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L20[00:34:52] <SparkVGX> Is
onLivingDeathEvent called when an entity like the player has
died?
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L22[00:38:11] <killjoy1> is the player
living?
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L25[00:44:33] <SparkVGX> what would living
death be? >,<
L26[00:44:55] <killjoy1> find usages of the
constructor
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L28[00:45:02] <killjoy1> should be in the
pathces
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L31[00:56:01] <SparkVGX> Was being dumb and
didn't even try look at the parameters i was given
L32[00:56:12] <Naiten> how do i properly
customise block collision box in 1.10.2?
L33[00:56:45] <Naiten>
addCollisionBoxToList?
L34[00:57:52] <Naiten> wait
L35[00:57:55] <Naiten> it's protected
L36[00:59:49] <Naiten> oh wait
L37[01:00:28] <Naiten> everything is
deprecated
L38[01:00:35] <TehNut> Ignore the
deprecation
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L40[01:02:25] <Naiten> so do i override
public void addCollisionBoxToList(IBlockState state, World worldIn,
BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB>
collidingBoxes, @Nullable Entity entityIn)
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L54[01:38:24] <TheJimmyBlaze> Hello?
L55[01:45:15] ***
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L56[01:45:32] <TheJimmyBlaze> First time
here. I was wondering if I could get some advice on making the
machines in my 1.10.2 mod compatible with Redstone Flux. The COFH
API doesn't appear to be updated yet, but I have noticed other mods
still using the RF standard.
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L63[01:51:44] <Delenas> Dots for
daaaaays
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L71[01:59:33] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160714 mappings to Forge Maven.
L72[01:59:37] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160714-1.10.2.zip
(mappings = "snapshot_20160714" in build.gradle).
L73[01:59:47] <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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L82[02:19:49] <Delenas> Meanwhile I still
can't get lines to render in a tesr.
L83[02:20:13] <Ordinastie_> link your code
again ?
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L86[02:20:47] <FusionLord> lines?
L87[02:21:16] <Ordinastie_> try with
position and color for the vertexes
L88[02:21:25] <Delenas> End goal for that
is to have lines render from the center of the block to the
points
L89[02:22:08] <Ordinastie_> also, try
render a simple quad, see if positions and translations are
corrects
L90[02:23:29] <Delenas> The true renderer
of this will show ghost points to where the regulator has
connections.
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L94[02:26:17] <Delenas> nope
L95[02:26:42] <Ordinastie_> make sure the
renderer is called too
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L98[02:29:11] <FusionLord> you did bind you
TESR right?
L99[02:29:21] <FusionLord> s/you/your
L100[02:29:23] <Delenas> The tesr is bound
and being called
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L105[02:41:45] <Delenas> ...welp, never
mind. It works now. o.o
L106[02:42:36] <Ordinastie_> what was
missing ?
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L108[02:45:08] <Delenas> I actually took
stuff out.
L109[02:45:12] <Delenas> *shrug*
L110[02:45:53] <Ordinastie_> which
is...
L111[02:45:56] <Delenas> What would it be
called if I had two points in space creating an angle, and I wanted
to get a point further on that line? Can't think of the
term..
L112[02:46:28] <Ordinastie_> hum, two
points don't create an angle
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L114[02:46:55] <Ordinastie_> you want
distance over a vector ?
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L116[02:47:34] <Delenas> If I have a point
extended from origin (0,0,0), I wanted to know what the term is for
extending that angle.
L117[02:47:51] <Delenas> Raytracing isn't
quite it.
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L119[02:49:32] <gigaherz>
interpolating?
L120[02:49:45] <gigaherz> if you ahve two
points
L121[02:49:53] <gigaherz> and you
calculate points along the line formed by those two points
L122[02:49:56] <gigaherz> you are
interpolating.
L123[02:50:15] <Delenas> That's it.
L124[02:50:29] <gigaherz> nothing to do
with angles, though ;P
L125[02:51:19] <Ordinastie_> like i said,
2 points don't make an angle
L126[02:52:44] <gigaherz> well if you
consider the points as on a 2d plot
L127[02:53:02] <gigaherz> you could say
the line has a slope, and that slope has an angle vs the
horizontal, or vs the vertical
L128[02:53:05] <gigaherz> but yeah
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L131[02:53:49] <Ordinastie_> but that's
basically introducing another line to justify it
L132[02:53:56] <Ordinastie_> so no
:p
L133[02:54:08] <gigaherz> hence the
"but yeah" ;P
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L136[03:04:35] <Delenas> Normalization and
scale. x.x
L137[03:04:36]
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L138[03:04:43] <Delenas> That's what I was
looking for. @.@
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L153[03:47:26] <MalkContent> am I right in
assuming that between 1.8.9 and 1.10 nothing changed with regards
to capabilities?
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L155[03:49:11] <SparkVGX> so far as I can
tell
L156[03:53:22] <gigaherz> MalkContent:
yeah it's all the same, so far as I know
L157[03:53:32] <MalkContent> mkay
L158[03:53:49] <MalkContent> ty
L159[03:56:23] <gigaherz> there's that
cast method, though
L160[03:56:35] <gigaherz> which can be
used to avoid the @SuppressWarnings
L161[03:56:43] <gigaherz> at the code of a
tiny bit of performance
L162[03:56:47] <gigaherz> at the
cost*
L163[04:05:01] <MalkContent> I'm just
reading up on the docs again
L164[04:05:34] <MalkContent> I mean I have
a vague idea of what caps are but it's one thing to know what a car
is and another thing to drive it ^^
L165[04:12:08] <gigaherz> need a quick
guide?
L166[04:12:24] <SparkVGX> I'll listen if
you're going to talk about it :P
L167[04:13:08] *
gigaherz shrugs
L168[04:13:10] <gigaherz> I'm bored
enough
L169[04:13:15] <gigaherz> okay so from the
beginning ;P
L170[04:13:23] <gigaherz> Capabilities are
basically attachable features
L171[04:13:25]
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L172[04:13:32] <Ordinastie_> since
gigaherz got a job, he's become an adept of IRC wall of texts
L173[04:13:32] <gigaherz> you have some
interface that represents a feature
L174[04:13:44] <gigaherz> such as
IItemHandler, which exposes an inventory
L175[04:13:56] <gigaherz> Ordinastie_:
actually walls of text have been a thing for as long as I have used
IRC ;P
L176[04:14:06] <gigaherz> (which is over
15 years)
L177[04:14:11] <gigaherz> so
L178[04:14:22] <gigaherz> the capability
consists of 3 main components
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L180[04:14:38] <gigaherz> first, this
feature interface, which is what you want to expose
L181[04:14:39] <gigaherz> then
L182[04:15:00] <gigaherz> the capability
providers -- objects that can expose capabilities, represented by
ICapabilityProvider
L183[04:15:06] <gigaherz> then, the
Capability object
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L185[04:15:27] <gigaherz> which is both a
"key" that serves to identify a capability, and a
handler/manager for all the instances of that capability
L186[04:15:38] <gigaherz> a bit like the
Block or Item instances
L187[04:15:45] <MalkContent> *grabs
notepad*
L188[04:16:14] <MoxieGrrl> ...we're
old.
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L190[04:16:20] <gigaherz> there's 3 main
things you may need from a capability:
L191[04:16:27] <gigaherz> 1. if you want
to create a new capability
L192[04:16:40] <gigaherz> 2. if you want
to expose a capability on your own object (TileEntity or
Entity)
L193[04:16:47] <SparkVGX>
<MoxieGrrl> but we're old enough to enjoy the finer points of
life
L194[04:16:55] <MalkContent> like
notepads
L195[04:16:58] <gigaherz> 2. if you want
to attach a new capability to an existing object (ItemStack, or
third-party TE/Entity)
L196[04:17:01] <gigaherz> 3.*
L197[04:17:05] <MoxieGrrl> Like
beer.
L198[04:17:14] <gigaherz> so
L199[04:17:16] <gigaherz> 1.
L200[04:17:45] <gigaherz> In order to
create a new capability, you'll first want to design the interface
that will represent the feature, if you didn't do that
already
L201[04:17:49] <gigaherz> then
L202[04:17:58] <gigaherz> somewhere, such
as some .register() method on a class
L203[04:18:16] <gigaherz> you'll have to
call CapabilityManager.INSTANCE.register
L204[04:18:20] <gigaherz> this has 3
args
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L207[04:18:32] <gigaherz> the Class for
the interface that represents the feature
L208[04:18:59] <gigaherz> an IStorage, and
a Factory
L209[04:18:59] <gigaherz> those last
two
L210[04:18:59] <gigaherz> serve as the
basis for the default implementation system
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L212[04:19:02] <gigaherz> which allows a
capability to provide opaque instances
L213[04:19:28] <gigaherz> along with a way
to save/load instances without having to know how they are
implemented
L214[04:19:58] <gigaherz> the default
instances are obtained through THE_CAP.getDefaultInstance
L215[04:20:11] <gigaherz> and the storage
through THE_CAP.getStorage, OR THE_CAP.readNBT/writeNBT
L216[04:20:24] <gigaherz> the latter are
helper methods that make the code more readable
L217[04:21:11] <gigaherz> the "design
pattern" for the capabilities requires that the default
implementation and storage helper are usable
L218[04:21:34] <gigaherz> but if you are
designing an internal capability such as to replace an IEEP, that's
kindof pointless, so it's up to you to break the pattern.
L219[04:21:43] <gigaherz> now
L220[04:21:48] <gigaherz> on to use case
2.
L221[04:22:04] <gigaherz> if you have an
Entity or TileEntity that you want to expose a capability
from
L222[04:22:39] <gigaherz> you'll want to
allocate an instance for it
L223[04:22:41] <MalkContent> what does
exposing mean here. you have your own ability attached and want to
expose it so other mods can see it?
L224[04:23:15] <gigaherz> you'll want an
instance stored in your object, and then implement the
hasCApability, and getCapability methods
L225[04:23:34] <gigaherz> capabilities
work through composition, so implementing the interface on your
TE/Entity directly woudl be wrong
L226[04:23:38] <gigaherz> and against the
whole purpose of capabilities
L227[04:23:55] <gigaherz> so to answer
your question: doesn't matter if it's your mod or another one
L228[04:24:05]
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L229[04:24:20] <gigaherz> you should
ALWAYS access a capability through "if (hasCapability(...))
getCapability(...)"
L230[04:24:31] <gigaherz> although if it's
internal code
L231[04:24:37] <gigaherz> you can also
have a helper method such as
L232[04:24:48] <gigaherz>
TileEntityMachine#getEnergyBuffer
L233[04:25:04] <gigaherz> or
TileEntityMachine#getItemContainer
L234[04:25:07] <gigaherz> but that's up to
your
L235[04:25:12] <gigaherz> and not part of
how capabilities work
L236[04:25:23] <gigaherz> now back to
it
L237[04:25:32] <gigaherz> hasCapability
and getCapability are the key
L238[04:25:40] <gigaherz> those methods
have a Capability parameter
L239[04:25:52] <gigaherz> that is used to
identify which capability is being queried
L240[04:26:11] <gigaherz> AND a side/face
parameter which is used to identify which side the interaction is
happening from
L241[04:26:28] <gigaherz> "null"
is an acceptable value only IF the implementation allows it
L242[04:26:47] <gigaherz> so you should
only use null on things that you know will accept it
L243[04:27:02] <gigaherz> and the meaning
is up to the owner of the capability provider
L244[04:27:16] <gigaherz> (generally
obtains an internal unfiltered version of whatever capability you
ask for)
L245[04:27:21] <Dimitriye98> Why does
noone comment mcp name entries -.-"
L246[04:27:38] <gigaherz> this reminds me
I missed something on use case 1.
L247[04:27:43] <gigaherz> the Capability
object
L248[04:27:48] <gigaherz> you may have
noticed
L249[04:27:59] <gigaherz> I didn't speak
of how those are created
L250[04:28:03] <gigaherz> and that's
because you don't create them
L251[04:28:07] <gigaherz> Forge does it
for you
L252[04:28:13] <gigaherz> anyone
L253[04:28:17] <gigaherz> be it your own
mod, or someone else's
L254[04:28:21] <gigaherz> can have a field
or method
L255[04:28:29] <gigaherz> with
@CapabilityInject(Interface.class)
L256[04:28:37] <gigaherz> (static=
L257[04:28:39] <gigaherz> if it's a
field
L258[04:28:46] <gigaherz> it will be
assigned upon registering the capability
L259[04:28:55] <gigaherz> if it's a
method, it is expected to have a Capability parameter
L260[04:29:03] <gigaherz> and will be
called also upon registering the capability
L261[04:29:05] <gigaherz> this means
that
L262[04:29:11] <gigaherz> if the
capability hasn't been registered
L263[04:29:15] <gigaherz> the method will
not be called
L264[04:29:18] <gigaherz> and the field
will remain null
L265[04:29:32] <gigaherz> thisi s useful
ifyou want weak dependencies on capabilities
L266[04:29:57] <gigaherz> since, thanks to
erasure, andthanks to java's ability to drop annotations that have
missing classes
L267[04:30:16] <gigaherz> there won't be
any explicit references to the actual interface
L268[04:30:20] <gigaherz> which won't
cause load errors
L269[04:30:37] <gigaherz> but the
important bit here
L270[04:30:42] <gigaherz> is that
generally if you create a new capability
L271[04:30:48] <gigaherz> you want at
least one field that keeps it
L272[04:30:55] <gigaherz> otherwise it
would get garbage-collected
L273[04:31:00] <gigaherz> so it's common
practice to have like
L274[04:31:09] <gigaherz>
CapabilityWhatever {
L275[04:31:16] <gigaherz>
@CapabilityInject(MyInterface.class)
L276[04:31:26] <gigaherz> public static
Capability<MyInterface> INSTANCE;
L277[04:31:27] <gigaherz> }
L278[04:31:41] <gigaherz> then back to
point 2.
L279[04:31:50] <gigaherz> as someone who's
exposing a capability
L280[04:31:52] <gigaherz> you can
use
L281[04:31:57] <gigaherz>
CapabilityWhatever.INSTANCE yourself
L282[04:32:01] <gigaherz> or you can
create your own field
L283[04:32:03] <gigaherz> local to your
class
L284[04:32:19] <gigaherz> since static
members of the current class are faster to access
L285[04:32:22] <gigaherz> than external
statics
L286[04:32:41] <gigaherz> regardless of
which you choose
L287[04:32:49] <gigaherz> your
hasCapability will look a bit like
L288[04:32:58] <gigaherz> if (capability
== CapabilityWhatever.INSTANCE) return true;
L289[04:33:03] <gigaherz> and your
getCapability will look a bit like
L290[04:33:09] <gigaherz> if (capability
== CapabilityWhatever.INSTANCE) return theCapabilityInstance;
L291[04:33:24] <gigaherz> this can be
augmented with checking for side
L292[04:33:33] <gigaherz> such as, if you
have a furnace-like machine
L293[04:33:40] <gigaherz> you may want the
inventory returned from the top
L294[04:33:48] <gigaherz> to be different
than the inventory returned from the bottom
L295[04:33:57] <gigaherz> in which case
you'd have two separate inventory objects
L296[04:34:05] <gigaherz> either two
independent inventories
L297[04:34:17] <gigaherz> or two
"sub-inventory wrappers"
L298[04:34:25] <gigaherz> which share one
common master inventory
L299[04:34:25]
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L300[04:34:41] <gigaherz> both approaches
have ready-to-use wrappers for combining and filtering
L301[04:34:48] <gigaherz> in the case of
inventories
L302[04:34:49]
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L303[04:34:52] <gigaherz> and
finally
L304[04:34:56] <gigaherz> on to use case
3:
L306[04:35:03] <gigaherz> if you want to
attach capabilities to external objects
L307[04:35:23] <gigaherz> damn you,
Dimitriye98!! ;P
L308[04:35:25]
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L309[04:35:25] <OrionOnline> Good
Morning
L310[04:35:33] <gigaherz> so
L311[04:35:53] <gigaherz> in order to
attach a capability to some object you don't control, including
ItemStacks
L312[04:36:05] <OrionOnline> Is their a
way to hide parts of an OBJ Model?
L313[04:36:10] <gigaherz> you'll need your
own ICapabilityProvider object
L314[04:36:22] <gigaherz> OrionOnline: yes
-- but I don't know how it works ;P
L315[04:36:29] <OrionOnline> gigaherz, Ah
okey
L316[04:36:38] <gigaherz> for your own
Items, there's an initCapabilities method
L317[04:36:45] <Dimitriye98> So, not
getting a response on #mcp, but since the bot is present here too,
presumably someone should know:
L318[04:36:51] <gigaherz> for external
Items and also TEs and Entities
L319[04:36:58] <OrionOnline> Different
question: is there a way Except for a FastTESR to render Tank like
blocks
L320[04:36:59] <OrionOnline> ?
L321[04:37:01] <Dimitriye98> How do you
specify the version to submit the name specification for?
L322[04:37:06] <gigaherz> there's the
AttachCapabilitiesEvent.<whatever>
L323[04:37:10] <Dimitriye98> In
particular:
L324[04:37:13] <Dimitriye98> !sp
WorldGenMegaPineTree.createCrown.p_150541_2_ x
L325[04:37:17] <OrionOnline> So a
combination of a Baked(OBJ)Model and a Liquid?
L326[04:37:25] <Dimitriye98> Tries to set
for 9.33, but it's 1.10 method...
L327[04:37:28] <gigaherz> meh, you two are
breaking my wall of text ;P
L328[04:37:45] <SparkVGX> damn these other
people showing up, going to make it harder for me to copy his
explanation out of the chat haha
L329[04:38:07] <gigaherz> SparkVGX: I'll
wait a bit for the channel to go silent again xD
L330[04:38:19] <OrionOnline> gigaherz,
that is the plan :D
L331[04:38:25] ***
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L332[04:38:54] <Dimitriye98> (I'm an
idiot, 9.33 is the 1.10 mcp version. Still getting an error that
the method param doesn't exist, which is an issue)
L333[04:39:28] <gigaherz> Dimitriye98: I
believe you can only set things for the latest version
L334[04:39:34] <gigaherz> the old versions
are just that -- old
L335[04:39:49] <gigaherz> there are never
new mappings for old mc versions
L336[04:40:01] <Dimitriye98> Yeah, ignore
that query, it doesn't matter. I thought 9.33 meant 1.9, not mcp
9.33
L337[04:40:28] <gigaherz> no idea how
settings params works, though
L338[04:40:54] <gigaherz> OrionOnline: and
to answer your question
L339[04:41:04] <gigaherz> by "render
Tank like blocks"
L340[04:41:05] <Dimitriye98> Some of the
really rudimentary params are unset. Like I'm seeing obvious xyz
params unmapped
L341[04:41:08] <gigaherz> you mean draw
the liquid inside?
L342[04:41:14]
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L343[04:41:26] <gigaherz> if so
L344[04:41:32] <gigaherz> you should be
able to do that also with a smart model
L345[04:41:39] <Dimitriye98> So, do new
bindings get applied whenever you re-decomp?
L346[04:41:44] <gigaherz> yes
L347[04:42:05] <gigaherz> if the forge
version or the mappings version changed
L348[04:42:12] <gigaherz> it will dl the
new ones, and re-decompile
L349[04:43:11] <Dimitriye98> Can you
submit mappings for method variables?
L350[04:43:21] <Dimitriye98> If not, that
seems like an oversight :/
L351[04:43:33] <gigaherz> no idea
L352[04:44:11] <MalkContent> so with
regards to capabilities
L353[04:44:24] <MalkContent> say the
IItemHandler interface
L354[04:44:39] <MalkContent> is a
capability you can attach to stuff
L355[04:45:17] <MalkContent> basically is
like making stuff implement the interface, without actually making
it implement the interface
L356[04:46:11] <MalkContent> (with the
nuance that the childstuff the original stuff is parent to does not
inherit this pseudo-interface)
L357[04:47:17] <MalkContent> or do you
have to create an actual object that implements the interface, so
that you can attach the object to stuff?
L358[04:47:47] <OrionOnline> gigaherz, how
do you mean with a smart model
L359[04:48:04] <OrionOnline> I would need
to bake it for every fluid possible
L360[04:48:07] <OrionOnline> Would i
not?
L361[04:48:29] <gigaherz> no
L362[04:48:36] <gigaherz> you can use
extended blockstates
L363[04:48:51] <gigaherz> to pass the
fluid through an unlisted property
L364[04:49:07] <gigaherz> then on a custom
IBakedModel, you'd have the blockstate in getQuads
L365[04:49:20] <gigaherz> from which you
can obtain the liquid value
L366[04:49:28] <gigaherz> and from there
obtain the sprite to use
L367[04:49:48] <gigaherz> and then
generate or re-texture the fluid sub-model
L368[04:49:53] <gigaherz> and return it
along the static baked part
L369[04:49:55] <OrionOnline> Hmm
L370[04:50:06] <OrionOnline> That sounds
like a possible solution
L371[04:50:20] <gigaherz> then you'd just
have to mark the block for re-rendering
L372[04:50:27] <gigaherz> whenever the
fluid/level changes
L373[04:50:31] <OrionOnline> everytime the
fluid changes
L374[04:50:35] <OrionOnline> Hmm hmm
hmm
L375[04:50:42] <gigaherz> and it would
remain cached otherwise
L376[04:51:03] <OrionOnline> That sounds
like a way to go
L377[04:51:15] <OrionOnline> Lets first
fix the goddamn OBJ model not behaving
L378[04:51:26] <OrionOnline> By updating
my Forge version to 1.10.2
L379[04:52:35] <gigaherz> MalkContent:
generally capabilities provide some ready-to-use reference
implementations
L380[04:52:40] <gigaherz> such as
IItemHandler has ItemStackHandler
L381[04:53:14] <gigaherz> however, in many
cases you need to customize the implementation
L382[04:53:26] <gigaherz> such as for
detecting changes to the inventory, and calling markDirty on the
TE
L383[04:53:28] <gigaherz> for those
needs
L384[04:53:32] <gigaherz> you can use an
anonymous class
L386[04:53:36] <gigaherz> like what I did
here
L387[04:54:13] <MalkContent> I swear I
need a goddamn diagram. Once it finally makes click, I'm gonna do
it.
L388[04:56:45] <Dimitriye98> ... I swear,
I've spent the last 20 minutes naming MCP stuff instead of actually
working on my mod...
L389[04:56:49] <Dimitriye98>
Goddammit
L391[04:57:09] <gigaherz> I drew this some
weeks ago
L392[04:57:09] <gigaherz> ;p
L393[04:57:28] <gigaherz> I don't think it
really helps that much XD
L394[04:57:56]
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L396[04:58:17] <MalkContent> :D yea
L397[04:58:31] <MalkContent> I think it
helps to remember once you got it, maybe?
L398[04:59:12] <gigaherz> onceyou get it,
it's obvious, so it's unnecessary
L399[04:59:12] <gigaherz> ;p
L400[04:59:16] <Dimitriye98> Anyone have
an idea how I can have duplicate saplings of all the various kinds
of trees with only the leaves being changed? Since I don't want to
copy paste the entirity of the sapling world gen code :/
L401[04:59:30] <SparkVGX> In an
implementation, I use capabilities in three ways. 1. a specialized
abstract inventory that is attached to the player. This acts like a
1 slot version of the player's inventory or ender chest. this
inventory stores a magic sword that can be 'summoned' or
'dismissed' at will. My capability has a reference to the
inventory, a bool that tells the player if there is a sword in
there or not and the nbt that is attached to the player. In
L402[04:59:31] <SparkVGX> implementation,
player pushes key, sword taken from special inventory and placed in
hand. Player pushes key, and it gets taken from player and put back
into that inventory.
L403[04:59:32] <gigaherz> but really
L404[04:59:37] <gigaherz> due to the
channel becoming active
L405[04:59:41] <gigaherz> I stopped
writing
L406[04:59:51] <gigaherz> there's a whole
third part of the explanation I didn't write yet
L407[04:59:52] <gigaherz> ;P
L408[05:00:07] <SparkVGX> ^ I'm holding
out for the third one :P
L409[05:00:14] <MalkContent> same ^^
L410[05:00:29] <MalkContent> i stopped
reading halfway through, but pasted it into a txt
L411[05:00:30] <Dimitriye98> What are
these "capabilities"?
L412[05:00:32] <SparkVGX> we can jump to
another channel if it is disruptive?
L413[05:00:49] <MalkContent> solid
idea
L414[05:01:00] <MalkContent>
#forgecapabilities
L415[05:01:06] <MalkContent> giga you do
admin ;P
L416[05:01:40] <Dimitriye98> I kinda
joined halfway through the explanation, so I didn't catch the
basics
L418[05:02:16]
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L419[05:02:19] <SparkVGX> im putting it in
there
L420[05:02:34] <SparkVGX> gig, you
dc?
L421[05:04:46] <gigaherz_h> yep
L422[05:05:14] <Dimitriye98> So they're
mixins but with a complex workaround because java isn't scala? Or
am I misunderstanding this?
L423[05:05:16] <SparkVGX> should we jump
to #forgecapabilities if it is a better place for you to finish
your explanation?
L424[05:05:50] <gigaherz_h> or you can
join #gigamc, since I'm already there ;P
L425[05:05:59] <SparkVGX> kk
L426[05:06:01] <MalkContent> k
L427[05:06:10] <Dimitriye98> Or are they
dependency injection?
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L441[05:56:30] <Dimitriye98> How expensive
are tileentities?
L442[05:56:41] <gigaherz> depends on the
TE
L443[05:57:08] <Dimitriye98> If it's just
used as a data container?
L444[05:57:13] <gigaherz> if it's not
ticakble, how much memory does it use?
L445[05:57:23] <gigaherz> if it's
tickable, how slow is the update() method?
L446[05:57:42] <Dimitriye98> Ah, you can
make them not tickable, awesome
L447[05:57:50] <gigaherz> yeah you just
don't implement ITickable
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L449[06:02:43] <SparkVGX> example being
chest (non tickable) or furnace (tickable) ?
L450[06:03:43] <gigaherz> yep but it's
even worse
L451[06:03:53] <gigaherz> the hopper is a
worst case of that
L452[06:03:55]
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L453[06:03:56] <gigaherz> since on top of
being tickable
L454[06:04:03] <gigaherz> it calls
.getEntitiesWithinAABB
L455[06:04:08] <gigaherz> which is a very
slow operation
L456[06:04:19] <gigaherz> that's why, when
people tried to create guardian farms
L457[06:04:27] <gigaherz> by placing a
48x48 grid of hoppers
L458[06:04:31] <gigaherz> thay'd lag the
server to death
L459[06:04:43] <gigaherz> that's 48x48
hoppers each one calling getEntitieswithin
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L462[06:09:32] <masa> btw a vanilla chest
IS ticking ;)
L463[06:10:00] <gigaherz> ticking by
itselfi sn't that heavy
L464[06:10:10] <gigaherz> it simply
depends on how slow the tick code is
L465[06:10:29] <masa> that's why I
actually had to make a test world to see if my to-be storage for
all the netherrack from my nether farm is going to be a problem if
it's all in one place :p
L466[06:10:34] <masa> yeah..
L467[06:11:05] <masa> so 1700 double
chests didn't even really show up on the CPU usage
L468[06:11:23] <masa> oh btw
L469[06:11:58] <masa> how do the scheduled
block ticks compare to just using a ticking TE for server CPU
usage?
L470[06:12:34] <masa> in Autoverse
currently I don't have any ticking TEs, but instead I'm using
scheduled block ticks for doing stuff when something happens
L471[06:12:44] <IoP> hmmmm multiblock
chests
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L473[06:16:18] <gigaherz> masa: Iwould
assume it's similar
L474[06:16:20] <gigaherz> in both
cases
L475[06:16:25] <gigaherz> there's a list
of "tickables"
L476[06:16:32] <gigaherz> the scheduled
ticks are some Runnable
L477[06:16:41] <gigaherz> although
L478[06:16:42] <gigaherz> if you
schedule
L479[06:16:45] <gigaherz> you can provide
a delay
L480[06:16:51] <gigaherz> so it may avoid
calling the method so often
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L484[06:28:40] <masa> yeah it at least has
the benefit that none of my code runs when it doesn't need to
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L506[07:47:25] <MalkContent> ItemHandler
has nothing to do with drawing an inventories gui, right?
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L508[07:48:03] <PaleoCrafter> not
directly, no, MalkContent
L509[07:48:17] <MalkContent> k
L510[07:48:22] <MalkContent> thx
L511[07:48:31] <PaleoCrafter> you need to
use a SlotItemHandler for a Container, but that's about all the
interaction
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L517[07:59:05] <Baburek> Is there any map
of Forge events call order? (1.7.10)
L518[07:59:36] <PaleoCrafter> uhm...
wat
L519[08:01:57] <Baburek> I need to know
what type of event will be fired with EVENT_BUS.post next after the
event type RenderHandEvent
L520[08:02:21] <gigaherz> it doesn't work
that way
L521[08:03:26] <gigaherz> renderHand
happens right at the end of Entityrenderer#renderWorldPass
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L523[08:03:58] <Baburek>
RenderGameOverlayEvent
L524[08:04:13] <gigaherz> renderHand can
be called once, in normal mode
L525[08:04:17] <PaleoCrafter> what do you
want to achieve, Baburek
L526[08:04:19] <gigaherz> or twice, in
anaglyph mode
L527[08:04:28] <gigaherz> so there isn't
even one "next event"
L528[08:05:04] <Baburek> Set a breakpoint
on ::post and found it (thanks for the duck effect)
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L530[08:05:31] <PaleoCrafter> I smell XY
:P
L531[08:05:41] <Baburek>
<PaleoCrafter> I want to interrupt the sword blocking
animation
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L533[08:09:09] <Baburek> Changing
itemInUseCount to 0 makes the game to think that a player is not
blocking and it is not reducing his speed as usual
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L535[08:17:30] <gigaherz> interrupt sword
blocking? that's easy -- update to 1.9+ ;P
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L537[08:19:27] <Baburek> Why if I can do
it in 1.7.10?
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L539[08:20:46] <MalkContent> 1.7.10 needs
a legacy channel
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L541[08:20:53] <MalkContent> we can send
all the 1.7.10 guys to
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L544[08:21:10] <MalkContent> "oh you
want help for 1.7.10? just go waaay over there"
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L547[08:25:06] <kashike> Baburek: stop
creating for ancient minecraft versions >.>
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L572[08:59:45] <Baburek> <kashike>
Why should I stop?
L573[09:02:29] <plathrop> Because it
re-inforces the cycle of everyone being stuck at that version
L574[09:06:35] <MalkContent> and it
reinforces people asking for updates for mods for that
version
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L579[09:11:34] <mort> isFullCube and
isOpaqueCube have been deprecated. What's the new way to make
blocks which don't fill the full cube?
L580[09:12:24] <PaleoCrafter> the
deprecation is only a reminder by Mojang that you shouldn't call
the methods yourself
L581[09:12:36] <PaleoCrafter> slap the
annotation on your overrides and your IDE will stop
complaining
L582[09:13:27] <mort> alright, so
overriding the methods isn't deprecated, calling them is?
L583[09:13:48] <PaleoCrafter> yep
L584[09:14:02] <mort> makes sense
L585[09:16:19] <diesieben07> not really
but oh well :D
L586[09:16:40] <MalkContent> public void
init(FMLInitializationEvent e) {
L587[09:16:40] <MalkContent> I'm following
a gui tutorial
L588[09:16:51] <MalkContent> sorry, first
line wasnt meant to be posted
L589[09:17:23] <MalkContent> anyways it
says I should put registering the GuiHandler into the CommonProxies
init()
L590[09:18:15] <MalkContent> do i actually
do that or would i rather just put it into the mods main init
L591[09:18:37]
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L592[09:18:49] <Ordinastie_> and you just
realised there is no point in a CommonProxies stuff
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L594[09:19:32] <MalkContent> nope :I
L595[09:19:55] <PaleoCrafter> diesieben07,
it's enough of an explanation :P
L596[09:20:05] <MalkContent> but I take
that as a "just put it into the main init"
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L598[09:20:18] <diesieben07> its an
explanation, but it does nto make sense :P
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L600[09:20:58] <diesieben07> malk: yes,
put it in main. as for why CommonProxy makes no sense: the sided
proxy system is to allow for side-only code. if you put common code
in there that serves no purpose whatsoever.
L601[09:21:11] <MalkContent> a fuck it
forget i asked
L602[09:21:14] <MalkContent> yea i just
realized
L603[09:21:29] <MalkContent> thats what
happens if you are out of it for too long and never were really
in
L604[09:21:44] <Ordinastie_> diesieben07,
and that's why I really don't like proxies
L605[09:21:57] <diesieben07> wat.
L606[09:21:59] <MalkContent> my proxy has
a registerHandlers though, so I guess I can put it there in the
common proxy to have it nice and clean
L607[09:22:02] <Ordinastie_> I've never
seen something that would requires a "server" proxy
L608[09:22:13] <Ordinastie_> there is only
client only things
L609[09:22:20] <diesieben07> and?
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L612[09:22:40] <diesieben07> then you
still need a dummy impl for the server to be able to interact with
it from the common code
L613[09:22:42] <Ordinastie_> the system
should just be "do client specific shit here" instead of
that proxy shit
L614[09:22:44] <diesieben07> tehre is your
swerver proxy.
L615[09:23:21] <PaleoCrafter> Ordinastie_,
but you might need to do that stuff in different phases :P
L616[09:23:29] <PaleoCrafter> or
completely outside the loading cycle
L617[09:23:39] <Ordinastie_> maybe
L618[09:23:46] <Ordinastie_> just
server/client proxy is dumb imo
L619[09:23:58] <diesieben07> Why? What
would you do instead?
L620[09:24:19] <Ordinastie_> a client only
system
L621[09:24:31] <diesieben07> and how do
you interact with that from the common code=?
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L623[09:24:55] <MalkContent> heh
L624[09:25:08] <Ordinastie_> you don't
really get my point
L625[09:25:10] <MalkContent> that reminds
me of informatik in school
L626[09:25:16] <Ordinastie_> I understand
the need of a separation
L627[09:25:29] <diesieben07> yes i really
don't get your point thats why i am asking :P
L628[09:25:31] <Ordinastie_> what I don't
like is the way it's done
L629[09:25:34] <MalkContent> what you want
is an automated server side dummy response :P
L630[09:25:45] <diesieben07> That's what I
understood. So: How would you do it?
L631[09:26:16] <Lymia> Hrm. Curious how
hard it is to do client-side only entities in Minecraft's
engine.
L632[09:26:24] <MalkContent> we had delphi
and somewhere before you start the functional code for a class,
there always was a line "implements" or something
L633[09:26:30] <Ordinastie_> I dunno,
maybe completely remove the "server" part of the
proxy
L634[09:26:30] <PaleoCrafter> you mean
particles, Lymia? :P
L635[09:26:38] <MalkContent> and i asked
"if you can't leave it out, why is it even there"
L636[09:26:43] <MalkContent> which
apparently was hillarious
L637[09:26:44] <diesieben07> so the server
just get's null?
L638[09:26:44] <Lymia> Like, actual
entities like arrows and stuff.
L639[09:26:48] <diesieben07> So then you
have null checks everyhwere?
L640[09:26:58] <Ordinastie_> I would
probably automatically register the "clientMod" for the
FML event
L641[09:27:03] <diesieben07> also... you
can already do this
L642[09:27:11] <diesieben07> make a 2nd
preInit (or whatever you want) and slap @SideOnly on it
L643[09:27:32] <Ordinastie_> "You're
not supposed to use that annotion, it's not for you"
L644[09:27:34] <MalkContent> I thought you
shouldnt use sideonly
L645[09:27:40] <Ordinastie_> ^ see
L646[09:27:50] <diesieben07> You shouldn't
use @SideOnly if you don't know what you are doing
L647[09:28:00] <diesieben07> It's a
perfectly fine tool :p
L648[09:28:25] <MalkContent> fair
enough
L649[09:28:26] <Ordinastie_> I don't know
what would be the best way to handle it
L650[09:28:56] <Ordinastie_> but what I'm
saying is, the current system implies there is a use case for
server proxy
L651[09:29:03] <MalkContent> autogenerated
dummy code for the server side at runtime
L652[09:29:06] <Ordinastie_> which so far
I've never seen any
L653[09:29:18] <diesieben07> I have had
some once, but I don't remember.
L654[09:29:30] <Ordinastie_> and the worst
thing is, it's confusing pretty much everybody that starts
modding
L655[09:29:53] <diesieben07> because they
don't understand inheritance. That's not the system's fault.
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L660[09:32:28] <mort> getStateFromMeta and
getActualState is deprecated too, what replaces that?
L661[09:32:57] <diesieben07> same answer
:P no replacement
L662[09:33:05] <mort> I see.
L663[09:33:11] <diesieben07> although the
deprecation there has a different reason i think
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L665[09:33:19] <diesieben07> i suspect
they are trying to move away from metadata
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L668[09:35:20] <mort> as long as there's
no replacement, I'll just suppress the warning and worry about it
once I have to port to a new version
L669[09:35:34] <diesieben07> yep thats the
way to go
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L685[10:11:26] <Nentify> Is it just me or
when I remove mods from my game in 1.10.2, some of the blocks from
the mods I removed turn into random blocks from other mods
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L688[10:16:12] <gigaherz> [16:35] (mort):
as long as there's no replacement, I'll just suppress the warning
and worry about it once I have to port to a new version
L689[10:16:22] <gigaherz> the idea is that
you call
L690[10:16:25] <gigaherz>
blockstate.getActualState
L691[10:16:32] <gigaherz> rather than
calling getActualState directly on the block
L692[10:16:42] <gigaherz> and for other
blocks that edtend Block
L693[10:16:56] <gigaherz> you just put
@Deprecated on your own override and live with it
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L695[10:19:11] <quadraxis> wish they just
made those methods protected
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L700[10:30:26] <masa> Nentify: yeah there
is something weird going on with the block mapping stuff...
L701[10:31:05] <masa> it was supposed to
keep the removed blocks in world so that you can get rid of
erroring tile entities by removing a mod, loading the world, and
then adding the mod back in
L702[10:31:44] <masa> but the blocks seem
to shift weirdly, and from a quick test it seemed that only things
with meta 0 _may_ persist through the mod being absent
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L707[10:35:23] <gigaherz> woudl be nice if
forge used some sort of "dummy block", with an int 0..15
property to hold the metadata, and with a dummy TE that keeps any
NBT that was saved on disk
L708[10:36:14] <Ordinastie_> I don't get
what would be the point of keeping the data
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L712[10:39:57] <gigaherz> well I can see
the use in partial upgrades
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L715[10:39:59] <gigaherz> if like
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L717[10:40:06] <gigaherz> some 1.8 mods
aren't on 1.9 yet
L718[10:40:08] <Tazz> what is everyones
favourite scripting language?
L719[10:40:28] <gigaherz> Tazz: hmm does
it have to be exclusively scripting?
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L721[10:41:11] <Tazz> well ill take
anything really dynamic
L722[10:41:19] <masa> well afaik the point
of this was somewhat specifically to get rid of the TE data, but
try to keep the block itself
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L725[10:42:44] <masa> I got the Move mode
working in my Builder's Wand... it looks quite funky when you are
moving an area so that the destination overlaps with the source
area :p
L726[10:43:07] <masa> the order in which
it starts to move blocks
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L743[11:02:13] <Ordinastie_> FusionLord,
yes
L745[11:03:25] <Ordinastie_> nothing to do
with code
L746[11:03:31] <Ordinastie_> it's the
JSON
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L748[11:03:34] <Ordinastie_> it's
malformed
L749[11:03:59] <Ordinastie_> and the error
tells you exactly why
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L751[11:05:38] <FusionLord> Ordinastie_,
could you explain what needs to be corrected
L752[11:05:48] <Ordinastie_>
"Expected BEGIN_ARRAY but was BEGIN_OBJECT at line 2 column
4"
L753[11:06:11] <FusionLord> and what does
that mean!
L754[11:06:15] <Ordinastie_> I can't be
more explicit than that
L755[11:06:29] <FusionLord> so you have no
idea then?
L756[11:06:44] <FusionLord> parsers online
say it isn't malformed
L757[11:06:54] <FusionLord> so I don't
understand
L758[11:06:58] <Ordinastie_> online parser
is wrong then
L759[11:07:03] <Ordinastie_> or way too
lenient
L760[11:07:43] <Ordinastie_> {} defines an
object, [] defines an array
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L763[11:08:03] <FusionLord> wow... you did
it... you explained the issue
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L765[11:08:57] <Ordinastie_> yeah sorry, I
didn't expect you to not know what JSON is
L766[11:08:58] <Ordinastie_> my bad
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L768[11:09:18] <FusionLord> I know what
json is, I don't know EVERYTHING about it
L769[11:09:35] <masa> why do you have an
array if you have one object in it?
L770[11:10:40] <gigaherz> FusionLord: but
literally ALL json is
L771[11:10:42] <Ordinastie_> <mode
gigaherz on> remove line 2 and line 147
L772[11:10:44] <gigaherz> is [] {} and
literals
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L774[11:11:13] <masa> is one object in an
array not valid?
L775[11:11:17] <gigaherz> yes
L776[11:11:20] <gigaherz> but not in that
context
L777[11:11:24] <gigaherz> it's not being
rejected by the parser
L778[11:11:28] <gigaherz> it's being
rejected by the deserializer
L779[11:11:35] <masa> ah okay
L780[11:11:56] <Ordinastie_> and the issue
is not one object in the array
L781[11:12:06] <Ordinastie_> it's multiple
objects in an object without keys
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L783[11:12:11] <FusionLord> interesting
lines 2 and 147 gets rejected by the parser
L784[11:12:17] <FusionLord> removeing
them*
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L786[11:13:02] <masa> without keys?
L787[11:14:11] <Ordinastie_> wait nvm,
fuck that formatting
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L793[11:18:13] <gigaherz> FusionLord: I
just found the link to the json
L794[11:18:18] <FusionLord> it was lines 1
and 148 that needed to be removed
L795[11:18:18] <gigaherz> you are having
key:value paris on a []
L796[11:18:34] <gigaherz> the outer thing
should have been {}
L797[11:18:39] <gigaherz> since it's not
items in a list
L798[11:18:44] <FusionLord> yeah got that
now thanks gigaherz
L799[11:18:45] <gigaherz> it's key:value
pairs -- which belong on an object
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L801[11:18:55] <gigaherz> syntax for
json:
L802[11:19:00] <gigaherz> element
::=
L803[11:19:06] <FusionLord> I ended up
just converting my object to json and printing to console
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L805[11:19:17] <gigaherz> '[' <list of
elements> ']' |
L806[11:19:25] <FusionLord> {
<array> }
L807[11:19:30] <gigaherz> '{' <list of
key value pairs> '}'
L808[11:19:36] <FusionLord> oh
L809[11:19:38] <gigaherz>
<literal>
L810[11:19:50] <gigaherz> then
L811[11:19:55] <gigaherz> list of elements
is comma separated
L812[11:20:11] <gigaherz> <key value
pair> ::= <string> ':' <element>
L813[11:20:42] <FusionLord> \o/ loading
patreon text from github
L814[11:20:51] <gigaherz> some parsers
accept other literals as key, but the official json definition is
that keys are strings
L815[11:21:08] <gigaherz> and that's *all*
json is
L816[11:21:21] <gigaherz> you have an
array, an object, or a literal
L817[11:21:29] <gigaherz> in a recursive
tree
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L836[12:20:58] <FusionLord> tterrag, did
you ever find out that issue you posted the other day? the one with
MCEDU
L837[12:21:06] <tterrag> not yet
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L847[12:54:36] <mort> I want a custom
bounding box based on block state. `getBoundingBox` works very
nicely, but it seems to be called every tick. Is there a better
way?
L848[12:55:00] <gigaherz> no
L849[12:55:09] <gigaherz> that's how mc
works
L850[12:55:16] <mort> hmh
L851[12:55:55] <gigaherz> try to make it
so that you check the "most important" condition
first
L852[12:55:55] <mort> feels like it should
only be called once the block state is changed...
L853[12:56:02] <gigaherz> the one that has
the most chances for a quickexit or quick pass
L854[12:56:15] <gigaherz> mc does not
store the collisions anywhere
L855[12:56:21] <gigaherz> it retrieves
them on demand
L856[12:56:25] <gigaherz> whenever it
needs to know them
L857[12:57:13] <quadraxis> have a map of
state->bounding box?
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L859[12:57:29] <mort> but when no entity
is anywhere close, and no player is looking anywhere close, it
seems unnecessary to retrieve the box
L860[12:57:38] <gigaherz> uh
L861[12:57:40] <gigaherz> if no player is
close
L862[12:57:41] <gigaherz> it won't
L863[12:57:54] <gigaherz> only when you
look in its general direction, or it needs the boxes for collision
purposes
L864[12:58:00] <mort> oh, you seem to be
right.
L865[12:58:01] <mort> my bad.
L866[12:58:09] <FusionLord> it doesn't
call unless it needs the collision box
L867[12:58:37] <FusionLord> so raytrace
collision or physical collision
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L871[13:04:37] <raoulvdberge> How do I get
a Fluid or a FluidStack from a block?
L872[13:04:41] <FusionLord> That moment
you click on the wrong episode in netflix and spoil some of the
show for yourself
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L877[13:08:30] <gigaherz> a collection was
modified while it was being iterated
L879[13:08:39] <gigaherz> which means
there's a bug somewhere.
L880[13:08:50] <gigaherz> we can't say
anything more than that.
L881[13:09:00] <Tazz> I can
L882[13:09:14] <Tazz> minecraft is shit at
concurreny
L883[13:09:27] <tterrag> AI tasks aren't
concurrent are they?
L884[13:09:42] <gigaherz> I don't believe
any of the game logic is
L885[13:09:59] <gigaherz> but it's the
entity tracker
L886[13:10:10] <gigaherz> so dunno
L887[13:10:14] <gigaherz> it's
1.7.10
L888[13:10:23] <gigaherz> so I don't even
have decompiled sources to look at
L889[13:12:16] <AnarchySage> So any
suggestions? its crashing every 10 mins or so
L890[13:12:35] <gigaherz> nope, it could
be any of the mods doing anything wrong
L891[13:12:43] <gigaherz> we simply don't
have enough information to suggest anything
L892[13:12:54] <gigaherz> other than
trying to remove mods until it stops happening
L893[13:12:56] <AnarchySage> meh, wtb
better logging XD
L894[13:13:10] <gigaherz> this isn't about
logging, though XD
L895[13:13:20] <gigaherz> the iterator has
a "version number" in it
L896[13:13:28] <gigaherz> when the
collection it's tracking changes
L897[13:13:34] <gigaherz> it will
increment its own version number
L898[13:13:43] <gigaherz> then the
iterator loops back and tries to get the next element
L899[13:13:46] <tterrag> AnarchySage:
binary search your mods
L900[13:13:48] <gigaherz> and it sees that
the number is different
L901[13:13:58] <gigaherz> at which point
it refuses to continue
L902[13:14:01] <AnarchySage> i only added
2 mods, chickenbones enderbags/tanks, and computercraft
L903[13:14:04] <AnarchySage> tterrag:
?
L904[13:14:16] <gigaherz> there's
literally no other information than "someone modified
this!"
L905[13:14:20] <tterrag> remove half,
test. if it crashes still you know the problem mod is in the half
you didn't remove
L906[13:14:33] <gigaherz> step 1:
L907[13:14:35] <tterrag> if it doesn't,
then it is in the half you did remove. repeat ad infinitum
L908[13:14:41] <gigaherz> list the folder
fontents into like, excel or notepad
L909[13:14:46] <gigaherz> step 2:
bisect
L910[13:14:59] <gigaherz> the ones that
pass, remove from the notepad, the ones that don't, keep in
it
L911[13:15:04] <gigaherz> continue until
you only have one ;P
L912[13:15:28] <gigaherz> the fun part is
when you try that, and you get inconsistent results
L913[13:15:29] <gigaherz> XD
L914[13:15:51] <AnarchySage> meh
L915[13:16:05] <AnarchySage> i put it on
peaceful and its still up(an hour now)
L916[13:16:44] <AnarchySage> thanks
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L920[13:32:12] <killjoy1> !gc gcx
L921[13:32:16] <killjoy1> !gc bcx
L922[13:33:05] <AnarchySage> hmm i placed
down a bc pump down on a bp oil spill and it crashed
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L927[13:39:23] <FusionLord> british
Petroleum?
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L929[13:40:45] <Ugaps> Can any of you guys
recommend modding tutorials for 1.9/1.10? Ive messed around with
some stuff back in 1.7.10 but it seems a lot of stuff has
changed.
L930[13:41:14] <mort> The biggest change
is the model system
L931[13:41:36] <gigaherz> Ugaps: I'm not
aware of any proper tutorials for anything newer than 1.8
L932[13:41:46] <gigaherz> but most of the
1.8 stuff should apply to 1.10
L933[13:41:51] <mort> There are some
things out there about porting from 1.7 to 1.8 which are
helpful
L934[13:41:54] <gigaherz> with some name
changes here and there
L935[13:42:50] <Ugaps> I was trying to
start from scratch, even the most basic things would be helpful.
Ive got the basics of the basics, but I dont know how to even add
blocks or items.
L936[13:43:29] <FusionLord>
GameRegistry.register(<ITEM/BLOCK/ENCHANT/ETC.>);
L937[13:43:57] <killjoy1> I had someone
report the "Pixel format not accelerated" crash
today.
L938[13:44:05] <AnarchySage> Ugaps: wuppys
tutorials have always been good
L939[13:44:25] <FusionLord> killjoy1,
downgrade java to java8u51
L940[13:44:42] <Ugaps> Thanks
AnarchySage
L941[13:45:26] <Ugaps> it seems wuppy
hasnt made anything after 1.8 though
L942[13:45:27] <Ugaps> damn it
L943[13:45:54] <FusionLord> Ugaps,
gigaherz> but most of the 1.8 stuff should apply to 1.10
L944[13:45:56] <mort> Wuppy's stuff is
still very relevant
L945[13:46:07] <gigaherz> there's common
pitfalls
L946[13:46:09] <killjoy1> FusionLord, I
have u91 and it works fine for me
L947[13:46:15] <killjoy1> It's the
graphics drivers
L948[13:46:19] <gigaherz> if the tutorial
uses the item model mesher to register models
L949[13:46:20] <gigaherz> it's wrong
L950[13:46:26] <gigaherz> use
ModelLoader.setCustomModelResourceLocation instead
L951[13:46:31] <FusionLord> killjoy1, it
is an issue with Intel gpus an newer java versions
L952[13:46:32] <gigaherz> which has to be
called from preinit rather than init
L953[13:46:33] <gigaherz> ..
L954[13:46:38] <killjoy1> It's AMD
L955[13:46:48] <FusionLord> well try still
and see if it works
L956[13:46:53] <killjoy1> I think
L957[13:46:58] <gigaherz> if the tutorial
suggests using .getUnlocalizedName().substring
L958[13:46:59] <gigaherz> that's
wrong
L959[13:47:01] <FusionLord> all i know is
that has worked in the pas
L960[13:47:03] <FusionLord> past
L961[13:47:06] <gigaherz> use
.getRegistryName and .setRegistryName
L962[13:47:08] <gigaherz> ..
L963[13:47:09] <killjoy1> do you have a
mojira link?
L964[13:47:18] <gigaherz> if the tutorial
suggests using setUnlocalizedName("somename") without
including a modid
L965[13:47:20] <gigaherz> it's wrong
L966[13:47:34] <gigaherz> localized names
have to include a modid or some other way to differentiate your
strings from other mods' strings
L967[13:47:39] <gigaherz> because the
langauge table is global
L969[13:48:14] <FusionLord> oh
mojira?
L970[13:48:20] <killjoy1>
bugs.mojang.com
L971[13:48:30] <killjoy1> it used to be
mojira.
L972[13:48:39] <killjoy1> It has a nice
ring to it
L973[13:49:01] <gigaherz> it's an
installation of atlassian jira
L974[13:49:06] <gigaherz> for mojang
purposes
L975[13:49:07] <FusionLord> yeah
L976[13:49:09] <gigaherz> so mojira
;P
L977[13:49:11] <FusionLord> got that
L978[13:49:23] <FusionLord> but no link to
it as I've never been there
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L981[13:50:53] <Ugaps> Damn it, wuppy
hasnt done much for 1.8 anyway. He only did the setting up, the
basic mod and recipes.
L982[13:51:03] <killjoy1> if the pixel
format crash is posted there it gets automatically closed.
L984[13:52:47] <killjoy1> he also says it
only happens when forge is installed
L985[13:53:07] <killjoy1> It's probably
something stupid
L986[13:53:12] <FusionLord> then how would
a Mojira link have helped you :P
L987[13:53:24] <killjoy1> he said that
after
L988[13:53:37] <FusionLord> did you try
the downgrading the java version?
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L990[13:56:12] <killjoy1> I told him that
too
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L992[13:57:37] <IoP> ummmm
<killjoy1> FusionLord, I have u91 and it works fine for me
<= that makes sense only with identical hardware and
drivers
L993[13:58:01] <killjoy1> and that is why
I am unable to debug it
L994[13:58:20] <killjoy1> the first step
in debugging is reproduction
L995[13:59:14] <IoP> or getting facts and
comparing with known bugs
L996[14:00:03] <killjoy1> I'm having you
guys debug it for me :P
L997[14:00:19] <IoP> it has been done
months ago
L999[14:01:55] <killjoy1> THAT is what I
needed
L1000[14:02:01] <killjoy1> thank
you
L1002[14:03:53] <IoP> I should update
that with reddit "rumors" about texture compression being
culprit for slow performance
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L1006[14:14:16] <killjoy1> how long has
grum been a lwjgl member?
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L1020[15:07:43] <jackmcbarn> do class
transformers run on forge's classes, or just minecraft's own?
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L1022[15:10:43] <gigaherz> I believe
forge classes are normally excluded from the transformers
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L1028[15:17:19] <LexManos> Why does it
matter?
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L1039[15:34:19] <FusionLord> Stupid
ISP
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L1048[15:41:11] <CsokiCraft> Can anyone
point me to a more thorough explanation of implementing ICommand?
The one on MCForge wiki is a bit shy on info.
L1049[15:41:27] <raoulvdberge> Why is the
unlocalized name of the water fluid
"fluid.tile.water"?
L1050[15:41:36] <raoulvdberge> And is it
correct that that name doesn't have a translation
L1051[15:41:45] <raoulvdberge> Or do I
append .name to it?
L1052[15:42:04] <gigaherz> fluids aren't
even meant to exist without being placed on the ground
L1053[15:42:14] <gigaherz> so the unloc
name doesn't matter
L1054[15:42:22] <raoulvdberge> Okay
L1055[15:42:25] <gigaherz> (xcept for
things like WAILA)
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L1058[15:45:34] <FusionLord> CsokiCraft,
what were you looking for? how to register it? what?
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L1060[15:48:05] <CsokiCraft> No, but
rather how to implement checkPermission to return true for ops
only, how to determine whether sender is a player a commandblock or
the console
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L1062[15:48:45] <CsokiCraft> how to
implement getTabCompletionOptions, what's compareTo for and so
on
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L1064[15:49:10] <FusionLord> have you
looked at vanilla commands to TabCompletion?
L1065[15:49:55] <CsokiCraft> Not yet,
will do right now
L1066[15:50:42] <tterrag> CsokiCraft:
just extend CommandBase
L1067[15:50:50] <tterrag> there is no
need to do a custom implementation
L1068[15:51:42] <CsokiCraft> And I
register it in FMLServerStartingEvent?
L1069[15:52:03] <HellSinker74> o/
L1070[15:52:38] <FusionLord> and
CsokiCraft yes
L1071[15:52:46] <CsokiCraft> ok
L1072[15:53:22] <FusionLord> tterrag,
Thanks for that, didn't know about CommandBase
L1073[15:53:38] <FusionLord> not sure how
i missed it tho :P
L1074[15:53:47] <HellSinker74> a bit of a
java question if I may - how would I implement a custom callback
event? (still forge related)
L1075[15:54:20] <FusionLord>
MinecraftForge.EVENT_BUS.post(new MYEVENT());
L1076[15:54:21] <HellSinker74> link for
answer is fine
L1077[15:54:45] <HellSinker74> I can use
that for say - OnOpenChest style events too?
L1078[15:54:59] <tterrag> HellSinker74:
what exactly do you mean by callback
L1079[15:55:11] <FusionLord> you mean
custom events right?
L1080[15:55:25] <HellSinker74> well
yeah
L1081[15:55:42] <FusionLord> or hook into
existing events
L1082[15:56:03] <killjoy1> you want
minecraft events? Like how forge patches them?
L1083[15:56:12] <HellSinker74> like being
able to fire generic OnOpen events for different things or
OnDisturbed when an inventory changes
L1084[15:56:17] <killjoy1> or is it
called from your own code?
L1085[15:56:24] <tterrag> I don't know if
an event is the best pattern for that
L1086[15:56:34] <HellSinker74> hm
ok
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L1089[15:57:18] <HellSinker74> (I'm from
C# when it comes to high level code - so I'm used to doing a lot of
stuff with delegates and event callbacks)
L1090[15:57:20] <killjoy1> if it's a
vanilla thing, you'll need a transformer or a forge patch
L1092[15:57:52] <HellSinker74> ty
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L1094[15:58:59] <tterrag> explain your
problem, not your solution :P
L1095[15:59:21] <FusionLord> tterrag,
That is the best thing I've seen in years I think!
L1096[15:59:31] <killjoy1> >saying
thank you before reading the link
L1097[15:59:39] <killjoy1> gg
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L1099[16:01:52] <HellSinker74> killjoy1:
no I mean thankyou and thankyou very much for at least letting me
know the way the channel here works - if I can't discuss things
about best practices - I will just go google it - I'm new to forge
- not the internet
L1100[16:02:09] <killjoy1> ok
L1101[16:02:57] <FusionLord> who said
anything about not discussing best practices, what was stated was,
we don't know what you are trying to accomplish.
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L1103[16:05:39] <HellSinker74> yeah well
tbh - I'm still planning things out - in short - for what I'm after
I just wanted to be able to call function F with Params x0, x1, xN
when a particular event occured - where F could be any void
returning function, and params are also defined in a delegate
L1104[16:06:00] <killjoy1> so
events?
L1105[16:06:08] <killjoy1> use the event
bus
L1106[16:06:15] <killjoy1> create an
object for your params
L1107[16:06:43] <HellSinker74> ;) I'll
look into it
L1108[16:07:17] <killjoy1>
MinecraftForge.EVENT_BUS.post(new YourEventClass(p0, p1,
...pnn));
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L1110[16:07:52] <HellSinker74> ty
L1111[16:08:04] <killjoy1> You can also
create your own eventbus if you want
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L1113[16:08:16] <killjoy1> You can use
either forge's or guava's
L1114[16:08:36] <killjoy1> each is
different
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L1116[16:08:55] <killjoy1> Forge's
supports cancelling and priority
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L1121[16:16:37] <gigaherz> ugh
L1122[16:16:46] <gigaherz> does mc
generate the rendering meshes on the rendering thread?
L1123[16:17:08] <gigaherz> I tried to do
that on my pseudo-clone-thing
L1124[16:17:26] <gigaherz> but each time
a 16x16x32 tile has to generate meshes, it takes around 30ms
L1125[16:17:30] <gigaherz> kills the
frames. XD
L1126[16:17:43] <gigaherz> which means my
code sucks, basically.
L1127[16:17:56] <HellSinker74> :gigaherz
I reset windows the other day and had to reinstall my IRC client -
forgot your channel name ;/
L1128[16:18:06] <gigaherz> #gigamc
L1129[16:18:51] <Latvian|mc> IRCCloud
master race!
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L1131[16:20:23] <gigaherz> meh suspected
as much: if I remove my IsOpaque calls, the time drops to
half
L1132[16:20:37] <kolatra> HexChat and
bounce >
L1133[16:20:39] <kolatra> bouncer
L1134[16:23:23] <Latvian|mc> You dont
cache rendering?
L1135[16:23:41] <Latvian|mc> what are you
trying to make?
L1136[16:23:43] <gigaherz> Latvian|mc:
ofc I cache it
L1137[16:23:50] <gigaherz> this is a
minecraft-like thing
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L1139[16:24:00] <gigaherz> where I can
toy around with alhgorithms and ideas
L1140[16:24:10] <gigaherz> for example:
my worldgen is 100% multithreaded
L1141[16:24:11] <Latvian|mc> So, cache
rendering only when block gets added / removed / chunk is marked
dirty
L1142[16:24:16] <gigaherz> yes yes
L1143[16:24:27] <gigaherz> this is with
just simply generating the world
L1144[16:24:32] <gigaherz> 32ms for each
chunk
L1145[16:24:40] <gigaherz> framerate
drops to < 2fps
L1146[16:24:50] <gigaherz> while walking
around generating new chunks
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L1166[17:08:32] <kenzierocks> Zorn_Taov:
perhaps you need to prefix it with your mod id?
L1167[17:08:54] <kenzierocks> wait, is
this just parsing?
L1168[17:09:01] <kenzierocks> hmm.
L1169[17:09:49] <Zorn_Taov> I'm wanting
vanilla fire at half height in the block IF it's lit
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L1171[17:10:27] <Zorn_Taov> for debug the
"lit" flag is inversed
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L1175[17:17:46] <Zorn_Taov> ah the joys
of trying to cheat the system and it saying "dafuq you
doing?"
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L1187[17:40:15] <AndersBillLind> What is
MinecraftServer.getServer().getEntityWorld(); changed to?
L1188[17:40:30] <AndersBillLind> I would
love to be able to search myself forit
L1189[17:40:37] <AndersBillLind> But
eclipses search ability seems limited
L1190[17:40:45] <diesieben07> dont use
that method.
L1191[17:40:51] <Zorn_Taov> ctrl H
L1192[17:41:31] <AndersBillLind>
diesieben07: There is no such method
L1193[17:41:49] <diesieben07> yes, you
should have never used it
L1194[17:41:52] <diesieben07> what did
you use it for?
L1195[17:42:12] <AndersBillLind>
Zorn_Taov: Then how do I free text search in those class
files?
L1196[17:42:24] <diesieben07> gah.
L1197[17:43:21] <AndersBillLind> If I can
search on a substring of a class name, the search util is
approved
L1198[17:43:31] <Zorn_Taov>
AndersBillLind: select JavaSearch tab, type in the name of the
string you want, select the type and where it occours, then
search
L1199[17:43:44] <AndersBillLind> I do not
want to specify type
L1200[17:44:02]
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L1201[17:44:04] <Zorn_Taov> ... yes you
do
L1202[17:44:07] <Zorn_Taov> it's a
method
L1203[17:44:10] <Zorn_Taov> so choose
method
L1204[17:44:21] <AndersBillLind> No,
there is something called freetext search
L1205[17:44:25] <AndersBillLind> I want
to do that
L1206[17:44:36] <Zorn_Taov> then use File
Search -.-
L1207[17:44:49] <AndersBillLind> But then
I will not hit on those class files
L1208[17:44:50] <Zorn_Taov> file name
patterns = *.java
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L1210[17:45:17] <Zorn_Taov> did you use
gradlew setupDecompWorkspace?
L1211[17:45:21] <AndersBillLind>
yes
L1212[17:45:28] <Zorn_Taov> file name
patterns = *.java
L1213[17:45:34] <Zorn_Taov> search for
your string
L1214[17:45:37] <Zorn_Taov> ???
L1215[17:45:38] <Zorn_Taov> profit
L1216[17:45:40] <AndersBillLind> It seems
like eclipse dies to search within my .lock file
L1217[17:45:55] <Zorn_Taov> what did I
say about the file name pattern
L1218[17:46:06] <Zorn_Taov> that will
LIMIT the search to only .java files
L1219[17:46:23] <AndersBillLind> If I do
that, I will not hit on "MinecraftServer" (without
quotes)
L1220[17:46:38] <Zorn_Taov> PLEASE NOTE
that any file opened won't be the same as opening that file under
Referenced Libraries
L1221[17:46:40] <kenzierocks> Zorn_Taov:
the sources aren't .java
L1222[17:46:53] <kenzierocks> since
they're in a .jar
L1223[17:47:04] <AndersBillLind> The
source attachments maybe are?
L1224[17:47:07] <kenzierocks>
but.....sometimes they can be searched in the build folder
L1225[17:47:13] <Zorn_Taov> kenzierocks:
the heck is with that non-pinging script you got?
L1226[17:47:25] <kenzierocks> it's not a
non-pinging script :P
L1227[17:47:30] <kenzierocks> nor is it a
script
L1228[17:47:37] <AndersBillLind> It seems
like eclipse cannot be used for searching, it has a lot of
qualities, but not that one
L1229[17:47:39] <Zorn_Taov> then why the
utf8 characters
L1230[17:47:46] <kenzierocks>
AndersBillLind: that's entirely false
L1231[17:47:53] <kenzierocks> Zorn_Taov:
they're zero width spaces
L1232[17:48:01] <Zorn_Taov>
AndersBillLind: I just told you how to search
L1233[17:48:11] <AndersBillLind> I told
you every result of what you told me
L1234[17:48:27] <AndersBillLind> All of
them was equal to failure
L1235[17:48:29] <kenzierocks> well yes,
searching forge is different
L1236[17:48:36] <kenzierocks> since
you're searching for something in a jar file
L1237[17:48:37] <AndersBillLind> It seems
like that
L1238[17:48:43] <kenzierocks> it's a
zip
L1239[17:48:47] <AndersBillLind> That
should be no rocket science
L1240[17:48:52] <Zorn_Taov> kenzierocks:
yeah, can't use utf8 on this client and for every "zero width
space" you got there I get 3 characters each
L1241[17:48:57] <kenzierocks> ah, but you
can't file search
L1242[17:49:01] <kenzierocks> Zorn_Taov:
:D
L1243[17:49:07] <AndersBillLind> Then
file search is insufficient
L1244[17:49:11] <kenzierocks> for this
task
L1245[17:49:12] <kenzierocks> yes
L1246[17:49:12] <Zorn_Taov> � � �
L1247[17:49:23] <kenzierocks>
åååååååååååå奥¥¥¥¥¥¥¥¥¥¥¥
L1248[17:49:24] <AndersBillLind> Well,
searching within jars is not a specific "task"
L1249[17:49:31] <kenzierocks> uh, it
kinda is
L1250[17:49:47] <kenzierocks> it's not a
"file search"
L1251[17:49:48] <AndersBillLind> How can
it be?
L1252[17:49:55] <AndersBillLind> It is a
search for something within a file
L1253[17:50:06] <kenzierocks> unless
you're looking for what the jar literally contains,
uninterpreted
L1254[17:50:19] <kenzierocks> this, you
probably just want ctrl+shift+t
L1255[17:50:23] <kenzierocks> class
search
L1257[17:50:59] <diesieben07> and you
STILL should NOT CALL THAT METHOD.
L1258[17:51:10] <Zorn_Taov> dunno why
not
L1259[17:51:11] <AndersBillLind>
Zorn_Taov: That does not hit on anything in forge
L1260[17:51:21] <kenzierocks> Zorn_Taov:
because it has no business existing?
L1261[17:51:21] <diesieben07> because it
makes no sense
L1262[17:51:23] <Zorn_Taov> so what does
that tell you? :D
L1263[17:51:24] <kenzierocks> what would
it do?
L1264[17:51:25] <diesieben07> it gives
you the overworld
L1265[17:51:31] <diesieben07> so do
DimensinoManager.getWorld(0)
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L1267[17:51:59] <Zorn_Taov> ^
L1268[17:52:01] <diesieben07> it's only
there so the server can implement ICommandSender
L1269[17:52:26] <kenzierocks> that sounds
like really bad code XD
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L1271[17:52:36] <diesieben07> That's
Mojang for you. :P
L1272[17:52:40] <shadowfacts>
#BlameMojang
L1273[17:52:44] <Zorn_Taov> wanna see bad
code?
L1274[17:53:26] <Shambling> sorry mine
all died with my bad HDD
L1275[17:53:32] <AndersBillLind> Java
search could have an "all" radiobutton when it comes to
type
L1276[17:53:52] *
diesieben07 mumbles something about Intellij
L1277[17:53:57] <diesieben07>
double-shift and just type.
L1278[17:54:06] <kenzierocks> that sounds
like sticky keys
L1279[17:54:13] <diesieben07> who has
that enabled?!
L1280[17:54:19] <diesieben07> watching
you guys figure this crap out is painful :D
L1281[17:54:30] <diesieben07> also sticky
keys is 5 times :P
L1282[17:54:34] <kenzierocks> yea
L1283[17:54:54] <Zorn_Taov> check out
net.minecraft.world.gen.feature.WorldGenMinable line 22 and then
check out what net.minecraft.block.state.pattern.BlockMatcher does
for apply
L1284[17:55:02] <AndersBillLind> Well, it
seems like MinecraftServer is not a singleton any longer?
L1285[17:55:29] <diesieben07> It kinda
is.
L1286[17:55:34] <Zorn_Taov> guess what
THAT code does when you got polished granite in the ground and some
mod has an ore retrogen? :D
L1287[17:55:44] <diesieben07> But usually
you have a server parameter somewhere, and if not you can use
FMLCommonHandler#getMinecraftServerInstance()
L1288[17:56:02] <kenzierocks>
AndersBillLind: it is, but it might not be in the future, this is a
transition for now
L1289[17:56:11] <AndersBillLind> Ah,
ok
L1290[17:56:16] <AndersBillLind> Like all
versions of forge?
L1291[17:56:22] <diesieben07> nothing to
do with forge.
L1292[17:56:26] <AndersBillLind> ok
L1293[17:56:29] <Zorn_Taov> diesieben07:
wanna help me out with some forge blockstate trickery?
L1294[17:56:30] <diesieben07> it's a
mojang change
L1295[17:56:33] <AndersBillLind> Ah,
ok
L1296[17:57:01] <diesieben07> Zorn_Taov,
sure, not sure why you think BlockMatcher is bad though?
L1297[17:57:05] <diesieben07> It's just a
null check and a comparison
L1298[17:57:22] <Zorn_Taov> a comparison
against just the block and not the metadata :D
L1299[17:57:42] <diesieben07> Well,
but... that's what it's designed for...
L1300[17:57:45] <Zorn_Taov> IC2's ore
retrogen replaces smooth diorite/granite/andisite
L1301[17:57:56] <diesieben07> You want
ores to generate in all stones, not just noraml stone
L1302[17:58:02] <Zorn_Taov> because
they're the same block ID as stone
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L1304[17:58:14] <diesieben07> well, that
is THEIR fault then for using the wrong class?!
L1305[17:58:18] <Zorn_Taov> whereas the
granite you find in the ground is cobble
L1306[17:58:21] <diesieben07> why do you
blame this on the BlockMatcher?
L1307[17:58:29] <AndersBillLind> To list
players in the server with the changes, it is not recommended to
start with getting the reference to MinecraftServer?
L1308[17:58:31] <Zorn_Taov> because
that's what WorldGenMinable uses
L1309[17:58:37] <diesieben07> No.
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L1311[17:58:44] <diesieben07> you can
pass it any predicate you want.
L1312[17:59:03] <diesieben07> "I
used Math.sin(x) and it gave me the sine even though I wanted the
cosine, THIS MATH LIBRARY IS A PIECE OF SHIT!"
L1313[17:59:09] <Zorn_Taov> right, but
that constructor is used by IC2's ore gen
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L1315[17:59:17] <diesieben07> still IC2's
fault?!
L1316[17:59:18] <Zorn_Taov> lol
L1317[17:59:20] <Zorn_Taov> xD
L1318[17:59:25] <Zorn_Taov> anyways
L1319[17:59:30] <Zorn_Taov> blockstate
trickery
L1321[18:00:04] <Zorn_Taov> Not a JSON
Object: "fire_floor1"
L1322[18:00:15] <Zorn_Taov> from
net.minecraftforge.client.model.ForgeBlockStateV1$Variant$Deserializer.deserialize(ForgeBlockStateV1.java:728)
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L1324[18:00:28] <diesieben07> uh
yeah
L1325[18:00:31] <shadowfacts> >
watching you guys figure this crap out is painful :D
L1326[18:00:32] <shadowfacts> too
true
L1327[18:00:36] <Zorn_Taov> lel
L1328[18:00:37] <diesieben07> why do you
have two nested submodel keys?
L1329[18:00:46] <Zorn_Taov> to transform
the inner one
L1330[18:00:51] <diesieben07> wat.
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L1332[18:01:00] <Zorn_Taov> I want to
make the fire half height
L1333[18:01:04] <Zorn_Taov> but just the
fire
L1334[18:01:48] <diesieben07> yeah but
the "submodel" object does not know a
"submodel" property
L1336[18:02:05] <diesieben07> i suspect
you want submodel { model=bla; transform=bla; }
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L1338[18:02:55] <Zorn_Taov> same
error
L1339[18:03:22] <diesieben07> there is no
error throw stuff on line 728 for me.
L1340[18:03:27] <diesieben07> post the
full crash please
L1341[18:04:13] <Zorn_Taov> refresh gist,
added the crash to a new file
L1342[18:05:57] <diesieben07> what forge
version are you on? those line numbers dont match up with mien at
all
L1343[18:06:11] <Zorn_Taov> oh, uh
L1344[18:06:27] <Zorn_Taov>
1.10.2-12.18.0.2005-1.10.0
L1345[18:06:28] <diesieben07> like line
479 is "}", nothing else
L1346[18:06:49] <diesieben07> oh god i am
moron
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L1348[18:06:56] <diesieben07> i am on
master not 1.10 _-_
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L1350[18:07:04] <Zorn_Taov> \o/
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L1352[18:07:37] <Zorn_Taov> yeah, version
number, shoulda mentioned that earlier myself :D
L1353[18:07:48] <killjoy1> what happened
to trove?
L1354[18:08:24] <diesieben07> Zorn_Taov,
can you upload the new version of the json, too?
L1355[18:09:14] <Zorn_Taov> haven't
really changed it from what's on the gist
L1356[18:09:21] <diesieben07> so you
didn't fix anything...
L1357[18:09:24] <Zorn_Taov> well, change
submodel to model
L1358[18:09:33] <Zorn_Taov> still broken
with the same error
L1359[18:09:37] <diesieben07> ok please
change it just so i am not going insane.
L1360[18:09:40] <Zorn_Taov> ok
L1361[18:09:44] <diesieben07> killjoy1, i
know they added fastutil, but i don't think they removed
trove
L1362[18:10:08] <killjoy1> I don't see it
in the libraries
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L1364[18:10:26] <killjoy1> does fastutil
have a THashSet?
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L1366[18:11:43] <diesieben07> not that i
know of
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L1368[18:12:28] <diesieben07> there is
ObjectArraySet, but that is not a hashtable
L1369[18:14:23] <kashike> do keep in mind
that fastutil is not included with minecraft/forge, only a slim
version of it (by mojang) is
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L1372[18:14:31] <diesieben07> Zorn_Taov,
that... that does not make any sense.
L1373[18:14:37] <Zorn_Taov> nope
L1374[18:14:38] <diesieben07> ah thats
why
L1375[18:14:41] <Zorn_Taov> ?
L1376[18:14:50] <diesieben07> that was
for kashike
L1377[18:14:55] <Zorn_Taov> oh
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())
L1379[18:14:59] <diesieben07> are you
1000% sure that it is the same crash report?
L1380[18:15:14] <Zorn_Taov> I will copy
the gist back in and try
L1381[18:16:59]
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L1383[18:18:19] <killjoy1> What would be
the best way to store unique itemstacks?
L1384[18:19:08] <diesieben07> with a
wrapper that defines equals and hashCode probably.
L1385[18:19:23] <Zorn_Taov> updated the
crash using the gist that is there
L1386[18:19:26] <diesieben07> possibly
through guava's Equivalence, but it won't give you much here.
L1387[18:19:30] <Zorn_Taov> er, json
rather
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L1390[18:22:12] <diesieben07> Zorn_Taov,
right... if your "submodel" thing is an object, it needs
to have names for the submodels.
L1391[18:22:27] <diesieben07> you can see
that on the forge blockstates page, submodels section
L1392[18:22:35] <diesieben07> at the very
end under pillarcount 2
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L1394[18:23:06] <Zorn_Taov> hmm, then the
primer should be updated as such -3-
L1395[18:23:24] <diesieben07> i might be
wrong :P
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L1397[18:24:30] <Zorn_Taov> you were
TOTALLY right x3x
L1398[18:24:48] <Zorn_Taov> yeah, the
primer should be updated
L1399[18:24:59] <diesieben07> <3
L1400[18:25:04] <Zorn_Taov> thank you
<3
L1402[18:27:13] <Nano> Rawr, Zorn.
L1403[18:27:15] <Zorn_Taov> now to figure
out why the fire is not rendered correctly, probably missing a
method
L1404[18:27:18] <Zorn_Taov> Nano~
L1405[18:27:25] <Nano> Me.
L1406[18:27:41] <Zorn_Taov> yup, missed
getBlockLayer
L1407[18:28:01]
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L1408[18:28:17] <Shambling> doh I ran git
and gradle on the 1.8.9 build, dangit
L1409[18:29:07] <Shambling> just need to
figure out how to make sure I'm pulling from the 1.9 brance with
git I guess. lol
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L1411[18:29:38] <kenzierocks>
diesieben07: do you know why the submodel is an object and not an
array of objects?
L1412[18:29:46] <kenzierocks> i don't see
the reason for the names, is all
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L1415[18:31:21] <diesieben07> not really
no
L1416[18:31:29] <diesieben07> the names
are probably used as identifiers somewhere
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L1424[18:38:42] <Zorn_Taov> hmm, short or
tall
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L1427[18:40:17] <diesieben07> uh
L1428[18:40:22] <diesieben07> hard to say
with different angles
L1429[18:40:25] <diesieben07> that looks
like the same model :P
L1430[18:40:36] <Zorn_Taov> the grill is
higher up in the second pic
L1431[18:40:52] <Zorn_Taov> stretched the
legs out
L1432[18:40:55] <Zorn_Taov> here
L1433[18:40:55] <diesieben07> how about
both? adjustable? :D
L1434[18:41:00] <Zorn_Taov> hmmmm
L1435[18:41:12] <diesieben07> that is a
grill for meat, yes?
L1436[18:41:17] <Zorn_Taov> yup
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L1438[18:41:47] <diesieben07> Yeah should
definitely be adjustable
L1439[18:42:00] <diesieben07> also... you
don't grill meat on open flames unless you are a crazy wild man
:D
L1440[18:42:01] <Zorn_Taov> ok
L1441[18:42:07] <Zorn_Taov> :P
L1442[18:42:13] <Zorn_Taov> char
broiled
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L1446[18:45:12] <kenzierocks>
maybe?
L1447[18:45:13] <kenzierocks> probably
not
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L1450[18:46:46] <killjoy1> I'm looking at
Objects.hashCode right now
L1451[18:46:49] <FusionLord> blood magic
"currency" is it LE or LP?
L1452[18:46:55] <diesieben07> but if you
just want item and damage... just do
L1453[18:47:08] <diesieben07>
Item.getIdFromItem(item) << 16 | damage
L1454[18:47:12] <diesieben07>
right?
L1455[18:47:23] <diesieben07> actually no
thats bad
L1456[18:47:35] <Zorn_Taov> FusionLord:
LP
L1457[18:47:40] <Zorn_Taov> Life
Points
L1458[18:48:37] <FusionLord> someone said
LE so I was thinking Life Essence
L1459[18:49:04] *
Zorn_Taov shrugs
L1460[18:49:12] <Zorn_Taov> check the
wiki
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L1467[19:15:16] <Zorn_Taov> ahhh, y u no
add itemstacks with differnet meta ;3;
L1468[19:16:22] <diesieben07> wat
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L1473[19:23:33] <Zorn_Taov> ah, ItemBlock
doesn't support meta
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L1475[19:23:49] <TehNut> It does. Just
not by default
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L1478[19:30:28] <Zorn_Taov> ok, there we
go, but the gui model is still the tall one and not the
short...
L1479[19:31:24] <Zorn_Taov> rather, not
meta dependant for the gui model
L1480[19:31:48] <Zorn_Taov> OH! I know
why x3x
L1481[19:31:53] <Zorn_Taov> the item
needs to be fixed
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L1484[19:33:08] <diesieben07> ok so...
wait... is 1.10 actually really buggy with lighting?
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L1486[19:35:35] <unity8> diesieben07, in
what way?
L1487[19:35:53] <unity8> I've noticed
some here and there but it's not like it was in 1.5
L1488[19:35:53] <diesieben07> blocks
retaining the light level of nearby blocks
L1489[19:35:56] <diesieben07> is that a
bug?
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L1491[19:36:16] <unity8> Hm.
L1492[19:36:20] <diesieben07> i saw Etho
mention it in his first 1.10 video as a feature of the magma
blocks
L1493[19:36:20] <TehNut> IIRC that's been
around for a while
L1494[19:36:25] <diesieben07> but it is
nowhere in the wiki
L1495[19:36:29] <diesieben07> and the
code has nothing for it either
L1496[19:36:59] <diesieben07> and in
today's video he finds out its horribly buggy :D
L1497[19:37:22] <unity8> It might be my
forge version, but sometimes when I place IC2 cables the block goes
dark needlessly
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L1499[19:38:41] <Zorn_Taov> was it
GameRegistry.addSubstitutionAlias that I needed for itemblocks with
more than one type of block for that ID?
L1500[19:38:56] <diesieben07>
ehwhat?
L1501[19:38:56] <TehNut> what
L1502[19:39:01] <Zorn_Taov> no...
L1503[19:39:13] <TehNut> An ItemBlock is
an item. Register it like an item.
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L1505[19:39:40] <diesieben07> and an
ItemBlock can only have one block
L1506[19:40:05] <diesieben07> there must
be a 1:[0;1] mapping from Block:ItemBlock
L1507[19:40:22] <TehNut> I (hope) think
that he meant "sub blocks"
L1508[19:40:33] <Zorn_Taov> I have sub
blocks, yes
L1509[19:40:38] <Zorn_Taov> tall and
short
L1510[19:40:43] <diesieben07>
metadata
L1511[19:41:10] <Zorn_Taov> well, I also
have lit and unlit in the metadata, but you're not supposed to get
the item versions of those
L1512[19:41:12] <Naiten> how do i fix:
net.minecraftforge.client.model.obj.OBJModel$UVsOutOfBoundsException:
Model 'row:models/block/blockTrack.obj' has UVs ('vt') out of
bounds 0-1! The missing model will be used instead. thing?
L1513[19:41:30] <diesieben07> Zorn_Taov,
you need a custom ItemBlock class.
L1514[19:41:37] <diesieben07> use the
same way as default ItemBlcok
L1515[19:41:49] <Zorn_Taov> thought I
could use ItemMultiTexture they way stone does
L1516[19:41:59] <diesieben07> Naiten,
don't have UVs out of bounds :P (i.e. wrapping textures)
L1517[19:42:04] <diesieben07> sure
L1518[19:42:33] <Naiten> i'm not even the
one who made that model :/ gotta learn blender again
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L1521[19:47:58] <Zorn_Taov>
addVariantName\
L1522[19:48:28] <diesieben07> that is
very rarely needed
L1523[19:48:46] <Zorn_Taov> that is no
longer in forge, wat
L1524[19:49:07] <diesieben07> what do you
want to achieve?
L1525[19:49:21] <Zorn_Taov> item stack
with short model and tall model
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L1527[19:49:43] <Naiten> does enybody
know how to get 3D vertex corresponding to the selected UV in
blender?
L1528[19:49:44] <diesieben07>
ModelLoader.setCustomModelReosurceLocation to set the model for
Item+damage value
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L1530[19:51:22] <Zorn_Taov> apperently
not a method o.o;
L1531[19:51:38] <diesieben07> It
is.
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L1533[19:52:50] <Naiten> oh, never mind,
got that
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L1536[19:55:19] <Zorn_Taov> for
1.10.2?
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L1539[19:55:48] <Zorn_Taov> oh, there it
is
L1540[19:55:49] <Zorn_Taov> odd
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L1542[19:56:43] <Zorn_Taov> wow did I get
lost, ok
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L1550[20:18:51] <Zorn_Taov> woo, works
now
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L1556[20:27:05] <Naiten> erm, should .obj
models for blocks be triangular or quadrangular?
L1557[20:28:32] <Naiten> oh wait,
nvm
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L1569[20:46:41] <Naiten> diesieben07, do
you still like trains? c:
L1570[20:47:09] <diesieben07> <3
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L1572[20:48:02] <Naiten> :3
L1573[20:49:32] <killjoy1> Naiten, I like
turtles
L1574[20:49:49] <Naiten> killjoy1, you
are not the one of us
L1576[20:51:42] <killjoy1> I know the
reference
L1578[20:52:21] <kenzierocks> Naiten:
what's that for?
L1579[20:52:48] <Naiten> kenzierocks, for
trains
L1580[20:52:54] <kenzierocks> well
yes
L1581[20:52:57] <Naiten> obviously
xD
L1582[20:53:03] <kenzierocks> but is it
simulating any particular game?
L1583[20:53:06] <diesieben07> naiten is
the crazy train man
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L1585[20:53:51] <Nano> Naiten, how does
that look in blocks?
L1586[20:54:23] <kenzierocks> i'm working
on recreating factorio trains and that looks like something i'd
very much like to use
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L1588[20:54:46] <Naiten> kenzierocks,
welp no, i guess. Ppl may say it's simulating MSTS or Trainz, but
actually i'm just putting real railways into MC.
L1589[20:55:09] <kenzierocks> will it be
open source?
L1590[20:55:42] <Naiten> I guess not for
the nearest time, sorry :c
L1591[20:55:45] <kenzierocks> :(
L1592[20:55:56] <Naiten> Nano, you mean
what?
L1593[20:56:09] <Nano> Like. What does
the block footprint look like there
L1594[20:56:19] <Nano> I can't tell
L1595[20:57:20] <Naiten> oh. one is not
present yet. i'm kinda porting my 1.7.10/1.8 versions to 1.10.2 and
structures are not yet implemented
L1596[20:57:50] <kenzierocks> then what
is it made of?
L1597[20:58:10] <Naiten> it's a single
block with big model atm
L1598[20:58:41] <Naiten> i'll also add
gag blocks with no models just for their hitboxes
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L1602[21:02:32] <Naiten> kenzierocks, how
are you recreating factorio trains?
L1603[21:02:52] <Nano> ..wouldn't the
connector cause issues because the cart would fall off?
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L1614[21:13:29] <Naiten> *had this stuff
worked out
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L1616[21:16:34] <TehNut> pretty
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L1634[21:49:38] <electrolitic> Not sure
if it's important for GUIs or not, but what's a
RuntimeOptionCategoryElement?
L1635[21:50:05] <electrolitic> Rather,
the use of it.
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L1637[21:53:30] <electrolitic> Better
yet, ignore that question.
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L1686[23:31:25] ***
Keridos|away is now known as Keridos
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