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L2[00:07:16] <blood_> String mapping = SpongeHooks.isDeobfuscatedEnvironment() ? "onEntityCollidedWithBlock" : "func_176199_a";
L3[00:07:20] <blood_> shouldnt this work in prod build
L4[00:07:30] <blood_> for
L5[00:07:35] <kenzierocks> !gm func_176199_a
L6[00:07:36] <blood_> Class<?> clazz = this.getClass().getMethod(mapping, argTypes).getDeclaringClass();
L7[00:07:55] <blood_> works fine in dev but breaks in prod
L8[00:08:08] <kenzierocks> blood_: what does isDeobfuscatedEnvironment look for?
L9[00:08:09] <blood_> unless my deobf check isnt working properly in prod for some reason
L10[00:08:13] <blood_> same exact thing FMl does
L11[00:08:15] <blood_> FML*
L12[00:08:20] <Corosus> yeah deobf might just mean srgnames not mcp names
L13[00:08:23] <blood_> byte[] bs = ((net.minecraft.launchwrapper.LaunchClassLoader)SpongeHooks.class.getClassLoader()).getClassBytes("net.minecraft.world.World");
L14[00:09:08] <kenzierocks> you might have classnames properly deobf'd at runtime...?
L15[00:09:14] <kenzierocks> i forget how far FML goes with that
L16[00:09:20] <blood_> well FML does this same check
L17[00:09:23] <blood_> CoreModManager
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L19[00:10:28] <blood_> unless there is another way to check for deobf env?
L20[00:11:19] <kenzierocks> blood_: the reason your check probably won't work is because if the CoreModManager fails it, it /enables/ the runtime deobf
L21[00:11:30] <kenzierocks> which makes the check work, if I'm reading this right
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L23[00:12:17] <kenzierocks> yep, it does load class names
L24[00:12:33] <kenzierocks> blood_: do you have a chance to look at the Launcher blackboard for SpongeHooks?
L25[00:12:40] <kenzierocks> because fml puts the data in there
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L27[00:12:57] <kenzierocks> > Launch.blackboard.put("fml.deobfuscatedEnvironment", deobfuscatedEnvironment);
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L31[00:15:44] <blood_> k let me try using that
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L33[00:22:04] <Arctic_Wolfy> Okay, so... I added my thing to github... Can some one tell me what I'm doing wrong now? https://github.com/TheBigBadWolf2/FurryX/blob/master/src/main/java/com/arctic/furryX/FurryX.java
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L36[00:23:38] <blood_> kenzierocks
L37[00:23:43] <blood_> that worked, thanks =)
L38[00:23:47] <kenzierocks> :)
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L45[00:30:35] <Cypher121> fml. messed up something in a block, so when I placed it minecraft froze. linux froze with it, had to kill the whole system. on next boot grub refused to load
L46[00:30:38] <Cypher121> O_O
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L66[01:42:42] <Hunterz> howto make custom background music in 1.9+ ? this: http://pastebin.com/aKGjY0Ra works with 1.8.9
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L70[01:48:45] * Naiten managed to make some kind of forge-like registry for his custom model block rendering system
L71[01:48:46] <Naiten> yay
L72[01:48:50] <Naiten> \o
L73[01:48:51] <Naiten> o/
L74[01:48:55] <Naiten> \o/
L75[01:49:04] <Naiten> magic
L76[01:49:15] <FusionLord> is GameSettings.resourcePacks the active ResourcePacks?
L77[01:49:18] <FusionLord> anyone know?
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L79[01:53:47] <killjoy> me irl https://youtu.be/1luAXSEylwU?t=6m41s
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L81[01:59:31] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160719 mappings to Forge Maven.
L82[01:59:35] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160719-1.10.2.zip (mappings = "snapshot_20160719" in build.gradle).
L83[01:59:45] <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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L91[02:34:56] <FusionLord> how do I say mod X is a child of mod y?
L92[02:35:15] <FusionLord> is that done dependencies?
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L126[04:14:31] <mort> hey
L127[04:14:41] <mort> how do I render an item in the world?
L128[04:14:54] <mort> I know of Minecraft.getMinecraft().getRenderItem().renderItem, but am unsure where to put that
L129[04:20:39] <FusionLord> render it how?
L130[04:20:50] <FusionLord> with a TESR?
L131[04:20:53] <mort> just have the item be somewhere in the world
L132[04:20:59] <mort> not sure what a TESR is
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L135[04:21:07] <FusionLord> when dropped?
L136[04:21:08] <DarkS_> o/
L137[04:21:14] <FusionLord> o/ DarkS_
L138[04:21:22] <mort> no, from a TileEntity's inventory
L139[04:21:38] <mort> just have the TE display the item above it in the world
L140[04:21:43] <DarkS_> why are all block methods deprecated
L141[04:21:46] <FusionLord> so in side a TileEntitySpecialRenderer? TESR
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L143[04:22:17] <FusionLord> DarkS_, Mojang using @Deprecated incorrectly ignore it or add the @Override annotation
L144[04:22:22] <mort> that's probably it, I'll take a look at that
L145[04:22:29] <DarkS_> ok :)
L146[04:22:46] <FusionLord> adding @Override will make your IDE not yell about it
L147[04:23:04] <linuxdaemon> Mojang? doing something the improper way?? never /s
L148[04:23:09] <FusionLord> xD
L149[04:23:11] <mort> gradle still compiles for me, but adding @SuppressWarnings(deprecation) works
L150[04:23:19] <mort> complains* not compiles lol
L151[04:23:41] <mort> well, @SuppressWarnings("deprecation")
L152[04:24:10] <FusionLord> hmm.... Auth servers cannot resolve my UUID from username -.-
L153[04:24:18] <linuxdaemon> rip
L154[04:24:28] <linuxdaemon> :p
L155[04:24:52] <FusionLord> the strange this is that it can just about anyone else... what is your MC name
L156[04:26:52] <mort> Is there any way to render things with a tileentity without extending TESR? My tileentity already extends one of my classes because many of my TEs have to share some functionality, but most of the other subclasses of that class doesn't need to render anything special
L157[04:27:14] <FusionLord> look here is morts
L158[04:27:16] <FusionLord> http://puu.sh/q6MqA/8067b56253.png
L159[04:27:39] <linuxdaemon> linuxdemon
L160[04:27:42] <linuxdaemon> no a
L161[04:28:16] <FusionLord> linuxdaemon, your's crashed my client :P
L162[04:28:26] <linuxdaemon> ...rip
L163[04:28:32] <linuxdaemon> yay, i helped
L164[04:28:34] <linuxdaemon> :p
L165[04:28:54] <DarkS_> who do you think you are? there crasing clients? MOJANG?!
L166[04:29:23] <FusionLord> they're
L167[04:29:28] <FusionLord> :P
L168[04:29:43] <Ordinastie_> mort, it's not the TE that needs to extend TESR
L169[04:29:52] <Ordinastie_> it's another class you make, dedicated to the rendering
L170[04:29:53] <DarkS_> is a new class
L171[04:30:05] <DarkS_> adn then you bind them
L172[04:30:08] <linuxdaemon> lol. yes, I am mojang:p
L173[04:30:09] <mort> I see
L174[04:30:18] <DarkS_> xD
L175[04:31:21] <FusionLord> does the minecraft client cache player skins?
L176[04:31:26] <FusionLord> should I?
L177[04:31:52] <FusionLord> seems I am sending to many requests to the mojang servers
L178[04:32:33] <linuxdaemon> rip
L179[04:32:52] <auenf> can you do the request through the clients player skin request?
L180[04:33:05] <auenf> which would pick up any cache it has
L181[04:35:44] <DarkS_> get the skin once, on the tileent
L182[04:37:41] <FusionLord> well I am calling vanilla methods... TileEntitySkull.updateProfile();
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L184[04:38:23] <linuxdaemon> hmm odd that it's hitting the limit
L185[04:41:35] <Hunterz> http://pastebin.com/fsAjNezZ howto in 1.9+ ?
L186[04:42:25] <FusionLord> That isn't what I'm trying to do Hunterz
L187[04:42:35] <FusionLord> I want to update the GameProfile
L188[04:42:48] <FusionLord> which means getting the player textures
L189[04:43:02] <Hunterz> my question isnt related to yours conversation
L190[04:43:17] <FusionLord> oh thought you were telling me what to do :P
L191[04:43:29] <FusionLord> sorry
L192[04:43:35] <Hunterz> :)
L193[04:43:44] <linuxdaemon> lol
L194[04:45:38] <FusionLord> Hunterz any reason to not user World.getPlayerEntityBy<Username/UUID?()?
L195[04:45:52] <FusionLord> use*
L196[04:46:15] <FusionLord> ofc you need the world object
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L198[04:48:36] <DarkS_> know how to update the slots from a custom container? the slots read if an item can be inserted from a tile but they dont update unless you reopen the gui
L199[04:49:20] <FusionLord> containers should auto sync... we are gonna need to see some code
L200[04:49:45] <Ordinastie_> there are no containers untils the gui is open
L201[04:49:46] <Hunterz> Im porting mod from 1.8.9 and must change many parts of code which works in the 1.7.10, 1.8.9...
L202[04:50:25] <Ordinastie_> DarkS_, question is, does the client really needs to know the slot contents when not in the gui ?
L203[04:50:26] <DarkS_> http://pastebin.com/u1qcUWYz
L204[04:51:03] <DarkS_> thats not my problem, <Ordinastie_>
L205[04:51:55] <DarkS_> ohh I know what I did wrong...nevermind...
L206[04:53:17] <FusionLord> Hunterz, was there a question attached to that comment?
L207[05:05:05] <FusionLord> :( how long does one get blacklisted for to many requests to the mojang servers? does anyone know?
L208[05:05:16] <DarkS_> nope
L209[05:06:35] <auenf> have you been blacklisted fusionlord?
L210[05:06:42] <FusionLord> idk
L211[05:07:11] <FusionLord> just know i am getting too many request response when I only request once
L212[05:07:13] <auenf> "All public APIs are rate limited so you are expected to cache the results. This is currently set at 600 requests per 10 minutes but this may change."
L213[05:08:02] <FusionLord> where did you find that?
L214[05:08:17] <Ordinastie_> FusionLord, I also have that message everytime I lanch debug
L215[05:08:31] <Ordinastie_> most likely because the username doesn't match my real one
L216[05:08:58] <FusionLord> I'm logged in
L217[05:09:15] <FusionLord> and not what I'm talking about
L218[05:10:27] <Ordinastie_> what I mean is, you don't necessarily get that message because of too many requests
L219[05:12:01] <FusionLord> that is really strange... I just used another player(That isn't in the world already) and it fetched no problem... but mine wont...
L220[05:12:18] <auenf> FusionLord, http://wiki.vg/Mojang_API
L221[05:12:28] <FusionLord> http://puu.sh/q6OcN/a94166ab16.png Killerdog675 is brand new
L222[05:12:29] <auenf> got it from there, which seems an unofficial api doc
L223[05:12:53] <auenf> what response are you getting for yours instead?
L224[05:13:35] <DarkS_> my name! my name!
L225[05:13:43] <FusionLord> https://gist.github.com/FusionLord/46fc82c0600247d50f0f18398461a877 I gave it 3 minutes before dropping mine
L226[05:13:54] <FusionLord> Darks_ ?
L227[05:13:57] <DarkS_> yes
L228[05:14:32] <FusionLord> DarkS_, http://puu.sh/q6Oih/cf6363c18b.png
L229[05:14:35] <auenf> if you are getting that, you'd better do some sort of caching ;)
L230[05:14:48] <DarkS_> yay! :D
L231[05:14:54] <FusionLord> using Vanilla it should be cacheing them
L232[05:15:04] <FusionLord> using vannilla calls **
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L236[05:20:19] <FusionLord> according to usercache.json it has my uuid cached incorrectly
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L239[05:24:06] <FusionLord> deleted the cache and presto... correct uuid :P
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L241[05:24:34] <FusionLord> http://puu.sh/q6OFp/7a8e733669.png
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L243[05:28:23] <MalkContent> man u went full #000000 on those trimmings
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L245[05:28:31] <FusionLord> nope
L246[05:28:36] <FusionLord> that is obsidian
L247[05:29:09] <DarkS_> cool!
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L249[05:30:09] <MalkContent> huh
L250[05:30:18] <MalkContent> that still seems super extra dark though
L251[05:31:00] <FusionLord> change your obsidian texture? :P
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L255[05:41:56] <FusionLord> hmm... inside the devenviroment the text shows fine but in deployment it looks like this http://puu.sh/q6Pp0/6bc4e521e0.png any ideas?
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L257[05:42:42] <FusionLord> and this is the src text https://github.com/FusionLord/FusionLordsPatrons/blob/master/webassets/patrons.json#L213
L258[05:44:23] <DarkS_> mc uses § for chat colors but it doesnt handle it propertly
L259[05:45:10] <FusionLord> I am reading from that file on github... so something isn't getting translated
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L261[05:47:20] <DarkS_> ok, so.. use &, when reading do String.replaceAll("&", "§");
L262[05:48:06] <FusionLord> only thing is I don't know what that character is... and the color code appears to be working
L263[05:48:42] <FusionLord> also the character in the center is wrong too... it is supposed to be [alt] + 4
L264[05:48:42] <DarkS_> you dont know what character is what
L265[05:48:58] <FusionLord> that one that is on the grave stone
L266[05:49:07] <FusionLord> its like an A with a halo
L267[05:49:28] <FusionLord> not an &
L268[05:49:32] <DarkS_> try using & on the github file and replace it with §
L269[05:49:56] <DarkS_> because maybe you arent reading utf-8
L270[05:50:16] <FusionLord> bad encoding
L271[05:50:20] <FusionLord> hmm....
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L276[06:02:10] <FusionLord> a UnicodeInputStreamReader with UTF-8 encoding made all of the things work \o/
L277[06:02:26] <linuxdaemon> nice
L278[06:02:47] <linuxdaemon> always use utf-8 if possible:p
L279[06:03:31] <DarkS_> IM A GENIOUS! ok no ;-;
L280[06:03:43] <FusionLord> well I wasn't specifying encoding
L281[06:03:49] <FusionLord> so it was using default
L282[06:04:10] <FusionLord> also seem you cannot use chat formatting strings in your username >.>
L283[06:04:27] <FusionLord> just tried to change my name just to see if it works
L284[06:05:04] <FusionLord> not that i would ever actually change my name
L285[06:05:09] <Inari> hrm
L286[06:05:45] <FusionLord> can 2 minecraft accounts have the same name?
L287[06:05:48] <Inari> any way to not have PlayerInteractEvent.RightClickEvent not have called with both hands, without it calling onBlockActivated?
L288[06:05:58] <linuxdaemon> FusionLord: no?
L289[06:06:17] <FusionLord> wasn't sure with the new name changer
L290[06:06:46] <linuxdaemon> afaik, names should be unique at any one time, but they can change, hence the UUIDs
L291[06:07:21] <FusionLord> so if I change my name and someone takes my name and I wanna go back I'm SOL?
L292[06:07:33] <linuxdaemon> pretty much
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L294[06:07:43] <FusionLord> nope never changing my name
L295[06:07:48] <FusionLord> screw that
L296[06:07:50] <DarkS_> Inary it shouldnt be called with the two hands
L297[06:07:55] <linuxdaemon> lol
L298[06:07:58] <DarkS_> Inari
L299[06:08:34] <Inari> but it is
L300[06:08:41] <Inari> (on 1.8.9 if that matters)
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L302[06:09:22] <DarkS_> in 1.8.9 there isnt two hands!
L303[06:09:32] <DarkS_> I think..
L304[06:09:52] <FusionLord> Inari, cant you just check the hand, and if it is the "right"(as in correct) do your stuff, otherwise carry on
L305[06:10:35] <Inari> well
L306[06:10:39] <Inari> it call sit with mainhand
L307[06:10:40] <Inari> inserts the items
L308[06:10:45] <Inari> then call sit with empy offhand and extracts the itemn
L309[06:10:46] <Inari> :D
L310[06:11:10] <FusionLord> call sit huh? :P
L311[06:11:15] <Inari> :p
L312[06:11:30] <FusionLord> well there is a hand param in the on Block Activated
L313[06:12:32] <Inari> sure
L314[06:12:37] <Inari> but it should work with both hands
L315[06:12:41] <Inari> and this isnt block activated
L316[06:12:53] <Inari> its PlayerInteractEvent.RightClickEvent :D
L317[06:12:57] <FusionLord> oh it isn't calling for both hands
L318[06:13:07] <FusionLord> thought you were saying it is
L319[06:13:16] <Inari> it is... the event
L320[06:13:24] <Inari> im not gettin blockactivated anyway since i set useblock to result.deny
L321[06:14:34] <Ordinastie_> it's not your block ?.
L322[06:15:06] <Inari> it is, but i'd rather handle it in the event since the functionality extends to multiple blocks and in the event i can just check if the block implements that interface and call the respective functions
L323[06:15:16] <Ordinastie_> no
L324[06:15:22] <Ordinastie_> don't use events for your own blocks
L325[06:15:33] <FusionLord> ^
L326[06:15:50] <Inari> what else would i use that allows the functonaliy to be generally implemented instead of each block replicating it
L327[06:16:21] <FusionLord> making a base block that your blocks extend?
L328[06:16:21] <Ordinastie_> you can defer the implementation but call it from onBlockActivated
L329[06:16:32] <mort> is there a nice way to make the client know about the items in an inventory, or do I have to do packet stuff with SimpleNetworkWrapper?
L330[06:16:34] <Inari> FusionLord: too inflexible imo
L331[06:17:02] <DarkS_> have the code for write nbt to item on block break and read from item om block place?
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L333[06:17:08] <Inari> i guess i can implement it into the interface, still a bit of a pain :P
L334[06:17:36] <FusionLord> mort, you should be sending the TileEntity information by writing it to nbt
L335[06:18:48] <Inari> well i cant
L336[06:18:52] <Inari> cause interfaces cant have method bodies
L337[06:18:53] <Inari> :D
L338[06:18:59] <mort> alright, that makes sense. Will that automatically work when I create a writeToNBT/readFromNBT, or do I have to do more to make the client dynamically update as the inventory's content changes?
L339[06:19:06] <Ordinastie_> Inari, java 8 they can
L340[06:19:52] <linuxdaemon> also, abstract class
L341[06:20:04] <Inari> linuxdaemon: lack of multiple inheritance
L342[06:20:12] <linuxdaemon> oh
L343[06:20:46] <FusionLord> mort will what happen automaticaly?
L344[06:20:48] <linuxdaemon> but yeah, java 8 default methods in interfaces
L345[06:21:37] <Inari> its set to language level 8 D:
L346[06:22:44] <Inari> oh wait, this is 1.9, not 1.8.9, 1.8.9 was yesterday :P not that it hsould matter
L347[06:23:11] <mort> FusionLord: I use the inventory's content in a TESR. If I put an item in the inventory with say a hopper, will the client's state automatically update?
L348[06:23:22] <Inari> "Error:java: javacTask: source release 1.8 requires target release 1.8" hm
L349[06:24:00] <linuxdaemon> ....welp
L350[06:24:37] <Inari> im confused ^^
L351[06:24:47] <linuxdaemon> make sure the vars in build.gradle are set and that gradle is set to use java 8?
L352[06:25:02] <FusionLord> add these to your build.gradle
L353[06:25:02] <FusionLord> sourceCompatibility = JavaVersion.VERSION_1_8
L354[06:25:02] <FusionLord> targetCompatibility = JavaVersion.VERSION_1_8
L355[06:25:14] <linuxdaemon> ^
L356[06:25:18] <linuxdaemon> yeah that
L357[06:29:04] <DarkS_> FusionLord is your mod on forgecraft?
L358[06:29:04] <Inari> seems to work :3 thanks
L359[06:29:26] <Inari> is there some way for an interface to specify its implementor?
L360[06:29:30] <Inari> so
L361[06:30:17] <Inari> IMyInterface can only be implemented by things extending TileEntity (mostly so i can access the this variable in a default interface function with tile entity methods) (though I could cast it I guess)
L362[06:30:19] <FusionLord> yes
L363[06:31:02] <DarkS_> :O
L364[06:31:23] <quadraxis> like Enum<E extends Enum<E> ?
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L366[06:32:35] <Inari> hmm
L367[06:33:58] <FusionLord> you can make a getter and the TE returns what you are looking for
L368[06:34:31] <Inari> i guess... not as elegant but works
L369[06:36:17] <FusionLord> otherwise you could pass it as a param pick your poison
L370[06:36:51] <FusionLord> DarkS_, why did you ask?
L371[06:37:15] <DarkS_> I saw it on dire's episode
L372[06:37:23] <mort> FusionLord: now I write to and read from nbt, but the client still has no idea what's in the inventory, because that's server side.
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L374[06:38:28] <FusionLord> mort Override get<1.7.10:Description/1.8+:Update>Packet()
L375[06:38:54] <mort> alright, will do.
L376[06:39:22] <FusionLord> and ... onDataPacket()
L377[06:39:29] <FusionLord> something like that anyway
L378[06:39:30] <FusionLord> :P
L379[06:39:36] <Inari> DarkS_: but how would you see it in dire's episode if it wasn't on FC
L380[06:39:46] <linuxdaemon> magic
L381[06:39:52] <DarkS_> whaaaat
L382[06:39:54] <mort> thanks, I'll look through MC's source to see how to do that
L383[06:40:01] <DarkS_> xD
L384[06:40:12] <DarkS_> I was just asking Inari!
L385[06:40:12] <FusionLord> lol
L386[06:40:22] <FusionLord> DarkS_, what episode? todays?
L387[06:40:26] <DarkS_> yes
L388[06:40:45] <FusionLord> Just started the episode :3
L389[06:41:11] <linuxdaemon> lol
L390[06:42:55] <Inari> :f NoSuchMethodError, but this is on the server D: (put SideOnly Server on it, which i guess causes this)
L391[06:43:57] <FusionLord> what?
L392[06:44:11] <FusionLord> both of those are on both client and server
L393[06:44:28] <FusionLord> and you don't really ever need to use SideOnly
L394[06:44:34] <Inari> im still on about my interface default method
L395[06:45:26] <FusionLord> guess i didn't read the name :3
L396[06:45:42] <Inari> lets try without sideonly..
L397[06:46:21] <linuxdaemon> FusionLord: reading?? what is this, the dark ages??
L398[06:46:26] <linuxdaemon> :p
L399[06:46:42] <FusionLord> xD
L400[06:47:33] <linuxdaemon> I mean if support users in #ftb are any evidence, no one can read anymore
L401[06:47:52] <Inari> seems to work, weird
L402[06:49:33] <linuxdaemon> also, no one can follow basic instructions either, according to that sample :p
L403[06:49:56] <Inari> why is world.isRemote false, but getSide() is CLIENT
L404[06:50:19] <linuxdaemon> ....logic
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L406[06:51:30] <Inari> or is isRemote always false in singleplayer?
L407[06:52:43] <Inari> linuxdaemon: logic? :P
L408[06:52:54] <Inari> getEffectiveSide seems to say SERVER though
L409[06:53:01] <linuxdaemon> mojang logic
L410[06:53:26] <linuxdaemon> so convoluted af
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L412[06:58:16] <Ordinastie_> Inari, because they're two different concepts
L413[06:58:33] <FusionLord> "Don't touch the sheild Soaryn" :P
L414[06:59:00] <Ordinastie_> isRemote will be true for WorldClient class on the client thread
L415[06:59:07] <linuxdaemon> FusionLord: that's todays ep? omg saw the stream
L416[06:59:20] <FusionLord> yeah
L417[06:59:34] <Ordinastie_> depending on what you query, getSide could refer to whether you're on dedicated server or not
L418[06:59:43] * linuxdaemon avoids spoiling it
L419[06:59:46] <Ordinastie_> and that's what SideOnly(CLIENT) does
L420[06:59:53] <FusionLord> The funny thing is this isn't a new graves mod... just updated :P
L421[06:59:58] <Inari> meh, its still calling it wwith both ahnds... oh well will look more into this after lunch
L422[07:00:18] <Ordinastie_> stripping methods and classes when you're on dedicated server
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L430[07:28:23] <Javaschreiber> As Block.getStateFromMeta is deprecated, what other method should be used?
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L441[08:12:19] <Inari> i wish java had C#'s "i this is null, just return null, else call this on it and return the result"
L442[08:12:24] <Inari> *if this is
L443[08:12:34] <ollieread> No you don't
L444[08:12:41] <ollieread> You don't wish Java had anything from C#
L445[08:12:56] <Inari> i do
L446[08:12:58] <ollieread> C# is why we can't have nice things
L447[08:13:06] <Inari> C# is great :P
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L451[08:23:01] <Chronium> Hello people! How does one send a line to the player's chat?
L452[08:23:35] <Javaschreiber> Press T to open the chat, type text, press return.
L453[08:24:18] <Chronium> In code
L454[08:24:23] <Chronium> When you have an EntityPlayer
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L456[08:25:56] <Javaschreiber> Minecraft.getMinecraft().ingameGUI.getChatGUI().printChatMessage(new ChatComponentText(out));
L457[08:26:04] <Chronium> Thank you
L458[08:26:22] <Javaschreiber> This is the way I did it to display text client side. Might have changed since 1.8.
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L461[08:27:19] <Chronium> Javaschreiber: Can't find a ChatComponentText :(
L462[08:27:55] <Javaschreiber> Just search a bit around. Look what Interface the Method printChatMessage accepts and look for implementations.
L463[08:28:07] <Chronium> Not a bad idea, thanks
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L466[08:33:00] <Chronium> Javaschreiber: There's TextComponentString now
L467[08:33:10] <Chronium> And it works on an EntityPlayer.addChatMessage
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L469[08:33:29] <Javaschreiber> Then apparently you found your solution.
L470[08:34:04] <Chronium> I hate modding after 1.8
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L485[09:08:33] <tterrag|ZZZzzz> Chronium: just player.addChatMessage ...
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L487[09:08:53] <tterrag> or addChatComponentMessage
L488[09:09:07] <Chronium> Yep, found it
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L490[09:16:13] <OrionOnline> Is there a way to hide all componenets of an OBJModel from the Blockstate?
L491[09:16:23] <OrionOnline> like directly from the BlockState?
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L494[09:17:57] <Chronium> Anyone knows how to add recipes in Scala?
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L496[09:23:08] <Chronium> Is there a better way than doing 'c'.asInstanceOf[Character]?
L497[09:23:18] <OrionOnline> No clue
L498[09:23:40] <Chronium> As Java doesn't like Scala's Char thing, and it's a bit annoying
L499[09:24:12] <tterrag> I feel like if you have to do that, then scala has failed as a language
L500[09:24:18] <tterrag> there must be a better way
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L506[09:41:22] <Chronium> tterrag: .asInstanceOf is Scala's way of casting
L507[09:41:30] <tterrag> and?
L508[09:41:33] <tterrag> why would you cast a primitive?
L509[09:41:44] <Chronium> It's not a primitive, it's Scala's own object
L510[09:42:19] <tterrag> 'c' is absolutely a primitive
L511[09:42:31] <Chronium> Not in Scala world
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L513[09:47:01] <tterrag> http://i.imgur.com/okp66FD.gifv
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L515[09:48:20] <Ordinastie_> tbh, it's scala, it's possible it's as shitty as it sounds
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L519[09:52:01] <Chronium> Okay, Char.box('C') works
L520[09:57:06] <tterrag> again manual boxing should be completely unnecessary
L521[09:58:44] <Chronium> Well, Scala isn't Rust
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L524[10:02:49] <tterrag> hahaha https://github.com/RainWarrior/TrussMod/blob/36eed4ad44478d2e2c84bb4b2d083fd997e0f2f6/src/trussmod/frame.scala#L95
L525[10:02:53] <tterrag> you're right, that is how you do it
L526[10:03:03] * tterrag adds to list of reasons to never use scala
L527[10:03:28] <shadowfacts> lol
L528[10:03:29] * Ordinastie_ would too, but there is no more room on his list
L529[10:03:51] <Chronium> Is Scala really that bad?
L530[10:04:09] <Ordinastie_> you just witnessed ot
L531[10:04:11] <Ordinastie_> *it
L532[10:04:20] <Chronium> There are certain things that are bad, sure
L533[10:04:34] <Chronium> But can you top off JVM's lack of unsigned values?
L534[10:04:50] * FusionLord couldn't be bothered to make a list. *thinks* Ain't nobody got time for that
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L536[10:05:39] <Chronium> I tried to write a VM at one point for a mod, I wanted to have a 64 bit data bus, and to achieve that, I had to do a lot of trickery using sign shifting and such, it's horrible
L537[10:06:03] <tterrag> you tried to write a VM in a VM language ._.
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L539[10:06:23] <Chronium> Hardware VM
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L541[10:06:36] <Chronium> Ever heard of RedPower 2? And its 6582 or whichever CPU it was emulating?
L542[10:06:50] <tterrag> still, java has ways of dealing with unsigned, as long as you treat it like raw bytes
L543[10:07:01] <Chronium> Yes, value <<< 1
L544[10:07:07] <Chronium> But why not simply have an unsigned value?
L545[10:07:36] <Chronium> And doing bitwise operations all the time is a bit tiring
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L547[10:08:32] <tterrag> if it was so easy, it would have been done by now
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L549[10:08:42] <Chronium> Well, look at .Net
L550[10:08:51] <tterrag> I suspect adding primitive types isn't exactly simple, not to mention the chain reaction of things that would be affected by it
L551[10:08:54] <Chronium> It's a design choice
L552[10:09:04] <tterrag> for instance, all the functional interfaces we have for primitives would be come useless
L553[10:09:07] <Chronium> They should have done it from the beginning
L554[10:09:10] <tterrag> maybe
L555[10:10:03] <tterrag> but now you're criticizing a 20 year old decision
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L557[10:11:09] <Chronium> Okay
L558[10:11:46] <Chronium> I also did today a 4-5 hour livestream of modding. And half of that was learning how model files work
L559[10:11:48] <Chronium> I hate 1.8+
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L561[10:12:47] <Chronium> 1.7 was the perfect version for modding
L562[10:13:30] <Ordinastie_> would you be interested in a lib that allows you to bypass JSON entirely? :p
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L564[10:13:47] <Lumien> If anything i prefer 1.8+, i like the model files
L565[10:14:13] <Chronium> Well, I want to add one block, and to get that in game I need to make two or three more json files
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L567[10:14:25] <Chronium> Ordinastie_: Sounds interesting
L568[10:14:38] <tterrag> Ordinastie_: mhm, it's called "vanilla"
L569[10:14:42] <Chronium> I was thinking of writing myself some Python scripts to handle all of that
L570[10:15:18] <Rallias> How do I go about setting what type of block is in a particular space?
L571[10:15:50] <Lumien> World.setBlockState
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L573[10:16:15] <Rallias> How do I get the appropriate block state?
L574[10:16:34] <gigaherz> context? I just joined ;P
L575[10:16:44] <Rallias> gigaherz, I'm trying to place a block.
L576[10:16:50] <gigaherz> which block?
L577[10:17:06] <Rallias> A web. Is it something that depends on what type of block?
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L579[10:17:15] <gigaherz> depends on the context
L580[10:17:19] <Ordinastie_> not really
L581[10:17:19] <gigaherz> if you have an ItemStack
L582[10:17:24] <shadowfacts> is there a Forge added equivalent to Container.calcRedstoneFromInventory for determining the comparator output level of IItemHandlers?
L583[10:17:24] <gigaherz> you can call onItemUse on the stack
L584[10:17:36] <Ordinastie_> block.getDefaultState().withProperty(prop1, value)
L585[10:17:44] <gigaherz> if you want a specific block + properties
L586[10:17:49] <gigaherz> then you can do what Ordinastie_ said
L587[10:17:56] <Rallias> Okay.
L588[10:17:58] <Rallias> Thanks.
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L591[10:20:20] <gigaherz> shadowfacts: just iterate each slot
L592[10:20:25] <gigaherz> and acucmulate the total stackSizes
L593[10:20:30] <gigaherz> and the total stack limits
L594[10:20:31] <gigaherz> then do
L595[10:20:39] <gigaherz> stackSizes * 15 / stacklimits
L596[10:20:51] <gigaherz> it's a simple for(), no need for helpers ;P
L597[10:20:55] <shadowfacts> alright, I'll just do it myself
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L600[10:28:33] <Chronium> Are there any tutorials on block states and properties and such?
L601[10:28:48] <gigaherz> there's the official docs
L602[10:28:55] <gigaherz> but I'm not aware of any GOOD tutorials for 1.8+
L603[10:29:21] <gigaherz> http://mcforge.readthedocs.io/en/latest/blockstates/states/
L604[10:29:33] <gigaherz> that's the official forge documentation effort
L605[10:29:43] <gigaherz> it's built from community contributions
L606[10:29:47] <gigaherz> so it's rather lacking
L607[10:30:06] <Chronium> I see
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L616[10:48:29] <Naiten> Made IBakedModel and ModelBakeEventHandler in 1.10.2, now i can transform and customize model programmatically, but the block is baked at least 7 times after i place it.
L617[10:48:33] <Naiten> Wut O.o
L618[10:49:36] <Naiten> http://i.imgur.com/3ag23RD.png http://i.imgur.com/sVxfiLo.png
L619[10:49:48] <Naiten> well, the model is loaded 7 times after i place the block
L620[10:49:51] <Naiten> it aint good
L621[10:49:57] <Naiten> and idk why that happens
L622[10:50:11] <Naiten> IBakedModel http://pastebin.com/gKimCHde ModelBakeEventHandler http://pastebin.com/rSMje5Kf ProxyClient http://pastebin.com/M7FyRhAb
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L624[10:50:22] <Naiten> ModelBakeEventHandler.registerModelWithTexture() is called from block constructor where i pass specific models and textures for each of my block
L625[10:50:28] <diesieben07> that is why you cache.
L626[10:51:22] <Chronium> Man, the Forge documentation is so lacking in everything
L627[10:51:29] <Naiten> i'm not sure how this stuff works till the end, and you say cache -.-
L628[10:51:30] <diesieben07> feel free to fix it.
L629[10:51:41] <diesieben07> well, say i place your block, break it, and palce it again
L630[10:51:46] <diesieben07> do you want that to load the model from disk, twice?
L631[10:52:31] <Naiten> if it loaded it twice, that would be good. it loads it seven times when i just place a single block
L632[10:52:51] <diesieben07> no, it would be good if it loaded it *once* and then has a LRU cache
L633[10:53:04] <Naiten> that's the next step
L634[10:53:25] <Naiten> atm i just want to fix the extra loads
L635[10:53:25] <diesieben07> get quads gets called 7 times because tehre are 6 sides
L636[10:53:30] <diesieben07> + once for non-culled quads
L637[10:53:44] <Naiten> erm, how does this even works
L638[10:53:47] <diesieben07> non-culled quads means the EnumFacing will be null
L639[10:53:59] <diesieben07> say your block is completely covered on the west side
L640[10:54:10] <diesieben07> then all quads returned by getQuads(WEST) will not be rendered
L641[10:54:31] <diesieben07> thats why there are 7 calls
L642[10:54:38] <diesieben07> 6 sides + null for non-culled
L643[10:55:09] <Naiten> so, if i add if(face != null) return empty list, it will load model only 1 time?
L644[10:55:25] <diesieben07> eh... yes but that will completely break culling
L645[10:55:28] <diesieben07> which is useful
L646[10:55:45] <gigaherz> Naiten: remember the last model and the last "config"
L647[10:55:59] <gigaherz> if the config hasn't changed, reuse the last model
L648[10:56:02] <gigaherz> and just call getQuads on it
L649[10:56:05] <diesieben07> that would be the simplest LRU cache indeed
L650[10:56:08] <gigaherz> if the config has changed, re-load
L651[10:56:41] <gigaherz> and by config I mean, whatever you use to decide which model to load
L652[10:57:20] <Naiten> one moment to clarify, culled = taken away when face is covered, non-culled = left after all sides are covered, right?
L653[10:57:22] <gigaherz> however, that still does mean that if you have 25 blocks in 25 different configs
L654[10:57:28] <gigaherz> you WILL be loading models 25 times
L655[10:57:34] <diesieben07> i should say non-culling
L656[10:57:36] <gigaherz> hence why the caching could be improved after that
L657[10:57:42] <diesieben07> non-culling faces will ALWAYS render
L658[10:57:54] <diesieben07> and culled means "removed do to face being covered"
L659[10:57:56] <gigaherz> Naiten: non-culling means "always draw"
L660[10:58:01] <gigaherz> doesn't matter if there's neighbours or not
L661[10:58:23] <gigaherz> culled means if the shouldSideBeRendered returns false
L662[10:58:26] <gigaherz> it won't draw
L663[10:58:37] <gigaherz> -the
L664[10:58:49] <gigaherz> the conditions for "shouldSideBeRendered" depend on the what kind of block it is
L665[10:59:06] <Naiten> <Naiten> so, if i add if(face != null) return empty list, it will load model only 1 time?
L666[10:59:06] <Naiten> <diesieben07> eh... yes but that will completely break culling
L667[10:59:06] <Naiten> <diesieben07> which is useful
L668[10:59:12] <Naiten> man, take a look at this http://i.imgur.com/XgjwKOf.png
L669[10:59:26] <gigaherz> Naiten: look
L670[10:59:29] <gigaherz> if you don't want to
L671[10:59:30] <diesieben07> :D
L672[10:59:30] <Naiten> how can you detect "shouldsideberendered"
L673[10:59:34] <gigaherz> you don't have to implement culling
L674[10:59:36] <gigaherz> Naiten: you do not
L675[10:59:39] <gigaherz> the point is
L676[10:59:47] <gigaherz> MINECRAFT will call getQuads(state, EAST)
L677[10:59:54] <gigaherz> only if shouldSideBeRendered did return true
L678[11:00:10] <gigaherz> but getQuads(state, null) will *always* be called
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L680[11:00:32] <sokratis12GR> Guys I have a ClientTickEvent for a keybind, but how I can use the EntityPlayer inside this method ?
L681[11:00:48] <gigaherz> it's a CLIENT tick
L682[11:00:52] <gigaherz> which means it's on the client
L683[11:00:57] <Naiten> Ah. But i have shouldSideBeRendered() always return false for my block, how can it call 7 times then?
L684[11:00:59] <gigaherz> which means Minecraft.getMinecraft.thePlayer
L685[11:01:08] <sokratis12GR> ok, thanks
L686[11:01:14] <gigaherz> Naiten: how many blocks did you place on the world?
L687[11:01:19] <Naiten> 1
L688[11:01:36] <gigaherz> and it gets called 7 times always?
L689[11:01:44] <Naiten> created blank new world and placed one block
L690[11:01:45] <Naiten> yes
L691[11:01:46] <Naiten> 7 times
L692[11:02:14] <gigaherz> wait wait
L693[11:02:17] <gigaherz> I just looked at the code again
L694[11:02:21] <gigaherz> ... /facepalm
L695[11:02:28] <gigaherz> they look at the condition AFTER
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L697[11:02:36] <gigaherz> they do
L698[11:02:40] <gigaherz> getQuads face
L699[11:02:45] <gigaherz> if conditions, draw quads
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L701[11:02:54] <gigaherz> so
L702[11:02:59] <gigaherz> it DOES get called always
L703[11:03:04] <gigaherz> just the return list is ignored
L704[11:03:19] <gigaherz> well not ignored, the contents are ignored
L705[11:03:20] <gigaherz> so
L706[11:03:30] <gigaherz> feel free to return Collections.emptyList()
L707[11:03:37] <gigaherz> for anything that's not null facing
L708[11:03:46] <Naiten> ^was just going to ask how to do that
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L713[11:07:09] <Naiten> well, now it only load 1 time, thanks.
L714[11:09:38] <Naiten> And about caching... This is the simplest rendering, i implement for switches, because of their complexity. Most part of railway tracks will be parametric, wich means i'll have theoretically unlimited variants of 'config', not just four rotations.
L715[11:09:51] <Naiten> I guess, cache is useless in that case
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L717[11:10:31] <Naiten> right?
L718[11:11:31] <diesieben07> No
L719[11:11:33] <diesieben07> it is not
L720[11:11:40] <diesieben07> someone is building a railway
L721[11:11:53] <diesieben07> everytime they place a block, you reload ALL the models in the chunk FROM DISK
L722[11:11:55] <diesieben07> parse them
L723[11:11:57] <diesieben07> rebake them
L724[11:12:00] <diesieben07> that is not a good idea.
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L726[11:13:33] <Naiten> isn't block only rerendered when the block gets render update? why is it rerendered on chunck updates?
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L728[11:14:05] <Naiten> i thought that was how ISBRH and blockstates work
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L730[11:14:14] <diesieben07> blocks are rendered in 16x16x16 chunks
L731[11:14:19] <diesieben07> it can only re-render the whole thing
L732[11:14:22] <diesieben07> not individual blocks
L733[11:14:36] <diesieben07> so if a block within that range changes, it re-renderes all blocks inside
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L735[11:15:26] <gigaherz> Naiten: gpu draw calls are costly
L736[11:15:36] <gigaherz> so caching each block individually would be horribly inefficient
L737[11:15:50] <gigaherz> it's much much faster to work on bigger batches
L738[11:15:51] <gigaherz> BUT
L739[11:15:58] <gigaherz> you have to balance that against the cost of rebuilding the cache
L740[11:16:28] <Naiten> how do you suggest chaching parametric models then? well, i can assume that track block won't change it's model ever since placement till destruction
L741[11:16:42] <Naiten> but idk how and where to store the data
L742[11:16:57] <Naiten> i only know the concept of caching -.-
L743[11:17:04] <diesieben07> in a concurrent map in the model
L744[11:17:22] <gigaherz> you have your IBakedModel, you can put data in it
L745[11:17:29] <diesieben07> or you could use a cache from guava
L746[11:17:39] <gigaherz> HOW to cache the data is up to you, really
L747[11:17:42] <Naiten> map? shouldn't it be another List<BakedQuad>?
L748[11:17:42] <diesieben07> which has things like "only ever keep 200 entries, evict the latest ones
L749[11:17:53] <diesieben07> well but you need to cache MULTIPLE models
L750[11:17:56] <diesieben07> not just one
L751[11:18:07] <gigaherz> Naiten: if you only cache one configuration
L752[11:18:14] <gigaherz> then each different block will cause it to re-load
L753[11:18:14] <z0ttel> linkedhashmap is easily turned into a cache too
L754[11:18:37] <diesieben07> wat
L755[11:18:38] <Naiten> erm, you take model from block one, another from block two, combine and get a single List<BakedQuad>, not?
L756[11:18:42] *** sokratis12GR is now known as sokratis12GR|Away
L757[11:18:43] <diesieben07> linkedhashmap is a horrible invention
L758[11:18:48] <gigaherz> a linked list works well for LRU
L759[11:18:59] <diesieben07> how would you do the lookup?
L760[11:19:18] <z0ttel> diesieben07: what's so horrible about it?
L761[11:19:19] <gigaherz> sequentially, ofc
L762[11:19:35] <gigaherz> but you'd be able to O(1) removal from the middle, and O(1) insertion at the front
L763[11:19:36] <z0ttel> (seriously asking - not to familiar with all the collections)
L764[11:19:39] <diesieben07> it takes like gazillion amounts of memory and i have never seen a reason for using it
L765[11:19:49] <gigaherz> then you'd just have to remove from the tail until the count is < limit
L766[11:20:02] <gigaherz> it's only useful for small caches, but it's a straightforward LRU
L767[11:20:05] <diesieben07> so the most important part of a cache, fast retrival, is gone.
L768[11:20:49] <gigaherz> well that's where the linked hashmap would be for
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L770[11:21:06] <diesieben07> so you have linkedhahsmap AND linkdlist?
L771[11:21:13] ⇨ Joins: RichardG (~richardg8@201.37.245.16)
L772[11:21:14] MineBot sets mode: +v on RichardG
L773[11:21:16] <gigaherz> nono
L774[11:21:24] <gigaherz> I don't know how this "linkedhashmap" is implemented
L775[11:21:32] <diesieben07> its hashmap
L776[11:21:37] <gigaherz> I was thinking of a hashmap of linkedlist nodes
L777[11:21:39] <diesieben07> PLUS it preserves iteration order
L778[11:21:40] <diesieben07> thats all.
L779[11:21:52] <gigaherz> where each leaf of the hashmap has previous and next
L780[11:22:06] <diesieben07> thats what it already has, for the buckets?
L781[11:22:25] <gigaherz> yeah so, for lookups, you'd use the hash part
L782[11:22:39] <gigaherz> and for removing extra entries, you iterate until the size is < limit
L783[11:22:39] <diesieben07> let me check what guava does :D
L784[11:22:52] <Naiten> how can i store cache in IBakedModel? isn't it more logical to add some kind of IProperty to my block, where it will store List<BakedQuad> for it's parametres
L785[11:23:07] <gigaherz> Naiten: no.
L786[11:23:08] <diesieben07> hah also
L787[11:23:17] <diesieben07> a put with existing key does not move it to the end.,
L788[11:23:22] <gigaherz> you do NOT store rendering objects on your logic stuff
L789[11:23:23] <diesieben07> so... not appropriate :P
L790[11:23:46] <gigaherz> diesieben07: yeah you'd have to augment it with a "poke()" or something
L791[11:23:47] <gigaherz> ;P
L792[11:23:53] <gigaherz> that removes and re-adds at the end
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L794[11:24:25] *** manmaed is now known as manmaed|AFK
L795[11:24:27] <Chronium> Off topic: Where can one get the RF API? How can one make a machine that functions with RF for example?
L796[11:24:51] <Naiten> how can i store rendering objects in IBakedModel, if new instance of it is created each ModelBakeEvent
L797[11:25:14] <diesieben07> ModelBakeEvent = startup
L798[11:25:17] <diesieben07> during the loading screen
L799[11:25:53] <Naiten> or when a player places another of my blocks
L800[11:25:57] <Naiten> ?
L801[11:25:58] <gigaherz> Chronium: it's on github
L802[11:26:10] <gigaherz> but I suggest you look at the Tesla capability instaed
L803[11:26:24] <gigaherz> it also handles energy, and it's a nicer API
L804[11:26:32] <diesieben07> Naiten, no.
L805[11:26:45] <diesieben07> you have to distinguish two models
L806[11:26:48] <Naiten> what
L807[11:26:58] <diesieben07> one is the core model that delegates to the other "parameterized" ones
L808[11:27:01] <diesieben07> the code one has the cache
L809[11:27:06] <diesieben07> it does not have any quads itself
L810[11:27:12] <Naiten> erm
L811[11:27:48] <Naiten> so you suggest only store 'clean', just-loaded models
L812[11:28:08] <diesieben07> No.
L813[11:28:18] <diesieben07> i suggest the actual models as they need to be rendereded in world
L814[11:28:29] <diesieben07> together with whatever state you needed to decide that it was that model you need to render
L815[11:28:41] <diesieben07> then when the same state comes along you use the model you have in your map isntead of loading from disk
L816[11:30:28] <gigaherz> Naiten: mc/forge already caches pre-baking models, you only want to avoid rebaking unnecessarily
L817[11:31:29] <Inari> how do i make it not supress model loading errors?
L818[11:32:28] <Naiten> i can't get it then. well, say, user places a parametric curve with one single parameter, radius. i load the model of 1m-long track, then create a map and put that model inside with different TRSR, which gives me 'parametrized' model. which is rendered next. how will this process look like if i implement caching?
L819[11:32:55] <gigaherz> you'd build a "configuration object"
L820[11:32:57] <gigaherz> string or whatever
L821[11:33:11] <gigaherz> something that can represent configurations
L822[11:33:31] <Naiten> oh
L823[11:33:32] <gigaherz> and can be used as a key on the cache
L824[11:33:50] <gigaherz> example, if you chose to use strings (probably not the best choice for performance)
L825[11:33:52] <gigaherz> you may have
L826[11:34:29] <gigaherz> "radius=1;"
L827[11:34:39] <Naiten> you mean, just add static Map<String, List<BakedQuad>> to my IBakedModel
L828[11:34:46] <gigaherz> "radius=1;color=red;material=oak;"
L829[11:34:49] <gigaherz> or whatever
L830[11:34:54] <gigaherz> no need for it to be static, either
L831[11:35:00] <gigaherz> and yes
L832[11:35:06] <gigaherz> xcept the Map may become too big
L833[11:35:25] <gigaherz> you may not want to store more than like, 1000 configurations at one time
L834[11:35:28] <gigaherz> due to memory and such
L835[11:35:41] <diesieben07> also not sure why you insist on remembering a List<BakedQuad>
L836[11:35:42] <gigaherz> so you'd need a way to track which combinations have been used less recently
L837[11:35:43] <Naiten> if it was non-static, new map would be created ModelBakeEvent
L838[11:35:51] <diesieben07> yes.
L839[11:35:53] <diesieben07> which is good
L840[11:35:53] <gigaherz> yes
L841[11:35:54] <gigaherz> you want that
L842[11:36:01] <gigaherz> since a resourcemanager reload should wipe the cache
L843[11:36:08] <gigaherz> so you have a chance to start over with the new resource pack
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L845[11:36:57] <Naiten> diesieben07, what should i remember instead of List<BakedQuad>? it's the last stage of data before being rendered, or am i wrong
L846[11:37:03] <diesieben07> IBakedModel
L847[11:37:11] <diesieben07> you don't know what the model does in getQuads
L848[11:37:16] <diesieben07> it might also be a caching thing or wahtever.
L849[11:37:27] <Naiten> erm
L850[11:37:31] <diesieben07> but i am not an expert :D
L851[11:37:48] <Naiten> which exactly model do you mean
L852[11:37:57] <diesieben07> whichever, you don't know :P
L853[11:38:10] <gigaherz> diesieben07: chances are he's combining stuff from different models
L854[11:38:13] <Naiten> if my TrackModel, then getQuads is overriden and does my stuff
L855[11:38:16] ⇨ Joins: Michiyo (~Michiyo@mail.pc-logix.com)
L856[11:38:31] <Michiyo> when breakBlock is called, has the tileentity already been destroyed?
L857[11:38:34] <gigaherz> Naiten: where do the quads come from, then?
L858[11:38:42] <gigaherz> Michiyo: yes, but there's a workaround
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L860[11:38:50] <diesieben07> not true giga...
L861[11:38:54] <diesieben07> breakBlock has the TE
L862[11:39:04] <Naiten> gigaherz, from loading one or several .obj files and baking them
L863[11:39:11] <gigaherz> Michiyo: https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/BlockPackaged.java#L63,L94
L864[11:39:22] <gigaherz> diesieben07: hm?
L865[11:39:28] <diesieben07> you are thinking of getDrops
L866[11:39:31] <diesieben07> getDrops != breakBlock
L867[11:39:48] <gigaherz> hmm
L868[11:39:51] * gigaherz shrugs
L869[11:40:32] <Michiyo> Well, I'm at work without access to my IDE and got a bug report, so I can't test.. it'll have ot wait til I get home but I have your link in case thanks guys
L870[11:40:32] <gigaherz> ah
L871[11:40:33] <gigaherz> hm
L872[11:40:37] <gigaherz> diesieben07: depends XD
L873[11:40:45] <gigaherz> super.breakBlock() removes it
L874[11:40:52] <diesieben07> :)
L875[11:40:57] <gigaherz> Michiyo: super.breakBlock removes the TE
L876[11:40:59] <Michiyo> I call super at the end of my method
L877[11:41:00] <Naiten> i guess
L878[11:41:03] <gigaherz> so if you try to get it after super, it would break
L879[11:41:04] <Michiyo> well after I do my work with it
L880[11:41:06] <gigaherz> if you call it first, it shouldn't
L881[11:41:26] <Naiten> i'll just make more important stuff now, and think about caching when i have free time
L882[11:41:47] <Michiyo> https://git.io/vKrpp
L883[11:42:33] <Naiten> also, after i added if (side != null) return Collections.emptyList(); my model became totally black -.-
L884[11:42:42] <Naiten> how do i texture and light it?
L885[11:43:42] ⇨ Joins: Cooler (~CoolerExt@117.204.118.96)
L886[11:44:10] <gigaherz> Naiten: where do you get your baked quads from?
L887[11:44:16] <gigaherz> wait oyu did answer
L888[11:44:39] <Naiten> gigaherz, http://pastebin.com/gKimCHde
L889[11:44:50] <gigaherz> Naiten: can you show your model's .mtl files?
L890[11:44:52] <Naiten> load obj then model.bake(state, Attributes.DEFAULT_BAKED_FORMAT, r -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(r.toString())).getQuads(oldState, side, rand);
L891[11:44:59] <Naiten> welp
L892[11:45:12] <gigaherz> the .mtl is where you specify the textures
L893[11:45:44] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L894[11:45:49] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/block/generator.mtl
L895[11:46:02] <gigaherz> but
L896[11:46:04] <Naiten> i know, but i used to specify texture via IRetexturableModel.retexture(ImmutableMap.of("#None", texture) previously, thus my mtl dont have textures
L897[11:46:12] <gigaherz> hmm
L898[11:46:18] <gigaherz> and that worked?
L899[11:46:35] <gigaherz> well I guess it's before baking
L900[11:46:53] <gigaherz> if you bake without the textures, it would generate a model that uses the "white" texture
L901[11:47:51] <gigaherz> btw
L902[11:47:51] <gigaherz> return model.bake(state, Attributes.DEFAULT_BAKED_FORMAT, r -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(r.toString())).getQuads(oldState, side, rand);
L903[11:47:55] <gigaherz> you don't need that lambda
L904[11:48:09] <gigaherz> there's... looking up the field
L905[11:48:24] <Naiten> that's how Fry taught do that me at 1.8.9
L906[11:48:26] <gigaherz> ModelLoader.defaultTextureGetter()
L907[11:48:29] <gigaherz> yep
L908[11:48:32] <gigaherz> it was added afterward
L909[11:48:39] <gigaherz> it does the same
L910[11:48:48] <Naiten> i just have outdated info -.-
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L912[11:51:53] <gigaherz> I just had an idea for my survivalist mod :)
L913[11:52:03] <gigaherz> I have been thinking ever since I started it
L914[11:52:12] <Naiten> which idea?
L915[11:52:14] <gigaherz> how to re-add the ability to convert planks into sticks
L916[11:52:24] <gigaherz> but in a way that requires a tiny bit of effort
L917[11:52:33] <gigaherz> I'll add a chopping block
L918[11:52:39] <gigaherz> that has to be "broken" with an axe
L919[11:52:55] <gigaherz> and depending on which axe you used, will yield more or less sticks
L920[11:53:21] <gigaherz> I could also use it for planks
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L922[11:53:42] <gigaherz> put log, chop, get planks
L923[11:54:50] <Naiten> you don't even need gui for that
L924[11:54:50] <gigaherz> exactly :)
L925[11:55:01] <Naiten> i'm fan of non-gui controls
L926[11:55:17] <gigaherz> I need to implement non-gui use of my drying rack someday ;P
L927[11:56:13] <Naiten> like, make one actually hit the reverser and brake handles on the loco to drive it, and display data by animating models of loco indicator
L928[11:56:47] <Naiten> or at least press keys on the keyboard and animate indicators
L929[11:57:03] <Naiten> without drawing gui of indicator scales
L930[11:57:22] <gigaherz> you can do a semi-gui
L931[11:57:38] <gigaherz> you know how nameplates appear on top of named mobs and players
L932[11:57:42] <gigaherz> you can do something similar
L933[11:57:56] <gigaherz> to show a gui-like enlarged view of an indicator
L934[11:58:02] <gigaherz> when looking near it
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L936[11:58:31] <Naiten> i'd be happy if i could control player's viewport
L937[11:58:31] ⇨ Joins: stiforr (~stiforr@ip72-216-4-156.pn.at.cox.net)
L938[11:58:54] <gigaherz> you can attach the view to an entity
L939[11:58:59] <gigaherz> so that it renders from the entity's point of view
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L942[12:00:01] <Naiten> when he clicks the switchboard on electric loco, the view is zoomed in and locked, and player can use mouse to click on actual switches
L943[12:00:03] <Naiten> oh
L944[12:00:04] <Naiten> OH
L945[12:00:15] <Naiten> when was that implemented?
L946[12:00:39] <Naiten> i have, like three ideas on where to use it already
L947[12:01:10] <kenzierocks> that was added in like 1.7 or something
L948[12:01:17] <kenzierocks> when they added spectator mode
L949[12:01:30] <kenzierocks> because you can spectate as an entity
L950[12:02:11] <Naiten> one is what i said minute ago, second is making 3-rd person view of the locomotive/rolling stock, third is my unfinished mod on making photos ingame
L951[12:02:20] <Naiten> would be so cool
L952[12:02:42] <Inari> hmm
L953[12:02:51] <Naiten> hi, kenzie
L954[12:02:57] <kenzierocks> hi
L955[12:03:00] <Inari> so if im not using meta, is there a better way than using setBlockState to update a block render-wise?
L956[12:03:00] <gigaherz> spectator is 1.8
L957[12:03:04] <kenzierocks> i'm about to take off for work, can't talk long
L958[12:03:14] <gigaherz> Inari: notifyBlockUpdate on the client
L959[12:03:20] <gigaherz> or markBlockRangeForRenderupdate
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L961[12:04:15] <gigaherz> if oyu have the flab 8 on notifyBlockUpdate, it also asks mc to re-render "sooner rather than later"
L962[12:04:49] <Inari> hm
L963[12:05:00] <Inari> what do i pass fro blockstate in that? just blockstate twice? :P
L964[12:05:06] <gigaherz> yep
L965[12:05:22] <gigaherz> the one from getBlockState,
L966[12:05:24] <Naiten> gigaherz, if i try to use old way to texture (ModelLoaderRegistry.getModel, IRetexturableModel, like here http://pastebin.com/1G005JVP) it crashes
L967[12:05:28] <gigaherz> it will call getActualState for you
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L969[12:05:49] <Inari> okay, thanks~
L970[12:06:09] <Naiten> [03:03:27] [Client thread/INFO]: [net.railsofwar.common.track.render.ModelTrack:getQuads:64]: net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model row:models/block/750-sw-r16.obj#normal with loader INSTANCE, skipping
L971[12:06:10] <Naiten> [03:03:27] [Client thread/INFO]: [net.railsofwar.common.track.render.ModelTrack:getQuads:64]: at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:153)
L972[12:06:34] <gigaherz> Caused by ?
L973[12:06:57] <Naiten> Caused by: net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Error loading model previously: row:models/block/750-sw-r16.obj
L974[12:07:05] <Naiten> was copying that
L975[12:07:08] <gigaherz> Caused by? ;P
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L977[12:07:23] <gigaherz> "previously" implies that there was an error before that one
L978[12:07:29] <gigaherz> and it remembers that there had been an error
L979[12:08:33] <Naiten> here's the full log http://pastebin.com/RtBuQ82k
L980[12:09:09] <Naiten> there's NPoE again and idk what causes it again -.-
L981[12:09:11] <Inari> gigaherz: any way to mark for render update with a delay? :D
L982[12:09:28] <Inari> aside scheduleUpdate and marking in the update tick
L983[12:09:34] <gigaherz> aside of NOt using the flag 8, no
L984[12:09:44] <gigaherz> that's the "least soon" request
L985[12:09:45] <gigaherz> ;P
L986[12:09:58] <Inari> hm :/
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L988[12:11:51] <Inari> so i'd have to write my own timer thingy that does a delayed update of a value :D fun
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L990[12:14:29] <Inari> or i'll use the scheduleupdate idea... seems easier for now
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L993[12:16:40] <Naiten> gigaherz, do you have an idea of what causes that crash sequence?
L994[12:17:26] <Naiten> i can't get that
L995[12:17:46] <Naiten> do i put null check every line in my getQuads
L996[12:18:11] <Naiten> oh well
L997[12:18:18] <gigaherz> nah it doens't seem like a NPE
L998[12:18:20] <gigaherz> there's
L999[12:18:22] <gigaherz> [03:03:27] [Client thread/INFO]: OBJLoader.Parser: command 's' (model: 'row:models/block/750-sw-r16.obj') is not currently supported, skipping. Line: 3127 's 1'
L1000[12:18:25] <gigaherz> but that shouldn't be an error
L1001[12:18:27] <gigaherz> just a warning
L1002[12:18:41] <gigaherz> and there's
L1003[12:18:42] <gigaherz> [02:59:36] [Client thread/ERROR]: The missing resources for domain row are:
L1004[12:18:42] <gigaherz> [02:59:36] [Client thread/ERROR]: textures/items/itemWand.png
L1005[12:18:45] <gigaherz> but dunno
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L1008[12:19:48] <Naiten> s command never crashed anything before, those lines of .obj are just skipped
L1009[12:20:07] <Naiten> also, that texture was missing since first day of port -.-
L1010[12:20:28] <Naiten> somehow model = ModelLoaderRegistry.getModel makes model null
L1011[12:20:36] <Naiten> and idk why
L1012[12:20:49] <Naiten> if there's no FileNotFound
L1013[12:20:54] <FusionLord> Naiten, put a breakpoint on line 82 of modelTrack.java and see what is null
L1014[12:20:55] <gigaherz> because it failed to load, ofc
L1015[12:21:00] <gigaherz> it couldn't load, so it returns null
L1016[12:21:05] <gigaherz> and yes, you SHOULD null-check there.
L1017[12:21:19] <gigaherz> but that's a side-effect
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L1019[12:21:25] <gigaherz> the issue is something else, not the NPE
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L1021[12:24:59] <theFlaxbeard> Why does LivingAttackEvent trigger like 10 times for one attack?
L1022[12:25:20] <theFlaxbeard> I'm shooting myself with an arrow from a dispenser and I'm getting 10 triggers of the event in one tick from the arrow
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L1024[12:26:49] <FusionLord> are you canceling the event? if so the arrow is going through you, and getting fired for every tick it is in you
L1025[12:27:11] <theFlaxbeard> I'm not canceling it, and I'm printing out the ticksexisted when it triggers and it's all the same
L1026[12:28:09] <theFlaxbeard> Oh wait
L1027[12:28:13] <Inari> hmmm
L1028[12:28:27] <Inari> seem markRangeForRenderUpdate in updateTick doesnt work as i hoped :D
L1029[12:28:34] <theFlaxbeard> The line with the println was running several times... heh
L1030[12:29:26] <theFlaxbeard> It does look like the event is called twice though
L1031[12:29:32] <theFlaxbeard> once from EntityPlayer once from EntityLivingBase
L1032[12:29:38] <theFlaxbeard> so if a player is hit it fires the event twice
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L1034[12:30:34] <FusionLord> that shouldn't happen they're the same object
L1035[12:31:03] <theFlaxbeard> EntityPlayer fires it from its attackEntityFrom, which then calls the super attackEntityFrom which also fires the event
L1036[12:31:53] <FusionLord> what forge build?
L1037[12:31:53] <theFlaxbeard> Might have to cache something like the entityId and ticksExisted and if it happens twice ignore the second
L1038[12:32:38] <theFlaxbeard> 1954
L1039[12:32:46] <theFlaxbeard> But on the newest 1.10.x build it's the same way looking at the forge repo
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L1042[12:34:36] <FusionLord> not sure why it is setup like that...
L1043[12:34:54] <FusionLord> seems like it could be a bug
L1044[12:35:35] <FusionLord> oh... super.attackEntity isn't called until the end of the EntityPlayer method.
L1045[12:35:59] <FusionLord> just gonna have to work with it
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L1047[12:40:04] <DarkS_> o/
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L1052[12:46:16] <JroticaG> gigaherz: you on?
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L1057[13:05:56] <Benito1001> Hi
L1058[13:05:58] <mort> hi.
L1059[13:07:06] <JroticaG> can someone help me out?
L1060[13:07:11] <mort> depends
L1061[13:07:54] <JroticaG> well I was working on getting a project setup so i can make a mod(im a noob btw) i was following pahimars tutorials and took a break when i returned i got all kinds of errors
L1062[13:08:31] <JroticaG> i link a screenshot
L1063[13:08:38] <JroticaG> like all my imports are jacked up
L1064[13:08:57] <FusionLord> eclipse or IDEA?
L1065[13:09:03] <JroticaG> eclipse
L1066[13:09:10] <JroticaG> https://gyazo.com/399157e6ea1443ccafd6f7f4ebda5fc1
L1067[13:09:13] <FusionLord> gradlew eclipse
L1068[13:09:28] <JroticaG> i need to redo that?
L1069[13:09:48] <mort> you may have to do `gradlew setupDecomWorkspace`
L1070[13:09:58] <JroticaG> like i did when i first started
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L1072[13:10:16] <mort> if you already did that you probably won't have to do it again
L1073[13:11:20] <JroticaG> alright im gonna try that thanks
L1074[13:11:26] <FusionLord> you do eclipse after setupdecompworkspace... it is what imports the libraries
L1075[13:12:38] <JroticaG> btw FusionLord Ive been going ham on learning java im getting there
L1076[13:12:54] <JroticaG> i know its gonna take time but im slowly but surely learning
L1077[13:13:49] <JroticaG> for example while watching pahimars tutorials and he says do this or that i actually understand whats heppening and why he is doing it
L1078[13:13:55] <JroticaG> happening*
L1079[13:14:09] <JroticaG> suh cool :D
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L1082[13:28:21] <Tencao> Does anyone know where to get the player death event client side
L1083[13:28:31] <Tencao> I want to override the death smoke particles
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L1086[13:40:02] <Inari> hm whats a good reference mod to look at for how to do stuff in 1.9? :P
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L1088[13:43:02] <Inari> https://gist.github.com/Inari-Whitebear/963baef19f92b00b2cc279546b928bb8 and whats wrong with this? the model works fine, but the textures are off :/
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L1090[13:44:06] <theFlaxbeard> How are they off?
L1091[13:45:46] <Inari> seems the up/down/etc has wrong textures
L1092[13:45:56] <Inari> right now the top is pink
L1093[13:46:03] <Inari> and the bottom some sort of noised orange brown
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L1099[13:58:37] <DarkS_> the textures need to be set before using them
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L1101[14:00:18] <Inari> right, that would make sense I suppose xD
L1102[14:00:25] <DarkS_> ;)
L1103[14:00:34] <Inari> didnt epxec ti tto be as linear though
L1104[14:01:06] <Inari> also i found a way to do the delayed update thingy \o/ addBlockEvent
L1105[14:01:43] <Inari> DarkS_: seems still rboken though :D
L1106[14:02:08] <DarkS_> show new code?
L1107[14:02:31] <Inari> https://gist.github.com/Inari-Whitebear/963baef19f92b00b2cc279546b928bb8
L1108[14:02:37] <Ordinastie_> Inari, what do you calll "update thingy" ?
L1109[14:03:14] <Inari> Ordinastie_: i wanted to have it update the block after a while in order to change its look (which is set witha property in getActualState)
L1110[14:04:02] <Ordinastie_> world.scheduleBlockUpdate
L1111[14:04:48] <Inari> yeah, calls updateTick, but thats only serverside it seems
L1112[14:04:59] <Inari> so iun updateTick i call addBlockEvent
L1113[14:05:01] <Inari> to make it work on client
L1114[14:05:15] <Ordinastie_> no it's not
L1115[14:05:34] <Inari> well, it only called it once, and with isRemote==false
L1116[14:06:32] <Inari> getWorld().scheduleBlockUpdate(getPos(), getBlockType(), 10, 0);
L1117[14:06:34] <Ordinastie_> ah yes, you're right
L1118[14:07:06] <Inari> i suppose that may even work if i used meta data, but not sure
L1119[14:07:08] <Inari> but i dont anyway
L1120[14:07:39] <Ordinastie_> why aren't you using metadata again ?
L1121[14:08:22] <Inari> its nothing that needs to persist, it can be queried from the TE, and theres in total too much info to store it in metadata anyway
L1122[14:08:42] <Ordinastie_> wait, you have a TE ?
L1123[14:08:44] <Inari> yeah
L1124[14:08:50] <Inari> thats what calls the scheduleBlockUpdate
L1125[14:09:08] <Ordinastie_> but you didn't make the TE tickable ?
L1126[14:09:13] <Inari> hmm i wonder if these textures are bugged bcause it goes outside the block
L1127[14:09:22] <Inari> Ordinastie_: it is tickable
L1128[14:09:32] <Ordinastie_> then just do you shit in update()
L1129[14:09:42] <Ordinastie_> *your
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L1131[14:09:55] <Inari> well just felt like there should be a better way than adding yet another variable and usch :D
L1132[14:09:58] <Ordinastie_> (sound like I'm insulting you otherwise ><)
L1133[14:10:31] <Ordinastie_> and the feel the way with scheduledTick and addBlockEvent (whatever that is) is better ?
L1134[14:10:47] <Inari> if it sthe proper way of things ;)
L1135[14:10:56] <Ordinastie_> doesn't sound like it
L1136[14:11:07] <Ordinastie_> sounds way more complicated that it needs to be
L1137[14:12:00] <Ordinastie_> instead of calling scheduleBlockUpdate, just set a counter to your timer
L1138[14:12:17] <Ordinastie_> and decrease it in update, do what you need when it reaches 0
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L1140[14:14:10] <Inari> yeah trying that now
L1141[14:14:32] <Inari> DarkS_: could that be the issue? that it goes outside the normal block and thuse the texture wraps over into something else? (i.e. i'd hav eto set UVs or such)
L1142[14:15:04] <DarkS_> UVs, yeah :P
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L1144[14:15:07] <Ordinastie_> "from": [ 1, 1, -1 ], ?
L1145[14:15:25] <Ordinastie_> can you show a screen of your block ?
L1146[14:16:13] <Inari> hm seems calling markBlockRangeForRenderUpdate on server doesnt do much fro the client
L1147[14:16:25] <DarkS_> if you are getting into UVs I recommend using MrCrayfish's model creator
L1148[14:16:29] <Inari> Ordinastie_: http://akari.in/pinky_5wxKm
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L1150[14:17:06] <Ordinastie_> does it extends over its own 1x1x1 bounds ?
L1151[14:17:13] <Inari> Ordinastie_: yeah
L1152[14:17:20] <Ordinastie_> yeah, don't do that
L1153[14:17:28] <Inari> its neat :P
L1154[14:17:35] <Ordinastie_> I have no idea how models handle that case
L1155[14:17:38] <tterrag> then enjoy your broken models :P
L1156[14:17:50] <Ordinastie_> and your collision bounding box won't match the model either
L1157[14:18:05] <Inari> and that works, with the timer :D thanks
L1158[14:18:11] <Ordinastie_> (unless you use MalisisCore, but's another matter :p)
L1159[14:18:14] <Inari> Ordinastie_: doesnt necessarily have to collide
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L1162[14:19:22] <Inari> maybe ii'll look at how CoPo does it
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L1164[14:21:03] <Inari> seems copo uses a TESR
L1165[14:21:41] <Ordinastie_> what's copo ?
L1166[14:21:48] <Inari> correlated potentialistics
L1167[14:22:06] <Ordinastie_> is it animated ?
L1168[14:22:16] <Inari> i think it blinks when the drive is being used in copo, yeah
L1169[14:22:23] <Inari> this here doesnt
L1170[14:22:26] <Inari> so i'd rather use static render
L1171[14:22:49] <Ordinastie_> the blinking should a texture, and shouldn't use a TESR for that
L1172[14:23:04] <Ordinastie_> so please don't look at that mod :p
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L1174[14:24:03] <Inari> it may have other easons to use tesr, no clue
L1175[14:24:19] <Ordinastie_> is the code for the TESR on github ?
L1176[14:24:26] <Inari> https://github.com/elytra/CorrelatedPotentialistics/blob/1.9.4/src/main/java/io/github/elytra/copo/client/render/RenderDriveBay.java
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L1178[14:25:59] <Inari> "The texture behavior will be inconsistent if UV extends below 0 or above 16"
L1179[14:26:00] <Inari> :<
L1180[14:26:54] <Ordinastie_> oh, the block can have multiple drives and a blinking indicator for each one ?
L1181[14:27:22] <Inari> yeah
L1182[14:27:27] <AtomicStryker> yo! can someone recommend a smallish linux distro, basically i only need chrome, openvpn gui and sound capability
L1183[14:27:29] <tterrag> still, only the blinking would need to be a TESR
L1184[14:27:36] <AtomicStryker> (to be run in a vm)
L1185[14:27:37] <tterrag> it's a waste to render static model in TESR
L1186[14:27:48] <Inari> tterrag: if you find a way to get defined behavior for drawing outside of the 1x1x1 block :D
L1187[14:27:56] <tterrag> Inari: just don't
L1188[14:28:00] <tterrag> split your model up
L1189[14:28:09] <Inari> how does that help
L1190[14:28:14] <tterrag> ???
L1191[14:28:16] <tterrag> how does it not?
L1192[14:28:23] <Inari> i'm not sure what you mean with splitting i up
L1193[14:28:31] <tterrag> make one model per block space
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L1195[14:28:43] <Ordinastie_> even if your model is outside the 1x1x1 bounds, the UVs should still be 0-16
L1196[14:28:49] <Inari> how do i add another model thats moved one blockspace?
L1197[14:29:20] <tterrag> you put a block there
L1198[14:29:37] <Inari> yeah, no, im not putting a block theres to show a few pixels
L1199[14:29:47] <Inari> (and annoy hte heck ouy of everyone with blocks)
L1200[14:30:02] <tterrag> then maybe rethink your design
L1201[14:31:08] <Inari> desing is fine, it esliy shows if something is inserted or not, and making the block itself a pixel smaller makes it not nicely flush with stuff
L1202[14:31:19] <Inari> *easily
L1203[14:31:49] <tterrag> ok, well then enjoy your buggy models
L1204[14:32:09] <Inari> tterrag: just made it not buggy by setting uvs
L1205[14:32:10] <Inari> :D
L1206[14:32:16] <DarkS_> o/ tterrag
L1207[14:32:18] <Ordinastie_> tbh, if the UVs are dependant on the model size/position, it's another fail from mojang
L1208[14:32:33] <tterrag> Ordinastie_: only by default
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L1210[14:32:37] <tterrag> if you use the from[] bit
L1211[14:32:45] <tterrag> you can override them
L1212[14:32:48] <Ordinastie_> ah
L1213[14:32:51] <tterrag> Inari: fairly sure you will still run into lighting issues
L1214[14:33:11] <Ordinastie_> and point for me then :p
L1215[14:33:14] <Ordinastie_> *another
L1216[14:34:24] <Arctic_Wolfy> So can some one help me figure out what I did wrong with my capabilities? I have it up on GitHub now (spent most of the day yesterday getting it up onto it).
L1217[14:35:33] <Inari> tterrag: well if theres no toher way than using a TESR this seems okay
L1218[14:36:24] <Inari> now to figure out why this inventory:[{}] thing isnt working as advertised
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L1220[14:43:04] <Arctic_Wolfy> So no one wants to help? Or are they waiting for me to put the GitHub link up?
L1221[14:43:38] <Inari> http://rurounijones.github.io/blog/2009/03/17/how-to-ask-for-help-on-irc/ ?
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L1223[14:45:37] <Inari> Hm.. so i still need to make an Item and put it into the register with the Block? Sounded like it automagically makes an item for the block
L1224[14:46:15] <Arctic_Wolfy> Well... the link is: https://github.com/TheBigBadWolf2/FurryX and the problem is, nothing works at all.
L1225[14:47:30] <Inari> what do you mean othing works
L1226[14:47:47] <Inari> does it compile? if not, what are the errors? does it carsh on start? if so, what is the log
L1227[14:48:29] <Arctic_Wolfy> No crash, just nothing happens... And I think I just figured out why...
L1228[14:49:08] <Inari> nothing happening when, why, where D:
L1229[14:49:23] <Arctic_Wolfy> Something is missing. https://github.com/TheBigBadWolf2/FurryX/blob/master/src/main/java/com/arctic/furryX/FurryX.java#L32 Can you spot it?
L1230[14:49:56] <Inari> :P
L1231[14:50:10] <Inari> right, you had mentioned capabilities, would be nice ot be more specific still i think though
L1232[14:50:22] <Arctic_Wolfy> You spotted what I missed?
L1233[14:50:45] <Inari> i'd assume subscribeevent? not sure? :P
L1234[14:51:14] <Arctic_Wolfy> Yep.
L1235[14:51:33] <FusionLord> no @EventHandler
L1236[14:51:53] <FusionLord> not @SubscribeEvent
L1237[14:52:05] <Arctic_Wolfy> Hmm?
L1238[14:52:30] <Inari> right, that
L1239[14:52:49] <FusionLord> add @EventHandler to your method preInit
L1240[14:55:07] <Arctic_Wolfy> Yep. that's the problem.
L1241[14:56:34] <Inari> can't I do GameRegistry.register(new ItemBlock(Content.blockPCBLayout).setRegistryName(Content.blockPCBLayout.getRegistryName())); ?
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L1245[14:58:42] <Inari> i mean, it seems to work in that it adds the item for the block
L1246[14:58:54] <Inari> but it doesnt seem to want to draw the block as the texture for the item
L1247[15:00:08] <Ordinastie_> don't you need a JSON for the item too ?
L1248[15:00:31] <Inari> i dont think so? at least it sounds like tahts the whole point of doing "inventory": [{}]
L1249[15:00:52] <Ordinastie_> maybe I don't know
L1250[15:01:08] <Ordinastie_> (I probably shouldn't try to help with model issues ><)
L1251[15:01:17] <Inari> " "inventory": [{}] // Ding ding ding, Forge lets use also use "inventory" to refer here, thus model is inherited from defaults and we're left with one forge blockstate json, instead of a vanilla one, a block model, and an item model separately."
L1252[15:01:59] <FusionLord> Inari, it does automaticaly create an Item for a block. what is it you are having an issue with?
L1253[15:02:15] <Inari> FusionLord: well it doesnt seem to unless i register it like this
L1254[15:02:24] <Inari> FusionLord: the item is just "missing texture"
L1255[15:02:55] <FusionLord> show your blockstate.json
L1256[15:03:27] <Inari> https://gist.github.com/Inari-Whitebear/c590541b0678f9e3ce4b758bec14e43a
L1257[15:04:07] <FusionLord> the block renders fine?
L1258[15:04:13] <Inari> yeah
L1259[15:04:41] <Inari> FusionLord: so it should auto register the itemblock? or do is till need to do that
L1260[15:05:11] <Ordinastie_> you always need to register the itemBlock
L1261[15:05:22] <Inari> good then im not doing that wrong at least XD
L1262[15:05:24] <Ordinastie_> what it's supposed to do is automatically register the model
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L1264[15:07:08] <FusionLord> GameRegistry.registerBlock(<block>, ItemBlock.class, <registryName>)
L1265[15:07:18] <Inari> isnt that deprecated :f
L1266[15:07:22] <Ordinastie_> that's deprecated
L1267[15:07:33] <FusionLord> yes :3
L1268[15:07:43] <Inari> maybe i'll just follow the register call path for this in the debugger
L1269[15:07:47] <FusionLord> guess I never updated that :P whoops
L1270[15:08:19] <Ordinastie_> Inari, if you have the item in the creative tab, then the register call is working fine
L1271[15:08:35] <Inari> Ordinastie_: but it may not find the model?
L1272[15:08:48] <Ordinastie_> the model is a complete separate thing
L1273[15:08:58] <Inari> ah :P meh
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L1279[15:11:50] <Inari> Ordinastie_: it isnt complainign about not finding a model for variant #inventory either, like with the other things wehre i havent done rendering yet
L1280[15:12:19] <Ordinastie_> like I said, I don't really know models
L1281[15:12:38] <Ordinastie_> I put a lot of efforts to not have to deal with them in my mods :p
L1282[15:13:15] <gigaherz> what's wrong Inari?
L1283[15:13:30] <Arctic_Wolfy> Just to be clear, @CapabilityInject can overwrite a public static final, right?
L1284[15:13:31] <Inari> gigaherz: the item render as missing texture, but the block renders fine
L1285[15:13:41] <gigaherz> Arctic_Wolfy: yes, but you shouldn't make it final, it's wrong
L1286[15:13:53] <gigaherz> people modifying finals is why final sucks.
L1287[15:14:06] <diesieben07> final does not suck
L1288[15:14:13] <diesieben07> final not being final, that sucks
L1289[15:14:18] <Ordinastie_> people suck
L1290[15:14:24] <gigaherz> Inari: ModelLoader.setCustomModelResourceLocation ?
L1291[15:14:26] <gigaherz> during PREinit?
L1292[15:14:34] <Inari> with what?
L1293[15:14:36] <FusionLord> haha... now I don't have an Item :P
L1294[15:14:36] <Arctic_Wolfy> Oh? What's the problem with leaving it as a final?
L1295[15:14:39] <gigaherz> with the ItemBlock
L1296[15:14:46] <gigaherz> that you obtain with Item.getItemFromBlock(x)
L1297[15:14:59] <diesieben07> Arctic_Wolfy, setting static final fields is BAD. it breaks the JVM :P
L1298[15:15:01] <diesieben07> if you are not careful
L1299[15:15:07] <diesieben07> and evne then... it is bad.
L1300[15:15:11] <Ordinastie_> FusionLord, you have to regsiter the itemBlock too, it's not automatic anymore
L1301[15:15:19] <diesieben07> non-static finals is also bad, but it doesn't break the JVM
L1302[15:15:26] <gigaherz> Arctic_Wolfy: if finals were strictly unmodifiable, they could be taken as constants, and inlined during JIT/AOT
L1303[15:15:34] <gigaherz> but they are modifiable, so the JVM can't optimize things that way
L1304[15:15:44] <Arctic_Wolfy> I see.
L1305[15:15:57] <FusionLord> Ordinastie_, figured :P
L1306[15:16:06] <diesieben07> the thing is, static finals ARE strictly unmodifable, at least the jit assumess that
L1307[15:16:16] <diesieben07> and if you force your way in and violate that, things can go very haywire
L1308[15:16:37] <gigaherz> FusionLord: this is the pattern I use
L1309[15:16:37] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/common/BlockRegistered.java
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L1311[15:16:48] <Inari> it even finds the texture x.x im so confused
L1312[15:16:51] <Arctic_Wolfy> Making it non-final will also make my compiler shut up about constant conditions.
L1313[15:16:51] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/EnderRiftMod.java#L111
L1314[15:17:16] <gigaherz> Inari: oh I missed the part where it's just missing the texture
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L1317[15:17:33] <Inari> gigaherz: it isnt even rendering as a block
L1318[15:17:34] <Inari> :D
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L1320[15:19:27] <Arctic_Wolfy> I think idea doesn't like the fact that some classes are accessed indirectly.
L1321[15:19:29] <Inari> gigaherz: so i have to first register the itemblock, and then set the location?
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L1323[15:20:08] <xEviLSpaWnx> Can anyone help pls? .... http://pastebin.com/J6RXewrb
L1324[15:20:34] <Ordinastie_> xEviLSpaWnx, java.lang.IllegalArgumentException: bound must be positive
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L1326[15:21:05] <xEviLSpaWnx> And that means? ... Mod related?
L1327[15:21:28] <Inari> im not even sure what to set this to... its a blockstate
L1328[15:21:29] <Inari> not a model
L1329[15:21:36] <Ordinastie_> oh, no programming knowledge I assume ?
L1330[15:22:04] <xEviLSpaWnx> Nope :(
L1331[15:22:29] <diesieben07> graves mod is broken
L1332[15:22:29] <Ordinastie_> report to whoever make that mod : com.fireball1725.graves
L1333[15:22:49] <xEviLSpaWnx> K thanks
L1334[15:24:56] <FusionLord> Haha... we have Item Again!
L1335[15:24:59] <Inari> ModelLoader.setCustomModelResourceLocation(itemBlockPCBLayout, 0, new ModelResourceLocation(Content.blockPCBLayout.getRegistryName().toString())); ?
L1336[15:25:45] <gigaherz> Inari: nah
L1337[15:25:51] <Inari> :f
L1338[15:25:59] <gigaherz> ModelLoader.setCustomModelResourceLocation(itemBlockPCBLayout, 0, new ModelResourceLocation(Content.blockPCBLayout.getRegistryName(), "inventory"));
L1339[15:26:28] <gigaherz> although if you did it right you could just do
L1340[15:26:36] <gigaherz> ModelLoader.setCustomModelResourceLocation(itemBlockPCBLayout, 0, new ModelResourceLocation(itemBlockPCBLayout.getRegistryName(), "inventory"));
L1341[15:26:40] <FusionLord> diesieben07, whats wrong... my mod
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L1343[15:26:52] <diesieben07> see the crash report
L1344[15:27:13] <FusionLord> xEviLSpaWnx's?
L1345[15:27:24] <Inari> it works :O
L1346[15:27:25] <Inari> thanks :D
L1347[15:27:46] <diesieben07> yes
L1348[15:27:47] <Inari> now to figure out how to rotate it 90 degrees in inv xD
L1349[15:27:53] <Inari> proabbly just "y":90
L1350[15:28:05] <gigaherz> if you just need that, yes
L1351[15:28:05] <FusionLord> xEviLSpaWnx, update to build 25
L1352[15:28:16] <gigaherz> otherwise you can use "transform": { something }
L1353[15:28:41] <Inari> the forge transform conveninece thing?
L1354[15:28:51] <gigaherz> no those are
L1355[15:28:55] <FusionLord> Inari, for reference https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
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L1357[15:28:58] <gigaherz> "transform": "forge:default-block"
L1358[15:29:02] <gigaherz> "transform": "forge:default-item"
L1359[15:29:07] <gigaherz> I meant the less-convenient ones
L1360[15:29:14] <gigaherz> but with full flexibility
L1361[15:29:45] <Inari> kay, this works
L1362[15:29:51] <Inari> now to figure out why the top texture isnt rotating :D
L1363[15:30:08] <xEviLSpaWnx> FusionLord: It on curse?
L1364[15:30:21] <gigaherz> Inari: "uvlock": true
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L1366[15:30:29] <Inari> gigaherz: its false
L1367[15:30:40] <gigaherz> yeah that means the texture will NOT rotate.
L1368[15:30:44] <gigaherz> I think?
L1369[15:30:53] <gigaherz> or maybe the other way around
L1370[15:30:53] <Inari> i think it means it will rotate with the block?
L1371[15:30:53] <gigaherz> whatever
L1372[15:30:58] <Inari> but i mean
L1373[15:31:04] <Inari> the top texture is 90 degrees the wrong way
L1374[15:31:05] <gigaherz> if it doesn't work with true, it should work with false ;P
L1375[15:31:07] <FusionLord> xEviLSpaWnx, yes and I meant build 26 not 25
L1376[15:31:18] <gigaherz> Inari: then remap the other textures
L1377[15:31:21] <gigaherz> and rotate differently
L1378[15:32:32] <Inari> well it works now
L1379[15:32:42] <Inari> just had to give it its own model with rotaiton:90 on the face
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L1381[15:34:00] <JroticaG> wat -> https://gyazo.com/30243ad301c3ad63f8710a8e183bd1a1
L1382[15:34:46] <Ordinastie_> you gave the wrong string
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L1384[15:35:54] <xEviLSpaWnx> FusionLord: Ok thanks alot :)
L1385[15:36:03] <JroticaG> what you mean
L1386[15:36:31] <Ordinastie_> it can't find your ClientProxyClass
L1387[15:36:45] <JroticaG> hmmm
L1388[15:36:55] <Ordinastie_> it's written right there
L1389[15:37:08] <Ordinastie_> I assume you read the report, right ?
L1390[15:37:09] <JroticaG> i see that but i told it where it was
L1391[15:37:14] <JroticaG> its not a good listener
L1392[15:37:41] <JroticaG> i did read it
L1393[15:37:44] <Ordinastie_> like I said, your probably messed up the string
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L1397[15:43:43] <Inari> JroticaG: is taht on github or so?
L1398[15:44:30] <JroticaG> excuse me?
L1399[15:44:50] <JroticaG> i have no idea what youre asking
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L1402[15:45:51] <Ordinastie_> I guess that answers the question :p
L1403[15:46:11] <JroticaG> ? someone fill me in
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L1405[15:46:22] <Inari> JroticaG: was asking if we coudl see the code somewehre to tell if you've given it something wrong or not
L1406[15:46:28] <Ordinastie_> she asked if your code was available on Github
L1407[15:46:37] <JroticaG> oh no
L1408[15:46:54] <JroticaG> i might can work something out hold up
L1409[15:47:11] <FusionLord> "But it works on my machine" love that log message :P
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L1411[15:48:18] <FusionLord> JroticaG, can you please post your ClientProxy class and your Main @Mod class
L1412[15:49:51] <JroticaG> yeah sure
L1413[15:49:56] <JroticaG> ill jsut use gyazo
L1414[15:50:18] <FusionLord> at some point you should set it up on github or the like
L1415[15:51:11] <JroticaG> https://gyazo.com/f2811a0d03b0bc64de9305cd95914c74
L1416[15:51:19] <JroticaG> https://gyazo.com/1ab916a3c03d29d3f0403ac9fe48051e
L1417[15:51:27] <Inari> Ordinastie_: :o i mean, im pleasantly surprised, but latley everyone seems to know how to address me XD
L1418[15:52:29] <Inari> well there you go
L1419[15:52:43] <Inari> package com.jroticag.Proxy / class ClientProxy
L1420[15:52:45] <FusionLord> JroticaG, set your Ref.CLIENT_PROXY_CLASS to "com.jroticag.Proxy.ClientProxy"
L1421[15:53:05] <Inari> but your string is com.jroticag.jmod.Proxy.ClientProxy :D
L1422[15:53:15] <FusionLord> also package names should all be lowercase IE: the Proxy should be proxy
L1423[15:53:44] <Ordinastie_> Inari, I remembered correcting someone few days ago
L1424[15:54:03] <Ordinastie_> *you
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L1427[16:02:46] <JroticaG> i dont understand why what i just did fixed it
L1428[16:03:18] <FusionLord> what did you just do?
L1429[16:03:34] <Ordinastie_> you should probably learn about programming before attempting to make mods
L1430[16:03:46] <FusionLord> ^
L1431[16:04:14] *** brandon3055 is now known as brandon3055|Zz
L1432[16:04:31] <JroticaG> all i did was move my proxy classes into my com.jroticag.jmod.proxy package(which didnt exist until i just made it)
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L1434[16:04:55] <FusionLord> *claps* that'll do it
L1435[16:05:02] <Ordinastie_> or you could have fixed the string instead...
L1436[16:05:11] <FusionLord> that too
L1437[16:05:21] <JroticaG> what string are you referring to
L1438[16:05:37] <Ordinastie_> the one you give to the proxy anotation
L1439[16:05:44] <FusionLord> like I said before :P "<FusionLord> JroticaG, set your Ref.CLIENT_PROXY_CLASS to "com.jroticag.Proxy.ClientProxy" "
L1440[16:06:16] <JroticaG> okokok i figured where all my issues have come from lol
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L1443[16:07:27] <JroticaG> In ref the CLIENT_PROXY_CLASS = "com.jroticag.jmod.proxy.ClientProxy" if i removed jmod and made it "com.jroticag.proxy.ClientProxy" that would have worked right
L1444[16:07:32] <Inari> Ordinastie_: ah, that makes sense ;)
L1445[16:07:58] <gigaherz> JroticaG: that's what they were telling you
L1446[16:08:01] <Inari> proabbly, its more proper to put it into jmod anyway i think
L1447[16:08:02] <JroticaG> lololol
L1448[16:08:03] <gigaherz> the full name of a class
L1449[16:08:08] <JroticaG> im sorruhh
L1450[16:08:08] <gigaherz> is package.Class
L1451[16:08:15] <JroticaG> im a nubcake
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L1453[16:08:40] <gigaherz> so if it's in package "com.jroticag.proxy" and is called "ClientProxy"
L1454[16:08:49] <gigaherz> it is simply "com.jroticag.proxy.ClientProxy"
L1455[16:08:54] <JroticaG> i gotcha
L1456[16:09:20] <JroticaG> before today i was just watching and typing i have no idea what had been done already if you feel what im saying
L1457[16:09:33] <gigaherz> yeah
L1458[16:09:42] <gigaherz> that's why learning programming first, helps
L1459[16:09:43] <gigaherz> ;P
L1460[16:09:55] <JroticaG> im getting there very slowly
L1461[16:10:50] <JroticaG> dude i got this app for learning java took all the quiz things and according to it i can now program in java XD
L1462[16:11:14] <FusionLord> JroticaG, Might i suggest taking a few days to go learn basic java and come back with an understanding of how java works.
L1463[16:11:18] <JroticaG> theres no way i covered all of java in 2 days
L1464[16:11:26] <FusionLord> I would say that the app is wrong
L1465[16:11:33] <JroticaG> FusionLord: thats what ive been doing mate
L1466[16:12:08] <JroticaG> i have a notebook full of crap have been making basic programs watching lectures tutorials downloading apps
L1467[16:12:13] <JroticaG> like i am learning java
L1468[16:13:11] <Ordinastie_> well, at least, it looks like you do want to learn, that's a plus compared to many children that want to make mods
L1469[16:13:21] <FusionLord> JroticaG, check out this play list... I skipped the first episode as it is just installing java; https://www.youtube.com/watch?v=5u8rFbpdvds&index=2&list=PL17E300C92CE0261A
L1470[16:13:35] <JroticaG> i was sitting down today to learn what i have in this project so far and apply what i know to figure out what everything does
L1471[16:14:01] <JroticaG> lol FusionLord i have been watching him :P
L1472[16:14:10] <JroticaG> He's a decent teacher
L1473[16:15:11] <JroticaG> Ordinastie_: yeah i dont just wanna make mods. knowing a programming language this day in age is a big plus. anddd i can make mods too :P
L1474[16:19:53] <MalkContent> when onItemUse is called, does it never get executed when you click an interactable block like a chest or something with the item in hand?
L1475[16:20:05] <MalkContent> or is that dependend on the code
L1476[16:20:14] <MalkContent> (in onIemUse)
L1477[16:20:37] <Inari> iirc it tries using the chest frist?
L1478[16:20:39] <Inari> let me check
L1479[16:21:15] <Ordinastie_> if onBlockActivated returns true, it cancels the right click
L1480[16:21:17] <Ordinastie_> iirc
L1481[16:21:22] <MalkContent> kk
L1482[16:21:29] <FusionLord> Ordinastie_, is right
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L1484[16:26:26] <SatanicSanta> So, I'm drawing a "liquid" in the world. So far it mostly works, aside from what appears to be a stretched/shrunken image. However, when I try to add color to it, it suddenly disappears. Relevant code: https://gist.github.com/elifoster/6f63da0082744297b5580f97a44da2f9#file-tileentitycruciblerenderer-java-L83-L121
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L1486[16:26:39] <Inari> seems if clicking a block it first calls PlayerControllerMP.processRightClickBlock, which fires PlayterInteractEvent.RightClickBlockEvent, if that isnt cancelled, it moves on to call onItemUseFirst.. if that doesnt return EnumActionResult.PASS, it moves on...
L1487[16:26:50] <SatanicSanta> with the format as POSITION_TEX and no VertexBuffer#color calls, it is visible, placed correctly, etc
L1488[16:27:21] <Ordinastie_> SatanicSanta, are you sure about 256 ?
L1489[16:27:47] <SatanicSanta> Ordinastie_: That's what it was before. Not sure what I'd change it to if that is the problematic thing
L1490[16:27:47] <shadowfacts> ^
L1491[16:27:54] <SatanicSanta> before = 1.7 :P
L1492[16:28:02] <shadowfacts> IIRC VertexBuffer#color takes 4 floats from 0.0 to 1.0
L1493[16:28:13] <gigaherz> or integers from 0..255
L1494[16:28:14] <SatanicSanta> there are two color functions
L1495[16:28:16] <Inari> if the event allowes useBlock it moves on to call onBlockActivated, if that doesn't return true and its an itemblock you hold, it moves on to call canPlaceBlockOnSide... if that doesnt return false it moves on to check if the event forbid using items
L1496[16:28:16] <gigaherz> 256 is out of range
L1497[16:28:19] <gigaherz> may be %0xFF
L1498[16:28:25] <gigaherz> best to use 255 or 1.0f
L1499[16:28:26] <Inari> if item use is allowed it calls onUseItem tehn
L1500[16:28:27] <shadowfacts> ah there's an int function
L1501[16:28:35] <SatanicSanta> oh, yep
L1502[16:28:38] <SatanicSanta> that was exactly the problem lmao
L1503[16:28:41] <shadowfacts> it'd accept values 0-255
L1504[16:28:44] <gigaherz> eh &0xFF*^
L1505[16:28:54] <SatanicSanta> thanks gigaherz
L1506[16:29:01] <gigaherz> SatanicSanta: so yeah 256&255 == 0;P
L1507[16:29:07] <Inari> MalkContent: so short: if the block returns false, and the event doesnt get cancelled or forbids item use... or if the event disallowed blockuse, then yes it will get executed
L1508[16:29:24] <SatanicSanta> now to solve this icon problem :|
L1509[16:29:49] <MalkContent> huh. i kinda thought one'd use onItemUseFirst for the latter
L1510[16:30:19] <Inari> MalkContent: for the lattter?
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L1514[16:31:13] <SatanicSanta> Hm. setTextureEntry allows for non-16x16 textures, right?
L1515[16:31:19] <SatanicSanta> or at least non-square textures
L1516[16:31:52] <SatanicSanta> I can see that being an issue
L1517[16:32:13] <Ordinastie_> requires to be a square
L1518[16:32:23] <Ordinastie_> or else it's considered an animation
L1519[16:32:28] <SatanicSanta> this is an animation
L1520[16:32:54] <Ordinastie_> then the height needs to be nb_frames * width
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L1524[16:34:22] <SatanicSanta> Do you stitch animation textures (in TextureStitchEvent) the same way as normal textures, or is there a different way that you do that?
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L1527[16:35:17] <Ordinastie_> it's handled by vanilla directly
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L1529[16:35:47] <Ordinastie_> you might need a mcmeta file too
L1530[16:35:53] <SatanicSanta> yeah i have that
L1531[16:35:53] <Ordinastie_> not sure if it's mandatory
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L1533[16:36:02] <MalkContent> Inari: for when you want to have the item use code execute first and possibly forbid the block use
L1534[16:36:02] <Ordinastie_> then it should work
L1535[16:36:08] <SatanicSanta> without stitching?
L1536[16:36:24] <Ordinastie_> it should be stiched
L1537[16:36:26] <Inari> MalkContent: well onItemUse is called before onBlockActivated
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L1539[16:36:45] <Inari> MalkContent: but onRightClickBlock event is called before that even, so any listener can configure stuff
L1540[16:37:16] * SatanicSanta restarts with the stitching stuff commented out
L1541[16:38:22] <Ordinastie_> SatanicSanta, why are you stitching yourself ?
L1542[16:38:34] <SatanicSanta> Ordinastie_: Because I thought that was the problem last night.
L1543[16:39:19] <MalkContent> hmm, i'd discuss but i g2g
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L1545[16:39:59] <Inari> let the doctors do the stitching :f
L1546[16:41:45] <SatanicSanta> yep, no stitching and it works the same
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L1548[16:43:24] <Inari> right, time to look into how ItemMap works with this stuff
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L1550[16:50:09] <Inari> can submodels have variants, where i can pass in property values from the main model?
L1551[16:51:29] <Inari> thinking about the best way to make a 7segment dispaly
L1552[16:51:31] <Inari> unless i just TESR it
L1553[16:52:00] <Inari> since 128 prebaked static states might not be great etiher
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L1555[16:52:33] <Ordinastie_> I used a font for that
L1556[16:53:27] <Inari> hm, but then i'd have to convert the inputs to the font and all that kinda business
L1557[16:53:47] <Ordinastie_> what's your input ?
L1558[16:54:05] <Inari> 7 on/off :D since 7 segments
L1559[16:54:57] <Ordinastie_> your input is 7 booleans ?
L1560[16:55:05] <Inari> ya
L1561[16:55:21] <Ordinastie_> that sounds odd, but ok
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L1564[17:00:10] <Inari> hm
L1565[17:00:12] <Inari> maybe im lying :P
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L1568[17:09:27] <Inari> Ordinastie_: well it has 7 segments (plus dots so 8) that can be lit individually
L1569[17:09:38] <Inari> and it has several modes to access those, so i have to map the inputs to the segments and then ligth the right segments
L1570[17:09:49] <Inari> theres also a mod that just allows a bundled redstone input where each color is a segment
L1571[17:10:11] <Inari> can I turn a TESR on/off?
L1572[17:10:20] <Ordinastie_> nope
L1573[17:10:29] <Inari> i need to draw a text, i think for that i need a TESR?
L1574[17:10:31] <Ordinastie_> you can return early
L1575[17:10:39] <Ordinastie_> yes
L1576[17:10:45] <Inari> ah
L1577[17:10:50] <Inari> oh well, TESR it is then
L1578[17:11:07] <Ordinastie_> and I'm off to bed :)
L1579[17:11:18] <Inari> haha
L1580[17:11:19] <Inari> enjoy
L1581[17:11:21] <FusionLord> Night o/
L1582[17:11:41] <Ordinastie_> with this heat, not sure how enjoyable it will be :/
L1583[17:12:14] <FusionLord> I' freezing over here... Think I need to check the thermostat ...
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L1585[17:13:35] <FusionLord> I'm about to break someone's fingers... thermostat was at 73*f
L1586[17:14:52] <FusionLord> grrr... lol
L1587[17:15:33] <diesieben07> q what, you are freezing at 22°C? what is wrong with you?
L1588[17:15:44] <diesieben07> i would love it is was only 22 here...
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L1590[17:20:03] <FusionLord> xD I live in the desert and I'm used to the heat
L1591[17:20:31] <diesieben07> lol
L1592[17:20:42] <Inari> wee it works
L1593[17:20:50] <Inari> guess TESRs didnt cange much
L1594[17:20:58] <FusionLord> no not really
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L1606[17:50:33] <Keridos> what does getfield and setfield and getfieldcount do in 1.8.9+ ?
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L1609[17:51:21] <diesieben07> an attempt at making the container-watched fields (e.g. furnace burntime) less hardcode-y
L1610[17:51:29] <diesieben07> but that attempt fell completely flat on it's face
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L1612[17:52:44] <theFlaxbeard> What's the function to get the physical side again?
L1613[17:53:04] <diesieben07> FMLCommonHandler#getSide
L1614[17:53:08] <theFlaxbeard> Thanks
L1615[17:57:17] <TehNut> I love accidentally clicking on method references and joining random IRC rooms
L1616[17:57:29] <shadowfacts> lol
L1617[17:57:36] <TehNut> I am now OP of #getSide
L1618[17:58:25] <shadowfacts> lol
L1619[17:59:56] <SatanicSanta> So, I have confused myself with rendering animated textures \o/
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L1621[18:06:55] <Inari> SatanicSanta: good
L1622[18:07:00] <Inari> cause i have to render some soon
L1623[18:07:01] <Inari> :D
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L1625[18:08:57] <SatanicSanta> :D
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L1630[18:19:24] <SatanicSanta> oh, well that makes sense. Apparently my TextureAtlasSprite is 16x16... what.
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L1633[18:20:49] <SatanicSanta> even though the actual texture is 16x512
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L1637[18:28:55] <SatanicSanta> oh, well I guess that kind of explains it. It's apparently the missingno texture, even though it totally looks like a stretched version of the actual texture. I guess that explains why its size is not what I expected.
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L1643[18:38:37] <Inari> hm
L1644[18:38:55] <Inari> whats the best way to have just colors in a model... is there some white texture that can be tinted then? or somethign liek that
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L1646[18:39:29] <Inari> and is there some way to load a model up in a TESR and draw it?
L1647[18:39:46] <SatanicSanta> yes
L1648[18:40:05] <SatanicSanta> since I already have this gist open Inari https://gist.github.com/elifoster/6f63da0082744297b5580f97a44da2f9#file-tileentitycruciblerenderer-java-L80-L81
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L1650[18:41:02] <Inari> ah, thanks ^^
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L1657[18:59:34] <Naiten> Inari, why do you want TESR? Are you going to animate your model?
L1658[19:00:02] <Inari> Naiten: that and to draw at arbitrary rotations
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L1660[19:01:40] <Naiten> Inari, TESR is called every tick, which results in fps drop. You may want to load .obj via blockstates to escape that
L1661[19:03:23] <Naiten> Inari, you mean you won't know how many states your model will be in (do i get arbitrary right?), so you need programming customization, ye?
L1662[19:04:32] <Inari> well im not even sure model state allow for arbitratry rotations :P but well the full 360 degrees would be 360 states
L1663[19:06:23] <Naiten> Inari, I'm working on IModelBaked and ModelBakeEventHandler .obj rendering, it can still be improved via caching, but already is better than TESR
L1664[19:06:24] <SatanicSanta> Pretty sure you can rotate the block with blockstate jsons
L1665[19:06:31] <SatanicSanta> could be wrong though
L1666[19:06:37] <kenzierocks> yea, there are fine grained rotations
L1667[19:06:50] <Naiten> and it allows TRSRTransformation and multimodels
L1668[19:06:57] <Inari> anyway, the rotation is mostly for aniamtion
L1669[19:07:03] <Inari> so a TESR is likely better for that
L1670[19:07:31] <Inari> right now im still trying to figure out how to make this glass part be see-through :D
L1671[19:08:49] <kenzierocks> on a different note
L1672[19:09:04] <Naiten> iirc, it's something to do with renderlayers or something, can't tell for sure
L1673[19:09:08] <kenzierocks> does anyone know if I can get an event when a chest next to a block takes in an item?
L1674[19:09:59] <kenzierocks> i have something that moves items off of chests, and it would probably be much more efficient if I could get a callback when inventory stuff changes rather than attempting to pull repeatedly every tick
L1675[19:10:59] <SatanicSanta> maybe onNeighborChange?
L1676[19:11:08] <SatanicSanta> dont know if that would constitute a "change" in that case though
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L1678[19:11:57] <kenzierocks> no, it doesn't
L1679[19:12:37] <SatanicSanta> hrm
L1680[19:12:37] <kenzierocks> i'll go look at how other mods handle pulling then
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L1682[19:14:34] <kenzierocks> looks like it is just ticking it
L1683[19:14:35] <kenzierocks> :|
L1684[19:14:44] <kenzierocks> time to implement ITickable
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L1687[19:16:41] <Inari> "defaults" variant cannot contain a simple "submodel" definition. boo :p
L1688[19:19:55] <Inari> yay it works
L1689[19:27:13] <SatanicSanta> yay
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L1694[19:41:17] <Naiten> can't fix my IBM texture, not yay
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L1726[21:20:12] <masa> kenzierocks: there is a method updateComparatorInputOverride() or similar, I think it's related to markDirty() too but can't remember how exactly it goes... look into vanilla chests and comparators etc
L1727[21:20:24] <kenzierocks> it does get called yea
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L2233[23:50:05] <Abastro> How is random-accessing a chunk in map file done?
L2234[23:50:35] <Abastro> Does each chunk have same save size?
L2235[23:51:34] <kenzierocks> what do you mean random-accessing?
L2236[23:51:42] <kenzierocks> and no, each chunk does not have the same save size
L2237[23:51:49] <gabizou> each chunk has different sizes depending on what is stored in the chunk
L2238[23:51:54] <gabizou> i.e. entities + tile entities
L2239[23:51:55] <Abastro> Accessing a specific chunk.
L2240[23:52:00] <Abastro> Oh then.. how?
L2241[23:52:07] <kenzierocks> https://minecraft.gamepedia.com/Anvil_file_format
L2242[23:53:27] <Abastro> I dont think that minecraft will check one by one to find corresponding chunk.
L2243[23:53:44] <gabizou> Abastro what are you trying to achieve?
L2244[23:54:06] <Abastro> Just want to understand the format.
L2245[23:54:18] <gabizou> the format in which chunks are stored?
L2246[23:54:24] <kenzierocks> i did link you the format
L2247[23:54:27] <Abastro> It would be beneficial for my mod, too.
L2248[23:54:28] <gabizou> that wiki article explains it
L2249[23:55:58] <Abastro> No I want the loading scheme. It does not explain how it finds location of specific chunk.
L2250[23:56:14] <kenzierocks> that's in the code
L2251[23:56:27] <kenzierocks> don't know where, probably not too hard to find
L2252[23:57:56] <quadraxis> http://minecraft.gamepedia.com/Region_file_format
L2253[23:58:02] <quadraxis> has the detail
L2254[23:58:31] <quadraxis> Anvil is apparently the same except for the format of chunk data
L2255[23:58:43] <quadraxis> http://minecraft.gamepedia.com/Chunk_format
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