15:54:11] <ghz|afk> User1 / Write / Deny
L620[15:54:41] <ghz|afk> they are more flexible than unix permission bits
L621[15:54:49] <ghz|afk> but at the same time, they can't represent all the situations
L622[15:55:06] <ghz|afk> such as setuid -- the concept doesn't exist
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L624[15:56:13] <SparkMobile> thanks Killjoy :) testing now
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L626[15:56:36] <masa> and when I'm trying to access stuff from another os installation, is the only way to "gain permanent access" and let it change all the permissions on all the files?
L627[15:56:52] <killjoy> you need share permissions
L628[15:57:08] <ghz|afk> it's the equivalent of "chown" + "chmod +rwx"
L629[15:57:15] <masa> or can I use an admin explorer to access them like on linux with root perms?
L630[15:57:33] <ghz|afk> sortof
L631[15:57:39] <ghz|afk> there's no "godlike" root
L632[15:57:51] <ghz|afk> but you can change the owner to your admin account
L633[15:57:51] <killjoy> There's TrustedInstaller
L634[15:58:02] <ghz|afk> that's just something that has permissions by default
L635[15:58:14] <ghz|afk> but you can't just "runas" SYSTEM
L636[15:58:30] <killjoy> sadly
L637[15:58:52] <masa> hrm, so I used mklink /d to make a symbolic link, but it still shows the original directory name when pinned ;_;
L638[15:59:05] <ghz|afk> hmf
L639[15:59:21] <ghz|afk> maybe the code that gets the name resolves the symlink and gets the real filename
L640[15:59:28] <masa> :<
L641[15:59:44] <masa> how can they fuck up a feature this basic and important this badly
L642[15:59:58] <SparkVGX> Just to double check, there is no event or call I can make to see what the weather is right? Eg I have a block that would "charge" in a thunderstorm.
L643[16:00:20] <ghz|afk> AH
L644[16:00:23] <ghz|afk> this tutorial uses /J
L645[16:00:26] <ghz|afk> rather than /D
L646[16:00:31] <ghz|afk> which creates a junction point
L647[16:00:35] <ghz|afk> rather than a symlink
L648[16:00:41] <ghz|afk> this is a filesystem-level reparse point
L649[16:00:47] <ghz|afk> closer to a mountpoint
L650[16:00:55] <ghz|afk> so that may work for you
L651[16:01:33] <masa> yeah that seems to work in that it preserves the name
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L653[16:02:02] <SparkVGX> aww it quit
L654[16:02:03] <masa> but it then also messes up the hierarchy if I would want to go up from the target dir
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L656[16:02:31] <masa> unless I create the links to the same directory where the target is, but that is a bit untidy
L657[16:02:59] <ghz|afk> or you can just live with the original name ;P
L658[16:03:27] <masa> well that is going to be annoying, because I would have identical names in the list...
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L666[16:19:47] <electrolitic> A TileEntity has a Block blockType variable. If it's a chest do you give it the chest block, or if it's a furnace do you give it the furnace block? Is that how that works?
L667[16:20:51] <diesieben07> you don't give it anything. honestly that field should be private, never access it!
L668[16:20:54] <diesieben07> call getBlockType instead
L669[16:20:58] <diesieben07> the field is lazily initialized
L670[16:21:56] <ghz|afk> \o/ thread-safening my octree solved many of the weird glitches I was having
L671[16:23:22] <electrolitic> How does the block know to create the TileEntity that you made?
L672[16:23:29] <ghz|afk> you tell it
L673[16:23:37] <ghz|afk> overriding hasTileEntity and createTileEntity
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L676[16:26:48] <SparkVGX> If my item has subtypes, do I need to register a render for each of those sub types?
L677[16:27:12] <ghz|afk> "yes"
L678[16:27:20] <ghz|afk> but you can use ItemMeshDefinition or ItemOverrides
L679[16:27:28] <ghz|afk> to map them in a more flexible way
L680[16:28:32] <SparkVGX> is there a mod example I can look at? I tried TConstruct but they are a bit too clever on how they put their stuff together
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L682[16:31:44] <P3pp3rF1y> SparkVGX, take a look at https://github.com/P3pp3rF1y/Reliquary/blob/1.10.2/src/main/java/xreliquary/client/init/ItemModels.java
L683[16:31:52] <P3pp3rF1y> not so fancy as Tcon
L684[16:32:00] <SparkVGX> Thank you <P3pp3rF1y> :D
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L686[16:32:53] <P3pp3rF1y> I am looking into syncing of ItemStack capabilities to client again
L687[16:33:15] <P3pp3rF1y> so what is the general expectation on this, are people expecting them to sync automatically when they change on server?
L688[16:33:52] <P3pp3rF1y> because currently the packets get triggered on capability changes, but don't include capability data and thus just delete capability data on client
L689[16:35:21] <diesieben07> in my opinion the capabilities should stay completely untouched by any syncing
L690[16:35:31] <diesieben07> just like they do for TEs and Entities
L691[16:35:43] <diesieben07> not sure how feasable that is with how ItemStacks work though
L692[16:35:50] <P3pp3rF1y> so you mean no trigger for packets on server when they change
L693[16:36:32] <P3pp3rF1y> I don't think we can make them easily untouched given that itemstacks are copied on client every time they are synced
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L695[16:36:50] <P3pp3rF1y> and as part of that copy they get capabilities reinitialized
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L697[16:37:10] <P3pp3rF1y> which means deleted given that the data is not in the packets
L698[16:37:12] <diesieben07> why does copying reinitialize caps?
L699[16:37:16] <diesieben07> that sounds horrible to me
L700[16:37:27] <diesieben07> i would imagine caps as just "an object stored in a field in ItemStack"
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L705[16:37:53] <P3pp3rF1y> well there are two separate current inventories on client as far as I see
L706[16:38:26] <P3pp3rF1y> one where the data gets deserialized and then update process checks it for changes and if it's changed it copies the deserialized itemstack
L707[16:38:39] <P3pp3rF1y> into the one that's actually used
L708[16:38:47] <diesieben07> uhm... what? :D
L709[16:39:03] <P3pp3rF1y> I will find the line, give me a sec
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L711[16:39:42] <Redrield> Is there a way to get an EntityPlayer only methods that would be accessible in a util class?
L712[16:39:52] <Redrield> using only methods*
L713[16:40:44] <diesieben07> uhm, depends on WHICH player you wnat
L714[16:41:02] <Redrield> I have their name
L715[16:41:09] <Redrield> I need to get the EntityPlayer object from that name
L716[16:41:12] <diesieben07> names can change, don't use names.
L717[16:41:31] <diesieben07> What are you doing exactly?
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L720[16:43:21] <Redrield> I'm playing around with custom packets and such. Just a bit bored. I have a custom packet that I'm going to send with the player's name encoded, and I need to know how to decode it back into an EntityPlayer object
L721[16:43:44] <Redrield> I know that WorldServer has a method, but I don't have a way of getting a WorldServer object
L722[16:44:22] <diesieben07> why do you send the name?
L723[16:44:28] <diesieben07> do you want to know who sent the packet?
L724[16:44:43] <Redrield> I'm just playing around
L725[16:44:49] <Redrield> This isn't something I'm going to release
L726[16:44:55] <diesieben07> But you want to achieve something, right?
L727[16:45:05] <Redrield> It's just a learning excersize for myself really :P
L728[16:45:10] <diesieben07> for learning WHAT?
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L730[16:45:20] <diesieben07> You don't learn by writing random things :D
L731[16:45:25] <Redrield> How minecraft handles packets :P
L732[16:45:30] <Tazz> yeah you do lol
L733[16:45:39] <Tazz> i write random shit all the time
L734[16:45:44] <workshopcraft> this is why i made my barrel mod. to learn how to do tile entites and inventorys etc.
L735[16:45:47] <Tazz> helps me flex my skills
L736[16:45:55] <diesieben07> Redrield, packets = blobs of bytes. thats it.
L737[16:46:08] <diesieben07> if you want to sent over a player: send the entityID
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L739[16:46:23] <diesieben07> if you want to know which player sent a packet: ctx.getServerHandler().playerEntity
L740[16:46:32] <diesieben07> no need to send a name.
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L742[16:47:12] <P3pp3rF1y> diesieben07, the line where it copies the stack is 2194 in EntityLivingBase
L743[16:47:20] <Redrield> Is there not a static method or something to get a WorldServer from its name?
L744[16:47:32] <diesieben07> so now you want to get a WorldServer?!
L745[16:47:57] <Redrield> Well I know that I can get an EntityPlayer from data I already know
L746[16:48:01] <Redrield> If I have a WorldServer object
L747[16:48:04] <diesieben07> P3pp3rF1y, this.worldObj.theProfiler.startSection("jump"); - what?
L748[16:48:18] <diesieben07> Redrield, again, yes you can get a player by name but it's a really bad idea.
L749[16:48:19] <P3pp3rF1y> this.handInventory[entityequipmentslot.getIndex()] = itemstack1 == null ? null : itemstack1.copy();
L750[16:48:23] <diesieben07> Thats why I am askign why.
L751[16:48:51] <Redrield> If it makes you happy, I'll write their UUID instead, mkay?
L752[16:49:10] <SatanicSanta> It's easiest with the entity ID like diesieben07 said to do
L753[16:49:25] <diesieben07> not easist.
L754[16:49:27] <diesieben07> it's the proper way.
L755[16:49:32] <SatanicSanta> right
L756[16:49:54] <diesieben07> P3pp3rF1y, that is for detecting changes in the item. handInventory / armorArray are "last tick" values
L757[16:50:16] <diesieben07> and Redrield again, why do you even NEED to write the player at all?
L758[16:50:35] <Redrield> I'm just messing around with custom packets. Why are you being so hostile
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L760[16:50:45] <SatanicSanta> Is there a proper/simple way to run the test mod(s) in src/test/java/net/minecraftforge/test?
L761[16:50:46] <diesieben07> I am not being hostile.
L762[16:50:53] <diesieben07> I am trying to prevent you from making horrible mistakes
L763[16:50:57] <diesieben07> and you are not helping because you are being vague.
L764[16:51:08] <diesieben07> SatanicSanta, launch the game :P
L765[16:51:22] <P3pp3rF1y> diesieben07, but this is where the newer stack got updated by packet with no caps when the caps change on server and gets copied to handInventory
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L767[16:51:38] <diesieben07> eh... what?
L768[16:51:38] <SatanicSanta> Also: SimpleNetTester does not pass.
L769[16:51:49] <diesieben07> like i said handInventory is *only* a "last tick value" cache
L770[16:51:53] <diesieben07> for detecing changs.
L771[16:52:11] <SatanicSanta> diesieben07: Using gradle, or something from gradle build?
L772[16:52:18] <diesieben07> just GradleStart.main
L773[16:52:33] <diesieben07> you just have to make sure to include the src/test stuff on the classpath
L774[16:52:37] <diesieben07> which depends on your IDE
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L776[16:53:30] <Redrield> Alright.
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L778[16:54:59] <P3pp3rF1y> I guess it really doesn't matter given that deserialization doesn't get cap data from packet and thus empties cap data on client
L779[16:55:24] <Redrield> I'm bored, so I'm messing around right now. I have a class that implements IMessage, and I need to implement fromBytes and toBytes.
L780[16:55:29] <diesieben07> yes
L781[16:55:34] <diesieben07> what is that packet supposed to do?
L782[16:55:54] <diesieben07> P3pp3rF1y, yeah, so ... my ideal view is sadly not really feasible because ItemStacks are overridden by copies left and right
L783[16:56:21] <Redrield> What I want to do, purely because I'm bored and want something to do, is to send my custom packet when a block gets place (Got that done already) with the contents being some recognizable information about the player, That's why I was going with their name.
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L785[16:56:46] <Redrield> I'm doing this through my IDE in runClient, so I have no worries that the name will change for the one time I try this.
L786[16:56:47] <P3pp3rF1y> yeah and my view is let's just stop the spam from cap changes and only trigger packets if anything but caps change
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L788[16:57:02] <P3pp3rF1y> and then let mod devs sync the caps as they need to anyway
L789[16:57:09] <diesieben07> like i said, you DO NOT need to send the player. no matter if you are messing around or not...
L790[16:57:19] <diesieben07> if you are sending info about the player, you are messing around with BROKEN stuff.
L791[16:57:34] <Redrield> What do you want me to send then, give me an idea?
L792[16:57:41] <diesieben07> what do you wnat the packet to do?
L793[16:57:56] <P3pp3rF1y> this still leaves a bit of an issue that when eg NBT changes it deletes cap data and before custom cap sync packet comes it may show nothing
L794[16:58:03] <diesieben07> P3pp3rF1y, the issue with that is... yeah what you just said
L795[16:58:09] <Redrield> Receive information, and write that to chat with some sort of formatting like colouring or bold added to it
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L797[16:58:32] <diesieben07> so, send that informatino (whatever it is)
L798[16:58:38] <diesieben07> and then call addChatMessage on the server.
L799[16:58:47] <diesieben07> or you could even call addChatMessage on the client and not use any packets at all.
L800[16:59:04] <P3pp3rF1y> but that's still way better than what I have today that especially on dedicated servers I get caps deleted all the time and thus 0 blinking when I display charge of items
L801[16:59:49] <diesieben07> yeah
L802[16:59:57] <workshopcraft> what would be the best way for a tile entity to pass data to a client side TE when a player first joins the world?
L803[16:59:58] <P3pp3rF1y> well it's especially visible when on dedicated server, because my cap sync packets can get out of sync
L804[17:00:03] <diesieben07> the issue is... caps on itemstacks are just a broken concept with how Itemstacks work at the moment.
L805[17:00:45] <Redrield> Just calling addChatMessage when the block is placed is something I've already done. I want to add some unnecessary complicatedness in between it
L806[17:00:49] <P3pp3rF1y> and I was so excited about them when they came
L807[17:01:02] <Redrield> Which is something that I'd never do if I'm releasing a mod to the public, so don't fret about that :P
L808[17:01:08] <diesieben07> workshopcraft, you need to override getUpdatePacket and getUpdate Tag, look at vanilla examples.
L809[17:01:21] * workshopcraft checks his existing code
L810[17:01:25] <williewillus> workshopcraft: https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L811[17:01:58] <diesieben07> Redrield, then like I said, send the data in the message. whatever data is needed on the other side. think of an IMessage as a blob of pure data that gets transmitted from client to server or vice versa
L812[17:02:07] <Redrield> Mkay
L813[17:02:26] <workshopcraft> diesieben07, apparently i have both of those overridden already let me see what i'm doing wrong here
L814[17:02:31] <diesieben07> and like i said, no need to send anything about the player, the server always knows who sent a packet.
L815[17:04:21] <wiresegal> how do you register a dynamic item model, and if so, how do you make it inherit from an existing JSON one?
L816[17:04:30] <diesieben07> define "dynamic"
L817[17:04:41] <workshopcraft> ^
L818[17:05:02] <williewillus> wiresegal: dynamic as in in code?
L819[17:05:30] <williewillus> if so insert it into the model registry during ModelBakeEvent
L820[17:05:53] <diesieben07> personally i like the custom loader approach better but thats just me
L821[17:06:25] <williewillus> the event approach is cleaner to me
L822[17:06:29] <williewillus> but we've been over this ;p
L823[17:06:37] <diesieben07> yep. :D
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L825[17:10:21] <workshopcraft> hmm i have onDataPacket, getUpdatePacket, getUpdateTag all overriden
L826[17:10:41] <williewillus> you read the gist i linked? esp the caveat on getUpdateTag?
L827[17:11:10] <workshopcraft> do i have to set those myself?
L828[17:11:26] <diesieben07> super.getUpdateTag gives them to you
L829[17:11:37] <workshopcraft> ah lets see
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L831[17:14:21] <workshopcraft> oh wow that fixed it
L832[17:14:25] <williewillus> yay
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L834[17:14:30] <workshopcraft> i wasn't calling super for that function
L835[17:14:44] <workshopcraft> now i just have this weird bug where some chunks are not loading until i break something in them
L836[17:14:53] <workshopcraft> e.g. grass or dirt
L837[17:17:13] <workshopcraft> time to rip out all the mods and see if its another mod causing it
L838[17:18:37] <workshopcraft> running client and server from IDE always fun >.<
L839[17:19:43] <SparkVGX> ^
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L844[17:22:30] <SparkVGX> When setting the resource location, it ignores the domain right? I'm having troubles getting it to recognise my file
L845[17:22:42] <williewillus> for what
L846[17:22:44] <diesieben07> no it doesn't ignroe the domain
L847[17:22:47] <williewillus> domain almost always matters
L848[17:22:49] <diesieben07> if you dont set it, it uses "minecraft"
L849[17:23:13] <SparkVGX> eg, my file shouldn't be called stormlight:gemStone.broam
L850[17:23:48] <SparkVGX> It looks for a json file called gemStone.broam if give it stormlight:gemStone.broam
L851[17:24:00] <diesieben07> the domain is for which assets folder to look in
L852[17:24:07] <diesieben07> so assets/DOMAIN_HERE/stuff
L853[17:24:39] <SparkVGX> at the moment, it will recognise my file if I give it stormlight:gemStone
L854[17:24:56] <SparkVGX> but will not recognise it if I add the .broam on the end
L855[17:25:06] <SparkVGX> both are in the same folder
L856[17:25:32] <wiresegal> :oooooo rosharan magic in minecraft?
L857[17:25:39] <SparkVGX> shhhh :P
L858[17:25:58] <SparkVGX> trying. I have dead shardblades implemented
L859[17:25:59] <wiresegal> don't forget to have witty quips by our favorite neighborhood worldhopper everywhere
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L862[17:26:16] <SparkVGX> haha hoid will make an appearance yes
L863[17:26:37] <wiresegal> williewillus: how do I make my IBakedModel just transform an existing one?
L864[17:26:50] <diesieben07> don't make an IBakedModel yourself
L865[17:26:54] <wiresegal> why?
L866[17:27:03] <diesieben07> you would do it from IModel.bake
L867[17:27:04] <williewillus> can you not just specify the other one as a parent in json
L868[17:27:06] <wiresegal> it needs to call functions during rendering
L869[17:27:09] <diesieben07> get the original model
L870[17:27:11] <diesieben07> bake it
L871[17:27:18] <williewillus> what does "call functions during rendering" even mean :D
L872[17:27:22] <diesieben07> with additional... stuff e.g. transformations
L873[17:27:23] <williewillus> nothing in a baked model is called during rendering
L874[17:27:31] <SparkVGX> but just having issues getting it to recognise a separate json file, even if it is named exactly
L875[17:27:34] <wiresegal> then how do I do it :V
L876[17:27:40] <williewillus> i don't even know what you want to do lol
L877[17:27:49] <wiresegal> I need to use a shader on a certain tintindex of the item
L878[17:28:05] <wiresegal> (vazkii's kind of shader code)
L879[17:28:07] <williewillus> you can't do that by making another bakedmodel :P
L880[17:28:12] <williewillus> models are data they don't run
L881[17:28:18] <wiresegal> ok, then how do I do it?
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L883[17:29:07] <williewillus> not possible afaict. there aren't render passes anymore, every layer/tintindex is flattened into the int array. maybe if you have control of where its rendering from
L884[17:29:14] <williewillus> you can have two separate models and apply the shader on one
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L886[17:29:40] <Snapples> !isitmergedyet
L887[17:29:50] <wiresegal> unsure how to do that
L888[17:29:51] <Snapples> FINALLY
L889[17:30:01] <williewillus> where is this goign to be rendered?
L890[17:30:07] <williewillus> Snapples: wat
L891[17:30:08] <Snapples> Actually, wrong channel :V
L892[17:30:14] <Snapples> I'm sorry xD
L893[17:30:34] <wiresegal> it's an item, it'll be rendered in all the places an item goes
L894[17:30:43] <williewillus> then not possible afaict rn
L895[17:30:47] <williewillus> bother fry when he comes back
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L897[17:31:09] <ghz|afk> hmf
L898[17:31:29] <ghz|afk> i'm starting to regret my decision of making worldgen on my proof of concept thingy, be concurrent, based on thread pools
L899[17:32:22] <ghz|afk> it's all nice and "smooth"
L900[17:32:24] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/Meh.png
L901[17:32:25] <ghz|afk> but then.
L902[17:32:38] <diesieben07> worldgen sounds like a perfect example for divide and conquer
L903[17:32:42] <ghz|afk> you can't rely on it being able to do things WHEN they are needed
L904[17:32:48] <diesieben07> i.e. forkjoin
L905[17:33:07] <ghz|afk> incidently
L906[17:33:09] <Redrield> Why would this error be getting thrown by my code? http://hastebin.com/gabuserova.avrasm
L907[17:33:12] <Redrield> Posting code now
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L909[17:33:29] <ghz|afk> I have a LOT of debug shit in there, which fucks up with concurrency, but it's not about the performance
L910[17:33:41] <diesieben07> Redrield, you are sending a packet to the server while on the server.
L911[17:34:24] <ghz|afk> diesieben07: well the terrain is split into "tiles" of 16x16x64 atm
L912[17:34:34] <ghz|afk> and generation works on three phases for now
L913[17:34:49] <ghz|afk> phase 0 computes the density map, generating air, soft stone, or hard stone
L914[17:34:52] <ghz|afk> based on density
L915[17:35:18] <ghz|afk> along with water
L916[17:35:48] <ghz|afk> then phase 1 generates the surface material (dirt, grass, sand, gravel)
L917[17:36:07] <ghz|afk> which requires the block above and below to have been generated up to phase 0 only
L918[17:36:12] <Redrield> Thanks diesieben07
L919[17:36:13] <ghz|afk> the tile*
L920[17:36:13] <Redrield> Fixed it
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L923[17:36:39] <ghz|afk> so I have event queues for each tile, which run the queued lambdas when each phase ends
L924[17:36:55] <ghz|afk> but it's a headache
L925[17:37:22] <ghz|afk> I have tiles that never generate, tiles that take a long time even though I'm right on top of them and they should have topmost priority
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L927[17:37:47] <ghz|afk> it was worse before -- making the tile lookups threadsafe fixed many of them
L928[17:37:48] <ghz|afk> but not all.
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L930[17:38:26] <diesieben07> well, first of all this sounds like a task for CompletableFuture
L931[17:38:34] <ghz|afk> this isn't java though ;P
L932[17:38:36] <diesieben07> Oh.
L933[17:38:41] * diesieben07 leaves
L934[17:39:01] <ghz|afk> C#, MonoGame, in DX mode for now (OpenGL is easy to do afterward)
L935[17:39:08] <ghz|afk> anyhow
L936[17:39:12] <ghz|afk> the Task system is sortof like that
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L938[17:39:31] <ghz|afk> Task.Run(something).ContinueWith(something else)...
L939[17:39:33] <wiresegal> is there no place to have a code-rendered model for an item anymore?
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L941[17:39:42] <diesieben07> well, you will need some kind of priority
L942[17:39:45] <diesieben07> i don't know Task.Run
L943[17:39:45] <ghz|afk> wiresegal: officially, no.
L944[17:39:54] <ghz|afk> diesieben07: yep that's why I replaced Task.Run
L945[17:40:00] <diesieben07> But in java with the ExecutorService stuff you can give it a custom queue
L946[17:40:02] <ghz|afk> with a position-aware scheduler
L947[17:40:13] <diesieben07> and pass in a PriorityQueue which sorts stuff according to how you want to
L948[17:40:15] <ghz|afk> which re-sorts the queue based on position changes
L949[17:40:28] <ghz|afk> so that the tasks nearer to the player take more priority
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L951[17:42:22] <wiresegal> ghz|afk: that sounded like a 'no, but' to me... any way possible?
L952[17:42:54] <williewillus> wiresegal: yes there is but its a very roundabout workaround :P
L953[17:43:01] <williewillus> use the TESR itemstack thing
L954[17:43:49] <ghz|afk> wiresegal: it's technically possible, but highly discouraged
L955[17:43:59] <ghz|afk> and not really allowed to discuss it here
L956[17:44:00] <ghz|afk> ;P
L957[17:44:17] <williewillus> when fry is back bother him for a solution :P
L958[17:44:19] <ghz|afk> let's put it in a different way
L959[17:44:31] <ghz|afk> convince me that you DO need this kind of custom rendering
L960[17:44:39] <williewillus> he wants shaders
L961[17:44:41] <ghz|afk> instead of some "smart item model" that just builds a static cacheable model
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L965[17:51:13] <wiresegal> shaders, that's why
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L969[17:54:26] <ghz|afk> what kind of shader?
L970[17:54:54] ⇨ Joins: cpup (~cpup@32.218.116.209)
L971[17:54:59] <ghz|afk> just curious ;P
L972[17:55:55] <Shambling> just like any good triple A game, I bet lens flare and lots of brown bloom
L973[17:55:56] <SparkVGX> This is just getting silly. It will accept one file name as a model resource and load the json file but wont read the appended .subtype[i] added to the end
L974[17:56:08] <ghz|afk> Shambling: on an item?!
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L976[17:56:20] <ghz|afk> SparkVGX: wat
L977[17:56:24] <SparkVGX> ikr
L978[17:56:30] <ghz|afk> I mean
L979[17:56:33] <ghz|afk> wtf are you trying to do?
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L981[17:56:38] <TehNut> Show your code...
L982[17:56:52] <TehNut> That last sentence has raised my interest in what you are doing >.>
L983[17:56:52] <williewillus> ^
L984[17:57:03] <ghz|afk> whatever you are doing, it doesn't sound like you are doing it right
L985[17:57:04] <williewillus> bad kind of interest :P
L986[17:57:08] <TehNut> ^
L987[17:57:23] <ghz|afk> so congratulations, you got our attention
L988[17:57:23] <ghz|afk> ;P
L989[17:57:23] <SparkVGX> https://gist.github.com/SparkVGX/df9e4518dfdad187de14d474534577c2
L990[17:57:32] <TehNut> oh god no please
L991[17:57:36] <ghz|afk> EWH EWH EWH EWH
L992[17:57:37] <ghz|afk> PLEASE
L993[17:57:44] <ghz|afk> get rid of .getUnlocalizedName().substring
L994[17:57:49] <ghz|afk> I refuse to help you while that's in your code
L995[17:57:49] <ghz|afk> XD
L996[17:58:09] <TehNut> If your unlocalized name provides a "usable" name by cutting off "item.", you're doing unlocalized names wrong
L997[17:58:18] <ghz|afk> yep
L998[17:58:24] <ghz|afk> first: there's .getRegistryName
L999[17:58:31] <ghz|afk> which is specifically for the purpose of obtaining the registry name
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L1001[17:58:37] <Shambling> can a client connecting with uninitialized items (i.e. client config says to disable an item, and server says enable it) can that crash a server?
L1002[17:58:41] <ghz|afk> second: localized names are meant to be explicitly "namespaced"
L1003[17:58:45] <ghz|afk> becuase the translation table is GLOBAL
L1004[17:58:55] <ghz|afk> minecraft merges all the translation files into one
L1005[17:59:01] <ghz|afk> overwriting any existing strings with the same key
L1006[17:59:03] <TehNut> Shambling: It will not allow the player to connect due to missing items/blocks
L1007[17:59:03] <Shambling> I'm getting a tick nullpointer error, and the only thing that should be different is I deleted xreliquary from allthemods server, but not client
L1008[17:59:35] <Shambling> boy I bet whoever is named I regrets that decision
L1009[17:59:38] <TehNut> Having extra mods/items/blocks on the client shouldn't cause a problem though
L1010[18:00:10] <Shambling> I'm wondering if I missed a copy over when I upgraded the client mods as I upgraded the server
L1011[18:00:11] <SparkVGX> excellent, wasn't aware of the get registry name method, have put that in and looks waaaay nicer
L1012[18:00:19] <TehNut> What's the NPE you're getting?
L1013[18:00:24] <ghz|afk> SparkVGX: okay
L1014[18:00:32] <ghz|afk> now make sure to also fix your unlocalized names
L1015[18:00:33] <Shambling> timing tick error
L1016[18:00:36] <ghz|afk> something like
L1017[18:00:50] <TehNut> Full log
L1018[18:00:51] <ghz|afk> setUnlocalizedName(MODID + "." + rest of the translation key)
L1019[18:00:59] <Shambling> I made them both identical afaik, I'll get a new crash log if it happens again.
L1020[18:01:10] <Shambling> easier to debug if Ihave a proper base to start from
L1021[18:01:10] *** manmaed is now known as manmaed|AFK
L1022[18:01:20] <ghz|afk> a common pattern is: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/BlockRegistered.java#L15
L1023[18:01:25] <ghz|afk> all my mods follow this pattern
L1024[18:01:39] <SparkVGX> this.setUnlocalizedName(Names.Items.GEMSTONE);
L1025[18:01:46] <SparkVGX> that's what I have on the item
L1026[18:01:55] <TehNut> Everything I work on is "item.MODID.PRIMARY_THING.SUB_THING.name"
L1027[18:02:00] <ghz|afk> and I guess "GEMSTONE" is just like "itemgemstone"
L1028[18:02:02] <ghz|afk> which means
L1029[18:02:04] <ghz|afk> any other mod
L1030[18:02:06] <ghz|afk> that has a gemstone item
L1031[18:02:09] <ghz|afk> will collide with yours
L1032[18:02:17] <ghz|afk> and one of the two translation strings will overwrite the other
L1033[18:02:19] <ghz|afk> so
L1034[18:02:19] <TehNut> Well, if they don't namespace at least
L1035[18:02:22] <ghz|afk> change them do like
L1036[18:02:30] <ghz|afk> "yourmod.gemstone"
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L1038[18:02:33] <SparkVGX> https://gist.github.com/SparkVGX/b375d361e05a2694ad7cd1e62b8117c4
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L1040[18:02:38] <ghz|afk> then the language file would have
L1041[18:02:44] <ghz|afk> item.yourmod.gemstone.name=Gemstone
L1042[18:02:47] <ghz|afk> which looks nice enough
L1043[18:02:48] <SparkVGX> this is what I was doing with my get unlocalised name
L1044[18:03:03] <ghz|afk> ewh
L1045[18:03:09] <TehNut> yeahno
L1046[18:03:11] <ghz|afk> why not move that to .setUnlocalizedName?
L1047[18:04:09] <ghz|afk> I do have some ugly code myself in there
L1048[18:04:10] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemGemstone.java#L43
L1049[18:04:32] <ghz|afk> but it's only complex for the itemstack case, the general case is cached ;P
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L1051[18:07:27] <Shambling> ok that was just a coincidence crash. Too much worldgen at the same time my client connected with bad sync
L1052[18:08:01] <Shambling> which brings to mind, are there any server mods that are like that skyrim mod that simply eats an error if its too minor to cause a real crash?
L1053[18:09:41] <Shambling> probably wouldn't be possible in a mod, I think that did it with a dll patch
L1054[18:10:04] <SparkVGX> ghz, so you don't override getUnlocalizedName() ? only using .setUnlocalizedName(Names.Items.GEMSTONE) does the same thing?
L1055[18:11:05] <SparkVGX> not the same thing, but sets it up correctly
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L1057[18:11:17] <TehNut> Generally, there is no reason to override getUnlocalizedName()
L1058[18:11:27] <TehNut> Only getUnlocalizedName(ItemStack)
L1059[18:12:10] <SparkVGX> ty
L1060[18:12:26] <TehNut> getUnlocalizedName() will (by default) return whatever you set in setUnlocalizedName(String) with a prefix of "item."
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L1062[18:14:57] <TehNut> For your usecase, you'll probably want something like http://tehnut.info/share/aLSbqVAVrr.txt
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L1065[18:17:34] <SparkVGX> will super.getUnlocalisedName() add my domain to it as well?
L1066[18:19:31] <TehNut> As I said before, getUnlocalizedName() will return "item." with whatever you set in setUnlocalizedName()
L1067[18:19:51] <TehNut> So use setUnlocalizedName() to set the base of your unloc name
L1068[18:20:21] <TehNut> setUnlocalizedName(Textures.RESOURCE_PREFIX + "." + Names.Items.GEMSTONE)
L1069[18:22:07] <SparkVGX> https://gist.github.com/SparkVGX/baf2cb87d597717eee6f4394dc04b515
L1070[18:22:11] <SparkVGX> Better?
L1071[18:22:33] <TehNut> are are you using String.format...
L1072[18:23:27] <TehNut> why are you*
L1073[18:24:29] <SparkVGX> mainly because I like how it looks. Not good?
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L1075[18:24:47] <SparkVGX> changed it to x + x
L1076[18:25:21] <TehNut> "blah" + "blah" is faster than String.format("%s%s", "blah", "blah")
L1077[18:25:46] <TehNut> Also you're missing the . separator
L1078[18:25:53] <SparkVGX> Thank you :) fixed that
L1079[18:26:03] <TehNut> unless you want it to be modidgemstone.subtype
L1080[18:26:10] <SparkVGX> oh never mind
L1081[18:26:15] <SparkVGX> Textures.RESOURCE_PREFIX
L1082[18:26:22] <SparkVGX> this is "stormlight:"
L1083[18:26:28] <TehNut> Ah
L1084[18:26:37] <TehNut> I guess that works then
L1085[18:26:38] <electrolitic> onBlockActivated has a return type of boolean. What is the significance of this boolean?
L1086[18:27:12] <TehNut> IIRC, true = did something, false = didn't do something
L1087[18:27:18] <electrolitic> Thanks
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L1089[18:30:10] <williewillus> electrolitic: essentially if it returns false the client will proceed to try to use the item in your hand
L1090[18:30:18] <williewillus> i.e. throw ender pearl, eat, etc.
L1091[18:30:25] <williewillus> though in 1.9 its not a bool anymore
L1092[18:30:46] <electrolitic> I'm on 1.10.2 though?
L1093[18:31:01] <williewillus> uhh jk it might not have changed :P
L1094[18:31:11] <williewillus> yeah that one stayed bool
L1095[18:31:17] <williewillus> i was thinking about the item methods
L1096[18:31:39] <electrolitic> So what does it accomplish to return true?
L1097[18:32:04] <electrolitic> They just can't do actions with their items?
L1098[18:32:24] <williewillus> true means the block did something meaningful when you right clicked it
L1099[18:32:29] <electrolitic> Alright
L1100[18:32:35] <williewillus> say it right click a chest with a lava bucket you want it to open the gui then stop
L1101[18:33:31] <williewillus> not pour the lava on you as well
L1102[18:33:31] <williewillus> iirc that was a bug in beta mc or something
L1103[18:33:31] <williewillus> *say I
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L1107[18:37:07] <SparkVGX> This is currently what I have. Name evaluates to stormlight:gemStone.broam in the first case. If it does not have .broam on it, it uses the old gemStone.json file. If it does have.broam on it, it will NOT use the gemStone.broam.json file. Both files are in the same models/item folder https://gist.github.com/SparkVGX/989f9db5e628108ab9021dda1698306f
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L1109[18:39:09] <electrolitic> isRemote pretty much tells you if you're in single player or multiplayer, correct?
L1110[18:39:20] <TehNut> If you're on the client or server
L1111[18:39:26] <TehNut> SSP runs a server as well
L1112[18:39:40] <electrolitic> Oh.
L1113[18:39:57] <Redrield> Hold on
L1114[18:40:00] <Redrield> Is forge open source?
L1115[18:40:00] <electrolitic> serer = false?
L1116[18:40:05] <TehNut> ..yes?
L1117[18:40:12] <TehNut> isRemote returns true if you're on the client
L1118[18:40:20] <electrolitic> Alright.
L1119[18:40:20] <TehNut> You're looking at things from the serverside
L1120[18:40:23] <TehNut> Clients are considered remote
L1121[18:40:38] <williewillus> electrolitic: http://mcforge.readthedocs.io/en/latest/concepts/sides/
L1122[18:40:52] <williewillus> people get "sides" mixed up a lot so I wrote that :P
L1123[18:41:05] <electrolitic> Nice
L1124[18:41:08] <SparkVGX> Any ideas on my issue with loading my item textures for sub items?
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L1126[18:42:35] <electrolitic> Is it safe to simply check for remote or not onBlockActivated and nowhere else?
L1127[18:42:41] <electrolitic> Or should it be checked other places too?
L1128[18:42:47] <TehNut> It may think that .broam is an extension. I don't completely know how the vanilla loader works
L1129[18:42:48] <williewillus> depends ^TM
L1130[18:43:26] <TehNut> SparkVGX: Can you post your full log?
L1131[18:43:31] <electrolitic> With a GUI I'm gonna guess you'll want to check more than just onBlockActiavted.
L1132[18:44:01] <williewillus> what do you mean check onBlockActivated?
L1133[18:44:09] <electrolitic> Check if it's remote.
L1134[18:44:12] <williewillus> you should never be calling onblockactivated yourself
L1135[18:44:16] <williewillus> oh you mean inside it
L1136[18:44:18] <electrolitic> Yeah
L1137[18:44:20] <williewillus> depends on what you're doing
L1138[18:44:33] <electrolitic> I'll think about it as I go.
L1139[18:45:46] <SparkVGX> <TehNut> This is the log produced on start - https://gist.github.com/SparkVGX/fdaba51fd7e74e5e30fcd30bd3151b76
L1140[18:46:50] <TehNut> well that didn't provide any useful information
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L1142[18:48:09] <TehNut> Where are you calling this? (what stage)
L1143[18:48:35] <SparkVGX> during init
L1144[18:48:42] <TehNut> Models must be handled in preInit
L1145[18:49:15] <TehNut> The only model-based rendering you do after pre (That I know of) is BlockColors and ItemColors
L1146[18:49:48] <TehNut> Also you should be registering your items in pre if you're not already
L1147[18:52:04] <SparkVGX> testing now. I was registering my items in pre
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L1149[18:52:48] <SparkVGX> Woohoo! haha
L1150[18:53:06] <SparkVGX> Thank you, TehNut. It's working now >,<
L1151[18:53:33] <SparkVGX> Kinda annoyed it only worked in some cases when placed inside the init func. Learned my lesson
L1152[18:54:02] <wiresegal> I wonder how Tema got the star to render on his item...
L1153[18:54:21] <TehNut> Yay! Better practice used and issue resolved. It's a win/win
L1154[18:54:46] <williewillus> wiresegal: what star?
L1155[18:54:48] <TehNut> My favorite part is that all you *had* to do was move the call earlier
L1156[18:55:01] <TehNut> All that extra name stuff was completely unnecessary :P
L1157[18:55:15] <SparkVGX> I know right? haha
L1158[18:55:21] <wiresegal> williewillus: there's a gem that charges in sunlight and renders a star (similar to the Altar, Dragon death, etc) if it's got power in it
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L1160[18:55:41] <TehNut> Did he take it from that one 1.7 mod that I can't remember the name of?
L1161[18:55:41] <williewillus> i mean what part of it seems like special rendering?
L1162[18:55:49] <TehNut> Avir something
L1163[18:55:54] <williewillus> avaritia
L1164[18:55:55] <wiresegal> avaritia
L1165[18:55:56] <wiresegal> and no
L1166[18:56:08] <williewillus> also known as "this is balanced ... right?"
L1167[18:56:17] <wiresegal> it doesn't do the cosmic effect, it's the star effect a dying dragon produces
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L1169[18:56:32] <wiresegal> the star and the variable transparency seem like custom rendering
L1170[18:57:16] <williewillus> he probably does the tesr hack
L1171[18:57:17] <williewillus> or uses asm
L1172[18:57:32] <wiresegal> we'll see
L1173[18:57:47] <wiresegal> asm sounds likely though
L1174[18:58:01] <williewillus> it doesn't
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L1176[18:58:05] <wiresegal> he's not adverse to using it where it suits his purposes
L1177[18:58:08] <williewillus> the tesr hack already gives you full access
L1178[18:58:18] <williewillus> so if he does it's a stupid choice vs the alternative
L1179[18:59:03] <Corosus> anyone know of a 1.9.4 mod that adds records that play in vanilla jukebox
L1180[18:59:09] <Corosus> that has a github
L1181[18:59:27] <wiresegal> bleh, i wish there was an easy way to just add code to the render call for each tintindex...
L1182[18:59:36] <williewillus> that's not how it works
L1183[18:59:41] <williewillus> tintindices aren't render layers
L1184[18:59:41] <wiresegal> i know
L1185[18:59:44] <wiresegal> wishing here :P
L1186[18:59:55] <williewillus> that is wishing for the system to completely overhauled :P
L1187[18:59:58] <TehNut> Corosus: https://github.com/tterrag1098/CustomThings/tree/1.9
L1188[19:00:25] <wiresegal> what I need is to disable lighting and apply a shader, that's it :/ (even having two separate models I fuse is ok, if I can just do it)
L1189[19:00:36] <williewillus> i already told you you can with the tesr hack
L1190[19:00:39] <Corosus> no sounds.json :o
L1191[19:00:48] <wiresegal> how tho
L1192[19:01:07] <williewillus> wiresegal: you can register an item to use a tesr to render instead of normal rendering
L1193[19:01:13] <williewillus> you have full gl access in a tesr
L1194[19:01:16] <williewillus> = do whatever
L1195[19:01:18] <Corosus> thx TehNut, will check out
L1196[19:01:31] <wiresegal> oh, neat
L1197[19:01:38] <wiresegal> that's hacky as hell lol
L1198[19:01:48] <williewillus> better than asm
L1199[19:01:51] <williewillus> anything is better than that
L1200[19:01:52] <wiresegal> is it ok if the registered block has a CMRL bound?
L1201[19:02:01] <Corosus> "Initial 1.9 port. Runs, but still issues with block properties, records ", a bit worrying commit message lol
L1202[19:02:16] <electrolitic> If an ItemStack's stackSize = 0, will the ItemStack become null, or do I have to do that myself?
L1203[19:02:25] <williewillus> electrolitic: depends
L1204[19:02:26] <williewillus> tm
L1205[19:02:28] <wiresegal> do it yourself in some situations
L1206[19:02:28] <williewillus> Corosus: botania
L1207[19:02:38] <williewillus> in many situations the game wraps and does it for you though
L1208[19:02:41] <williewillus> so depends really
L1209[19:02:45] <electrolitic> It can't hurt to do it myself, so I guess I will.
L1210[19:02:46] <Corosus> i dont see a 1.9 version for botania
L1211[19:02:53] <williewillus> Corosus: github.com/williewillus/Botania
L1212[19:02:58] <Corosus> oh heh
L1213[19:03:00] <Corosus> wrong repo
L1214[19:03:19] <TehNut> Corosus: It generates a sounds.json in ConfigHandler
L1215[19:03:30] <Corosus> oooooooo
L1216[19:03:32] <Corosus> neat
L1217[19:03:34] <Corosus> i should steal that
L1218[19:03:37] <SparkVGX> :o I love botania
L1219[19:03:45] <williewillus> Corosus: https://git.io/vKlZT and see sounds.json
L1220[19:03:46] <TehNut> All it's textures and stuff is assembled as a resource pack in the config
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L1223[19:07:15] <Corosus> will attempt to compare all this to our wiggy setup and try to spot where we messed up, thanks :D
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L1225[19:12:50] <williewillus> who the hell named the double slab for purpur PURPUR_SLAB_DOUBLE when all the other double slabs are DOUBLE_<X>_SLAB
L1226[19:12:58] <williewillus> >_>
L1227[19:13:33] <williewillus> !fh PURPUR_DOUBLE_SLAB
L1228[19:14:18] <Corosus> oh thats a vanilla one eh
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L1230[19:14:26] <Corosus> weird it should be based off of actual mojang name now
L1231[19:14:55] <williewillus> ?
L1232[19:15:03] <TehNut> what
L1233[19:15:13] <Corosus> oh its not, im confused
L1234[19:15:33] <williewillus> actually you're correct
L1235[19:15:42] <williewillus> mojang gave them inconsistent registry names
L1236[19:15:54] <williewillus> minecraft:double_stone_slab and minecraft:purpur_double_slab
L1237[19:15:56] <williewillus> dammit
L1238[19:15:59] <Corosus> lol
L1239[19:16:01] <TehNut> ew
L1240[19:16:07] <Corosus> rip
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L1247[19:32:09] <aidancbrady> hey williewillus, would you suggest completely removing ISidedInventory references in favor of IItemHandler or does it matter?
L1248[19:32:43] <aidancbrady> I’ve transitioned to capability-based fluid handing as I saw the older libraries were deprecated, but that doesn’t seem to be the case for inventory stuff
L1249[19:33:27] <williewillus> we're still in a transition state but the vibe I get is that IItemHandler is getting picked up rather quickly. Personally in botania I have fallbacks (there's wrappers in forge to wrap an IInv/ISided into a IItemHandler) but thosell might go away in the future
L1250[19:34:01] <williewillus> my fallback checks might go away I mean, not the wrappers
L1251[19:34:36] <aidancbrady> alright, I guess I’ll just stick with ISidedinventory for now until we see it take off like you said
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L1258[19:50:06] <Cypher121> I want to completely immobilize a bunch of entities. Right now I just setPosition to the one I want them at, but that doesn't work for players
L1259[19:50:42] <Cypher121> what's a good way to get players to stop? event? packet and handle on client?
L1260[19:52:47] <unascribed> you could set their walkspeed to 0
L1261[19:53:02] <unascribed> that'll even work on a vanilla client :P
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L1263[19:53:54] <williewillus> really?
L1264[19:53:59] <williewillus> i thought the walkspeed is clientside
L1265[19:54:11] <unascribed> it is, but the abilities packet updates it
L1266[19:54:21] <williewillus> i'd just apply a massive negative attribute modifier to movement speed attribute
L1267[19:54:25] <williewillus> but that has the annoying FOV changing
L1268[19:54:31] <unascribed> walkspeed doesn't modify fov
L1269[19:54:39] <unascribed> iirc
L1270[19:54:47] <williewillus> it doesnt
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L1272[20:01:03] <Redrield> Can someone link me a tutorial for making recipes?
L1273[20:03:19] <Cypher121> unascribed: does it affect jump?
L1274[20:04:18] <Cypher121> also it won't cancel out teleporting (although I may allow that, now that I think of it)
L1275[20:04:59] <TehNut> Redrield: GameRegistry.registerRecipe(new ShapedOreRecipe(Items.APPLE, "XXX", "X X", "XXX", ))
L1276[20:05:02] <TehNut> er
L1277[20:05:05] <TehNut> I did not mean to hit enter
L1278[20:05:19] <TehNut> after that last comma -> 'X', Items.STICK
L1279[20:05:37] <TehNut> 8 sticks shaped like a chest = 1 apple
L1280[20:06:19] <unascribed> Cypher121, I don't think it affects jumping, and it does not cancel teleporting
L1281[20:06:26] <unascribed> there might be a teleport event
L1282[20:06:28] <unascribed> not sure
L1283[20:06:31] <SatanicSanta> TehNut: Why use a ShapedOreRecipe if you aren't using oredict entries?
L1284[20:06:42] <TehNut> iz example
L1285[20:06:58] <Cypher121> even if there is, I'm pretty sure there's a bunch of mods that don't fire it
L1286[20:07:21] <barteks2x> uh... again, I have a few chunks that just refuse to render by themselves
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L1288[20:07:58] <barteks2x> always the same position in that world
L1289[20:08:46] <Cypher121> I think I'll be better off just sending packets to affected players that tell them to cancel movement
L1290[20:09:58] <barteks2x> and it happens only with render distance 8
L1291[20:12:01] <barteks2x> I'm almost sure it's vanilla bug, but I can't reproduce it in vanilla
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L1302[20:39:04] <Keridos> fascinating, my 1.9.4 build of my mod works fine in 1.10.2
L1303[20:39:21] <Keridos> that is quite impressive that forge apparently can do that now
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L1306[20:42:06] <williewillus> Keridos: its been able to since 1.5.x :D
L1307[20:43:03] <Keridos> hm never noticed that
L1308[20:43:18] <Keridos> but most of the time some code is not working in reality, is it?
L1309[20:43:40] <Keridos> i am fairly sure if I load my 1.7.0 mod into 1.8.x it crashes violently
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L1312[20:44:02] <TehNut> You have been able to do cross-MC versions for a while
L1313[20:44:08] <TehNut> It hasn't been super feasible until recently
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L1316[20:51:21] <SatanicSanta> Was onBlockPreDestroy renamed or completely removed after 1.7?
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L1318[20:52:15] <williewillus> removed
L1319[20:52:20] <williewillus> breakBlock is the closest equivalent
L1320[20:52:24] <SatanicSanta> <.<
L1321[20:52:33] <williewillus> it was redundant anyway
L1322[20:52:38] <williewillus> breakblock is called under the exact same conditions
L1323[20:52:57] <SatanicSanta> okay.
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L1328[21:01:01] <barteks2x> is there some more reasonable way to debug vanilla code than conditional breakpoints?
L1329[21:03:15] <barteks2x> When I add conditional breakpoints I get about 0.1-0.5FPS
L1330[21:04:03] <barteks2x> but adding the breakoing "ficed" my bug...
L1331[21:04:07] <barteks2x> *fixed
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L1334[21:09:01] <williewillus> !gm BlockColors.colorMultiplier
L1335[21:09:17] <williewillus> !gp p_186724_4_
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L1338[21:14:04] <williewillus> is reobfing lambdas still broken?
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L1342[21:22:59] <electrolitic> So is the purpose of NBT on a TileEntity so you can come back and the contents are the same?
L1343[21:25:39] <KnightMiner> Yep
L1344[21:26:08] <KnightMiner> Though it can also be used in game as a way to check what data it contains, mainly used in command block creations to modify the data
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L1346[21:36:11] <williewillus> NBT is so you can store more than the 15 meta numbers a normal block has access to
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L1348[21:39:25] <barteks2x> My rendering bug is almost definitely a race condition somewhere. My chances of finding the cause are almost zero
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L1350[21:42:21] <Keridos> MC still has this terrible bug with clientside desynced light levels when you delete a lot of light blocks at once...
L1351[21:42:49] <Keridos> Seems as if I need to rework the light placing/removing code of my floodlights by a lot
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L1392[22:36:54] <electrolitic> Is it possible to see what happened/is happening in your code as it runs?
L1393[22:37:20] <Ordinastie_> yes, it's called debugging
L1394[22:37:53] <electrolitic> I mean, other than printing out stuff into the console or reading the stacktrace.
L1395[22:38:23] <Ordinastie_> ^ that is NOT debugging
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L1397[22:38:48] <electrolitic> I mean like watch it happen in the IDE. I.E. code gets run, code gets highlighted.
L1398[22:39:01] <Ordinastie_> Ordinastie_> yes, it's called debugging
L1399[22:39:22] <Ordinastie_> google debug eclipse or whatever IDE you use
L1400[22:39:28] <electrolitic> Oh
L1401[22:39:30] <electrolitic> OH
L1402[22:39:39] <electrolitic> I'M AN IDIOT. Thanks!
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L1429[23:28:37] <electrolitic> I don't suppose there is a good place to get vanilla minecraft fuel values. I don't think GameRegistry.getFuelValue(Vanilla Item) works.
L1430[23:29:41] <TehNut> It should...
L1431[23:29:45] <TehNut> What isn't working?
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L1434[23:31:31] <electrolitic> I think I have to use TileEntityFurnace.getItemBurnTime for vanilla items. I tried to get coal's burntime but GameRegistry.getFuelValue didn't seem to have it.
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L1436[23:35:59] <TehNut> Ah, yes
L1437[23:36:05] <TehNut> That'll work for modded fuels as well
L1438[23:45:45] *** cpw is now known as cpw|out
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L1442[23:50:50] <electrolitic> Oh, wow, it does
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L1445[23:53:18] <electrolitic> Well, I'm off.
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