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L3[00:07:20] <Keridos> kenzierocks: then there is no function that does that?
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L10[00:30:53] <kenzierocks> no
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L30[01:52:55] MineBot sets mode: +v on jjw123
L31[01:59:31] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160721 mappings to Forge Maven.
L32[01:59:34] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160721-1.10.2.zip (mappings = "snapshot_20160721" in build.gradle).
L33[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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L53[03:17:34] <Aroma1997> !mh func_150860_b
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L66[04:38:50] <AtomicStryker> !srg2src
L67[04:39:14] <AtomicStryker> hmmm. i am looking for the srg2src tool version 1.1
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L69[05:01:23] <Ordinastie_> is there a way to find out what object holds the references of a certain type causing memory leaks ?
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L72[05:06:49] <DarkS_> \0
L73[05:09:49] <Ordinastie_> nvm, I think I found it
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L83[06:07:49] <Ordinastie_> hum, trying to understand which eclipse doesn't yell at me when I pass a string to a map.get() with a class as key
L84[06:08:34] <Ordinastie_> ah, get() is not genericized (if that's even a word)
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L87[06:14:33] <sham1> It was not made generic for some reason
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L89[06:15:42] <Ordinastie_> backward compat I think
L90[06:16:08] <masa> Keridos|away: did you fix it? is your TE itself registered?
L91[06:17:17] <Ordinastie_> while people were expected to put the right type in the map, they still could use whatever they want when trying to pull from it
L92[06:17:44] <sham1> I can't understand for the life of me why generics were not in the language from the start
L93[06:18:16] <Ordinastie_> pretty sure the language is older than the concept
L94[06:18:51] <sham1> Let me look up when templates became a thing in c++
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L97[06:20:25] <sham1> Templates were introduced in '98
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L99[06:20:52] <sham1> 3 years before templates were a thing Java came out
L100[06:22:37] <Ordinastie_> diesieben07, you around ?
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L102[06:25:28] <Ordinastie_> question, should I force my synced field to be public ?
L103[06:25:57] <Ordinastie_> to avoid that : java.lang.IllegalAccessException: Class net.malisis.core.util.syncer.Syncer can not access a member of class net.malisis.doors.tileentity.DoorTileEntity with modifiers "protected"
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L105[06:31:57] <Lumien> If that's reflection i don't see a reason to not setAccessible it
L106[06:32:03] <Lumien> Also runs faster
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L109[06:35:26] <Ordinastie_> I could setAccessible it, or I could just say "if you want to use the annotation, the field must be public"
L110[06:35:35] <Ordinastie_> I just wonder what's best
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L112[06:39:22] <Ordinastie_> hum I found a bit of a flaw in my system though :/
L113[06:40:34] <Ordinastie_> or rather, the first concrete example where I could use it can't really work with it :/
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L115[06:44:10] <sham1> @PublicAnnot :P
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L117[06:44:35] <Ordinastie_> hum?
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L119[06:45:01] <sham1> Was just thinking about how the must-be-public annotation would work
L120[06:45:51] <Ordinastie_> doesn't answer the question about what I *SHOULD* do :p
L121[06:47:13] <sham1> probably
L122[06:47:17] <sham1> But how would it be enforces
L123[06:47:38] <Ordinastie_> just crash/error when I discover the annotation
L124[06:47:42] <Ordinastie_> eventually
L125[06:48:25] <Ordinastie_> and now that I just realised I need another way to sync than just the fields, it may even make more sense
L126[06:49:03] <Ordinastie_> like my current case, when the client receive the new value for the field, I can't just set the field directly, I need to use a setter because it does additional stuff
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L131[07:11:53] <z0ttel> there's a certain beauty to accessing FMLDeobfuscatingRemapper methods with reflection
L132[07:12:33] <Ordinastie_> if a getter is a Supplier<T>, what is the setter ?
L133[07:12:53] <heldplayer> Consumer<T>?
L134[07:12:56] <Ordinastie_> ah thx
L135[07:13:03] <Ordinastie_> I can never remember it :(
L136[07:13:25] <heldplayer> They're not the most obvious names :P
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L138[07:14:13] <Ordinastie_> they do make sense at least
L139[07:15:59] <Ordinastie_> not sure if I can find a common system that works both for set/get of field and methods
L140[07:17:33] <sham1> probably not easily
L141[07:17:40] <sham1> You prolly have to do one yourself
L142[07:18:25] <Ordinastie_> yeah, that's what I meant by 'find' actually :p
L143[07:26:54] <Ordinastie_> "Cannot instantiate the type ObjectData<?>" could you tell me at least WHY???
L144[07:27:40] <sham1> shaw code
L145[07:27:47] <Ordinastie_> return new ObjectData<?>(0, name, field::get, field::set);
L146[07:28:01] <Ordinastie_> and http://puu.sh/q9hsz.png
L147[07:28:32] <Ordinastie_> oh, it's the ?
L148[07:28:38] <sham1> MMhm
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L150[07:35:40] <Ordinastie_> hum, how am I supposed to handle that ? http://puu.sh/q9hMH.png
L151[07:35:59] <sham1> Umn, show the set and get
L152[07:36:12] <Ordinastie_> they're from Field
L153[07:36:18] <z0ttel> can I just up the timeout for unleading a dimension?
L154[07:36:23] <sham1> Ah
L155[07:36:39] <sham1> For get
L156[07:37:29] <sham1> () -> try { return field.get(); } catch (IAE ex) { System.err.println("Stuff happens!"); return null; }
L157[07:37:36] <sham1> I'd do it like that
L158[07:37:48] <sham1> or better yet, wrap that into Optional<T>
L159[07:37:56] <sham1> wait no
L160[07:38:00] <sham1> just do that
L161[07:38:18] <sham1> return null when inaccessible
L162[07:39:12] <sham1> For set you can just (value) -> try { field.set(value) } catch (IAE ex){ /* Do whatever */ }
L163[07:41:24] <sham1> that's what I would do
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L165[07:41:51] <sham1> The fact that those operations may fail can remain an implementation detail
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L168[07:48:11] <IoP> btw coursera just started new set of scala course if anyone is intetrested.
L169[07:52:23] <Ordinastie_> sham1, http://puu.sh/q9ixp.png :p
L170[07:52:37] <sham1> :P
L171[07:52:43] <sham1> noice
L172[07:53:04] <Ordinastie_> now, the method version
L173[07:53:41] <Ordinastie_> which is a bit more annoying, because I can't make the object before I'm sure I have both methods annotated in the class :/
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L175[07:57:00] <Ordinastie_> I also need to find out if the method is a getter or a setter :x
L176[07:57:51] <sham1> @SetterMethod
L177[07:57:56] <sham1> @GetterMethod
L178[07:58:19] <Ordinastie_> sure, but wouldn't it be nice if the same annotation worked for fields and methods ?
L179[07:58:26] <sham1> Sure
L180[07:58:41] <sham1> You could also give the annotation a mandatory field
L181[07:58:46] <Ordinastie_> http://puu.sh/q9iPx.png
L182[07:59:45] <Ordinastie_> it already has a value field, so if I make the type mandatory, you'll always have to specify both
L183[08:00:07] <Ordinastie_> like @Sync(value="somename", type=GETTER)
L184[08:00:19] <Ordinastie_> instead of @Sync("somename")
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L186[08:00:53] <sham1> Well, for fields being a getter or setter really makes no sense unless you store a method in that field
L187[08:01:22] <sham1> And for that it could be type=FIELD
L188[08:01:22] <Ordinastie_> field is separate
L189[08:01:36] <Ordinastie_> yes, but I don't even need to check the type
L190[08:02:11] <Ordinastie_> because I know I'm currently parsing fields
L191[08:03:39] <Ordinastie_> first things first, what's the cleanest way to ensure both are present
L192[08:04:07] <Ordinastie_> guess I'll have to keep maps
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L195[08:06:24] <Ordinastie_> oh god, I just realise, I can't really automatically determine the type :(
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L197[08:06:56] <sham1> :P
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L199[08:07:56] <Ordinastie_> or I could just not care about types
L200[08:08:11] <sham1> The type of the field?
L201[08:08:13] <Ordinastie_> and just say, 1 param = setter (no matter the return type) no param = getter
L202[08:08:22] <sham1> Ah
L203[08:08:23] <Ordinastie_> it's methods
L204[08:08:40] <Ordinastie_> I think I'll do that
L205[08:08:40] <sham1> one param is usually setter if the return type is void
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L207[08:08:50] <sham1> So check for that
L208[08:09:00] <Ordinastie_> except I don't care if the return type is not void
L209[08:09:18] <sham1> hmm
L210[08:10:13] <Intektor> I am trying to calulate the correct angle needed to hit a target with an arrow, I have a source angle, wich is calculated by a equation that doesn't use air resistance, so I have some angle to start with, but it doesn't really work, maybe you can see something I have done wrong, it is probably very obvious, but I'm already sitting for a solution on this problem for so long :D
L211[08:10:16] <Intektor> :P
L212[08:10:21] <Intektor> http://i.imgur.com/FeFyM3B.png
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L214[08:11:04] <Ordinastie_> ew, math!! get away from me!!
L215[08:11:10] <sham1> :P
L216[08:11:18] <Intektor> http://i.imgur.com/0Opkf7f.png
L217[08:11:47] <sham1> https://www.youtube.com/watch?v=gENVB6tjq_M
L218[08:14:25] <Intektor> help at it's best :D
L219[08:16:10] <sham1> Well, you could draw some diagrams to see the situation
L220[08:17:38] <Intektor> then I have to write a whole new game :D
L221[08:17:47] <sham1> Why
L222[08:18:18] <Intektor> hm
L223[08:18:36] <Intektor> because there are no real tools in minecraft for rendering 2d stuff
L224[08:18:43] <Intektor> I'd rather use libGDX
L225[08:18:47] <sham1> 2d diagrams
L226[08:18:53] <sham1> About the way the arrow moves
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L228[08:20:43] <Intektor> hwo can I display them
L229[08:20:51] <sham1> Use pen anad paper
L230[08:20:58] <sham1> Math
L231[08:21:16] <Intektor> nah
L232[08:21:21] <Intektor> thats not cool
L233[08:21:43] <sham1> sure it is
L234[08:23:23] <Abastro> Programming itself is from math..
L235[08:23:30] <sham1> It's a simple physics problem of what angle does a thing have to go to reach a point if the point is X meters away and the object has this mass and goes with the velocity of Y
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L237[08:24:42] <sham1> from there you can derive the formula needed to get the axis angle
L238[08:25:09] <sham1> that point to a specific direction with an angle relative to the xz-plane
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L241[08:27:02] <xEviLSpaWnx> Can someone tell me whats wrong pls ... http://pastebin.com/QdAi70rA
L242[08:27:33] <sham1> It could not find a Scala actor class named Arrays
L243[08:28:36] <xEviLSpaWnx> And that means?Or any solution?
L244[08:29:50] <sham1> You don't have necessary classes in your classpath
L245[08:30:00] <sham1> AKA you need additional libraries
L246[08:30:18] <xEviLSpaWnx> So its a mods fault?
L247[08:30:28] <sham1> Depends
L248[08:30:44] <sham1> You should report that to mezz
L249[08:30:53] <sham1> or whoever makes JEI
L250[08:31:12] <xEviLSpaWnx> Ok thanks thats all i wanted to know :)
L251[08:31:40] <Ordinastie_> at aroma1997.core.integration.jei.recipe.ShapelessAromicRecipeWrapper.getInputs(ShapelessAromicRecipeWrapper.java:22)
L252[08:31:43] <Ordinastie_> I don't think it's JEI
L253[08:32:10] <sham1> Well, better to tell them as well
L254[08:32:52] <sham1> Because whoever is using scala.actors.threadpool.Arrays is not including that with their mod
L255[08:35:50] <IoP> probably wrong import in the code. testing ftw
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L270[09:24:49] <Ordinastie_> ok let's see what doesn't work$*
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L273[09:31:33] <Ordinastie_> wth ?
L274[09:31:46] <Ordinastie_> how is that possible, the break; break out to the outer loop :/
L275[09:35:44] <Ordinastie_> it works \o/
L276[09:35:53] <Ordinastie_> (still don't know about the break though :x)
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L282[09:44:55] <Lymia> Ordinastie_, post code?
L283[09:45:37] <Ordinastie_> https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/syncer/Syncer.java#L178
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L285[09:45:39] <Ordinastie_> I changed it
L286[09:46:07] <Ordinastie_> but if I reverse the condition and break there, it goes directly to the top loop for(ASMData data :...
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L291[09:55:26] <Ordinastie_> world.notifyBlockUpdate did trigger a send to client for the TE, right ?
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L298[10:13:13] <Ordinastie_> what's the best way to have the client react to onNeighborChange ?
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L304[10:19:12] <blood|wrk> Ordinastie_: listen to the neighbor event
L305[10:19:34] <Ordinastie_> neighbor event ?
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L307[10:19:59] <blood|wrk> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/event/world/BlockEvent.java#L235
L308[10:20:05] <blood|wrk> we had that added to Forge awhile back
L309[10:20:21] <Ordinastie_> god no :p
L310[10:20:23] <blood|wrk> oh its only called on the server
L311[10:20:25] <blood|wrk> so nm
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L313[10:21:07] <blood|wrk> thought you wanted to do something when a specific block was notified =)
L314[10:21:11] <blood|wrk> if its your block, just override the method
L315[10:21:25] <Ordinastie_> but that's server only too
L316[10:21:41] <blood|wrk> nothing stops you from sending a packet to the client
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L318[10:22:02] <blood|wrk> but lets see if there is something on client side
L319[10:22:02] <Ordinastie_> true, but is that the *best* way? :p
L320[10:22:11] <blood|wrk> dunno i dont deal with client much =)
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L329[10:35:42] <tterrag> Ordinastie_: you're sure that wasn't just the last method in the list?
L330[10:36:12] <Ordinastie_> hum?
L331[10:37:00] <tterrag> <Ordinastie_> but if I reverse the condition and break there, it goes directly to the top loop for(ASMData data :...
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L333[10:37:15] <tterrag> if it's the last thing in the list you are iterating over, it will go up to the top loop
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L335[10:38:00] <Ordinastie_> yes I'm sure it wasn't, and I'm pretty sure it still have to go back the the inner loop to check if the iterator as another element
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L352[11:52:26] <techbrew> Every now and then I get somebody asking for help, and I note that they've got an (unidentified) mod which has changed logging to DEBUG/TRACE. Anyone come across that?
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L367[12:50:22] <Dragroth> Is it somehow possible to access the stats of a player easily (zombies killed etc.)? Cant get it to work. Do i really need EntityEggInfo?
L368[12:52:02] <gigaherz> player.getStatsFile().readStat
L369[12:52:20] <gigaherz> assuming a non-ancient version of mc ;P
L370[12:52:24] <tterrag> ^
L371[12:52:28] <tterrag> and you need an EntityPlayerMP
L372[12:52:30] <tterrag> so only serverside
L373[12:52:42] <diesieben07> player.getStatsFile().readStat(EntityList.ENTITY_EGGS.get(EntityList.CLASS_TO_NAME.get(<ENTITY_CLASS>)))
L374[12:53:05] <diesieben07> or if you know the string-ID already, no need for the class->name lookup
L375[12:53:08] <Dragroth> that sounds great...ill try it :D
L376[12:56:31] <sham1> 3 different people just basically saying the same thing with increasing precision
L377[12:56:51] <diesieben07> heeh
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L381[13:01:45] <gigaherz> sham1: cooperative helping ;P
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L391[13:36:31] <Unh0ly_Tigg> Does anyone have a quick example of tile entities with IItemHandler capabilities stored in the tile (vs attaching during AttachCapabilities.TileEntity)?
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L393[13:37:37] <shadowfacts> Unh0ly_Tigg, https://github.com/shadowfacts/InductionCharger/blob/1.10.2/src/main/java/net/shadowfacts/inductioncharger/TileEntityCharger.java#L29-L34
L394[13:37:56] <Unh0ly_Tigg> sweet, thanks, shadowfacts
L395[13:38:08] <shadowfacts> the only difference is my @CapHolder annotation automatically adds the propper checks to hasCapability and getCapability
L396[13:38:23] <shadowfacts> and those have normal examples for the Tesla caps
L397[13:38:49] <Unh0ly_Tigg> well, that's nifty
L398[13:39:27] <Unh0ly_Tigg> the only thing I need now, is to figure out how to do ghost items with particular item handlers...
L399[13:40:23] <Unh0ly_Tigg> for storing recipes without having to use up the players items to set the recipe.
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L403[13:41:58] <shadowfacts> basically you would store the items as normal inside the ItemStackHandler
L404[13:42:13] <shadowfacts> and in your container/slot change the logic so it doesn't remove the held item, just copies it
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L410[14:01:40] <sham1> !latest 1.10.2
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L414[14:07:22] <Inari> ohi aagain :3
L415[14:07:42] <Inari> can submodels have variants? :o
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L418[14:09:52] <Inari> or hm
L419[14:09:59] <Inari> maybe i can add models via code as submodels..
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L423[14:16:57] <Inari> and need to have the right cabling rendered
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L433[14:17:29] <gigaherz> sounds like basic submodels usage?
L434[14:17:40] <gigaherz> you can easily do like
L435[14:17:42] <gigaherz> "variants": {
L436[14:17:43] <Inari> sure, but the variants should be a common conept of both entities
L437[14:17:43] <gigaherz> "west": {
L438[14:17:46] <Inari> not in either of them
L439[14:17:54] <gigaherz> "redstone": {
L440[14:17:58] <gigaherz> "submodels": { ...
L441[14:18:00] <gigaherz> well
L442[14:18:02] <Inari> that duplicating code
L443[14:18:06] <gigaherz> sorry you can't inherit
L444[14:18:09] <gigaherz> so just copy over
L445[14:18:12] <gigaherz> it's not that bad.
L446[14:18:13] <Inari> :|
L447[14:18:22] <Ordinastie_> btw Inari did you manage to make your model/TESR item work ? :p
L448[14:18:23] <gigaherz> ;P
L449[14:18:25] <Inari> such a pain, but i guess..
L450[14:18:32] <Inari> Ordinastie_: nah
L451[14:18:38] <Ordinastie_> ahahah
L452[14:18:51] <Inari> in the end i was supposed to usemultiparts
L453[14:18:56] <Inari> but dont want to depend on them
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L455[14:19:04] <Ordinastie_> wut ?
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L459[14:20:35] <Inari> so now i'll just make this in a bad way in hopes there will bea better way :D
L460[14:22:09] <xEviLSpaWnx> Is there anyway i can determine why java keeps crashing randomly while playing minecraft?
L461[14:22:38] <Ordinastie_> java or minecraft ?
L462[14:22:53] ⇨ Joins: P3pp3rF1y (~P3pp3rF1y@104.255.8.238)
L463[14:22:59] <xEviLSpaWnx> Java
L464[14:23:08] <IoP> logs?
L465[14:23:17] <xEviLSpaWnx> What logs?
L466[14:24:21] <gigaherz> whatever happened up to and including the java crash
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L468[14:24:32] <gigaherz> from like fml-latest.log or whatever
L469[14:24:56] <Ordinastie_> if it's actually java crashing, you won't find anything in fml logs
L470[14:25:12] <IoP> or hs_xxxx.log or log from operating system
L471[14:26:48] <gigaherz> funny
L472[14:26:49] <gigaherz> http://cheezburger.com/81525249/video-wild-fox-asks-hiker-for-a-bite-of-his-energy-bar
L473[14:26:54] <gigaherz> weird to open that link and hear Catalan
L474[14:26:55] <gigaherz> XD
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L476[14:28:35] <Flaeme> gigaherz: awwwww :o
L477[14:28:53] <Flaeme> *might have been pinged by that link*
L478[14:31:31] <diesieben07> foxes are THE best animal.
L479[14:34:26] <Ordinastie_> what, do you have a furry fetish ?
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L481[14:35:33] <diesieben07> lol what? cute != sexy.
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L483[14:36:36] <Inari> things dont have ot be sexy to be sexual :D (imo), but yeah, why the sudden furry o.o
L484[14:38:37] <diesieben07> ordi is probably secrectly a furry :D
L485[14:39:15] <Ordinastie_> nuhu, that's not a tail...
L486[14:39:28] <diesieben07> oh god.
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L489[14:44:47] <sokratis12GR> does anyone have an example of a remote maven push build.gradle ?
L490[14:45:38] <diesieben07> https://github.com/diesieben07/SevenCommons/blob/1.7/build.gradle
L491[14:46:10] <sokratis12GR> ty
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L497[14:55:24] <P3pp3rF1y> what is the new way with fluid capabilities to register filled bucket for new fluid?
L498[14:56:32] <diesieben07> you don't register it at all
L499[14:56:39] <diesieben07> you make your item have the fluid handler capability
L500[14:57:28] <P3pp3rF1y> It seemed to me that would be the case, just thought there would be something to handle buckets in forge
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L502[14:57:52] <P3pp3rF1y> as it basically means replace one line of code with one new item
L503[14:58:52] <diesieben07> well, there is a universal bucket in forge
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L508[15:05:36] <P3pp3rF1y> actually looks like the case I needed is "hacked" in already - there's a case in bucket wrapper for milk
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L510[15:07:11] <diesieben07> Yep
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L520[15:29:51] <gigaherz> hmf so
L521[15:30:04] <gigaherz> I implemented this block earlier
L522[15:30:38] <gigaherz> the original idea was to allow the player to click on it as if you were mining
L523[15:30:44] <gigaherz> as in, hold the click button down
L524[15:30:49] <gigaherz> but rather than break the block itself
L525[15:31:09] <gigaherz> it would actually break the block placed on it
L526[15:31:15] <gigaherz> as a way to turn logs into planks, and planks into sticks
L527[15:31:25] *** Keridos|away is now known as Keridos
L528[15:31:28] <gigaherz> I'm not sure what the best approach would be
L529[15:31:37] <gigaherz> as i have it now, you have to click a few times
L530[15:31:43] <gigaherz> and it accumulates the "chopping state"
L531[15:31:54] <gigaherz> but being able to hold the mouse down would feel better
L532[15:31:57] <gigaherz> just no idea how to approach that
L533[15:32:04] <Ordinastie_> any reason you can set the new state in blockBreak or something ?
L534[15:32:11] <gigaherz> hmmm
L535[15:32:18] <gigaherz> that'd actually not be a bad idea
L536[15:32:35] <gigaherz> remove drops and setBlockState back to the original block
L537[15:33:28] <gigaherz> yeah I'll try that
L538[15:34:48] <diesieben07> gigaherz, i think you could even reuse the "break block" mechanism in vanilla
L539[15:35:24] <gigaherz> hmmm
L540[15:35:26] <diesieben07> World.sendBlockBreakProgress
L541[15:35:36] <gigaherz> has the item on the player's hand been damanged when breakBlock runs?
L542[15:35:37] <diesieben07> although.. hrm
L543[15:35:43] <diesieben07> that does not remember things on the server.
L544[15:38:22] <gigaherz> hmf no that won't do
L545[15:38:26] <gigaherz> breakBlock doesn't even know the player
L546[15:38:44] <Ordinastie_> what do you need the player for ?
L547[15:39:03] <gigaherz> the block adjusts the number of returned items based on axe level + fortune
L548[15:39:21] <gigaherz> so like, a diamond axe would return 4 planks per log, while a wood one only 1
L549[15:40:10] <Ordinastie_> ah, so you spawn items as long as the player is mining ?
L550[15:40:42] <gigaherz> nono
L551[15:40:45] <gigaherz> let me explain the original idea
L552[15:40:49] <gigaherz> this is a log slab,
L553[15:40:53] <gigaherz> you place an item on top
L554[15:40:56] <gigaherz> and then chop it with an axe
L555[15:41:15] <gigaherz> the better the axe, the more you get in return
L556[15:41:33] <gigaherz> in the original idea
L557[15:41:43] <gigaherz> I pictured the placed item showing a breaking overlay
L558[15:41:47] <gigaherz> rather than the block itself
L559[15:42:15] <gigaherz> but that would require me to take over the breaking process, I guess
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L565[15:53:24] <xEviLSpaWnx> I keep getting "Java SE binary has stopped working" anyway of finding out whats causing it?
L566[15:55:07] <Ordinastie_> try reinstalling java, minecraft and forge
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L568[16:01:20] <xEviLSpaWnx> Already tried that....
L569[16:02:05] <Ordinastie_> then remove mods until it starts working again
L570[16:02:13] <Ordinastie_> find the one that makes it crash
L571[16:02:55] <xEviLSpaWnx> http://paste.feed-the-beast.com/view/a9c8b320
L572[16:03:00] <xEviLSpaWnx> Thats the latest log
L573[16:03:28] <xEviLSpaWnx> I have to go through them one by one?
L574[16:03:50] <gigaherz> that link fgroze my browser XD
L575[16:03:56] <gigaherz> (for a bit)
L576[16:04:01] <xEviLSpaWnx> lol
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L578[16:04:20] <gigaherz> sadly it doesn't include the crash itself :(
L579[16:04:30] <xEviLSpaWnx> :(
L580[16:04:43] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-80-76-197.dsl.lsan03.sbcglobal.net)
L581[16:05:00] <shadekiller666> hello
L582[16:05:06] <xEviLSpaWnx> Does java not log these things itseelf or have a debug thingy?
L583[16:05:14] <gigaherz> o/ shadekiller666
L584[16:05:15] <gigaherz> long time
L585[16:05:31] <xEviLSpaWnx> o/
L586[16:07:20] <shadekiller666> ya
L587[16:07:31] <shadekiller666> had some computer issues
L588[16:07:42] <gigaherz> that sucks
L589[16:07:54] <shadekiller666> yep
L590[16:08:14] <shadekiller666> but things are fixed and i now have a much larger and nicer case
L591[16:08:48] <shadekiller666> now i'm trying to figure out how to fix the stupid setupDecompWorkspace script in the intellij panel so that i can update the forge version
L592[16:09:01] <gigaherz> hm?
L593[16:09:23] <shadekiller666> i'm trying to update the forge version for a mod i'm working on
L594[16:09:27] <masa> well crap...
L595[16:09:38] <masa> createStackedBlock() is broken at least for vanilla slabs
L596[16:09:47] <shadekiller666> atm, running sDecW from the IDEA gradle panel fails at the decompMC stage
L597[16:10:02] <masa> it's just not called in vanilla code because canSilkHarvest for slabs returns false
L598[16:10:13] <gigaherz> due to memory?
L599[16:10:17] <shadekiller666> i ran it earlier but ended up killing the process due to 60C+ cpu temperatures
L600[16:10:32] <gigaherz> just edit your ~/.gradle/gradle.properties
L601[16:10:37] <shadekiller666> so i lowered the affinity on the jvm to use less cores (it was maxing out cpu usage before)
L602[16:10:51] <gigaherz> and add "org.gradle.jvmargs=-Xmx3G" in it?
L603[16:10:57] <gigaherz> oh cpu usage?
L604[16:11:12] <gigaherz> hmm I never had issues with that
L605[16:11:47] <shadekiller666> changing the affinity allows you to specify what cores a process is allowed to use
L606[16:12:36] <gigaherz> I knwo what the processor affinity flags are ;p
L607[16:13:12] <masa> hmmh, what is actually the best way to get the item from a block that would create that same block when placed?
L608[16:13:21] <masa> so more or less silk touch harvesting via code
L609[16:14:27] <masa> is it just getPickblock()?
L610[16:14:40] <masa> s/b/B/
L611[16:14:50] <gigaherz> the default implementation uses Block#createStackedBlock if it's silktouching
L612[16:15:22] <gigaherz> (if it can silktouch)
L613[16:15:28] <gigaherz> there just isn't a 1:1 mapping
L614[16:15:37] <masa> yes, and I just added code that uses createStackedBlock, but that is broken for some things in vanilla
L615[16:16:02] <masa> for example slabs, because it checks the hasSubTypes() from the item, which is true for slabs
L616[16:16:03] <gigaherz> getPickBlock may be the best option, dunno
L617[16:16:09] <shadekiller666> huh
L618[16:16:13] <masa> so it adds the "is top slab" bit to the meta
L619[16:16:28] <shadekiller666> the error message in the console is an NPE with no error message...
L620[16:16:38] <gigaherz> o_O
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L622[16:16:57] <gigaherz> maybe clean the fg cache to make sure there isn't crap in your gradle cache?
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L624[16:18:04] <shadekiller666> "caused by: java.lang.NullPointerException at ...FernFlower.getClassEntryName"
L625[16:18:15] <shadekiller666> giga, is that /gradlew clean?
L626[16:18:21] <shadekiller666> or cleanCache?
L627[16:19:18] <shadekiller666> gigaherz, ^
L628[16:20:07] <tterrag|away> don't run cleanCache
L629[16:20:22] <shadekiller666> k
L630[16:21:06] <gigaherz> clean wipes the build/ folder
L631[16:21:09] <gigaherz> cleanCache wipes the gradle folder
L632[16:21:35] <gigaherz> if youcan run setupDecompWorkspace from a cmd/terminal window
L633[16:21:48] <gigaherz> then cleanCache isn't going to fix it -- it must be an issue with idea
L634[16:22:06] <gigaherz> but if you really can't run gradle without crashing, even after increatingt he JVM ram limit
L635[16:22:09] <gigaherz> then it's worth a try
L636[16:22:14] <shadekiller666> i'm running it in cmd now, thats how i got the stacktrace
L637[16:24:04] <shadekiller666> is gradle.properties supposed to be in the .gradle folder in the mod's directory?
L638[16:24:16] <kashike> no, where build.gradle is
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L640[16:24:44] <gigaherz> gradle folder
L641[16:24:49] <gigaherz> if you want it to work for all gradle projects
L642[16:24:55] <gigaherz> .gradle*
L643[16:25:03] <gigaherz> or the build.gradle if you only wnat it for one mod
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L645[16:26:20] <infinitefoxes_> my understanding of the vanilla inventory is that the inventory container is _always_ open
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L647[16:26:31] <infinitefoxes_> and that's how the client receives updates when items change
L648[16:27:08] <infinitefoxes_> is it not possible to also keep my second inventory container in sync as well?
L649[16:27:24] <shadekiller666> where is the system-wide .gradle folder?
L650[16:27:31] <diesieben07> infinitefoxes_, only if you do it manually.
L651[16:27:40] <gigaherz> shadekiller666: %userprofile%/.gradle/
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L653[16:27:56] <gigaherz> ~/.gradle on linux
L654[16:28:15] <sham1> And OS X
L655[16:28:24] <sham1> Or any UNIX-like thing for that matter
L656[16:29:45] <infinitefoxes_> hm
L657[16:30:09] <infinitefoxes_> does vanilla also send inventory changes to other players in mp?
L658[16:30:27] <infinitefoxes_> I assume they'd have to for armor/off hand slots
L659[16:30:27] <shadekiller666> damn it
L660[16:30:44] <shadekiller666> still not working
L661[16:30:46] <sham1> I think only to people who have accessed the container in case of any generic container like chest
L662[16:30:49] <diesieben07> infinitefoxes_, yes, but afaik that uses a different mechanic than the inventory
L663[16:31:02] <sham1> For stuff like equiping stuff, that might be different
L664[16:31:08] <gigaherz> shadekiller666: are you using FG-2.2?
L665[16:31:23] <gigaherz> 2.2-SNAPSHOT
L666[16:31:29] <shadekiller666> ...
L667[16:31:40] <sham1> Apparently not
L668[16:31:57] <infinitefoxes_> I'm wanting my addon "accessories" inventory to work in conjunction with vanilla's inventory
L669[16:32:09] <gigaherz> you'll have to send updates yourself, infinitefoxes_
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L671[16:32:13] <gigaherz> mc only cares about the vanilla slots
L672[16:32:18] <infinitefoxes_> I figured as much
L673[16:32:37] <infinitefoxes_> that's slightly annoying
L674[16:32:43] <gigaherz> there's events for all you need
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L676[16:32:54] <gigaherz> there's ways to know who's watching an entity
L677[16:32:58] <diesieben07> you can also "just" add slots to the vanilla inventory container ;)
L678[16:32:59] <gigaherz> so that you only send updates to the right players
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L680[16:33:17] <gigaherz> won't that mess up if other mods do the same?
L681[16:33:25] <gigaherz> although I guess you'd just have to know which one is your first slot
L682[16:33:26] <diesieben07> idk :P
L683[16:33:27] <infinitefoxes_> I assume given the ;) that you're not being entirely serious
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L685[16:34:42] <shadekiller666> well, it got passed decompilation now...
L686[16:35:38] <shadekiller666> aww come on
L687[16:35:47] <shadekiller666> now it failed on recompile
L688[16:35:49] <shadekiller666> wtf
L689[16:36:07] <infinitefoxes_> maybe you're running out of mem
L690[16:36:11] <infinitefoxes_> given that you're running it via IntelliJ
L691[16:36:20] <infinitefoxes_> which doesn't give much memory to the Gradle subprocess last time I checked
L692[16:36:22] <shadekiller666> i'm running it via cmd atm
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L695[16:39:44] <shadekiller666> "see compiler error output for details"
L696[16:39:57] <shadekiller666> where exactly would that be hmm?
L697[16:40:17] <shadekiller666> someone needs to write a smarter java compiler...
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L700[16:42:07] <shadekiller666> oh wait
L701[16:42:17] <shadekiller666> !mappings
L702[16:42:21] <shadekiller666> :/
L703[16:42:22] <gigaherz> !!latest
L704[16:42:23] <MCPBot_Reborn> === Latest Mappings ===
L705[16:42:24] <MCPBot_Reborn> MC Version Forge Gradle Channel
L706[16:42:24] <MCPBot_Reborn> 1.10.2 snapshot_20160721
L707[16:42:25] <MCPBot_Reborn> 1.9.4 snapshot_20160627
L708[16:42:26] <MCPBot_Reborn> 1.9.4 stable_26
L709[16:42:26] <shadekiller666> thank you
L710[16:42:27] <MCPBot_Reborn> 1.9 snapshot_20160516
L711[16:42:27] <MCPBot_Reborn> 1.9 stable_24
L712[16:42:28] <MCPBot_Reborn> 1.8.9 snapshot_20160301
L713[16:42:29] <MCPBot_Reborn> 1.8.9 stable_22
L714[16:42:29] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L715[16:42:30] <MCPBot_Reborn> 1.8.8 stable_20
L716[16:42:31] <MCPBot_Reborn> 1.8 snapshot_20151128
L717[16:42:31] <MCPBot_Reborn> + 3 more. Please use !more to see 3 queued entries.
L718[16:42:48] <sham1> !more
L719[16:43:10] <gigaherz> it's just the 1.8 stable, 1.7.10 latest and 1.7.10 stable lol
L720[16:44:21] <shadekiller666> i wonder if that was why it was failing the recompile...
L721[16:47:36] <shadekiller666> indeed it was
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L725[16:59:15] <shadekiller666> whats the new name for RenderGlobal.drawOutlinedBoundingBox
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L727[16:59:32] <gigaherz> check !mh RenderGlobal.drawOutlinedBoundingBox
L728[16:59:33] <gigaherz> ;P
L729[16:59:41] <shadekiller666> mh?
L730[16:59:50] <gigaherz> method history
L731[16:59:52] <Keridos> if I use meta data based subblocks, how can I get the itemblock render to use the normal blockstates including the variant state that makes it switch texture based on statefrommeta?
L732[16:59:53] <gigaherz> tells you the name changes
L733[17:00:25] <shadekiller666> theres no history past 1.8...
L734[17:00:56] <gigaherz> Keridos: ML.setCursomMRL(itemblock, meta, new ModelResourceLocation("mod:blockstatesfilename", "variant string"))
L735[17:01:00] <gigaherz> the variant string would be like
L736[17:01:12] <gigaherz> "prop1=value,prop2=value2,..."
L737[17:01:21] <gigaherz> with the properties in alphabetical order
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L740[17:02:23] <shadowfacts> shadekiller666, it wasn't mapped until ~an hour when I mapped it, the SRG name is func_189697_a
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L742[17:03:50] <Keridos> gigaherz: thank you
L743[17:04:07] <shadekiller666> shadowfacts, thx
L744[17:08:42] <shadekiller666> what happened to TileEntity.getDescriptionPacket
L745[17:11:32] <shadekiller666> found it
L746[17:11:37] <shadekiller666> getUpdatePacket
L747[17:12:08] <Keridos> now i just need to figure out why on earth the block renders invisible ingame, but in inventory is renderd correctly
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L749[17:13:37] <gigaherz> shadekiller666: note however
L750[17:13:40] <gigaherz> there's a new pair
L751[17:13:45] <gigaherz> getUpdateTag + handleupdateTag
L752[17:13:53] <gigaherz> which are for transferring the TE in the bulk chunk data
L753[17:14:00] <gigaherz> so you may want to also implement those
L754[17:14:38] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/chopblock/TileChopping.java#L148,L171
L755[17:14:40] <gigaherz> basic implementation
L756[17:14:47] <gigaherz> a more advanced one would use custom NBT
L757[17:14:54] <gigaherz> such as only sending the required values
L758[17:14:58] <gigaherz> or even using shorter key names
L759[17:15:55] <Keridos> what can cause a normal block with default cube_all as model and correctly set textures to render fine in inventory but with invisible sides ingame?
L760[17:16:47] <shadekiller666> why does there have to be 4 different methods for updating tile entities
L761[17:17:16] <shadekiller666> also, why does writeToNBT return NBTTagCompound now...
L762[17:18:15] <shadekiller666> what are the intended replacements for getActualState and isOpaqueCube, etc
L763[17:19:37] <masa> the methods from the block state
L764[17:19:50] <Keridos> I still cannot get the block to render normally ingame, can someone help me here?
L765[17:21:18] <gigaherz> shadekiller666: the replacements are the methods from IBlockState
L766[17:21:27] <gigaherz> the @Deprecated comes from the mc jar itself
L767[17:21:33] <gigaherz> it's mojang's way to say "don't call this directly"
L768[17:21:36] <gigaherz> for your overrides
L769[17:21:43] <gigaherz> just put @Deprecated on them to shut up the compiler
L770[17:22:03] <shadekiller666> oh, so there isn't an issue with overriding them
L771[17:22:07] <gigaherz> nope
L772[17:22:11] <shadekiller666> k
L773[17:22:12] <gigaherz> only with using them from outside
L774[17:22:56] <shadekiller666> does anyone know what "World.playAuxSFXAtEntity(Entity, int, BlockPos, int)" would translate to?
L775[17:23:24] <shadekiller666> i'm guessing World.playSound(Entity, BlockPos, SoundEvent, SoundCategory, int, int)
L776[17:23:38] <gigaherz> just one of the variants of playSound
L777[17:23:40] <gigaherz> IIRC
L778[17:23:45] <shadekiller666> but what does the first int (i'm guessing the sound id) map to
L779[17:23:58] <gigaherz> SoundEvents.*
L780[17:24:03] <shadekiller666> worldIn.playAuxSFXAtEntity(playerIn, ((Boolean)state.getValue(OPEN)).booleanValue() ? 1003 : 1006, pos, 0);
L781[17:24:05] <gigaherz> or a custom soundevent
L782[17:24:33] <gigaherz> no idea which ones "1003" and "1006" were
L783[17:24:52] <gigaherz> although from "OPEN" I assume it may have been the chest open/close sounds
L784[17:25:04] <gigaherz> or the door open/close
L785[17:25:06] <gigaherz> either way
L786[17:25:06] <shadekiller666> the class name is BlockDoorFense
L787[17:25:15] <shadekiller666> so probably the fence gate sounds
L788[17:25:32] <gigaherz> public static final SoundEvent BLOCK_FENCE_GATE_CLOSE;
L789[17:25:32] <gigaherz> public static final SoundEvent BLOCK_FENCE_GATE_OPEN;
L790[17:25:39] <gigaherz> then those ;p
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L792[17:27:08] <gigaherz> meh gotta sleep
L793[17:27:08] <gigaherz> night
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L795[17:28:30] <Keridos> Can't I use a model like cube_all from vanilla MC in a blockstate as model?
L796[17:28:36] <shadekiller666> what should i put as the values for volume and pitch?
L797[17:28:47] <Keridos> I am using minecrafts cube all here for the model and It renders fine in inventory, but is invisible ingame
L798[17:29:15] <shadekiller666> keridos, override isOpaqueCube and return true
L799[17:29:18] <shadekiller666> see if that works
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L801[17:33:06] <Keridos> nah doesnt either
L802[17:33:27] <Keridos> the funny part is that I compared it to my other mods, and it pretty much is written exactly the same way
L803[17:34:19] <shadekiller666> does anyone know what the last argument to playAuxSFXAtEntity is?
L804[17:34:25] <shadekiller666> pitch?
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L806[17:34:34] <PitchBright> yo
L807[17:35:27] <shadekiller666> hi
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L810[17:37:03] <PitchBright> :D
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L816[17:44:38] <SatanicSanta> Does the Forge blockstate JSON stuff have a replacement for Vanilla's multipart stuff?
L817[17:45:16] <SatanicSanta> Hrm. Never mind.
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L823[17:51:30] <Keridos> how would I do metadata based subitems?
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L825[17:51:54] <Keridos> the mod I am porting now has quite a bit of items and I would like to compress them into less classes/IDs
L826[17:51:59] <Keridos> how can I do that?
L827[17:52:13] <Keridos> I know how to do it for blocks
L828[17:52:36] <SatanicSanta> setHasSubtypes
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L831[17:54:28] <Keridos> SatanicSanta: for rendering then, could I seperate them by giving them different MRLs?
L832[17:54:38] <shadowfacts> yes
L833[17:54:40] <SatanicSanta> yes iirc
L834[17:54:50] <SatanicSanta> yup
L835[17:54:53] <SatanicSanta> just double checked
L836[17:54:55] <shadowfacts> just pass the proper metadata into setCustomModelResourceLocation
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L838[17:57:58] <Chronium> Hello people! So, how does one save data with a tile entity? For some reason, the writeToNBT and readFromNBT never get called. And I even tried calling the makeDirty method
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L840[18:00:39] <shadowfacts> this guy on the forum created a second topic for the exact same question >.<
L841[18:01:00] <Chronium> Okay, they do get called, never mind
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L843[18:01:15] <Chronium> But my variable doesn't change
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L845[18:03:53] <Chronium> It doesn't want to instantiate my tile entity when loading it, could it be that I have a constructor with a default parameter?
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L847[18:04:23] <Chronium> Turns out that was it
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L857[18:39:05] <FusionLord> anyone know why FTBUtils is saying you must be in a team to claim/unclaim/load chunks? how does one join a team?
L858[18:40:13] <LatvianModder> /ftb team create ID
L859[18:40:40] <LatvianModder> <ID>*
L860[18:41:03] <shadekiller666> great
L861[18:41:19] <shadekiller666> mojang just HAD to change the nbt processing for tile entities...
L862[18:42:18] <FusionLord> LatvianModder, thank you.. seems strange that i have to have a team when in ssp
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L873[19:18:47] <Keridos> jei does only show the meta item of this item class here: https://paste.ee/p/hstW1
L874[19:18:49] <Keridos> why is that?
L875[19:20:53] <KnightMiner> You don't seem to be defining what the sub items are
L876[19:21:26] <KnightMiner> Just overriding the method with the super method means you might as well not have changed it at all
L877[19:26:42] <electrolitic> I love it when things work as expected.
L878[19:33:18] <shadekiller666> damn it, this was working before they changed the tile entity nbt loading...
L879[19:33:21] <shadekiller666> >:(
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L882[19:43:19] <shadekiller666> maybe someone here can help
L883[19:43:55] <shadekiller666> i have a multiblock system that is based on the structure blocks system
L884[19:44:24] <shadekiller666> and as part of the system, i have "Dummy Blocks" which are basically fancy barrier blocks
L885[19:44:58] <mrkirby153> Hmmm.. This is odd. IntelliJ is saying "Cannot find class GradleStartServer"
L886[19:45:02] <mrkirby153> I think I broke something bad
L887[19:46:06] <shadekiller666> the dummy blocks are meant to pass activation to their structure's parent block, and also meant to break the structure
L888[19:48:30] <shadekiller666> the problem i'm having right now is that the nbt reading/writing is screwed up such that the structure that is stored in the dummy block tile entity isn't getting saved and reloaded upon exiting/entering the world
L889[19:50:35] <shadekiller666> in 1.10 the nbt tile entity loading order seems to have changed
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L893[20:04:19] <Keridos> when I use subblocks for tile entities, how do I map the tileentities to the block?
L894[20:04:44] <masa> shadekiller666: https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L895[20:05:15] <mrkirby153> I am so confused as to why I'm getting a different date in than out when using SimpleDateFormat
L896[20:10:01] <KnightMiner> Keridos: there is a state sensitive function to create the tile entity (assuming you are using 1.8+)
L897[20:10:31] <mrkirby153> This makes no sense at all
L898[20:10:42] <KnightMiner> Or was it meta sensitive... In either case override that function and check the input state/meta to determine which tile entity to create
L899[20:11:22] <shadekiller666> omg
L900[20:11:47] <shadekiller666> the data isn't even being saved to nbt when exiting the world...
L901[20:11:53] <shadekiller666> wtf mojan
L902[20:11:55] <shadekiller666> mojang
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L904[20:14:09] <shadekiller666> does NBT data not get read on joining a single player world anymore?
L905[20:14:16] <shadekiller666> this was easy before
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L907[20:15:47] <KnightMiner> It works last I tried it
L908[20:16:07] <KnightMiner> Are you calling the super method at all? Specically, are you calling it before our after your data writing?
L909[20:16:41] <shadekiller666> when i place one of my blocks
L910[20:16:47] <shadekiller666> it places two more above it
L911[20:17:03] <shadekiller666> and gives those 2 new blocks a structure object
L912[20:17:18] <shadekiller666> that structure object needs to persist over world loads
L913[20:17:30] <KnightMiner> I mean have you implemented a custom writeToNBT method, and a similar readFroNBT one?
L914[20:17:36] <shadekiller666> ya
L915[20:18:00] <KnightMiner> And in that method, do you call "super.writeToNBT", etc.
L916[20:18:20] <KnightMiner> If you don't, it never actually saves/loads the TE position
L917[20:18:31] <shadekiller666> i have writeToNBT, readFromNBT, getUpdateTag, handleUpdateTag, getTileData, onDataPacket, and getUpdatePacket
L918[20:18:50] <shadekiller666> i call super.writeToNBT in getTileData()
L919[20:19:11] <shadekiller666> writeToNBT calls getTileData for the compound
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L923[20:43:23] <KnightMiner> shadekiller666: I don't think you need to override getTileData() at all. The data contained there already reads from and writes to the NBT in the generic functions
L924[20:43:47] <KnightMiner> So if you are placing all your NBT directly into getTileData() it should be working fine
L925[20:43:57] <KnightMiner> Well, the tag from getTileData()
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L939[21:17:56] <MomoMC_> Hey, so I was trying to follow this tutorial: https://mcforge.readthedocs.io/en/latest/effects/sounds/, apparently the "SoundEvent(ResourceLocation)" constructor has changed? How can I pass my ResourceLocation to a sound nowadays?
L940[21:19:02] <kenzierocks> > SoundEvent(ResourceLocation soundNameIn)
L941[21:19:07] <kenzierocks> that's the 1.10.2 constructor
L942[21:19:11] <kenzierocks> what version are you using?
L943[21:20:25] <MomoMC_> I... was using the wrong package. Whoops (net.minecraftforge.client.event.sound.SoundEvent)
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L949[21:33:46] <Keridos> i have a problem here, apparently I somehow managed it to get one of my tile entities to never load readfromnbt somehow, any idea what might cause that?
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L951[21:34:29] <Keridos> in 1.8.9 that is
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L955[21:35:35] <kenzierocks> Keridos: did you register it
L956[21:36:02] <Keridos> kenzierocks: yes, i think so
L957[21:36:08] <Keridos> just testing something
L958[21:36:13] <kenzierocks> code or gtfo :P
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L960[21:36:48] <Keridos> https://paste.ee/p/a7lVX
L961[21:36:56] <Keridos> care, its a big class
L962[21:37:09] <kenzierocks> > public TurretBase(int MaxEnergyStorage, int MaxIO, int tier) {
L963[21:37:15] <kenzierocks> you need to have a noarg constructor
L964[21:37:32] <kenzierocks> just how loading works
L965[21:37:38] <kenzierocks> see TileEntity#create
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L968[21:38:32] <Keridos> wheere is TileEntity#create?
L969[21:38:36] *** willieaway is now known as williewillus
L970[21:38:36] <Keridos> or rather what is that
L971[21:38:48] <williewillus> !gm getFXLayer
L972[21:38:51] <kenzierocks> go to the tileentity class
L973[21:38:54] <kenzierocks> the minecraft one
L974[21:38:59] <kenzierocks> look at the static method called create
L975[21:39:26] <SatanicSanta> So, I'm currently trying to port my pipes into 1.9. I'd like for them to be completely JSON models, since there's no animations or anything like that. However, there are many variations (which sides are connected to things), and I'm quite worried. I looked into Vanilla's multipart stuff, but that would result in enormous JSON files, I expect.
L976[21:39:44] <williewillus> !sm getFXLayer Retrieve what effect layer (what texture) the particle should be rendered with. 0 for the particle sprite sheet, 1 for the main Texture atlas, and 3 for a custom texture
L977[21:39:58] *** amadornes is now known as amadornes[OFF]
L978[21:40:09] <williewillus> !sm func_70537_b getFXLayer Retrieve what effect layer (what texture) the particle should be rendered with. 0 for the particle sprite sheet, 1 for the main Texture atlas, and 3 for a custom texture
L979[21:40:10] <Keridos> kenzierocks: how so I would need to provide an empty constructor and let the rest be done from readFromNBT?
L980[21:40:15] <kenzierocks> yes Keridos
L981[21:40:23] <kenzierocks> that's how TileEntity loading works
L982[21:40:24] <SatanicSanta> Specifically, when there are non opposite sides being connected to, it creates a corner, and I'm not really sure if this is possible with the Forge blockstate stuff
L983[21:40:37] <kenzierocks> you can add setters for all the properties you need, and call them by default with another constructor
L984[21:40:42] <kenzierocks> but you must have a default constructor
L985[21:40:46] <williewillus> SatanicSanta: is this just your standard pipe that can connect six ways?
L986[21:40:56] <SatanicSanta> williewillus: yes
L987[21:41:05] <SatanicSanta> I looked into some other mods, but most of them didn't use JSON for this
L988[21:41:07] <williewillus> yeah that's a solved problem then :P
L989[21:41:16] <williewillus> if they aren't they should be at least for simple pipes
L990[21:41:26] <williewillus> vanilla has stuff like this, (redstone dust, fences, walls)
L991[21:41:45] <SatanicSanta> and they all use the multipart stuff
L992[21:41:55] <Keridos> kenzierocks: what is more interesting: why did this work in 1.7.10 ?
L993[21:41:55] <williewillus> whats wrong with the multipart stuff?
L994[21:42:04] <kenzierocks> i don't think it would Keridos
L995[21:42:12] <kenzierocks> tileentity has always worked this way
L996[21:42:13] <williewillus> if this is just the most basic 6 way connected pipe that's exactly what the multipart stuff / forge json is solving
L997[21:42:36] <SatanicSanta> Right
L998[21:42:38] <williewillus> (I'd argue the 1.9 multipart stuff is stronger than forge atm even because it has AND and OR checks)
L999[21:42:46] <SatanicSanta> it has AND checks?
L1000[21:42:52] <williewillus> yes? :P
L1001[21:43:01] <SatanicSanta> Are they explicit?
L1002[21:43:09] <williewillus> what do you mean
L1003[21:43:20] <williewillus> i think it's top down predicate matching like the item overridfes
L1004[21:43:22] <SatanicSanta> Do they literally say "AND" like the OR ones
L1005[21:43:27] <williewillus> check out some of the vanilla jsons
L1006[21:43:42] <kenzierocks> yea Keridos, it wouldn't have worked in 1.7.10
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L1008[21:43:50] <SatanicSanta> mc gamepedia isn't very good at explaining multiparts specifically
L1009[21:44:03] <xEviLSpaWnx> Someone help me out pls? ... http://pastebin.com/iWPL0c2K
L1010[21:44:45] <williewillus> SatanicSanta: look at blockstates/redstone_wire
L1011[21:45:00] <kenzierocks> SatanicSanta: see the redstone wire "{"north": "side|up", "east": "side|up" },"
L1012[21:45:08] <kenzierocks> it's "north" and "east" are side|up
L1013[21:45:19] <SatanicSanta> I see
L1014[21:45:50] <kenzierocks> there's no forestry support here xEviLSpaWnx
L1015[21:45:57] <williewillus> more specifically that matches (north=side || north=up) && (east=side || east=up)
L1016[21:46:05] <williewillus> and the "when" blocks are matched top to bottom
L1017[21:46:13] <xEviLSpaWnx> Thats all i wanted to know thanks :)
L1018[21:47:10] <williewillus> huh
L1019[21:47:22] <williewillus> yeah so apparently there is "AND" in hat literal form as well
L1020[21:47:27] <williewillus> just none of the vanilla blockstates use iot
L1021[21:47:32] <williewillus> the deserializer checks for it at least
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L1023[21:47:51] <williewillus> this is more powerful than I thought
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L1025[21:48:18] <kenzierocks> I HAVE THE POWER
L1026[21:48:30] * kenzierocks plugs in charger
L1027[21:49:26] <SatanicSanta> williewillus: so, `{ "north": "side|up" }, { "north": "none", "east": "none" (shortened) }` => `(north == side || north == up) && (north == none || east == none)` ?
L1028[21:49:46] <SatanicSanta> or north == none && east == none
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L1031[21:50:07] <kenzierocks> no
L1032[21:50:08] <williewillus> i don't think just having two next to each other is an implicit and
L1033[21:50:09] <Keridos> now i am just recreating the inventory in readfromNBT and then refilling it
L1034[21:50:15] <williewillus> but play around with it
L1035[21:50:28] <williewillus> it should be fairly easy to do what you want, see the fence blockstate jsons and generalize that to 2 more sides
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L1039[21:51:50] <MomoMC> Uh, is it possible to load .wav sound files instead of .ogg files?
L1040[21:52:28] <williewillus> with some work, probably
L1041[21:52:49] <kenzierocks> i know paulscode allows for certain formats by default
L1042[21:52:55] <kenzierocks> i thought .wav was one of those?
L1043[21:53:22] <MomoMC> Yeah, but SoundEvent/ResourceLocation searches for .ogg by default
L1044[21:53:33] <Keridos> question: I use subblocks for one of my blocks, but somehow waila is just showing the name of the base block, how can I get waila to show the name of the subblock?
L1045[21:54:43] <williewillus> look around the sound code a bit, I remember alternate codecs being mentioned in a forge event
L1046[21:54:53] <williewillus> which means its at least passed someone's mind as a thought as some point in time
L1047[21:55:16] <MomoMC> Eh, looks like I have some digging to do. Thanks!
L1048[21:56:51] <kenzierocks> MomoMC: i'm doing some digging as well
L1049[21:56:54] <williewillus> actually looks like mc just passes the inputstream of the file directly to the sound library, it doesn't care about codecs
L1050[21:57:02] <williewillus> it assumes its all ogg but doesnt actually check
L1051[21:57:14] <MomoMC> So I should just rename the file?
L1052[21:57:15] <williewillus> see SoundManager line 425, 430
L1053[21:57:20] <williewillus> idk if thatll owrk
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L1055[21:57:26] <williewillus> since a lot of the code assumes ogg
L1056[21:57:32] <williewillus> but it should be possible with some trickery
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L1058[21:58:04] <kenzierocks> williewillus: it does check for ".ogg"
L1059[21:58:12] <williewillus> where
L1060[21:58:32] <Keridos> How can i make waila show the name of the actual block instead of the meta block when using metadata based subblocks?
L1061[21:58:43] <kenzierocks> williewillus: SoundHandler#validateSoundResource
L1062[21:59:01] <kenzierocks> love this exception in SoundManager: throw new Error("TODO: Sanely handle url exception! :D");
L1063[21:59:11] <williewillus> i don't see where it "validates" anything
L1064[21:59:16] <williewillus> that method checks that the file exists
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L1066[21:59:44] <williewillus> if you could somehow subclass Sound
L1067[21:59:48] <williewillus> then you could get around it
L1068[21:59:52] <williewillus> now how to do that, idk
L1069[22:00:04] <kenzierocks> you can subclass it
L1070[22:00:10] <williewillus> well of course
L1071[22:00:14] <williewillus> i mean where do you inject it
L1072[22:00:44] <MomoMC> Just tried renaming it to OGG, it crashes the client while playing it. Looks like paulscode's lib loads sounds depending on extension at first
L1073[22:00:59] <kenzierocks> that would be dumb MomoMC
L1074[22:01:05] <kenzierocks> i don't think it does
L1075[22:01:15] <MomoMC> Well I mean it did crash
L1076[22:01:16] <kenzierocks> esp. since I think they only get the InputStream
L1077[22:01:21] <kenzierocks> well what /is/ the crash
L1078[22:01:49] <williewillus> kenzierocks: it does
L1079[22:01:55] <williewillus> the method I mentioned says exactly that
L1080[22:02:02] <MomoMC> Just these logs, no stacktrace: https://gist.github.com/momothereal/cda0cbb7b39861f7327dde151b3e2e1b
L1081[22:02:20] <kenzierocks> ah, it only uses the Ogg codec i think
L1082[22:02:23] <kenzierocks> or something like that
L1083[22:02:26] <williewillus> "The fourth parameter 'identifier' should
L1084[22:02:27] <williewillus> * look like a filename, and it must have the correct extension so SoundSystem
L1085[22:02:27] <williewillus> * knows what codec to use for the file referenced by the URL instance."
L1086[22:02:40] <williewillus> mc just passes the resourcelocation straight in
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L1088[22:03:12] <MomoMC> Sound#getSoundAsOggLocation()
L1089[22:03:16] <MomoMC> That must be it
L1090[22:03:33] <MomoMC> `return new ResourceLocation(this.name.getResourceDomain(), "sounds/" + this.name.getResourcePath() + ".ogg");`
L1091[22:03:56] <kenzierocks> this is looking more and more like a PR to Forge :D
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L1093[22:04:10] <williewillus> i'm certain its possible
L1094[22:04:17] <kenzierocks> the sound loading is handled by reading sounds.json
L1095[22:04:53] <kenzierocks> which means you can't dump yourself in-between without using ASM to redirect getSoundAsOggLocation
L1096[22:05:04] <kenzierocks> because there's no chance for you to touch the SoundList
L1097[22:05:14] <williewillus> you can just inject directly using reflection
L1098[22:05:20] <williewillus> SoundLoadEvent seems to exist for taht reason
L1099[22:06:01] <williewillus> also look at where SoundSetupEvent is fired, you need to register the wav codec
L1100[22:06:18] <williewillus> since only the ogg one is right now (SoundManager constructor)
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L1103[22:07:29] <kenzierocks> ah ah ah
L1104[22:07:31] <kenzierocks> i get it
L1105[22:07:44] <kenzierocks> i think
L1106[22:07:48] <kenzierocks> let me double check my tracks
L1107[22:08:02] <williewillus> yeah I'm pretty sure using alt codecs was already a solved thing
L1108[22:08:27] <kenzierocks> i think in the PlaySoundEvent
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L1110[22:08:29] <williewillus> but not sure the details since I never did anything with it
L1111[22:08:31] <kenzierocks> you can return the correct file
L1112[22:08:39] <kenzierocks> well, sound
L1113[22:08:44] <kenzierocks> and it will play
L1114[22:08:54] <kenzierocks> not sure if you should inject a dummy sound?
L1115[22:09:08] <williewillus> probably yes
L1116[22:09:18] <williewillus> treat it all like ogg until the last minute then swap it out
L1117[22:09:22] <williewillus> actually hmm
L1118[22:09:29] <williewillus> if the ogg is missing itll complain
L1119[22:09:47] <kenzierocks> what happens if you don't have a sounds.json :D
L1120[22:09:52] <williewillus> nothing works
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L1122[22:10:46] <williewillus> the level of abstraction got raised to the SoundEvent level in 1.9 which is entirely derived from the sounds.json
L1123[22:11:22] <MomoMC> So should I maybe change the "name" field value in PlaySoundEvent via reflection when it is fired?
L1124[22:11:30] <williewillus> don't use reflection
L1125[22:11:32] <williewillus> just wrap it
L1126[22:12:03] <MomoMC> Not sure what you mean by wrapping in this case?
L1127[22:12:28] <kenzierocks> williewillus: why can't you just pass in a custom ISound?
L1128[22:12:30] <williewillus> composition. make a implementation of ISound that takes the original ISound
L1129[22:12:41] <williewillus> and delegates to it for everything except what you want to change
L1130[22:13:07] <williewillus> kenzierocks: well you want to retain the volume/pos/etc from the original sound right? :P wrapping it is the easiest way
L1131[22:13:17] <kenzierocks> yea
L1132[22:13:51] <williewillus> in fact i just did this for botania but to change the volume :P https://github.com/williewillus/Botania/blob/c5208175d73383dc447f174c9cfc9eb661d6027f/src/main/java/vazkii/botania/common/block/subtile/functional/BergamuteEventHandler.java#L63-L63
L1133[22:14:38] <MomoMC> Thanks for the explanation, I'll try it later
L1134[22:15:15] <williewillus> i think it'll work. what I'm worried about now is if you fake ogg until the last minute MC might just refuse to load the soundevent if the actual .ogg path doesnt have something that at least looks like a valid file there
L1135[22:15:35] <williewillus> a 1-byte placeholder file might even work, idk
L1136[22:15:59] <kenzierocks> i don't think you need to fake ogg
L1137[22:16:24] <kenzierocks> i'm going to try and make a custom record player real fast
L1138[22:17:33] <williewillus> it does validation on every file path when the sound system starts
L1139[22:17:50] <williewillus> all the validation does is try to open the file though
L1140[22:17:55] <williewillus> so a dummy one should get through
L1141[22:20:45] <williewillus> either way good luck, i think itll work :P night
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L1146[22:23:38] <Keridos> hm I have a weird issue here, have a multiblock with subblock based on metadata, the metadata is stored in a blockstate called tier (since its different tiers of the same block) and the rendering works fine, but somehow waila detects all the blocks with a metadata of 0, no matter how the blockstate looks like although I corretly setup getstatefrommeta and getmetafromstate and they load
L1147[22:23:38] <Keridos> and save to disk fine
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L1150[22:24:39] <Keridos> shoultn the client have the correct metadata this way?
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L1152[22:26:02] <kenzierocks> if it renders right, yes
L1153[22:31:18] <KnightMiner> I have noticed it behaves a bit strangely if the block has a TE
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L1155[22:31:55] <KnightMiner> Tinkers seared stone all shows the first variant, but brownstone with uses the same logic for variants shows the proper one
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L1189[23:40:48] <kenzierocks> i got it working :D
L1190[23:40:58] <kenzierocks> i can play a .wav in a record
L1191[23:41:09] <kenzierocks> this is really hacky and probably not stable over MC versions though
L1192[23:41:58] <tterrag|away> but why...
L1193[23:42:09] <kenzierocks> someone wanted to play a .wav sound instead of .ogg
L1194[23:42:17] <tterrag|away> but...it's so easy to convert...
L1195[23:42:29] <kenzierocks> can you convert it on the fly, in your mod?
L1196[23:42:37] <kenzierocks> (my use case would require that)
L1197[23:42:55] <capitalthree> yes you can
L1198[23:43:12] <capitalthree> but converting on the fly *to* ogg would be stupid
L1199[23:43:28] <capitalthree> supporting actual .wav files on disk is just ridiculous imo
L1200[23:43:34] <kenzierocks> because?
L1201[23:43:49] <kenzierocks> essentially i'm making a least-hassle custom record mod
L1202[23:43:59] <capitalthree> because any modder who wastes my bandwidth and disk space with uncompressed audio should be dragged out and shot
L1203[23:44:00] <kenzierocks> which means users get to stick whatever files they want in, and it plays
L1204[23:44:17] <kenzierocks> well then you can put in ogg or mp3 :D
L1205[23:44:18] <capitalthree> it should just be "whatever vorbis-encoded ogg files"
L1206[23:44:37] <tterrag|away> it is trivial to convert to ogg
L1207[23:44:41] <tterrag|away> seems like a lot of effortr
L1208[23:44:48] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 198 seconds)
L1209[23:44:49] <capitalthree> maybe I misunderstand. is this for end users to add audio?
L1210[23:44:52] <capitalthree> or for other modders?
L1211[23:44:53] <kenzierocks> yea
L1212[23:44:56] <kenzierocks> end users
L1213[23:44:56] <capitalthree> ahhh ok
L1214[23:45:03] <capitalthree> supporting end users adding a .wav is fine
L1215[23:45:08] <kenzierocks> tterrag|away: what library do I use to convert then :P
L1216[23:45:18] <kenzierocks> can I use built-in java sound stuff?
L1217[23:45:27] <capitalthree> if it was modders I'd say no, because if you let them do stupid shit, it affects others
L1218[23:45:36] <capitalthree> er, I'd say no
L1219[23:45:39] <tterrag|away> I didn't say YOU do it
L1220[23:45:41] <capitalthree> wow that was weird typos
L1221[23:45:45] <tterrag|away> I said it's easy to convert on the USER'S side
L1222[23:46:36] <kenzierocks> well.....yes?
L1223[23:46:51] <kenzierocks> but will people want to? heck no
L1224[23:47:29] <capitalthree> there is honestly no reason a .wav file should be on disk ever, unless it's, like, a few seconds
L1225[23:47:41] <capitalthree> like your messaging app's get-message-bloop
L1226[23:48:10] <kenzierocks> i have a ton of .wav
L1227[23:48:18] <kenzierocks> mostly from audio projects
L1228[23:48:21] <capitalthree> of what? music?
L1229[23:48:23] <kenzierocks> yea
L1230[23:48:31] ⇨ Joins: CoderPuppy (~cpup@32.218.119.226)
L1231[23:48:39] <capitalthree> why .wav? does your audio editing program save in-progress stuff as wav?
L1232[23:48:40] <shadekiller666> ...
L1233[23:48:44] <capitalthree> or did you escort as wav?
L1234[23:48:45] <kenzierocks> it doesnt
L1235[23:48:47] <capitalthree> *export
L1236[23:48:47] <kenzierocks> export
L1237[23:48:49] <kenzierocks> because i was 13
L1238[23:48:51] <capitalthree> wtf whyyyy
L1239[23:48:53] <shadekiller666> why not acc
L1240[23:48:55] <capitalthree> ok so fix it
L1241[23:48:57] <capitalthree> flac exists
L1242[23:49:00] <kenzierocks> i don't want to
L1243[23:49:05] <kenzierocks> why does this matter?
L1244[23:49:10] <capitalthree> so even if you need lossless versions of your 13 year old projects, flac
L1245[23:49:14] <shadekiller666> or hell, even mp4 would be better
L1246[23:49:28] <kenzierocks> .....why would I want to convert all of these?
L1247[23:49:36] <kenzierocks> which would take me a good few hours
L1248[23:49:42] <kenzierocks> that I could spend doing something useful
L1249[23:49:46] <tterrag|away> it's literally this easy http://audio.online-convert.com/convert-to-ogg
L1250[23:49:46] <capitalthree> why would it take you a few hours?
L1251[23:49:55] <tterrag|away> audio is ridiculously easy to convert
L1252[23:50:01] <kenzierocks> because i have like 100 of them scattered in random places?
L1253[23:50:05] <tterrag|away> especially if you start with lossless
L1254[23:50:13] <capitalthree> you can recursively transcode every wav in a directory tree with a bash one liner
L1255[23:50:22] ⇨ Joins: Abastro (~Abastro@175.117.182.109)
L1256[23:50:31] <kenzierocks> yea do you think that will go well with the internal stuff that has wavs
L1257[23:50:33] <kenzierocks> or any applications
L1258[23:50:37] <RANKSHANK> So... you're aiming your sound loading at all these scattered places?
L1259[23:50:40] ⇦ Quits: cpup (~cpup@32.218.119.175) (Ping timeout: 202 seconds)
L1260[23:50:44] <kenzierocks> no?
L1261[23:50:52] <kenzierocks> they're asking me to clean my hard drive up
L1262[23:50:56] <capitalthree> kenzierocks: so make your bash script limit itself to files over a meg
L1263[23:51:13] <capitalthree> and if any application is affected, find the developers and literally murder them
L1264[23:51:19] <capitalthree> not literally though
L1265[23:51:22] <capitalthree> but seriously wtf
L1266[23:51:29] <capitalthree> wav files are still a thing u_u
L1267[23:51:45] <shadekiller666> windows
L1268[23:51:50] <capitalthree> cygwin
L1269[23:52:14] <kenzierocks> > 10.0M ./Documents/GitHub/phaser-examples/examples/assets/audio/sd-ingame1.wav
L1270[23:52:21] <kenzierocks> yea this would not go well :P
L1271[23:52:47] <capitalthree> if you have a preferred way to script very basic tasks on windows, knock yourself out, but "I can't do bash scripts on windows" is incorrect :P
L1272[23:52:48] <shadekiller666> everyone says that mp3 is fine, but i disagree
L1273[23:52:54] <capitalthree> mp3 is crap
L1274[23:53:06] <mezz> uhoh people talking about audio
L1275[23:53:13] <shadekiller666> its often easy to hear the distortion it adds
L1276[23:53:13] <capitalthree> I'd rather have wavs than mp3s... but I'd immediately transcode to ogg and delete the wav
L1277[23:53:29] <shadekiller666> is there compression on ogg
L1278[23:53:33] <mezz> never use wav please, that's ridiculous
L1279[23:53:45] <capitalthree> mezz: THANK YOU
L1280[23:54:05] <capitalthree> shadekiller666: well technically ogg is just a container format, but usually assumed to mean vorbis, which is lossy audio compression
L1281[23:54:21] <capitalthree> you can make an ogg flac file but you'll confuse people
L1282[23:54:29] <shadekiller666> ahh
L1283[23:54:31] <capitalthree> flac is also compression but not lossy
L1284[23:54:43] <mezz> ogg is nice but rarely supported, I just use high-bitrate mp3 mostly since they don't take up that much space in comparison to hard drives these d ays
L1285[23:54:54] <mezz> if you want lossless use flac
L1286[23:54:54] <shadekiller666> so why would you make a ogg flac? wouldn't that defeat the point of the flac
L1287[23:55:09] <capitalthree> it would just be flac in a different container
L1288[23:55:10] <RANKSHANK> What about ogg ALAC ;)
L1289[23:55:13] <capitalthree> but you shouldn't do that
L1290[23:55:18] <capitalthree> RANKSHANK: oh geez xD
L1291[23:55:26] <shadekiller666> what about acc?
L1292[23:55:30] <shadekiller666> aac*
L1293[23:55:31] <capitalthree> shadekiller666: an ogg flac would still be lossless
L1294[23:55:43] <tterrag|away> container != codec
L1295[23:55:44] <capitalthree> an ogg foocodec will have the compression properties of foocodec
L1296[23:55:47] <tterrag|away> is essential to understand :P
L1297[23:55:49] <capitalthree> yes thanks tterag
L1298[23:55:52] <mezz> aac is proprietary, if you want a weird format (aka not mp3) at least use ogg
L1299[23:56:03] <capitalthree> ogg is not weird :P
L1300[23:56:15] <mezz> tell that to every commercial audio player
L1301[23:56:16] <tterrag|away> ogg is mostly a standard for apps/games
L1302[23:56:20] <tterrag|away> for normal listening, not so much
L1303[23:56:28] <capitalthree> ogg is *the* open standard and is used in the vast majority of modern game engines
L1304[23:56:42] <mezz> that's because ogg is the best choice for games
L1305[23:57:03] <mezz> but if you're trying to listen in your car or friend's house or whatever it doesn't make a lot of sense
L1306[23:57:23] <capitalthree> ogg is the best choice as long as your dap supports it
L1307[23:57:39] <capitalthree> personally, I run daps with rockbox, and I keep my files in oggs
L1308[23:57:46] <capitalthree> er... keep my files as oggs?
L1309[23:58:06] <capitalthree> but yes, compatibility if needed is the one and only legit use case for mp3
L1310[23:58:07] <mezz> I take a 1mb or so hit per file by using mp3 instead of ogg for my music files so that they're compatible
L1311[23:58:20] <capitalthree> also an audio quality hit
L1312[23:58:29] <mezz> no audio quality hit at hit bitrates
L1313[23:58:31] <mezz> high*
L1314[23:58:35] <capitalthree> there is literally no bitrate at which mp3 beats 192kbps vorbis
L1315[23:58:45] <mezz> v0 mp3 is fine
L1316[23:58:46] <capitalthree> mp3's broken acoustic model will always perceptibly lose data
L1317[23:58:56] <mezz> false, AB test yourself
L1318[23:58:57] <tterrag|away> which would be important if you could even hear the difference between 128 and 192 :P
L1319[23:59:01] <capitalthree> it will take a good listener, good test track, and good listening equipment
L1320[23:59:10] <capitalthree> but I and many many people have tested it :P
L1321[23:59:16] <mezz> I can hear the difference between 128 and 192, barely
L1322[23:59:17] <capitalthree> it's "good enough for most uses" sure
L1323[23:59:29] <capitalthree> but 160kbps vorbis is transparent to everyone on everything
L1324[23:59:38] <capitalthree> so let's get with the friggin times, mp3 is obselete
L1325[23:59:55] <mezz> not your choice to make, audio gear needs to support the new stuff
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