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L1[00:00:57] <SatanicSanta> your school has
to be in their approved list iirc
L2[00:02:05] <SatanicSanta> what the hell...
apparently 90 * 2 is 16200 >.>
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L4[00:05:07] <gerhard> ok so my particles
are spawning but they only live for 1 tick
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L7[00:12:07] <gerhard> So I use
worldObj.spawnParticle() in my tile entity's update() but they only
last for the tick that creates them. Is there a way to specify how
long they live or are they being deleted somehow
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L30[01:52:43] <Naiten> IIRC, in 1.7.10 one
had to markBlockForUpdate() in order to update TE and sync client
with server. Do i use markAndNotifyBlock() now, right?
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L34[01:59:32] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160718 mappings to Forge Maven.
L35[01:59:35] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160718-1.10.2.zip
(mappings = "snapshot_20160718" in build.gradle).
L36[01:59:46] <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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L41[02:17:13] <gerhard> And in 1.9 that
seems to be replaced with a bunch of getters that the block can
override
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L43[02:18:14] <gerhard> So I'm not sure how
I would change the wireframe selection box that shows around blocks
now
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L45[02:23:41] <SparkVGX> For someone who
has never done a lot of modding minecraft before, I'm feeling proud
of what I've accomplished over the last week or so
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L49[02:26:01] <SparkVGX> That said, I'll
need to actually get this thing to a 'release' status before I can
celebrate :P
L50[02:26:19] <killjoy1> does it build?
relese!
L51[02:26:41] <SparkVGX> lol it builds! but
functionally you can't play it in survival mode
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L53[02:26:55] <killjoy1> literally
unplayable
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L56[02:28:50] <SparkVGX> well it is
unplayable in the sense that it can't even be called alpha
L57[02:29:09] <killjoy1> indev
L58[02:29:13] <SparkVGX> ^
L59[02:29:22] <killjoy1> how long until
infdev?
L60[02:30:14] <P3pp3rF1y> @gerhard,
getBoundingBox override on Block, there are plenty of examples in
vanilla for that
L61[02:30:19] <SparkVGX> maybe another week
or 2 :P holiday finishes tomorrow, so i'll be back working on this
in free time
L62[02:30:37] <SparkVGX> realistically i
have only a few core mechanics implemented.
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L68[02:34:58] <gerhard> I know how that
works, but that doesn't allow for anything more complex than cubic
selection boxes
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L77[03:11:18] <Naiten> can somebody tell me
how to force packet from server TE to client on 1.10.2? i tried
worldIn.setBlockState(pos, state, 3); tile.markDirty(); but it's
not helping
L78[03:11:24] <Naiten> please
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L87[03:32:30] <SatanicSanta> What exactly
is the `flags` parameter in notifyBlockUpdate?
L88[03:32:45] <Ordinastie_> relic of failed
refactoring
L89[03:33:07] <Ordinastie_> some flag is
still used, but I don't remember which one
L90[03:33:07] <Javaschreiber> You can set
bitwise what actions will be taken to update your Block.
L91[03:33:30] <Javaschreiber> Which bit
means what is in mentioned in one method description.
L92[03:33:38] <Ordinastie_> except they're
not used anymore
L93[03:33:51] <SatanicSanta> and it
isnt
L94[03:34:05] <SatanicSanta> !gm
World.notifyBlockUpdate
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L96[03:34:50] <SatanicSanta> oh yeah, the
flags dont actually get used, at least in PathWorldListener
L97[03:37:40] <Naiten> Ordinastie_, thanks.
Though the root of the problem is actually in my TE.readFromNBT(),
but that was still helpful
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L115[04:26:35] <SparkVGX> This chat feels
quiet
L116[04:26:50] <SparkVGX> Can't decide if
that is good or bad
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L124[04:30:29] <DarkS_> o/
L125[04:31:23] <MalkContent> \o
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L127[04:33:29] <SparkVGX> \o/
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L131[04:51:37] <Naiten> \o
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L133[04:54:15] <Naiten> Who wants a bit of
train hype?
L134[04:56:17] <Naiten> :/
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L139[05:03:46] <SparkVGX> train
hype?
L140[05:03:58] <DarkS_> train hype
o.O
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L143[05:04:30] <SparkVGX> define how much
train hype
L144[05:13:28] <DarkS_> lol
L146[05:17:59] <SparkVGX> that's too much
train hype
L147[05:18:20] <Naiten> 60fps on my old pc
train hype
L148[05:18:44] <z0ttel> To what extend are
dimensions threaded? Do I have to synchronise when working across
dimensions?
L149[05:18:54] <Ordinastie_> they're
not
L150[05:19:33] <z0ttel> That's both good
and bad news - thx
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L152[05:20:27] <AndersBillLind> Is it safe
to throw splash potions at to zombie villagers and then give them a
golden apple each when they are standing next to each other?
L153[05:20:52] <SparkVGX> why wouldn't it
be, anders?
L154[05:22:44] <AndersBillLind> Because
when they are curing, they are not aggressive to each other?
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L157[05:26:22] <DarkS_> wow
<Naiten>
L158[05:26:43] <SparkVGX> ^
L159[05:26:48] <DarkS_> is that
minecraft?!?! xD
L160[05:27:15] <SparkVGX> I don't even
want to know the time taken behind that
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L163[05:33:37] <Naiten> SparkVGX, kinda
five years to learn programming, theoretical mechanics, higher
math, engineering, lots of info on how trains actually work.
L165[05:34:44] <SparkVGX> 5 years in the
making, how many more left? :P
L166[05:35:17] <Naiten> also, most models
are made by my bro. i can fix them if needed, but when building
from scratch, i'm not good
L167[05:35:18] <Naiten> welp
L168[05:36:44] <Naiten> it wasn't a
continious period of 5 years. more like several periods of intense
work altered with periods of stagnation
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L170[05:38:30] <Naiten> SparkVGX, i guess
i'll be able to port my 1.7.10 features to 1.10.2 like in a month
or two, plus some of the new features i already know how to
implement
L171[05:39:08] <Naiten> but can't even
estimate how much more work is left
L172[05:40:32] <Naiten> isn't it a regular
case, lol?
L173[05:40:43] <SparkVGX> know that feel
>,> and I've only just started this mod last week, but it is
no where near as complex as what you're doing :P
L174[05:41:27] <Naiten> which mod?
L175[05:41:49] <SparkVGX> Have you heard
of the Stormlight Archive series by Brandon Sanderson?
L176[05:43:11] <Naiten> I'm not good at US
literature :(
L177[05:44:35] <Naiten> So, are you going
to make a fantasy world in MC?
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L180[05:45:11] <SparkVGX_> computer just
froze >.> with the OS on an SSD
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L182[05:45:46] <SparkVGX_> Didn't see a
reply if you sent one sorry ^_^;;
L183[05:46:08] <Naiten> <Naiten> So,
are you going to make a fantasy world in MC?
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L186[05:46:35] <SparkVGX_> Ty Ordi
:D
L187[05:47:12] <SparkVGX_> Naiten - yes
and no. The series has a weird blend of science and magic that I
like.
L188[05:47:40] <SparkVGX_> In the same way
that electricity is just another word for magic that makes other
things do stuff
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L190[05:48:28] <Naiten> O.o
L191[05:49:23] <SparkVGX_> It is basically
fantasy, but the magic of the world powers their machines
L192[05:50:01] <Naiten> machinery is
fun
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L194[05:51:23] <SparkVGX_> In the series,
there is an energy in storms, but they don't have
thunder/lightning. Instead they have 'stormlight', which gets
stored in gems that happen to be outside during it.
L195[05:51:35] <SparkVGX_> it's a fun
exercise anyway
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L197[05:56:22] <SparkVGX_> \o im off
kids.
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L201[05:57:44] <Naiten> \o
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L203[06:03:00] <MalkContent> is this
minecraftmicroblocks or whatever it was called released yet? i know
i got the name wrong because i fail googleing for it
L204[06:03:17] <MalkContent> the thing
that was just an api
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L216[06:37:23] <DarkS_>
<MalkContent> MCMultipart?
L217[06:37:39] <MalkContent> ty, that's
the one
L218[06:37:46] <amadornes> it's
released
L219[06:37:50] <amadornes> it's not in
Forge yet
L220[06:38:09] <amadornes> I'm waiting for
Lex to come back from Canada so he can review some of my ideas for
the version that will go into Forge
L221[06:38:09] <DarkS_> I was about to
ping you ama xD
L222[06:38:12] <amadornes> so I can start
working on it
L223[06:38:32] <amadornes> but the
"standalone" version is out there, eys
L224[06:38:34] <amadornes> * yes
L225[06:40:42] <MalkContent> neat
L226[06:41:01] <MalkContent> just saw, its
even 1.10 :)
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L251[07:39:22] <AndersBillLind> If I lock
a farmer up, will its bread and wheat in the inventory get
consumed?
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L256[07:59:08] <MalkContent> what
L257[08:03:04] <Ivorius> AndersBillLind:
You asking about Minecraft (where villagers don't have
inventory)
L258[08:03:06] <Ivorius> Or real
life
L259[08:03:30] <AndersBillLind> They have
an inventory of 8 slots
L260[08:07:20] <MalkContent> aaa
L261[08:07:22] <MalkContent> you
mean
L262[08:07:27] <MalkContent> if you throw
him some food
L263[08:07:32] <MalkContent> and he
doesn't get to mate
L264[08:07:38] <MalkContent> will he
consume the food
L265[08:07:42] <MalkContent> yes?
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L305[10:28:25] <z0ttel> is there a neater
way to make dimension transitions smoother than force-loading
chunks in advance?
L306[10:31:55] <gigaherz> not really
L307[10:33:11] <gigaherz> assuming
smoother you mean reducing the stalls when switching
dimensions
L308[10:33:48] <gigaherz> if it's a portal
or similar
L309[10:33:54] <gigaherz> you could
chunkload the other end of the portal
L310[10:34:08] <z0ttel> yeah - that's
pretty much my last resort right now :)
L311[10:34:31] <z0ttel> find a way to
check for player proximity and load when somebody gets closer
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L313[10:37:10] <gigaherz> yeah
L314[10:37:38] <gigaherz> there's some way
mc tracks all the players watching a specific chunk
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L324[10:58:36] <electrolitic> Does a
slot's index matter at all?
L325[10:59:22] <z0ttel> gigaherz: will
have a look - thank you
L326[10:59:58] <Dragroth> is there a way
to prevent the gray background when opening a gui?
L327[11:00:09] <tterrag> yes, override
drawBackground
L328[11:00:47] <Dragroth> so
drawBackground only does this?
L329[11:00:58] <gigaherz> electrolitic:
wat
L330[11:01:00] <gigaherz> context
L331[11:01:12] <Dragroth> @tterrag: nice.
ty ;)
L332[11:01:32] <electrolitic> I see people
use the same index more than once.
L333[11:01:37] <gigaherz> where?
L334[11:01:42] <gigaherz> you only said
"slot's index"
L335[11:01:44] <electrolitic> In a
GuiContainer
L336[11:01:44] <gigaherz> which
context?
L337[11:01:48] <electrolitic> erm
L338[11:01:49] <electrolitic> wait
L339[11:01:51] <electrolitic> Just a
container
L340[11:01:54] <gigaherz> in a Container,
then
L341[11:01:59] <gigaherz> the Slot
class
L342[11:02:04] <electrolitic> yeah
L343[11:02:13] <gigaherz> takes two
values, an inventory, and a slot of that inventory
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L345[11:02:18] <tterrag> the slot ID
points to the slot in the IInventory (or IItemHandler)
L346[11:02:21] <gigaherz> if you say
L347[11:02:26] <tterrag> the
"index" is just the position of the slot in the gui's
list
L348[11:02:28] <gigaherz> new
SlotItemHandler(main_inventory, 10)
L349[11:02:42] <gigaherz> it will show the
contents of the slot #10
L350[11:02:46] <Ordinastie_> the index is
used to identify slots for interactions
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L352[11:03:02] <Ordinastie_> so if you use
the same index multiple times, you'll have weird behaviors
L353[11:05:22] <electrolitic> It looks
like the addSlotToContainer adds the Slot to an ArrayList, and when
you want to get them out of there, it uses the get method.
L354[11:05:48] <electrolitic> Based on the
index of the Array, not the Slot
L355[11:05:54] <gigaherz> yep
L356[11:05:59] <gigaherz> that's jsut the
order in which you added them
L357[11:06:02] <Ordinastie_>
Ordinastie_> the index is used to identify slots for
interactions
L358[11:06:24] <Ordinastie_> and by
interactions I mean GUI
L359[11:06:24] <gigaherz> it has no
special significance
L360[11:06:27] <electrolitic> Oh, I'd
search through the Array looking for a certian index.
L361[11:06:34] <gigaherz> wat
L362[11:06:40] <electrolitic> If it gets
added in order
L363[11:06:45] <gigaherz> oyu just
do
L364[11:06:47] <electrolitic> What does an
index do?
L365[11:06:47] <gigaherz>
getSlot(number)
L366[11:07:02] <gigaherz> stop
L367[11:07:05] <gigaherz> what do you WANT
to do.
L368[11:07:32] <gigaherz>
"index" is a basic programming concept
L369[11:07:43] <gigaherz> it refers to the
position of an element within a collection of elements
L370[11:08:05] <gigaherz> you don't
"search for an index"
L371[11:08:18] <gigaherz> because they
elements are already located based on that index
L372[11:08:20] <electrolitic> I want to
add 2 slots that hold items in the TileEntity, and I want to be
able to see the player inventory, so I think (based on looking at
how others did it) I need to add the inventory of the player to
slots as well.
L373[11:08:29] <gigaherz> yes
L374[11:08:33] <gigaherz> you just
L375[11:08:36] <gigaherz> add your two
inventory slots
L376[11:08:39] <gigaherz> and thne the
player slots
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L382[12:07:37] <AndersBillLind> Trying out
intellij, seems I cannot configure the run configuration, the run
button is disabled...
L383[12:08:48] <diesieben07> Run > Edit
Configurations
L384[12:09:08] <diesieben07> Or, if you
want to let forgegradle set them up for you: run gradle
genIntellijRuns
L385[12:10:31] <AndersBillLind> Ah
L386[12:10:39] <AndersBillLind> Nice
L387[12:10:51] <AndersBillLind> Not
gradlew?
L388[12:11:01] <diesieben07> well,
depends
L389[12:11:06] <diesieben07> if you are
using the wrapper, gradlew
L390[12:11:12] <diesieben07> if oyu are
using an installed gradle, gradle
L391[12:11:12] <AndersBillLind> I added
the w, I have not gradle
L392[12:11:20] <AndersBillLind> I have no
gradle, I meant
L393[12:11:30] <diesieben07> you can of
course also do it from within IntelliJ
L394[12:11:38] <AndersBillLind>
Nice!
L395[12:12:11] <AndersBillLind> The
generated config was incorrect, but it was a step forwards
L396[12:12:20] <diesieben07> incorrect
how?
L397[12:12:28] <AndersBillLind> module not
specified
L398[12:12:38] <AndersBillLind> I need to
specify the classpath, it seems
L399[12:12:53] <diesieben07> oh
L400[12:13:06] <AndersBillLind> I could
only select one module not generating an error: makeStart
L401[12:13:08] <diesieben07> you need to
do Use CLasspath of Moduel
L402[12:13:13] <diesieben07> and select
the _main one
L403[12:13:26] <diesieben07> in Edit
Configurations
L404[12:14:01] <AndersBillLind> I could
select "main", there is no "_main"
L405[12:14:08] <AndersBillLind> But
selecting main generates an error
L406[12:14:25] <AndersBillLind> class
GradleStartServer not found
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L408[12:15:17] <diesieben07> sec
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L411[12:17:11] <tterrag> diesieben07:
really you should always use the wrapper
L412[12:17:18] <diesieben07> i know
:D
L413[12:17:18] <tterrag> unless for some
reason the project does not have a wrapper
L414[12:17:22] <AndersBillLind> I do not
have that module in the dropdown
L415[12:17:43] <diesieben07> how did you
get the stuff into intellij?
L416[12:17:49] <kenzierocks>
AndersBillLind: what version of intellij are you using?
L417[12:17:57] <AndersBillLind> I just
downloaded it
L418[12:18:01] <kenzierocks> so,
2016.1?
L419[12:18:05] <diesieben07> what did you
do in intellij?
L420[12:18:09] <diesieben07> to open the
project?
L421[12:18:10] <AndersBillLind> .2
L422[12:18:18] <AndersBillLind> Open the
dir
L423[12:18:23] <diesieben07> wat.
L424[12:18:29] <AndersBillLind> An .idea
directory was created
L425[12:18:30] <diesieben07> you need to
do File > Open and select the build.gradle
L426[12:18:41] <AndersBillLind> ok
:)
L427[12:18:44] <diesieben07> if you do
that now it will ask you if you want to use the existing project
(maybe)
L428[12:18:52] <diesieben07> if that is
the case choose Delete project and import
L429[12:18:59] <diesieben07> then re-run
genIntellijRuns
L430[12:20:28] <AndersBillLind> Using
existing failed, trying to recreate
L431[12:20:48] <diesieben07> thats why why
i said... "choose Delete project and import"
L432[12:20:55] <AndersBillLind> Not a good
start of intellij use this far
L433[12:21:10] <diesieben07> because you
are not following directions :P
L435[12:22:44] <AndersBillLind> True
L436[12:25:12] <AndersBillLind> "For
IntelliJ, simply import the build.gradle file." was the clear
direction?
L437[12:25:49] <diesieben07> yep :D
L438[12:25:51] <AndersBillLind> Ah, I need
to do that before gradlew genIntellijRuns
L439[12:25:54] <AndersBillLind> lol
L440[12:25:56] <diesieben07> yes
L441[12:31:00] <AndersBillLind> Ok,
gradlew setupDecompWorkspace, then opening the build.gradle file
with intellij, then ending intellij, then gradlew genIntellijRuns,
then starting intellij, having the same project open, then running:
Exception in thread "main"
java.lang.ClassNotFoundException: GradleStart
L442[12:31:11] <kenzierocks> yep
L443[12:31:16] <kenzierocks> this is where
you go look for the _main
L444[12:31:47] <AndersBillLind> Edit
configurations, _main not in the module list
L445[12:31:59] <AndersBillLind> Not the
forge files you have in your screenshots either
L446[12:32:05] <AndersBillLind>
screenshot
L447[12:32:16] <kenzierocks> that's
bizzare
L448[12:32:20] <kenzierocks> can you
screenshot?
L450[12:33:14] <kenzierocks> it's right
there
L451[12:33:16] <gigaherz> you don't need
to end intellij, AndersBillLind
L452[12:33:20] <diesieben07> -_-
L453[12:33:21] <kenzierocks>
intellij_test_main
L454[12:33:23] <gigaherz> you can open the
gradle panel directly
L455[12:33:38] <gigaherz> and run
setupDEcompWorkspace and genIntellijRuns from there
L456[12:34:00] <AndersBillLind> gigaherz:
I did because I do not know better
L457[12:34:05] <gigaherz> also, remember
to press the blue refresh icon on the gradle panel
L458[12:34:09] <gigaherz> after running a
setup task
L459[12:34:13] <diesieben07> that's why he
is telling you :P
L460[12:34:24] <gigaherz> AndersBillLind:
yes I'm saying, so you know for the next time
L461[12:34:29] <AndersBillLind>
thanks
L462[12:35:24] <AndersBillLind>
kenzierocks: thanks :)
L463[12:35:33] <AndersBillLind> And also
thansk to diesieben07 and gigaherz
L464[12:36:35]
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L466[12:38:29] <DarkS_> \o
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L468[12:38:53] <gigaherz> o\
L469[12:39:10] <gigaherz> hmmmm
L470[12:39:12] <gigaherz> \o
L471[12:39:13] <gigaherz> o\
L472[12:39:17] <kenzierocks> \o
L473[12:39:20] <kenzierocks> o/
L474[12:39:22] <kenzierocks> \o/
L475[12:39:23] <gigaherz> looks like those
dudes on the card decks
L477[12:40:01] <gigaherz> the ones with
two heads ;P
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L479[12:42:43] <gigaherz> MEH
L480[12:42:56] <gigaherz>
enderio/endercore jars don't work on dev
L481[12:42:57] <gigaherz> XD
L482[12:43:27] <DarkS_> lol
L483[12:43:39] <gigaherz> Caused by:
java.lang.NoSuchMethodError:
net.minecraft.util.text.translation.I18n.func_74837_a(Ljava/lang/String;[Ljava/lang/Object;)Ljava/lang/String;
L484[12:43:41] <gigaherz> :/
L485[12:43:53]
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L486[12:44:28] <DarkS_> dont know why
:/
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L488[12:44:37] <gigaherz> yeah
L489[12:44:44] <gigaherz> I was hoping to
debug an issue in one of my mods
L490[12:44:53] <gigaherz> but /shrug
L491[12:45:28] <DarkS_> know how enderio
renders the custom power bar on the powered items?
L492[12:46:28] <gigaherz> no, but I know
how I render mine
L493[12:46:48] <DarkS_> lol, that
works
L494[12:46:52] <gigaherz> unless you mean
on the blocks in the world
L495[12:46:55] <gigaherz> I don't have
code for that
L496[12:46:56] <DarkS_> nope
L497[12:46:57] <DarkS_> item
L498[12:47:14] <gigaherz> eh I don't have
code for that either XD
L499[12:47:29] <DarkS_> ok...;-;
L501[12:47:44] <gigaherz> browse the
sources yourself ;P
L502[12:47:51] <DarkS_> yeeah
L503[12:48:15] *
gigaherz pokes tterrag
L504[12:48:22] <tterrag> ?
L505[12:48:24] <gigaherz> any idea how to
run enderio on deb?
L506[12:48:25] <gigaherz> dev*
L507[12:48:33] <tterrag> should be normal
setup
L508[12:48:49] <gigaherz> I tried to drop
the mod on my mod's mods folder
L509[12:48:54]
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L510[12:48:54] <gigaherz> and I get that
exception
L511[12:48:58] <gigaherz> [19:44]
(gigaherz): Caused by: java.lang.NoSuchMethodError:
net.minecraft.util.text.translation.I18n.func_74837_a(Ljava/lang/String;[Ljava/lang/Object;)Ljava/lang/String;
L512[12:49:17] <tterrag> on a server...or
what?
L513[12:49:20] <AndersBillLind> I tried to
install a color theme, but the result was nothing like the expected
:)
L514[12:49:25] <gigaherz> Minecraft
Client, on dev
L515[12:49:36] <gigaherz> 1.10.2, latest
enderio/endercore
L516[12:49:46] <tterrag> whole stacktrace
please?
L518[12:50:59]
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L520[12:52:05] <gigaherz> I believe it IS
my fault
L521[12:52:15] <gigaherz> just not sure
how EnderIO's conduits trigger it, but a hopper does not
L522[12:53:14] <tterrag> I mean
L523[12:53:21] <tterrag> it looks like it
wasn't deobfed properly
L524[12:53:28] <tterrag> since it's
looking for a srg name
L525[12:54:09] <gigaherz> yep, no idea how
it happens, though. Igot the same issue on the alpha build for
1.9.4, which prompted me to update my 1.10 environment and try
again
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L527[12:54:57] <tterrag> deobf it with
BON2 or something first
L528[12:55:05] <gigaherz> I'll try that
later
L529[12:55:09] <kenzierocks> don't we have
built-in deobf now?
L530[12:55:13] <gigaherz> yes
L531[12:55:14] <kenzierocks> deobfCompile
or something?
L532[12:55:15] <gigaherz> it's failing
somehow
L533[12:55:23] <gigaherz> it should deobf
anything on mods/
L534[12:55:27] <gigaherz> but it's not
doing it
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L536[12:56:03] <gigaherz> not doing it
RIGHT, I mean
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L538[13:04:38] <gerhard> Hallo o/
L539[13:04:46] <DarkS_> hi
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L547[13:16:25] <gerhard> question
L548[13:16:55] <SkySom> answer
L549[13:16:56] <gerhard> how upset would a
computer be doing a fuckload of raytraces if it only has to do them
once
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L551[13:17:22] <SkySom> Mildly upset.
Should be fine as long as you can do it over a number of
ticks.
L552[13:17:48] <gerhard> if its
problematic i guess i'll have to implement a way to do them
lazily
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L557[13:25:34] <diesieben07> digging
through the depths of netty and the fml network code is amazingly
painful
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L559[13:30:03] <electrolitic> What is a
modal?
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L563[13:39:00] <gerhard> If a raytrace
originates inside a block does it automatically hit that
block
L564[13:39:28] <Ordinastie_> I think
so
L565[13:40:10] <gerhard> Does that mean I
could do a zero distance raytrace to see if a specific point in
space is occupied by a block's collision box?
L566[13:41:10] <Ordinastie_> probably, but
you'd have to test it
L567[13:41:16] <gerhard> ok thanks
L568[13:41:24] <Ordinastie_> what are you
trying to do ?
L569[13:41:38] <gerhard> im screwing
around with the code that highlights blocks when you look at
them
L570[13:42:18] <Ordinastie_> if the goal
is to check if a specific coordinate is inside the block collision
box, just do that
L571[13:42:21] <Ordinastie_> don't
rayTrace
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L573[13:42:41] <gerhard> this
exists?
L574[13:43:51] <Ordinastie_> get the AABBs
for the collision, check if your point is in any of them
L575[13:44:52] <Ordinastie_> however, the
AABB for the selection highligh is not the same as the
collision
L576[13:45:11] <gerhard> Yeah I know, i
had to override the event for highlighting
L577[13:45:17] <gerhard> im just getting
even more finicky inside that event
L578[13:45:33] <gerhard> isVecInside
happens to be a thing. ok
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L595[14:39:24] <diesieben07> gah there
really isn't a (clean) way of having modded packets that do NOT get
needlessly converted into a chunk of bytes on the local connection
:(
L596[14:40:58] <gigaherz> hm?
L597[14:41:27] <gigaherz> oh you mean how
vanilla packets are reused without actually going through a byte
array
L598[14:41:29] <diesieben07> if you send
any packet (SimplImpl or not) it will be converted into a ByteBuf
and back (wiht several copies along the way)
L599[14:41:36] <diesieben07> EVEN if you
are on a local server
L600[14:42:02] <gigaherz> well it could be
done manually, I suppose
L601[14:42:07] <diesieben07> and there is
no way around that, since the NetworkRegistry channels are not
stateful
L602[14:42:15] <gigaherz> rather than
calling
L603[14:42:16] <diesieben07> they are
static, they do not have any information about where the packet is
going
L604[14:42:21] <gigaherz>
channel.sendTo
L605[14:42:28] <diesieben07> yes, but
that's ugly :D
L606[14:42:32] <gigaherz> some
PacketSender.send(channel, target)
L607[14:42:47] <diesieben07> i would want
a proper netty pipeline where i can just leave out the
encode/decode step
L608[14:42:54] <diesieben07> like vanilla
has
L609[14:43:11] <gigaherz> yeah, although
it's also kinda bad cosi t hides bugs
L610[14:43:20] <diesieben07> does
it?
L611[14:43:26] <gigaherz> yup
L612[14:43:30] <gigaherz> for a
while,
L613[14:43:33] <diesieben07> what kind of
bugs?
L614[14:43:35] <gigaherz> I was using the
slot packet
L615[14:43:44] <gigaherz> with stacks >
127
L616[14:43:55] <gigaherz> since it stores
them as int until encoding to bytes
L617[14:44:02] <diesieben07> well, if you
abuse classes...
L618[14:44:04] <gigaherz> I didn't realize
they didn't work on a dedicated server
L619[14:44:09] <diesieben07> ItemStacks
cannot be bigger than 127, ever :D
L620[14:44:15] <gigaherz> yeah, I didn't
know that back then
L621[14:44:16] <gigaherz> ;P
L622[14:44:22] <tterrag> that restriction
is never properly enforced though
L623[14:44:25] <diesieben07> that's ... a
bad reason :D
L624[14:44:27] <tterrag> it's assumed, but
not enforced
L625[14:44:32] <diesieben07> true
L626[14:44:32] <gigaherz> so I do use
ItemStack classes with sizes > 127
L627[14:44:42] <tterrag> lazy mojang code
because they ignore modders
L628[14:44:42] <gigaherz> I just had to
replace the saving/loading, and network
L629[14:45:12] <diesieben07> what is
mostly annoying to me is all the stupid copying along the way
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L631[14:45:53] <gigaherz> i use > 127
*internally*, I never return stacks > 127 in automation code,
just extract batches of 64
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L633[14:46:14] <gigaherz> in fact, the
stacks are still stored as separate stacks on the rift
L634[14:46:27] <gigaherz> I just add up
the numbers for display on the gui panel
L635[14:46:36] <gigaherz> which makes the
network packet a bit pointless but /shrug
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L637[14:47:02] <gigaherz> and thinking
about it, I got rid of storing the magic on my magic mod as
itemstacks
L638[14:47:03] <diesieben07> and then the
way you specify targets... setting attributes on the channel?
seriously ... :(
L639[14:47:18] <gigaherz> so the other
unorthodox use of ItemStacks is also gone... /shrug
L640[14:47:19] <diesieben07> but oh well,
what can you do
L641[14:48:00] <diesieben07> i just want
FML to fire me an event whenever it receives a {SC}CustomPayload
packet
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L643[14:48:26] <diesieben07> not all
this... netty embedded channel stuff
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L645[14:49:45] <gigaherz> hm? it's still a
custom payload packet underneath?
L646[14:49:59] <diesieben07> of course,
with like ... 20 intermediate steps it feels like
L647[14:50:08] <gigaherz> I had assumed
the whole point of using netty was to avoid that and work directly
at network level
L648[14:50:18] <diesieben07> my packets
=> ByteBuf => PacketBuffer => FMLProxyPacket => Custom
payload
L649[14:50:51] <diesieben07> and on the
way back it goes the opposite way
L650[14:51:04] <diesieben07> when really
it could just be: my packet => ByteBuf => custom
payload
L651[14:51:27] <diesieben07> the netty
channels you get from FML have NOTHING to do wiht the network
L652[14:51:31] <diesieben07> tehy are
purely in memory
L653[14:52:18] <diesieben07> i am sure
there are reasons for every single addition to this whole...
monstrosity
L654[14:52:27] <diesieben07> but looking
at it now it just feels like so much unneeded cruft
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L658[15:03:40] <Rallias> How do I go about
setting how much memory is available to decompile Minecraft?
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L663[15:07:31] <Rallias> Aight,
thanks.
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L667[15:18:41] <iso2013> Can anyone update
TerrainControl to 1.10 for me? Willing to pay...
L668[15:19:02] <diesieben07> is it visible
source? :D
L669[15:19:08] <iso2013> Yep
L670[15:19:25] <diesieben07> what verson
is it on? :D
L671[15:20:00] <iso2013> Latest stable is
1.7, there's versions partially working on 1.8 (some errors but no
crashes), and there's a 1.9 build that's half updated.
L672[15:20:02] <shadowfacts> Inside
diesieben's head: "I'm gonna get moneys for a simple mod
port!!!!1!!! :D"
L673[15:20:08] <diesieben07> no :P
L674[15:20:44] <shadowfacts> >
partially working on 1.8
L675[15:20:57] <shadowfacts> that's like
half an afternoon's worth of work to get it up to 1.10
L676[15:21:26] <iso2013> not with the
changes made to the api in 1.9 :(
L677[15:21:42] <diesieben07> it has a
release for 1.9.4...?
L678[15:21:48] <iso2013> the spigot
version does
L679[15:21:52] <iso2013> not the forge
version
L680[15:21:57] <iso2013> AFAIK
L681[15:22:22] <diesieben07> ah,
right
L683[15:22:52] <diesieben07> yeah i
already looked at that thing i remember it now :D
L684[15:23:01] <diesieben07> and last time
i said "oh god, this hybrid monster, i am not touching
that" :D
L685[15:23:46] <iso2013> yeah, i tried to
look at updating it but it's a nightmare and I'm not too
experienced with forge modding
L686[15:23:49] ⇦
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L687[15:23:51] <iso2013> the problem is
biome registration
L688[15:23:57] ⇦
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L689[15:24:24] ⇦
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L690[15:24:57] ⇦
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L691[15:25:03] <shadowfacts> just from
looking at the examples page on the wiki, it looks as if most of
that functionality is provided by BiomeTweaker which is updated to
1.10
L693[15:25:49] <iso2013> Yes but it's
forge only
L694[15:26:02] <shadowfacts> I though you
wanted forge?
L695[15:26:23] <shadowfacts> if not, why
are you asking in this channel?
L696[15:26:25] <iso2013> I'd like the
forge client updated, so that content creators can update their
packs to 1.10, which I can then use on my server
L697[15:26:39] <iso2013> And the client
(forge) also provides custom biome colors and stuff like that
L698[15:31:21] <gigaherz> why not have a
forge mod on the server, then?
L699[15:31:40] <iso2013> because it's a
Spigot server and I can't use cauldron :(
L700[15:42:59] <gigaherz> yay BON2 seems
to have worked
L701[15:43:03] <gigaherz> at least it's
loading now ;P
L702[15:43:38] ⇦
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L703[15:43:39] <gigaherz> wat
L704[15:43:43] <gigaherz> why did my mod
not load
L705[15:44:03] <gigaherz> oh
L706[15:44:05] *
gigaherz facepalms
L707[15:44:26] <linuxdaemon> rip
L708[15:45:25] ⇦
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L709[15:45:27] <diesieben07> gigaherz, oh
btw, even *if* i do this "if local channel do manual"
stuff i still have to encode my packet into bytes on the main
thread...
L710[15:45:42] <diesieben07> instead of
properly on the netty io thread
L711[15:45:46] <gigaherz> hm?¿
L712[15:45:49] <gigaherz> -¿
L713[15:45:54] ***
Keridos|away is now known as Keridos
L714[15:46:48] <gigaherz> hmm was was the
dependency string for telling forge it works on 1.9.4+ ? XD
L715[15:46:50] ⇦
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L716[15:47:01] <gigaherz> not that I need
it now, but my memory failed me
L717[15:47:02] <gigaherz> XD
L718[15:47:05] <diesieben07> forge will
load 1.9.4 mods on 1.10
L719[15:47:09] <gigaherz> yes
L720[15:47:16] <gigaherz> but I want the
mod compiled with 1.10.2 mdk
L721[15:47:19] <gigaherz> to still work on
1.9.4
L722[15:47:32] <diesieben07>
[1.9.4,1.10.2]
L723[15:47:38] <gigaherz> I mean the rest
of the string
L724[15:47:41] <gigaherz> that's the part
I do remember XD
L725[15:47:41] ⇦
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L726[15:47:44] <diesieben07> wat?
L727[15:47:56] <gigaherz> wasn't it like
dependencies=somethingsomething@[range]
L728[15:48:09] <gigaherz> or am I horribly
confused?
L729[15:48:15] <diesieben07>
acceptableMinecraftVersions ;)
L730[15:48:19] <gigaherz> Oh
L731[15:48:25] <gigaherz> yteah I was
horribly confused then
L732[15:48:25] <diesieben07> about the
packets, if i have a large packet and want to send it, i have to
turn it a custom payload i have to encode my packet into bytes on
the main thread
L733[15:48:29] <gigaherz> I was trying
things like forge@
L734[15:48:30] <gigaherz> ;P
L735[15:48:40] <diesieben07> because i do
not get access (unless hackily) to vanilla's packet pipeline
L736[15:49:01] <gigaherz> heh
L737[15:49:19] <diesieben07> there is a
way of course to add my own handlers into the netty pipeline of
vanilla
L738[15:49:25] <diesieben07> and then pass
my objects through there
L739[15:49:28] *
gigaherz facepalms
L740[15:49:29] <diesieben07> but that is
horribly evil
L741[15:49:35] <gigaherz> I think I know
what's happening!
L742[15:49:43] <gigaherz> with my mod,
that is
L743[15:49:47] <gigaherz> (the bug with
enderio conduits)
L744[15:52:05] ⇦
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L745[15:53:41] <gigaherz> thought
so!
L746[15:54:36] <z0ttel> any possibility to
have a model-like parent inheritance for blockstates?
L747[15:54:46] <gigaherz> EnderIO queries
the IItemHandler as soon as the block is placed, without giving the
ItemBlock a chance to call setTileentityNBT
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L749[15:55:13] <gigaherz> then it must
cache the result, but not refreshing on neighbour change (the
notification from markDirty)
L750[15:56:01] <gigaherz> hmm wait
wait
L751[15:56:31] <gigaherz> markDirty isn't
actually calling onNeighborChange
L752[15:57:04] <diesieben07> nope, it uses
a special tileentity changed method
L753[15:57:26] <gigaherz> it calls
updateComparatorOutputLevel
L754[15:57:37]
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L755[15:57:56] <gigaherz> oh wait it does,
envermind
L756[15:57:57] <diesieben07> it calls
onNeighborChange
L757[15:58:02] ***
Keridos is now known as Keridos|away
L758[15:58:10] <gigaherz> I was looking at
the if
L759[15:58:18] <gigaherz> that's only for
the "comparator behind solidblock" thing
L760[15:59:15] <gigaherz> oh well, if I
confirm that it is indeed being called, but EnderIO isn't
re-querying
L761[15:59:22] <gigaherz> I'll consider it
a bug in enderio, not my fault ;P
L762[15:59:43] <gigaherz> it's bad enough
to cache the return of getCapability
L763[16:05:57] <gigaherz> hmf that was
useless, I forgot I can't step into compiled code if I can't attach
sources
L764[16:07:49] ⇦
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L765[16:08:13] <tterrag> gigaherz: report
it then
L766[16:08:28] <gigaherz> yep
L767[16:08:35] ⇦
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L775[16:27:33] <gigaherz> meh
L776[16:27:42] <Inari> bleh
L777[16:27:42] <gigaherz> I saw a reply to
the issue on the EnderIO repo
L778[16:27:45] <gigaherz> turns out it was
just an idiot.
L779[16:27:54] <Inari> issue?
L781[16:28:33] <Inari> haha
L782[16:29:17] <diesieben07> lol dat
reply
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L789[16:31:50] <linuxdaemon> lol
L790[16:32:35] <gigaherz> diesieben07:
well the repo will surely not slow a server down.
L791[16:32:43] <diesieben07> lol
L792[16:33:30] *
linuxdaemon somehow finds a way to slow down my server just by
cloning that repo
L793[16:33:36]
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L795[16:36:19] ***
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L796[16:36:52] ⇦
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L797[16:38:57] <Inari> hm
L798[16:39:32] <Inari> whats the best way
to make a timer that toggles a boolean off again after it was
activated in onBlockActivated :f
L799[16:40:01] <gigaherz>
scheduleBlockUpdate has a delay parameter
L800[16:41:23] <Inari> hm, what does that
do? call updateTick?
L801[16:41:42] <gigaherz> yup
L802[16:41:57] <Inari> okay, thanks
^^
L803[16:42:05] <gigaherz> you can also
override randomTick to NOT call updateTick
L804[16:42:08] <gigaherz> if you want to
distinguish
L805[16:42:35] <Inari> whats world time
in?
L806[16:43:09] <gigaherz> ticks
L807[16:43:11] <gigaherz> 20 per
second
L808[16:43:46] <Inari> i think im doing
this wrong anyway
L809[16:43:55] <Inari> since im fairly
sure having a bool int eh block class will affect all blocks of
this type
L810[16:45:56] <gerhard> Does your block
have a tileEntity?
L811[16:46:42] <Inari> nope
L812[16:47:10] <gigaherz> Inari: on the
block class, yes
L813[16:47:15] <gigaherz> but you can put
it on blockstates
L814[16:47:16] ⇦
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L815[16:47:25] <gerhard> You could use a
blockstate with scheduleBlockUpdate yeah
L816[16:47:32] <gigaherz> and then apply
for a custom statemapper, configured to ignore the boolean
property
L817[16:47:40] <gigaherz> so that it
doesn't reach the blockstates json and mess up the models
L818[16:47:50] ⇦
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L819[16:48:24] <Inari> well its supposedt
o change the model
L820[16:48:27] <Inari> or texture at
least
L821[16:48:30] <gigaherz> well even better
then!
L822[16:48:31] <gigaherz> ;P
L823[16:49:18] ⇦
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L825[16:51:40] <Inari> not entirely sure
how i'd put it on blcokstates.. with a property?
L826[16:52:37] <iso2013> Anyone able to
update TerrainControl to 1.10? Willing to pay, since its one of the
last things I need for my server
L827[16:52:39]
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L830[16:56:08] <gigaherz> Meh
L831[16:56:14] <gigaherz> i complained
about EnderIO's caching
L832[16:56:18] <gigaherz> and it was my
own.
L833[16:56:18] <gigaherz> XD
L834[16:56:29] <gigaherz> my cache
invalidation was... nonexistant.
L835[17:01:08] <kashike> hehe
L836[17:02:47] <gigaherz> I still blame
EnderIO, though
L837[17:02:50] ***
MrKickKiller is now known as MrKick|Away
L838[17:03:05] <gigaherz> it's their
conduits that call getCapability BEFORE I have a chance to assign
the right data
L839[17:03:08] <gigaherz> ;P
L840[17:05:10] <Tazz> rofl at least your
not trying to cache hashcodes of files and stuff on the desktop
like I did for the ATLauncher...
L842[17:05:15] <Tazz> not my brightest
moment
L843[17:05:44]
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L844[17:05:53] ⇦
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(~patrick96@42.53.105.92.dynamic.wline.res.cust.swisscom.ch) (Quit:
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L845[17:06:22] <Inari> well this works,
but changesf ro all blocks of course
L846[17:06:36] <gigaherz> ?
L847[17:06:43] <gigaherz> you didn't do
the blockstate?
L848[17:07:48] <Inari> not yet :p though
it doesnt work completely yet
L849[17:08:12]
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L850[17:08:30] <Tencao> Could someone
please explain to me why forge still opens the death screen
twice
L851[17:08:45] <Tencao> I spent an hour
trying to figure out how to override it
L852[17:08:49] ***
amadornes is now known as amadornes[OFF]
L853[17:08:58] <Inari> gigaherz: how do i
do it with the state anyway? :/ i need to store it somewhere, but
with state that would be in a property? but then it gets stored in
nbt..
L854[17:10:30] <gigaherz> ?
L855[17:10:50] <gigaherz> PropertyBool
POWERED = PropertyBool.create("powered");
L856[17:10:59] <gigaherz> override
createBlockState
L857[17:11:09] <gigaherz> and return new
BlockStateContainer(this, POWERED);
L858[17:11:29] ⇦
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L859[17:11:34] <gigaherz> in
getStateFromMeta, convert the powered state to a bit, for storage,
if you want the state to persist
L860[17:11:38] ⇦
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L861[17:11:51] <gigaherz> on
getMetaFromState, restore it from the meta using
getDefaultState.withProperty(POWERED, bit != 0)
L862[17:11:55] <Inari> gigaherz: i dont
want it to persist
L863[17:12:03] <gigaherz> then ignore my
last 2 lines
L864[17:12:05] <gigaherz> then
L865[17:12:29]
⇨ Joins: Naiten (Naiten@5.143.5.234)
L866[17:12:42] <gigaherz> on your
constructor,
setDefaultState(blockState.getBaseState().withProperty(POWERED,false));
L867[17:12:48] <gigaherz> then
L868[17:12:51] <gigaherz>
onBlockActivated
L869[17:13:09] <gigaherz>
world.setBlockState(pos,
world.getBlockState(pos).withProperty(POWERED, true));
L870[17:13:14] <gigaherz>
world.scheduleBlockUpdate ...
L871[17:13:19] <gigaherz> then on
updateTick
L872[17:13:24] <gigaherz>
world.setBlockState(pos,
world.getBlockState(pos).withProperty(POWERED, false));
L873[17:13:29]
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L874[17:13:50] <gigaherz> (if you already
have an IBlockState, you can use it, rather than
world.getBlockState(pos)
L875[17:14:28] ⇦
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L876[17:14:53] <Inari> hm
L877[17:15:26] <Inari> how do i make sure
it updates the block visually? currently it updates it fora
ctivating but not for deactivating o.o
L878[17:15:36] <gigaherz> setBlockstate
does it
L879[17:15:56] <gigaherz> or it should, at
least
L880[17:16:00] <gigaherz> and btw
L881[17:16:03] <gigaherz> if you are
unsure of something
L882[17:16:06] <gigaherz> check
BlockButton
L883[17:16:06] <gigaherz> ;P
L884[17:16:43] <Inari> there no blockState
in constructor
L885[17:16:52] <gigaherz> no not in the
constructor
L886[17:17:06] <gigaherz> I meant in
onBlockActivated and updateTick
L887[17:17:11] <gigaherz> those may have
IBlockState already given
L888[17:17:21] <Inari> but why would is et
the default state in those?
L889[17:17:46] <gigaherz> you want to set
the default state because you want to specify which of the valid
values will be the default
L890[17:17:50] <gigaherz> it MAY already
be "false"
L891[17:17:54] <gigaherz> but you
shouldn't trust that it will be
L892[17:18:00] <gigaherz> so just call
setDefaultState
L893[17:18:03] <gigaherz> it's the
pattern.
L894[17:19:26] <Inari> :f
L895[17:19:35] <Inari> i m not arguing
setting the default state
L896[17:19:38] <Inari> just doing it all
the time
L897[17:20:14] <Inari> there no
getBaseState on state either though D:
L898[17:20:21] <Inari> (this is 1.8.9 if
it matters)
L899[17:20:44] <gigaherz> what do you mean
"all the time"?
L900[17:20:48] <gigaherz> the constructor
is only called once
L901[17:20:53] <Inari> yeah
L902[17:20:54] <gigaherz> there's only one
Block instance for all blocks
L903[17:20:56] <Inari> hence why it would
be the place
L904[17:21:01] <gigaherz> it IS the
place
L905[17:21:03] <Inari> but you said in
onblockactivated now ?.?
L906[17:21:12] <gigaherz> [00:13]
(gigaherz): on your constructor,
setDefaultState(blockState.getBaseState().withProperty(POWERED,false));
L907[17:21:21] <gigaherz> [00:13]
(gigaherz): onBlockActivated
L908[17:21:21] <gigaherz> [00:13]
(gigaherz): world.setBlockState(pos,
world.getBlockState(pos).withProperty(POWERED, true));
L909[17:21:22] <Inari> [00:17:12]
<Inari> there no blockState in constructor
L910[17:21:33] <gigaherz> ...
L911[17:21:35] <gigaherz> it's a
field
L912[17:21:45] <Inari> ah :p
L913[17:21:53] <Inari> odd, it didnt seem
to pop up earlier :3
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L915[17:23:45] <gigaherz> that's why I
pointed you to BlockButton
L916[17:23:48] <gigaherz> you can see how
vanilla does it ;P
L917[17:24:01] <gigaherz> I just reduced
it to the bare minimum
L918[17:24:12] <Inari> right that works,
except it doesnt visually update so far
L919[17:24:21] <Inari> yeah, i need to
figure out how to view that again xD
L920[17:24:25] <gigaherz> do you have the
different models on your blockstate file?
L921[17:24:30] <gigaherz> {
L922[17:24:35] <gigaherz>
"variants": {
L923[17:24:38] <Inari> ah there
L924[17:24:40] <gigaherz>
"powered=false": { model 1 },
L925[17:24:43] <Inari> yeah, it worked
earlier too
L926[17:24:46] <gigaherz>
"powered=true": { model 2 },
L927[17:24:48] <gigaherz> }
L928[17:24:48] <gigaherz> }
L929[17:24:50] <Inari> and no, just
changing textures
L930[17:24:57] <gigaherz> same thing
L931[17:25:05] <gigaherz> just with forge
blockstates, and "default" and such
L932[17:25:14] <gigaherz> and then you can
do
L933[17:25:20] ⇦
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L934[17:25:30] <gigaherz>
"powered": { "false": { "rextures":
... }, "true": { "textures": ... } }
L935[17:25:32] <Inari> seems i need
.markBlockRangeForRenderUpdate
L936[17:25:34] ⇦
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L937[17:25:39] <gigaherz> you shouldn't
need to
L938[17:25:40] <gigaherz> hmm
L939[17:25:42] <gigaherz> how about
L940[17:25:48] <gigaherz> hmm
L941[17:25:54] <gigaherz> no, the
setBlockState itself should do it
L942[17:25:58] <gigaherz> give me a second
to confirm
L943[17:26:08] <Inari> well
L944[17:26:11] <Inari> BlockButton calls
it
L945[17:26:18] <gigaherz> * Sets the block
state at a given location. Flag 1 will cause a block update. Flag 2
will send the change to
L946[17:26:18] <gigaherz> * clients (you
almost always want this). Flag 4 prevents the block from being
re-rendered, if this is a client
L947[17:26:19] <gigaherz> * world. Flags
can be added together.
L948[17:26:33] <gigaherz> hmm yeah that
should work :/
L949[17:26:46] <gigaherz> well
L950[17:26:49] <Inari> damn still doesnt
work :D
L951[17:26:57] <gigaherz> see if calling
that other method does anything, but I suspect it won't
L952[17:26:58] <gigaherz> XD
L953[17:27:30] <gigaherz> anyhow my
release is up
L954[17:27:31] <gigaherz> back to
reading
L956[17:28:32] ***
manmaed is now known as manmaed|AFK
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L960[17:34:50] <iso2013> the developer of
terraincontrol says they need to find a way to register and
unregister biomes during gameplay
L961[17:35:08] <iso2013> which previous to
1.9 there was just a BiomeGenBase[] array they could
manupulate
L962[17:35:12] <iso2013> *manipulate
L963[17:35:19] <diesieben07> you simply
cannot do that.
L964[17:35:22] <diesieben07> that's how
the game works.
L965[17:35:29] <diesieben07> stuff must be
registered in preInit
L966[17:35:31] ***
brandon3055 is now known as brandon3055|Zz
L967[17:35:53] <iso2013> it worked in 1.8
o.o
L968[17:36:06] <diesieben07> no, it
didn't.
L969[17:36:21] <diesieben07> doing stuff
like that is horribly broken and fragile
L970[17:36:26] <iso2013> TerrainControl
1.8 works fine, so idk how
L972[17:36:50] <diesieben07> if it
directly manipulates the array it does NOT "work
fine".
L973[17:37:07] <iso2013> it runs at
least
L974[17:37:11] <diesieben07>
regardless
L975[17:37:14] <iso2013> world generation
works fine :P
L976[17:37:22] <diesieben07> if it does in
1.8, it will never work in 1.9+
L977[17:37:28] <Inari> hn
L978[17:37:31] <diesieben07> biomes are an
FML registry type now
L979[17:37:40] <iso2013> hmm
L980[17:37:40] <diesieben07> their IDs are
dynamically assigned and managed by FML
L981[17:37:46] <Inari> gigaherz: issue
might have been that i return getDefaultState(which is false) in
getStateFromMeta
L982[17:37:53] <Inari> but im not sure
what else to return :/
L983[17:37:55] <iso2013> rip
TerrainControl D:
L984[17:37:56] <diesieben07> if you mess
with the array, you break everything
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L987[17:39:01] <Inari> gigaherz: and yes,
seem markrangeforrenderupate is not needed
L988[17:40:03] <diesieben07> yeah they
need to completely rework their system
L989[17:40:11] <diesieben07> their stupid
hacks are bad and unsupported and need to go away.,
L990[17:40:50] ⇦
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L991[17:40:53] <iso2013> willing to pay if
you can help :P
L992[17:41:22] <diesieben07> not touching
that mess unless you give me a LOT of money which i would feel bad
taking, so, no :P
L993[17:41:48] <iso2013> haha like how
much
L994[17:42:20] <diesieben07> I don't
know.
L995[17:42:36] <diesieben07> BUT in any
case i would rewrite the mod from ground up
L996[17:42:43] <diesieben07> and I am not
supporting bukkit. bukkit needs to die.
L997[17:42:58] <iso2013> Spigot
L998[17:43:00] <iso2013> is amazing
L999[17:43:07] <diesieben07> No it is
not.
L1000[17:43:12] <iso2013> k
L1001[17:43:14] <diesieben07> the bukkit
api sucks :D
L1002[17:43:25] <iso2013> yeah the api
needs to be rewritten a ton XD
L1003[17:43:27] <TehNut> Bukkit and all
it's variants need to go away
L1004[17:43:37] <TehNut> Sponge or
bust
L1005[17:43:41] <iso2013> lol
Sponge
L1006[17:43:54] <Rallias> Lol... I just
ordered delivery pizza...
L1007[17:44:06] <Rallias> Looking at the
places locations. 30 in Minnesota, 5 in Wisconsin.
L1008[17:44:12] <Rallias> 1 in Montana,
because why the fuck not/
L1010[17:47:56] <TehNut> Missing
@Instance on your instance
L1011[17:48:04] <electrolitic> Oh,
whoops. Thanks!
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L1018[18:08:25] <electrolitic> God dang
it, aftering adding that @Instance, it fixed the problem, but now I
get another null pointer exception. I keep staring at where it
claims it to be, but I find nothing.
L1019[18:09:40] <TehNut> And where would
that be
L1020[18:12:01] <electrolitic> In the
GuiContainerFuelRefiner class, addSlotToContainer method
L1021[18:12:08] <electrolitic> The one in
the constructor.
L1022[18:12:58] <TehNut> And the
stacktrace?
L1024[18:15:41] <TehNut> Is the tile
null?
L1025[18:16:40] <electrolitic> uh
L1026[18:17:00] <linuxdaemon> add a null
check :p
L1027[18:17:34] <electrolitic> Wow
L1028[18:17:54] <electrolitic> I love
when I do stupid things, yes the tile is null. How did you figure
that out?
L1029[18:19:46] <TehNut> well it's
literally the only thing on that line that could be null
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L1031[18:20:11] <electrolitic> Well,
itemStackHandler could have been null
L1032[18:20:32] <TehNut> No, because then
the trace would have gone into the slot
L1033[18:20:41] <TehNut> Or to a place
where the handler is used
L1034[18:21:00] <electrolitic> Oh
L1035[18:21:12] <TehNut> The trace
stopped at tileEntity because you tried to get something from a
null
L1036[18:22:21] <electrolitic> Well, at
least the Gui opens now. Now I just have to figure out
everything.
L1037[18:22:24] <electrolitic> else
L1039[18:24:03]
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L1052[18:38:51] <Tencao> A bit of an odd
request, but is there a method to check if the player can
physically see an entity
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L1055[18:41:32] <gigaherz> Tencao: I
don't believe there is a ready-to-use method for that
L1056[18:42:15] <gigaherz> you could test
if there's line-of-sight with an entity, by doing a raycast in the
direction of the entity, and checking if it hit a block on the way
there
L1057[18:42:35] <gigaherz> however, that
only tests the line itself
L1058[18:42:36] <Tencao> I might have to
try and create one then, as the method I'm using will be very
taxing if it's wasted on entities in caves where the player will
most likely never see the entity
L1059[18:42:46] <Ordinastie_> wasn't
there a canSee() method somewhere in the hierarchy of EntityLiving
?
L1060[18:42:53] <Tencao> I'll have a
look
L1061[18:42:56] <gigaherz> not if any
pixel of the entity is on screen
L1062[18:42:57] <gigaherz> ;P
L1063[18:43:18] <electrolitic>
EntityLivingBase has canEntityBeSeen
L1064[18:43:30] <gigaherz> yes
L1065[18:43:35] <electrolitic> Does that
not work?
L1066[18:43:36] <gigaherz> it does
basically waht I suggested
L1067[18:43:42] <electrolitic> Oh
L1068[18:43:53] <Tencao> I'll try
it
L1069[18:43:54] <gigaherz> checks if the
line between the center of the screen and the entity is clear
L1070[18:44:00] <gigaherz> but only that
one line ;P
L1071[18:44:03] <Ordinastie_> gigaherz,
but that qualifies as ready-to-use method then
L1072[18:44:04] <electrolitic> Oh,
dang
L1073[18:44:13] <gigaherz> Ordinastie_:
on that, I stand corrected ;P
L1074[18:47:41] <Ordinastie_> however I
wonder how one would check if an entity is fully obstructed
visually
L1075[18:48:09] <gigaherz> occlusion
tests
L1076[18:48:17] <linuxdaemon> lots of
math
L1077[18:48:21] <gigaherz> you'd draw the
world first
L1078[18:48:28] <gigaherz> to setup the
depth buffer
L1079[18:48:33] <gigaherz> then perform
an occlusion test call
L1080[18:48:56] <gigaherz> and obtain a
result on if any sample would have been drawn
L1081[18:49:03] <Ordinastie_> not only I
don't know how to do that, but what if it's needed for server side
logic ?
L1082[18:49:32] <gigaherz> ah yess of
course
L1083[18:49:40] <gigaherz> you'd probably
need some sort of occlusion tree
L1084[18:49:44] <gigaherz> maybe built
around a BSP
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L1086[18:50:15] <gigaherz> not easy
L1087[18:50:25] <gigaherz> more complex
than what my brain can think right now
L1088[18:50:43] <gigaherz>
conceptually
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L1091[18:51:48] <Ordinastie_> yeah, to
complicated for any theoretical question
L1092[18:51:52] <gigaherz> it may be
possible to achieve it by transforming all the vertices of the
colliders
L1093[18:51:56] <gigaherz> on cpu
L1094[18:52:15] <gigaherz> and then
subtracting each shape from the "silhouette" of the
entity
L1095[18:52:19] <gigaherz> and if
anything remains at the end
L1096[18:52:24] <gigaherz> it woudl be
visible
L1097[18:52:44] <gigaherz> may be easier
to have the server use a gpu XD
L1098[18:52:49] <Ordinastie_> I
understand the theory, I've just no idea how to code that :p
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L1100[18:56:05] <gigaherz> me neither,
tbh
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L1102[18:59:50] <Inari> hm
L1103[19:00:07] <Inari> i dont get how im
supposed to get the value of this in getActualState x.x
L1104[19:00:25] <Ordinastie_>
"this" ?
L1105[19:01:05] <gigaherz> what value do
you need?
L1106[19:01:22] <Inari> block, has no
tile entity. has a property<boolean> defualting to false.
rightclicking sets the block state to the verson with true
(cahnging texture)... also schedules an update fro 20 ticks later
which sets it back to the property with false
L1107[19:01:40] <Inari> but since i dont
want to persist that state i dont put it into
getStateFromMeta/getMetaFromState
L1108[19:01:47] <Inari> im supposed to
apply it in getActualState
L1109[19:01:54] <Inari> but i dont know
which info i'd have int hat to do so
L1110[19:02:16] <gigaherz> well
L1111[19:02:17] <Ordinastie_> you need to
persist the data
L1112[19:02:18] <gigaherz> the point
is
L1113[19:02:22] <gigaherz> you have to
persist it somehow
L1114[19:02:27] <Inari> why
L1115[19:02:34] <gigaherz> because the
world doesn't store IBlockStates
L1116[19:02:37] <gigaherz> it stores
metadata
L1117[19:02:39] <Ordinastie_> because the
data needs to be stored somewhere
L1118[19:02:40]
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L1119[19:02:54] <Ordinastie_> it needs to
be "remembered"
L1120[19:03:00] <gigaherz> if you
don't
L1121[19:03:06] <gigaherz> if you hack it
to just draw as is
L1122[19:03:07] <Inari> how do i use meta
without storing it then
L1123[19:03:15] <Ordinastie_> you
don't
L1124[19:03:22] <Ordinastie_> but that
shouldn't really matter
L1125[19:03:24] <gigaherz> the best you'd
achieve is a temporary "fake state" that would be lost as
soon as some other block asks for a re-render
L1126[19:03:30] <gigaherz> but
reallyu
L1127[19:03:38] <gigaherz> Inari:
scheduleBlockupdate is also persisted
L1128[19:03:44] <gigaherz> so you amy as
well just persist the state
L1129[19:03:50] <gigaherz> may*
L1130[19:03:59] <Ordinastie_> the
scheduled tick is remembered too, so you might as well have
coherent state anyway
L1131[19:03:59] <Inari> persisting the
state means wasted memory though :P but kay i guess..
L1132[19:04:05] <gigaherz> nono
L1133[19:04:10] <gigaherz> the 4bit meta
exists
L1134[19:04:14] <gigaherz> like it or
not
L1135[19:04:23] <gigaherz> all blocks
have 4 bits allocated for their metadata
L1136[19:04:32] <gigaherz> no matter how
many states they have
L1137[19:04:34] <Inari> so getActaulState
is only for stuff i can query on the fly I guess
L1138[19:04:39] <gigaherz> yes
L1139[19:04:42] <gigaherz> neighbours and
TEs
L1140[19:04:48] <gigaherz> and it's not
persisted
L1141[19:04:56] <gigaherz> it's only used
for getting the model for collision/rendering purposes
L1142[19:05:11] <gigaherz> well not even
collision -- isSideSolid, and rendering ;p
L1143[19:05:28] <Ordinastie_> is it
?
L1144[19:05:34] <gigaherz> last time I
looked
L1145[19:05:35] <Ordinastie_> I thought
you had to call it yourself
L1146[19:05:39] <gigaherz> it was used by
the bed,
L1147[19:05:48] <gigaherz> by
isSideSolid, and by the "get model" stuff
L1148[19:05:59] <Ordinastie_> yes, that
counts as called manually
L1149[19:06:00] <Inari> this is for
rendering purposes ;) hence why it should nto be persisted
haha
L1150[19:06:01] <gigaherz> the last one
through getExtendedState
L1151[19:06:20] <gigaherz> Inari: yes but
you have to REMEMBER if it's powered or not
L1152[19:06:21] <gigaherz> somehow
L1153[19:06:36] <gigaherz> otherwise you
don't know how long until you don't have to draw it powered
anymore
L1154[19:06:43] <gigaherz> you have to
keep the bit somewhere
L1155[19:06:51] <gigaherz> and the 4bit
metadata gives you 3 bits more than you need ;P
L1156[19:07:21] <Inari> im just saying,
it feels like the wrong place, because its purely a rendering thing
that needs not be persisted for anythign but rendering
L1157[19:07:35] <gigaherz> that's how mc
works.
L1158[19:07:46] <gigaherz> the server
needs to remember it
L1159[19:07:51] <gigaherz> so that it can
send the info to all the clients
L1160[19:08:04] <gigaherz> and the client
needs to remember it so that it can redraw the graphics
L1161[19:08:14] <electrolitic> What type
of ClickType is a shift click?
L1162[19:08:14] <gigaherz> so if you
don't have context information to deduce this value
L1163[19:08:19] <Inari> I suppose, my
point isnt even that it should be different i think, more
like
L1164[19:08:27] <gigaherz> electrolitic:
sec looking
L1165[19:08:35] <Inari> "hey, from
the description everything sounds like i should put it into
getActaulState, but i shouldnt :<"
L1166[19:08:48] <gigaherz> the
description may be inaccurate ;P
L1167[19:09:06] <Ordinastie_> Inari,
actually, it's even not as complicated as gigaherz describes, it's
just exactly as your question suggests
L1168[19:09:11] <Ordinastie_> how do you
get the data then
L1169[19:09:30] <Inari> i could m ake a
list in the block that stores each location of activated
block
L1170[19:09:31] <Inari> :D
L1171[19:09:34] <Inari> /s
L1172[19:09:37] <gigaherz> sure...
L1173[19:09:44] <gigaherz> let's rewrite
everything that minecraft does
L1174[19:09:48] <linuxdaemon> lol
L1175[19:09:50] <gigaherz> with a version
that is slower
L1176[19:10:02] <gigaherz> the whole
reason there's metadata
L1177[19:10:04] <gigaherz> is for
performance
L1178[19:10:18] <gigaherz> the world grid
stores 16 bits per "cell"
L1179[19:10:21] <Ordinastie_> (I have a
system with blockpos dependant data not relying on TE though
:p)
L1180[19:10:43] <gigaherz> because it's
faster to do that than keep a list of blocks with their state
L1181[19:10:55] <gigaherz> and it has
only 4 bits of storage
L1182[19:11:04] <gigaherz> because having
more would double the memory size
L1183[19:11:16] <gigaherz> while only a
small subset of the blocks actually need more
L1184[19:11:25] <Ordinastie_> gigaherz or
the art of confusing people with WOT
L1185[19:11:34] <gigaherz> WOT?
L1186[19:11:39] <Ordinastie_> WALL OF
TEXT!
L1187[19:11:53] <gigaherz> oh my
monologues
L1188[19:12:17] <electrolitic> There's
pickup, quick_move, swap, clone, throw, quick_craft, and pickup_all
for ClickType is one of those shift click?
L1189[19:12:22] <gigaherz> right
L1190[19:12:24] <gigaherz> got
sidetracked
L1191[19:12:44] <gigaherz> QUICK_MOVE is
shift-clicking
L1192[19:12:53] <gigaherz> PICKUP is
normal click on a slot
L1193[19:12:53] <electrolitic> Cool,
thanks
L1194[19:13:01] <gigaherz> the rest, I
have never seen used ;P
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L1196[19:13:23] <Ordinastie_> ^ and
that's how you identify failed mapping :]
L1197[19:14:30] <gigaherz> ah
L1198[19:14:40] <gigaherz> PICKUP_ALL is
probably the triple-click thing?
L1199[19:14:50] <Inari> 4 bits meta
quickly runs out of space
L1200[19:14:55] <gigaherz> Inari:
yup
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L1202[19:15:07] <gigaherz> that'swhen you
give in and add a TE
L1203[19:15:16] <gigaherz> or design a
convoluted secondary storage system
L1204[19:15:26] <Inari> TEs have some
downsides though
L1205[19:15:31] <gigaherz> ofc
L1206[19:15:42] <Ordinastie_> not many
though
L1207[19:15:55] <gigaherz> but don't be
mislead
L1208[19:16:03] <gigaherz> if you think
of the Hopper as "the TE"
L1209[19:16:07] <Ordinastie_> but in the
same way, "convoluted secondary storage system" can have
its benefits too
L1210[19:16:12] <gigaherz> you are
thinking it wrong
L1211[19:16:17] <Inari> most importantly
TEs cant be moved by pistons iirc
L1212[19:16:29] <gigaherz> the Hopper
scans for entities every few ticks
L1213[19:16:39] <gigaherz> and scans for
neighbouring inventories
L1214[19:17:03] <gigaherz> Inari: that's
when you have to think: do all the variants belong on the same
block?
L1215[19:17:15] <gigaherz> if it's
decorative, can't you have more than one Block instance?
L1216[19:17:55] <gigaherz> just like how
vanilla has different blocks for the main block, the stairs, and
the slabs
L1217[19:18:38] <Arctic_Wolfy> Okay... So
I'm trying to mod something for 1.10.2, but I can't seam to be able
to find any tutorials on it, and the ones I do find, I can't find
the class that there was that it wants me to extend. The class
being IExtendedEntityProperties, am I just missing some thing? And
I have no code yet to show since I can't even find the first thing
yet.
L1218[19:18:53]
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L1219[19:19:04] <Ordinastie_>
Arctic_Wolfy, read about capabilities
L1220[19:19:24] <Arctic_Wolfy>
Ordinastie_: Where?
L1221[19:19:31] <Ordinastie_> forge
docs
L1222[19:19:37] <gigaherz> Arctic_Wolfy:
at the bottom of the page on Capabilities, there's a short section
on how the IEEP concepts port over to the capabilities system
L1224[19:20:48] <Ordinastie_> (or the
link in the topic maybe...)
L1225[19:20:52] ***
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L1226[19:22:01] <gigaherz> SparkVGX: do
you still have that "wall of text" I wrote the other day
about capabilities? I forgot to save it for myself ;P
L1227[19:22:22] <SparkVGX> yeah one
sec
L1229[19:23:04] <Ordinastie_> oh
god
L1230[19:23:06] <gigaherz> Arctic_Wolfy:
feel free to read that monologue ;P
L1231[19:23:27] <Ordinastie_> I was
there, and it's still painful
L1232[19:23:39] <gigaherz> I'll try to
rewrite it into a more narrative form
L1233[19:23:48] <Arctic_Wolfy> gigaherz:
What monologue?
L1234[19:23:53] <gigaherz> spark's
link
L1235[19:24:14] <gigaherz> either it
makes things more clear, or it makes it worse
L1236[19:24:15] <gigaherz> up to you
;P
L1237[19:24:20] <gigaherz> I gotta
sleep
L1238[19:24:23] ***
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L1239[19:25:35] <SparkVGX> night
gig
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L1248[19:45:29] <Arctic_Wolfy> All this
stuff about capabilities is confusing... @.@
L1249[19:45:46] <SparkVGX> it is a bit
like that
L1250[19:46:00] <SparkVGX> just think of
them as like an extra feature you can add to the player
L1251[19:46:32] <Arctic_Wolfy> IDK how to
start implementing it.
L1252[19:47:01] <SparkVGX> what are you
wanting to implement? what ability or feature and what are you
wanting to add it to
L1253[19:47:30] <Arctic_Wolfy> I want to
add to the player.
L1254[19:48:32] <SparkVGX> what do you
want to add to the player?
L1255[19:48:36] <SparkVGX> another
inventory?
L1256[19:48:53]
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L1257[19:48:57] <SparkVGX> some stats
like strength and defense?
L1258[19:49:14] <SparkVGX> a special
ability?
L1259[19:49:15] <Arctic_Wolfy> And the
idea for the ability/feature isn't complete, I want to see what I
can do first. And I at least know it's more like stats.
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L1263[19:50:29] <SparkVGX> this guy has
stuff like that
L1264[19:50:36] <SparkVGX> one capability
is for extra stats
L1265[19:50:53] <SparkVGX> another
capability uses those stats. eg str stat adds extra damage
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L1268[19:54:29] <Arctic_Wolfy> I don't
see where it's done.
L1269[19:59:01] <Arctic_Wolfy> SparkVGX:
I think I found it, and can't use it b/c it's IEEP.
L1270[19:59:17] <SparkVGX> O.o
L1271[19:59:22] <SparkVGX> shouldn't
be
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L1273[19:59:26] <SparkVGX> what have you
found?
L1274[20:00:07] ***
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L1275[20:00:12] <SparkVGX> oh
L1277[20:00:17] <SparkVGX> I think i sent
you the old one
L1278[20:00:23] <Arctic_Wolfy> x.x
L1280[20:00:38] <SparkVGX> sorry
buddy
L1281[20:00:40]
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L1282[20:00:47] <SparkVGX> he had the old
one and the reboot of it
L1284[20:01:09] <SparkVGX> here's his
capabilities
L1285[20:02:53] <SparkVGX> It's actually
a really cool mod
L1286[20:03:54]
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L1287[20:04:29] <williewillus> have you
seen my gist?
L1288[20:04:37]
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L1289[20:04:39] <williewillus> about
capabilities
L1290[20:04:42] <williewillus>
@Arctic_Wolfy:
L1291[20:05:14] <Arctic_Wolfy> No?
L1293[20:05:46] <SparkVGX> ^
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L1299[20:10:55] <Abastro> Is this
possible? Having a single interface for multiple
capabilities.
L1300[20:11:02] <williewillus> ?
L1301[20:11:13] <williewillus> you mean
using the same interface for different caps?
L1302[20:11:19] <Abastro> Yes.
L1303[20:11:26] <williewillus> no
L1304[20:11:31] <williewillus> because
that's all that makes the cap unique :P
L1305[20:11:52] <williewillus> nothing
distinguishes a Capability from another except for the backing
interface they represent
L1306[20:12:08] <Arctic_Wolfy> I'm more
hands on then reading about some thing.
L1307[20:12:25] <williewillus> give it a
try
L1308[20:12:53] <Arctic_Wolfy> I'm still
unsure what to do exactly.
L1309[20:13:03] <williewillus> if you
read the gist it would tell yuo :D
L1310[20:13:08] <Abastro> Oh okay. So
it's more or less static?
L1311[20:13:14] <SparkVGX> I learnt caps
by trying to copy one from another mod into an example mod I was
learning in. That helped me figure out all the files I'd
need.
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L1313[20:13:44] <Arctic_Wolfy> It's just
words to me.
L1314[20:14:07] <williewillus> open the
examples and look at them
L1315[20:14:12] <williewillus> and look
at other mods
L1316[20:14:24] <williewillus> ProjectE
has some clearly-defined caps you can look at </plug>
L1317[20:14:32] <SparkVGX> ^
L1318[20:14:37] <gerhard> does an entity
have to be fully within the AABB for getEntitiesWithinAABB to
work
L1319[20:14:48] <gerhard> or can it clip
it
L1320[20:15:02] <SparkVGX> fully i
thought
L1321[20:15:06] <SparkVGX> might be
wrong
L1322[20:15:22] <williewillus>
partial
L1323[20:15:33] <williewillus> `if
(entity.getEntityBoundingBox().intersectsWith(aabb) .... `
L1324[20:15:36] <williewillus> in
Chunk
L1325[20:15:44] <gerhard> Thanks
willie
L1326[20:15:54] <williewillus> np
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L1330[20:16:54] <SparkVGX> the last time
I tried learning modding was a few years ago, I tried rebooting EE
as well :P but I wasn't a very strong programmer and quit after
putting in the more basic features
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L1332[20:20:12] <Arctic_Wolfy> EE?
Equivalent Exchange?
L1333[20:20:50] <gerhard> Probably
L1334[20:20:55] <williewillus> yes
L1335[20:22:54] <Arctic_Wolfy> Speaking
of which, A friend was having ne play a mod pack from 1.2.5, and I
found a bug from EE2.
L1336[20:23:11] <SparkVGX> sounds...
relevant?
L1337[20:23:50] <Arctic_Wolfy> Sorta. The
Red Matter Leggings didn't render right.
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L1339[20:26:44] <williewillus> !latest
1.10.2
L1340[20:27:09] <SparkVGX> !latest
1.10.2
L1341[20:27:19] <SparkVGX> hehehe
L1342[20:27:37]
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L1345[20:35:45] <SparkVGX> is there a
maven repo for inventory tweaks? Wouldn't mind adding that to my
build.gradle
L1346[20:36:21] <TehNut> You can pull it
from Jenkins with Ivy
L1347[20:36:26] <TehNut> Don't think it
has a maven though
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L1352[20:44:57] <SparkVGX> thanks TehNut,
gave me the keywords I needed to search for :D
L1353[20:45:11] <SparkVGX> (assuming it
works haha)
L1354[20:45:29] <TehNut> literally the
first link for "Inventory Tweaks Maven"
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L1356[20:46:16] <SparkVGX> correct :P I
probably should have googled that first instead of asking
>.>
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L1367[21:01:02] <SparkVGX> welp, not
quite sure what I'm doing lol. I've never tried using ivy before
and the repo they are using looks to be down
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L1369[21:03:19] <Tazz> this is going to
be entertaining XD
L1370[21:05:00] <SparkVGX> ./cries gently
:P
L1371[21:05:34] <TehNut> Just put it in
your mods folder if you don't need to dev with it
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L1377[21:10:57] <SparkVGX> yeah, but
would be nice if gradle handled it for me. Found something in
french so trying that first
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L1379[21:15:02] <SparkVGX> yeah.... I'll
just download it and chuck it in the mods folder >.>
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L1381[21:17:20] <SatanicSanta>
williewillus: I figured out the positioning and rotation of the
crucible, btw :)
L1382[21:17:37] <SatanicSanta> now I just
gotta figure out this renderLiquid stuff
L1383[21:17:41] <williewillus> what was
it?
L1384[21:18:19] <SatanicSanta> very
finicky translations
L1385[21:18:53] <SatanicSanta> had to
translate to 0.5, 0, 0.5, then do the initial rotation, then
translate again to 0, -0.5, 0, do the tilt rotations, and translate
back to -0.5, 0.5, -0.5
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L1387[21:23:35] <williewillus> yeah
L1388[21:23:41] <williewillus> because
the center of rotation changed for baked models
L1389[21:24:05] <SatanicSanta> yep
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L1391[21:28:14] <Arctic_Wolfy> Okay...
so... I'm trying to do the capabilities... and I don't think
anything is working...
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L1393[21:29:19] <Arctic_Wolfy> And I
don't know what I am doing wrong.
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L1395[21:34:04] <SparkVGX> upload to
github so we can see
L1396[21:34:18] <SparkVGX> Can't help if
we don't know what you've done
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L1398[21:35:14] <Tencao> No one answered
my question from earlier :(
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L1402[21:36:54] <SparkVGX> what question
was that?
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L1404[21:38:56] <Arctic_Wolfy> I forget
how to upload to git.
L1405[21:39:37] <SparkVGX> are you using
idea?
L1406[21:39:49] <Arctic_Wolfy> Yes.
L1407[21:41:15] <SparkVGX> VCS >
import into version control > share project on github
L1408[21:41:37] <SparkVGX> give it a
name, don't make it private
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L1410[21:43:44] <Arctic_Wolfy> What it
mean by git.exe?
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L1413[21:44:15] <SparkVGX> please install
git
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L1439[22:47:47] <Tazz> rofl so like Im
rewriting Eschelle for like the...100th time?...and well
redesigning the entire language and internals..should I go with a
JVM approach and have the code precompiled into binaries prior to
running it? or keep it loading code and compiling it on the
fly
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L1445[22:59:14] <MrIbby> Tazz: How about
both?
L1446[22:59:30] <Tazz> haha I was totally
just discussing that idea with a friend of mine
L1447[23:00:02] <Tazz> like allowing
people to write a bytecode that can be converted to the first IR of
the compiler and allow it to be compiled to machine code
L1448[23:00:08] <Tazz> but it would be
usecase
L1449[23:00:24] <Tazz> wouldnt normally
be the entry point, that would be more specific to the actual
Eschelle source code
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