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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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L40[02:16:50] <gerhard> So from what I can tell in this thread: http://www.minecraftforge.net/forum/index.php?topic=31493.0 Blocks used to have a setBlockBounds method
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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L81[03:13:04] <Ordinastie_> something like that : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/TileEntityUtils.java#L117-L123
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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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L142[05:04:20] <SparkVGX> https://www.youtube.com/watch?v=hHkKJfcBXcw
L143[05:04:30] <SparkVGX> define how much train hype
L144[05:13:28] <DarkS_> lol
L145[05:16:22] <Naiten> this much http://i.imgur.com/bQyXEGX.jpg
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.
L164[05:34:02] <Naiten> first attempt of summer 2011 http://i.imgur.com/1V4DxVt.jpg
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?
L184[05:46:19] <Ordinastie_> http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
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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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L410[12:16:55] <diesieben07> AndersBillLind, http://i.imgur.com/XImCY41.png
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
L434[12:21:52] <diesieben07> clearly explained here: http://mcforge.readthedocs.io/en/latest/gettingstarted/
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?
L449[12:32:47] <AndersBillLind> https://snag.gy/QEpLy4.jpg
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
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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
L476[12:39:53] <gigaherz> http://www.snap2objects.com/wp-content/uploads/2012/01/card-deck-01.jpg
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> :/
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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...;-;
L500[12:47:40] <gigaherz> https://github.com/SleepyTrousers/EnderIO
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
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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?
L517[12:50:38] <gigaherz> https://gist.github.com/gigaherz/eda1f11ba8d7ac61d05a27293cc5fc68
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L519[12:51:59] <gigaherz> for reference, I'm trying to troubleshoot this: https://github.com/gigaherz/Enderthing/issues/13
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?
L659[15:04:25] <diesieben07> Rallias, read the note: http://mcforge.readthedocs.io/en/latest/gettingstarted/
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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
L682[15:22:40] <iso2013> Here's the github https://github.com/MCTCP/TerrainControl
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
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L687[15:23:51] <iso2013> the problem is biome registration
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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
L692[15:25:04] <shadowfacts> (http://minecraft.curseforge.com/projects/biometweaker)
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
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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
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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> -¿
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L714[15:46:48] <gigaherz> hmm was was the dependency string for telling forge it works on 1.9.4+ ? XD
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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
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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)
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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
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L755[15:57:56] <gigaherz> oh wait it does, envermind
L756[15:57:57] <diesieben07> it calls onNeighborChange
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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
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L765[16:08:13] <tterrag> gigaherz: report it then
L766[16:08:28] <gigaherz> yep
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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?
L780[16:28:03] <gigaherz> https://github.com/SleepyTrousers/EnderIO/issues/3532#issuecomment-233464235
L781[16:28:33] <Inari> haha
L782[16:29:17] <diesieben07> lol dat reply
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L785[16:30:10] <diesieben07> and from a person with repositories like this: https://github.com/AnrDaemon/minecraft-nbt
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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
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L794[16:34:11] <gerhard> Heyyy took a while but I finally replaced the wireframe target code with something neat https://gyazo.com/3923b84a693aee233030393c4fd15cc2
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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
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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
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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
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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
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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
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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...
L841[17:05:11] <Tazz> XD
L842[17:05:15] <Tazz> not my brightest moment
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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
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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
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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);
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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
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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
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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));
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L874[17:13:50] <gigaherz> (if you already have an IBlockState, you can use it, rather than world.getBlockState(pos)
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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
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L934[17:25:30] <gigaherz> "powered": { "false": { "rextures": ... }, "true": { "textures": ... } }
L935[17:25:32] <Inari> seems i need .markBlockRangeForRenderUpdate
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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
L955[17:27:32] <gigaherz> http://minecraft.curseforge.com/projects/enderthing/files
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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
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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
L971[17:36:33] <iso2013> https://github.com/MCTCP/TerrainControl/issues/437 its described a little here
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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L986[17:38:40] <iso2013> here's most of the problems the developer has run into https://github.com/MCTCP/TerrainControl/issues/437#issuecomment-231580560
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.,
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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/
L1009[17:46:59] <electrolitic> Whenever I launch, I get a null pointer exception from the NetworkRegistry class's getLocalGuiContainer method. I am so confused. Any suggestions? https://github.com/electrolitic/Extrafuels
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?
L1023[18:14:11] <electrolitic> http://pastebin.com/uL73WFmu
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
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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
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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.
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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
L1223[19:19:44] <Ordinastie_> http://mcforge.readthedocs.io/en/latest/
L1224[19:20:48] <Ordinastie_> (or the link in the topic maybe...)
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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
L1228[19:22:31] <SparkVGX> https://gist.github.com/SparkVGX/b4d90c0cfaeefa7b98cacaf15fd49913
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
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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?
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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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L1262[19:50:03] <SparkVGX> https://github.com/Wehavecookies56/Kingdom-Keys-1.8-/tree/master/java/wehavecookies56/kk
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?
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L1275[20:00:12] <SparkVGX> oh
L1276[20:00:15] <Arctic_Wolfy> https://github.com/Wehavecookies56/Kingdom-Keys-1.8-/tree/master/java/wehavecookies56/kk/core/extendedproperties
L1277[20:00:17] <SparkVGX> I think i sent you the old one
L1278[20:00:23] <Arctic_Wolfy> x.x
L1279[20:00:36] <SparkVGX> https://github.com/Wehavecookies56/Kingdom-Keys-Re-Coded/tree/master/src/main/java/uk/co/wehavecookies56/kk
L1280[20:00:38] <SparkVGX> sorry buddy
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L1282[20:00:47] <SparkVGX> he had the old one and the reboot of it
L1283[20:01:00] <SparkVGX> https://github.com/Wehavecookies56/Kingdom-Keys-Re-Coded/tree/master/src/main/java/uk/co/wehavecookies56/kk/common/capability
L1284[20:01:09] <SparkVGX> here's his capabilities
L1285[20:02:53] <SparkVGX> It's actually a really cool mod
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L1287[20:04:29] <williewillus> have you seen my gist?
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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?
L1292[20:05:21] <williewillus> https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
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
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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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L1351[20:44:41] <SparkVGX> https://github.com/Dynious/RefinedRelocation/blob/master/build.gradle#L67
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?
L1411[21:44:10] <SparkVGX> https://git-scm.com/downloads
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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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