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L1[00:00:07] <capitalthree> well some
manufacturers do
L2[00:00:21] <capitalthree> sandisk's mp3
players all support vorbis and flac for like a decade now xD
L3[00:00:28] <RANKSHANK> Or rockbox may have
a solution for your player :P
L4[00:00:40] <capitalthree> it's the
responsibility of us users to make the industry care
L5[00:00:51] ⇨
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L7[00:01:05] <capitalthree> throwing up your
hands and saying "mp3 is the codec for music" is just as
stupid as "windows is the os for gaming"
L8[00:01:11] <capitalthree> yeah, with that
attitude I guess it is
L9[00:01:13] <mezz> if that worked then
beats headphones would not exist, you're being an idealist
L10[00:01:26] <capitalthree> what?
L11[00:01:26] <RANKSHANK> Eww beats
L12[00:01:36] <capitalthree> wtf does beats
have to do with this
L13[00:01:59] <mezz> they're awful
headphones, and also the most popular. opinion of informed
consumers does not affect them at all
L14[00:02:06] <RANKSHANK>
"Monitors" = overly heavy bass. Beats logix ;)
L15[00:02:14] <capitalthree> they're not
the most popular
L16[00:02:30] <capitalthree> the most
popular headphones = whatever apple ships with iphones this
year
L17[00:02:53] <capitalthree> most consumers
don't buy into the beats hype, it's just that the ones that do pay
3x what shit is worth so it's a good racket
L18[00:03:08] ⇨
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L19[00:03:16] <kenzierocks> apple earphones
are pretty good
L20[00:03:21] <capitalthree> calling beats
the most popular headphones definitely needs to be backed up with
stats
L21[00:03:36] <capitalthree> kenzierocks:
for $5 earbuds they're fine though they sell them for quite a bit
more iirc :P
L22[00:03:45] <mezz> whatever you're just
going to be argumentative regardless of the gist
L23[00:03:53] <kenzierocks> they're more
durable than any $5 earbuds my friends get
L24[00:03:54] <kenzierocks> so....
L25[00:03:58] <capitalthree> I can order
the HTC oem earbuds for like $3 and they're imo a smidge
better
L26[00:04:07] <capitalthree> any earbuds
for $5 at a corner store are total shit
L27[00:04:12] <capitalthree> but if you
shop online...
L28[00:04:14] <kenzierocks> they also fit
my ears like gold
L29[00:04:16] <tterrag|away> if you think
beats being the literal most popular headphones was the point of
what he was saying, then you need to rethink
L30[00:04:20] <kenzierocks> other earbuds
feel really funky
L31[00:04:27] <kenzierocks> and keep
popping out
L32[00:05:17] <RANKSHANK> I feel you
kenzierocks I try to use buds seldomly as possible
L33[00:05:25] <tterrag|away> the point is
that (probably) >50% of users of these audio apps wouldn't know
what an ogg was if you asked
L34[00:05:35] <tterrag|away> all songs are
just "mp3s"
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L36[00:05:51] <tterrag|away> even if they
are...whatever...m4a..flac...aac
L37[00:06:02] <kenzierocks> the good old
days when all audio players were called mp3 players
L38[00:06:24] <RANKSHANK> That's probably
part of the issue though
L39[00:06:57] <capitalthree> that's why I
try to catch myself and say DAP
L40[00:08:30] <kenzierocks> wtf is a
DAP?
L41[00:08:33] <Keridos> hm, why does my
client see only blocks with meta 0 when I have blockst that save
states to meta and back working correctly?
L42[00:08:49] <kenzierocks> "my,
you're looking quite DAPper today, capitalthree"
L43[00:09:18] <RANKSHANK> Ugh this reminds
me I still need to jury rig my ipods 30 pin slot to hold a micro
usb port :/
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L49[00:16:30] <capitalthree> digital audio
player :P
L50[00:18:15] <Keridos> this is really
weird, still do not find why the heck everything works except that
my client just sees metadata 0 blocks
L51[00:19:03] <mezz> what are you using to
"see" the blocks?
L52[00:19:07] <mezz> check f3
L53[00:19:24] <mezz> waila is pretty busted
if you're using that
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L55[00:21:40] <Keridos> mezz: it shows the
correct states
L56[00:21:58] <Keridos> but vanilla
creative mode middle click picks meta 0 item too
L57[00:22:10] <Keridos> so i guess
something is missing in my implementation
L58[00:22:20] <Keridos> or its a bug in
forge, but i doubt that
L59[00:22:30] <Keridos> shouldnt it get the
correct meta from the states?
L60[00:22:50] ⇨
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L61[00:23:19] <kenzierocks> no
L62[00:23:25] <mezz> check the pick block
implementation, it's a separate method and may by overriding things
strangely
L63[00:24:42] <Keridos> return new
ItemStack(item, 1, block.getDamageValue(world, pos));
L64[00:24:54] <Keridos> that should be
correct
L65[00:24:55] <mezz> ok, so look at
getDamageValue
L66[00:25:28] <mezz> I'll bet it returns
0
L67[00:25:45] <Keridos> ah
L68[00:25:54] <Keridos> thanks for the
guidance
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L70[00:26:02] <mezz> no problem
L71[00:26:08] *
Keridos overrides damagedropped now
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L73[00:26:34] <Zidane> For anyone around,
I've made my own CustomModelLoader as well as my own implementation
of IModel...how do I tie the model to the block?
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L75[00:28:27] <RANKSHANK> You should get
the block handed to you when it's bound to your loaders rss
key
L76[00:29:11] <Zidane> Oh I'm silly, that
is specified in the json file for the blockstate
L77[00:29:13] <Zidane> Ignore me :p
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L83[00:38:44] <kenzierocks> can a mod
create new items on the client based on something the server
has?
L84[00:39:23] <mezz> it's possible but very
tricky
L85[00:39:33] <kenzierocks> go on :)
L86[00:39:48] <mezz> well first what's your
use-case?
L87[00:40:21] <kenzierocks> the server will
define the custom record items (since the client may not have the
audio files) and then provide the audio
L88[00:40:38] <mezz> okay
L89[00:40:41] <kenzierocks> I can't create
these records in advance on the client because each server has it's
own "set of music"
L90[00:40:53] <mezz> OpenComputers does
something similar with program disks
L91[00:41:17] <mezz> you should look there.
note that it's not compatible with JEI though. we're working on a
solution but it seems a bit far-off
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L93[00:41:50] <kenzierocks> ok
L94[00:42:51] <mezz> basically when the
client has its first world-tick, it can send a packet to the server
saying "send me your extra item data" and then when it
receives a reply it can create the items
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L96[00:43:06] <kenzierocks> ok
L97[00:43:07] <mezz> that's past the point
where JEI builds the item list though, so it does not show up
there.
L99[00:43:33] <kenzierocks> and if so, what
line?
L100[00:43:40] <mezz> I don't know the
specifics
L101[00:43:53] <Hunterz>
PlayerUseItemEvent is in the latest version
LivingEntityUseItemEvent ?
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L103[00:44:27] <mezz> kenzierocks, it
looks like they call it LootDisk
L104[00:44:32] <kenzierocks> ok
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L106[00:46:29] <kenzierocks> i see, it
hooks into getSubItems
L107[00:46:38] <kenzierocks> i hope that
doesn't break terribly :P
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L109[00:48:16] <mezz> getSubItems is only
used by the creative menu and JEI pretty much
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L127[01:53:05] <Dragroth>
NoSuchMethodError often is caused by Sideonly methods. Im new to
modding but u can check if that method is only client so the server
cant use it
L128[01:54:42] <sokratis12GR> nvm i fixed
the issue
L129[01:54:54] <sokratis12GR> it was my
`case-sensitive` system that did the `gradlew build`
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L131[01:55:06] <sokratis12GR> i had to to
do `gradlew clean` to fix the issue
L132[01:57:36] <Dragroth> okay. i would
have been surprised if i were right anyways :D
L133[01:59:31] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160722 mappings to Forge Maven.
L134[01:59:34] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160722-1.10.2.zip
(mappings = "snapshot_20160722" in build.gradle).
L135[01:59:45]
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L136[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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L141[02:07:21] <kenzierocks> can I add my
own resource pack like FML does for my mod?
L142[02:08:10] <sham1> ofcourse
L143[02:08:16] <kenzierocks> ...how
L144[02:08:32] <sham1> That is left as an
exercise for the reader
L145[02:09:05] <kenzierocks> :<
L146[02:09:34] <kenzierocks> guess i'll
just inject it in with ATs
L147[02:13:08] <sham1> Don't
L148[02:13:13]
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L149[02:13:50] <kenzierocks> well then
tell me the real way sham1
L150[02:13:55] <kenzierocks> or you can
sit the fuck down
L151[02:14:12] <sham1> Let me try to
remember the process
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L154[02:15:06] <sham1> I think you need to
define an IResource
L155[02:15:20] <kenzierocks>
IResourcePack?
L156[02:15:30] <sham1> well, that
L157[02:15:35]
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L158[02:15:45] <sham1> there should be
methods for loading stuff
L159[02:16:22] <sham1> Then you need to
put that resourcepack instance to the resourcemanager
L160[02:16:37] <sham1> That I think you
can find in the Minecraft class
L161[02:17:04] <OrionOnline> Good Morning
everyone
L162[02:19:50] <Dragroth> good morning
:)
L163[02:19:51] <OrionOnline> I have a
question on how to implement something...
L164[02:19:58] <sham1> You can access the
IResourceManager by reflection
L165[02:20:19] <OrionOnline> I am
currently debating creating a steampunk style molten metal
transport system
L166[02:20:38] <kenzierocks> sham1: aka
using an AT because i think it's way better than reflection
L167[02:20:40] <kenzierocks> :D
L168[02:20:49] <sham1> FUCK NO
L169[02:20:56] <sham1> It breaks
compatibility
L170[02:21:01] <kenzierocks>
with....?
L171[02:21:07] <sham1> Everything
L172[02:21:10] <kenzierocks>
because?
L173[02:21:21] <sham1> Because it
essentially is just ASM
L174[02:21:28] <kenzierocks> that's
right
L175[02:21:31] <kenzierocks> it is
L176[02:21:42] <kenzierocks> still don't
get how it breaks compatibility with "everything"
L177[02:21:53] <kenzierocks> ATs are
merged, so that's fine, mods are compatible
L178[02:22:07] <kenzierocks> it might
break mods using reflection, depends on how they do it?
L179[02:22:21] <sham1> Why do you think
ATs even are better than reflection
L180[02:22:30] <sham1> Reflection is as
fast as normal field access
L181[02:22:36] <Lumien> It's convenient
:P
L182[02:22:46] <OrionOnline> Using
something like casts to transport them
L183[02:22:58] <OrionOnline> And blocks
that have the liquid visible inside them
L184[02:23:12] <kenzierocks> ATs are as
fast as normal field access
L185[02:23:19] <OrionOnline> Yet i have
models that are complexisch OBJ models and i would like to render
liquid inside them
L186[02:23:20] <kenzierocks> and they
don't mysteriously break if you dont check them
L187[02:23:53] <sham1> Neither does
reflection
L188[02:24:09] <sham1> Fields and methods
do not just disappear undocumented
L189[02:24:45] <kenzierocks> uh
L190[02:24:48] <kenzierocks> in minecraft
they do
L191[02:24:51] <kenzierocks> :D
L192[02:24:56] <kenzierocks> also
obfuscation
L193[02:25:02] <sham1> What about it
L194[02:25:06] <sham1> You can use SRG
names
L195[02:25:11] <kenzierocks> not at dev
time
L196[02:25:19] <sham1> And?
L197[02:25:21] <kenzierocks> you have to
use both SRG and dev name
L198[02:25:28] <kenzierocks> which means
you need a method for swapping it
L199[02:25:36] <kenzierocks> which means
you need to detect obf
L200[02:25:40] <sham1> There's an entire
helper class for that
L201[02:26:00] <kenzierocks> but why
should I do that when I can use ATs and get it for free
L202[02:26:04] <kenzierocks> and get type
checking
L203[02:26:10] <kenzierocks> and a bunch
of other cool stuff
L204[02:26:15] <sham1> Because reflection
is considered better
L205[02:26:32] <kenzierocks> because it's
less...what?
L206[02:26:44] <sham1> It changes the base
class less
L207[02:27:10] <kenzierocks> also srg
names change
L208[02:27:16] <kenzierocks> i had this
happen with worldedit
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L210[02:27:29] <kenzierocks> and it
remained broken for 2 MC versions
L211[02:27:35] <kenzierocks> because no
one ever ran the code
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L213[02:28:17] <sham1> Tell me, why are
you such a defender of ASM and ATs
L214[02:29:10] <OrionOnline> How does the
enchantment table both use a TESR and a standard block?
L215[02:29:25] <kenzierocks> because
they're a one-off thing that gives me compile errors and type
checking and will actually break if things change
L216[02:29:29] <sham1> It probably renders
the book as TESR
L217[02:29:33] <kenzierocks> i don't have
to remember to update the fields
L218[02:29:35] <kenzierocks> on every
mod
L219[02:30:14] <Lumien> Orion you can just
register a tesr but keep the block render type as model
L220[02:30:58] <OrionOnline> And then it
will render both the model and the tesr?
L221[02:31:04] <sham1> yes
L222[02:31:21] <OrionOnline> Ah okey
L223[02:31:24] <OrionOnline> Nice good to
know
L224[02:31:55] <OrionOnline> Now i need to
find out how to render fluids with a TESR as they are blockmodels
now
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L226[02:33:06] <sham1> y rendering some
vertices that have the UV coords of the fluid in question
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L228[02:34:36] <OrionOnline> Yeah
L229[02:34:42] <OrionOnline> I am aware of
that
L230[02:34:53] <OrionOnline> I just need
to figure out the math to do it
L231[02:36:02] <OrionOnline> Boh it is a
long time since i made a tesr.........
L232[02:36:16] <OrionOnline> the x y z is
blockcoords right not screen coords?
L233[02:37:04]
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L234[02:37:16] <sham1> To get relative
coordinates you translate by the x, y, and z
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L236[02:40:49] <Dragroth> ItemTooltipEvent
is clientside? i want to use the playerstats to generate an
itemtooltip. what event is the best for that?
L237[02:41:16] <sham1> Why not
zoirberg
L238[02:42:05] <Lumien> Drag maybe write
the stats to the nbt of the item?
L239[02:42:10] <Lumien> And then add it to
the tooltip on the client
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L241[02:43:43] <Dragroth> yeah but ill
have to get the EntityPlayerMP and right now im stuck there... so i
tried to get the MP by using an event
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L247[02:49:04] <shredder8910> Hey guys,
how's it going?
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L269[04:05:32] <SatanicSanta> Am I missing
something about setting colission bounds for a block? I've got
getBoundingBox and addCollisionBoxToList functioning as I expect
them to
L270[04:13:35] <Cazzar> You add the
collison box to the supplied list IIRC.
L271[04:13:43] <Cazzar> !gm
addCollisionBoxToList
L272[04:13:55] <SatanicSanta> I am doing
that.
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L274[04:19:13] <SatanicSanta> Gah. I'm
tired. I'll be back tomorrow about this issue, assuming I don't
figure it out in the morning.
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L304[05:45:22] <MalkContent> what can i
look at to understand how to use the itemhandler for
inventories?
L305[05:45:40] <MalkContent> already got
the ItemStackHandler and the doublechest thing
L306[05:45:57] <MalkContent> and i don't
find any place they get called from
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L308[05:50:00] <wolfboyft> hello
L309[05:50:16] <sham1> hi
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L312[05:52:42] <sham1> To get relative
coordinates you translate by the x, y, and z
L313[05:52:45] <sham1> ofcourse
L314[05:52:55] <sham1> Meh
L315[05:53:03] <sham1> Wrong window in
focus
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L340[06:46:59] <DarkS_> hi
L341[06:47:08] <wolfboyft> Heyo
L342[06:47:09] <rebecca> hi
L343[06:47:28] <sham1> hello
L344[06:47:42] <rebecca> hey sham1
:)
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L349[06:52:00] <Inari> Hi there
L350[06:53:00] <Inari> rendering again ^^
been wondering, the only reason i use a TESR for some blocks now is
to draw text. is there some approach to uh.. statically rendering
text yet? (i..e hwen text cahnges, its drawn to a texture and that
then drawn.. or something of the sort)
L351[06:53:04] <Inari> and woudl that even
improve anything
L352[06:55:14] <sham1> Not yet
L353[06:55:23] <sham1> but you could help
with that
L354[06:56:46] ***
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L358[07:03:58] <wolfboyft> I'm now
away.
L359[07:04:34] <rebecca> trying to get a
block to break on a random tick event but.. i'm doing something
wrong
L361[07:04:37] ***
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L362[07:04:51] <sham1> how so
L363[07:05:34] <rebecca> well, nothing
decays
L364[07:05:38] <rebecca> (breaks)
L365[07:05:55] <sham1> Umn, first of
all
L366[07:06:25] <sham1> Why compare
(worldIn.isRemote == false) when you could do
!worldIn.isRemote
L367[07:06:43] <DarkS_>
world.destroyBlock(pos, dropBlockAsItem); try that
L368[07:07:42] <rebecca> sham1: the former
seems neater to me.. and also to the person who's code i'm stealing
;)
L369[07:07:53] <rebecca> DarkS_: ok
L370[07:09:09] <masa> does updateTick()
get called at all?
L371[07:09:36] <rebecca> masa: maybe
not.
L372[07:10:11] <rebecca> is there a quick
and dirty print-to-MC-console i can include in a method to check if
it is run?
L373[07:10:14] <masa> slap either a good
old System.out.printf("plop\n"); in there, or a break
point in eclipse
L374[07:10:26] <rebecca> ok :D
L375[07:10:56] <sham1> masa, why not
System.out.println("plop");
L376[07:11:12] <masa> the funny thing
about printf() vs. println() is that Forge doesn't muddy printf()
with the prefix timestamp/logger stuff ;D
L377[07:11:30] <masa> so you can fit more
stuff per line without it getting stupidly long
L378[07:11:30] <sham1> wat
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L380[07:11:45] <masa> and it is easier to
see between the mc log messages
L381[07:12:23] <masa> in o ther words, I
think Forge re-routes prntln() through the logger or
something?
L382[07:12:38] <masa> but luckily not
printf() :p
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L384[07:12:47] <sham1> That is a
fluke
L385[07:12:56] <sham1> Also, I don't
understand why java has no printfln
L386[07:13:02] <sham1> or printlnf
L387[07:13:14] <Drtro_> Is this a place to
discuss mod ideas, or do you guys actually read the section on
Minecraft Forums?
L388[07:13:28] <sham1> Well, we can talk
here
L389[07:13:34] <sham1> What do you
have
L390[07:15:13] <Drtro_> I've been wanting
a mod that helps with building. It has basically 2 items. A pallet
that basically opens up a gui to select any block available in the
game. And you can build with those. They leave semi transparent
blocks that you wan walk through unless shift clicking or
something. Then there's a paintbrush where you can go back and
complete your build. Basically a builders wand that works on these
ghost blocks. Would help a
L391[07:15:14] <Drtro_> ton for planning
builds and such
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L393[07:18:09] <rebecca> masa: yep, no
'plop's, so it's not trying to run the updateTick method
L394[07:19:10] ***
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L395[07:21:35] <rebecca> maybe because i
haven't put the setTickRandomly in a constructor
L396[07:22:14] <masa> but it was in the
constructor in your paste?
L397[07:23:22] <masa> oh wait
L398[07:24:13] <masa> you probably want to
use randomTick() instead of updateTick() for this, although the
vanilla Block class by default calls updateTick() from
randomTick()
L399[07:24:25] <rebecca> ok
L400[07:24:37] <masa> and you seem to
extend by BlockEnderUtilities so it shouldn't change that
L401[07:24:41] <masa> *my
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L403[07:24:51] <masa> but still
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L406[07:31:03] <rebecca> masa: no joy with
randomTick either
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L411[07:38:46] <masa> hmm, how long did
you wait for it?
L412[07:40:10] <rebecca> a couple of
minutes
L413[07:40:46] <rebecca> is that too
impatient?
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L415[07:41:15] <Cazzar> There's a gamerule
to speed it up
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L417[07:42:00] <masa> yep /gamerule
randomTickSpeed
L419[07:42:04] <masa> default is 3
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L421[07:44:15] <rebecca> oh, that's
neat
L422[07:44:31] <rebecca> tried setting it
to 1 and 1000, no change
L423[07:45:00] <DarkS_> set it to
20000
L424[07:46:01] <rebecca> yeah, still no
change
L425[07:46:22] <rebecca> and they should
be decaying faster than leaf blocks right?
L426[07:48:57] <Cazzar>
setTickRandomly?
L427[07:50:03] <gravityfox> hey
L428[07:50:11] <gravityfox> is there a
forge event for when a client joins a server?
L429[07:50:45] <rebecca> Cazzar: yes but I
suspect my attempt at setting this has failed. i'm quite new to
java so i'm probably doing something stupid
L430[07:51:48] <sham1> Did you try to look
at what grass does with random ticks
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L432[07:53:30] <rebecca> sham1: yeah, been
looking at vanilla code. some other blocks set
this.setTickRandomly(true); in eg: " protected
BlockCrops()"
L433[07:53:41] <sham1> but what method
they use to tick
L434[07:53:49] <rebecca> but ice for
instance does it in public BlockIce()
L435[07:53:59] <masa> rebecca: well based
on your paste, as long as you are creating the block using the
constructor you have, it should set random ticks to true
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L437[07:54:12] <rebecca> masa: ahh,
ok
L438[07:55:07] <masa> but if you create i
tusing one of the vanilla constructors then that setTickRandomly()
wouldn't get called
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L442[07:57:22] <rebecca> masa: ok
L443[07:59:21] <masa> ie. are you creating
the block instance by calling BlockBrownian() with matching
parameters?
L444[08:00:31] <masa> and also note that
if you change the constructors, you need to launch the game again,
it won't work on-the-fly in debug mode because they only get called
once during the preInit phase
L445[08:01:07] <gravityfox> hello? client
join server event?
L446[08:01:10] <gravityfox> is that a
thing?
L447[08:01:32] <gravityfox> this would
need to be a clientside event
L448[08:01:57] <rebecca> masa: *hides* i
don't understand what you're asking
L449[08:02:44] <rebecca> yeah, i have been
completely closing and re-launching it
L450[08:03:57] <abec> gravityfox, idk
about an event on the client, but PlayerEvent.PlayerLoggedInEvent
is called on the server
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L452[08:06:38] <masa> oh lol, I was like
"what is thus really the only place where they check for shift
key down?" in GuiContainer when I selected the one
isShiftKeyDown() call, but of course because this is mojang they
actually hard code the Keyboard.isKeyDown() calls for it in two
other places
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L470[08:40:46] <MalkContent> is the
ItemHandler capability even used in vanilla code?
L471[08:40:59] <MalkContent> as in: does
anything ultilize it to handle inventory stuff
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L475[08:55:09] <sham1> yes
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L477[08:55:24] <sham1> Forge provides
IItemHandlers as wrappers for vanilla stuff
L478[08:55:34] <sham1> So it can be
uniformly used
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L480[09:02:59] ***
Keridos|away is now known as Keridos
L481[09:05:02] ***
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L482[09:05:44] ***
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L485[09:13:36] <MalkContent> sham1: do i
just give an inventory the cap and it gets used without me doing
anything further?
L486[09:13:51] <sham1> yes
L487[09:13:55]
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L488[09:13:58] <MalkContent> huh
L489[09:14:01] <MalkContent> thx
L490[09:14:04] <sham1> For instance you
can have a cap and then hoppers can interract
L491[09:14:34] <MalkContent> i just didnt
see any get-cap stuff
L492[09:14:53] <sham1> It's probably
hidden
L493[09:15:55] <MalkContent> alright
then
L494[09:17:00] <masa> aren't mods these
days supposed to wotk in the dev environment too without a deobf
version?
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L496[09:18:25] <sham1> yes
L497[09:18:28] <shadowfacts> yes
L498[09:18:34] <shadowfacts> if you add it
to run/mods you don't have to do anything
L499[09:18:38] <sham1> At least with maven
dependencies
L500[09:18:40] <sham1> Or that
L501[09:18:50] <shadowfacts> if you add it
to the dev workspace, you need to use the deobfCompile
configuration
L502[09:19:06] <sham1> Or
deobfProvide
L503[09:19:25] <shadowfacts> ^ one of the
deobf configurations
L504[09:19:42] <masa> hmm, I wonder why it
doesn't work for any mods that I have tried and needed...
L505[09:20:14] <masa> huh, well it does
seem to work for one of mine at least
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L507[09:22:53] <masa> but tinkers doesn't
work, as wel las ender io, even though I cloned the enderio repo
and built a deobf version, it still just crashed on load
L509[09:23:27] <masa> well I meant
dropping them in mods/
L510[09:24:02] <masa> itäs annoying having
to stick stuff to the deps and re-setup the dev environment,
because I don't need the code, just the mod to test stuff
against
L511[09:24:17] <shadowfacts> ah
L512[09:24:25] <shadowfacts> EIO does work
for me when I stick it in run/mods
L513[09:24:31] <shadowfacts> haven't used
TiCon
L514[09:24:45] ***
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L515[09:24:58] <masa> EIO crashed for me
with some abstract method error in BlockPainted/Slab or
something
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L525[09:35:55] <masa> hmm, winkers just
crashes with ClassNotFoundExceptions
L526[09:35:59] <masa> *tinkers
L527[09:36:10] <masa> is tehre something
from with my dev env...
L528[09:36:11] <shadowfacts> I'm going to
make a Winker's Construct mod now, masa :P
L529[09:36:17] <masa> cool :D
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L533[09:39:21] <masa> uh what...
s/from/wrong/
L534[09:40:13] <Ordinastie_> shadowfacts,
beats wanker's construct
L535[09:40:27] <shadowfacts> lmao
L536[09:44:51] <sham1> Wanker's
construction sound interesting
L537[09:48:43] <shadowfacts> What's the
launch blackboard key for checking if the env is
deobfuscated?
L539[09:52:01] <shadowfacts> thanks
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L546[10:08:48] <Intektor> I know this is a
minecraft irc, but maybe you know something about android, too. So
I am developing a game for android, and on startup, I get this
error. everything works fine in the initialisation, but as soon it
should render something, this error pops up:
L547[10:08:49] <Intektor> 07-22
17:07:24.671 12851-12934/de.intektor.pixelshooter A/libc: Fatal
signal 11 (SIGSEGV), code 1, fault addr 0xffffff95216000 in tid
12934 (GLThread 6442)
L548[10:09:06] <Intektor> something with
my gl
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L553[10:18:41] <Cazzar> When you
accidentally leave a ping to google.com running for nearly 8 hours:
27419 packets transmitted, 27146 received, 0% packet loss, time
28357252ms
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L558[10:29:07] <shadowfacts> lol
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L560[10:32:52] <infinitefoxes_> is there a
reason the End disables sky lighting?
L561[10:33:45] <infinitefoxes_> I changed
the generation to my floating island generator and now the
performance has dropped off a cliff
L562[10:34:15] <infinitefoxes_> actual
chunk generation isn't taking long, but the integrated server is
basically stalling and generating extremely slowly
L563[10:34:29] <infinitefoxes_> I profiled
it a bit and found that a huge chunk of server time is being taken
by skylight rechecks
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L565[10:35:38] <infinitefoxes_> disabling
sky lighting in the world provider significantly improves the
issue, but it's still not perfect
L566[10:36:08] <infinitefoxes_> if I place
a dirt block layer directly above the void, the issue suddenly
resolves itself
L567[10:37:05] <infinitefoxes_> so I'm at
a loss at what I can do now
L568[10:37:09] <capitalthree> interesting.
think you could get away with a layer of pseudo-air or only opaque
blocks?
L569[10:37:27] <capitalthree> alternately,
a block that disappears itself immediately?
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L571[10:39:06] <infinitefoxes_> I'll try
that out
L572[10:40:44] <infinitefoxes_> it seems I
wasn't exactly correct with the dirt layer solution
L573[10:40:56] <infinitefoxes_> depending
on how far away from the void it is, performance changes
L574[10:41:31] <infinitefoxes_> the closer
it gets to the void, the more the game struggles
L575[10:41:45] <infinitefoxes_> and vice
versa, the closer I get it to my islands, the game starts
struggling again
L576[10:41:55] <quadraxis> hmm I was
having trouble with lighting lag
L577[10:43:49] <infinitefoxes_> a lot of
these relight calls are being made from
World#playMoodSoundAndCheckLight
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L579[10:46:14] <infinitefoxes_> will just
have to delve deeper I suppose
L580[10:46:28] <infinitefoxes_> seems the
Nether resets the relight counter for the same reason
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L583[10:50:28] <quadraxis> i'm wondering,
if a column is fully transparent, the game might not mark it as
checked?
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L598[11:29:54] <quadraxis> Mojang, why
does your code rely on integer overflow to work properly?
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L600[11:30:10] <linuxdaemon> lol
L601[11:30:15] <linuxdaemon> because
mojang
L602[11:31:32] <Necr0> what exactly relies
on the overflow?
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L605[11:35:18] <quadraxis> seems like
Chunk.checkSkylightNeighborHeight() can get called with
Inter.MAX_VALUE as maxValue param
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L607[11:36:42] <quadraxis> but then it
adds one when calling updateSkylightNeighborHeight(), so the result
is negative, hence less than zero
L608[11:36:56] <quadraxis> so that doesn't
iterate from 0 to 2 billion
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L610[11:38:50] <diesieben07> quadraxis,
except it never gets called with MAX_VALUE
L611[11:39:14] <diesieben07> its called
from Chunk.recheckGaps
L612[11:39:27] <diesieben07> in there it
uses a i = Math.min(i, getChunksLowestHorizon) loop
L613[11:39:38] <diesieben07> and
getChunksLowestHorizon always returns at most 256 since thats the
world height
L614[11:39:47] <diesieben07> so the
highest the value can be is 256
L615[11:40:47] <quadraxis> when I looked
at getChunksLowestHorizon() it returns
Chunk.getLowestHeight()
L616[11:41:33] <diesieben07> yes
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L618[11:42:11] <quadraxis> that can return
MAX_VALUE
L619[11:42:25] <diesieben07> how?
L620[11:42:42] <quadraxis> it returns the
chunks hieghtMapMinimum field
L621[11:43:11] <diesieben07> ok yes it can
happen if the whole chunk has nothing in it
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L626[11:54:02] <xEviLSpaWnx> When i play
minecraft my game will randomly freeze, then the screen will either
turn white or go black (Mostly black) ... How would i find out
whats causing this to happen and why?
L627[11:59:08] <diesieben07> xEviLSpaWnx,
post the FML log for a start
L628[12:07:01] <xEviLSpaWnx> Which one the
latest one or?
L629[12:09:00] <diesieben07> yes the last
one of course
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L633[12:17:01] <xEviLSpaWnx> Thats not
what i asked as it saves more than one log ;)
L634[12:18:14] <MattDahEpic>
fml-client-latest.log, xEviLSpaWnx
L635[12:18:32] <xEviLSpaWnx> Thank you, 1
sec
L636[12:20:14] <z0ttel> MattDahEpic: any
exceptions while loading?
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L638[12:22:02] ***
Mine|dreamland is now known as minecreatr
L640[12:22:54] <kenzierocks> does Forge
have an on join game event?
L642[12:23:12] <MattDahEpic> kenzierocks,
yes. client or server-side?\
L643[12:23:16] <kenzierocks> client
L644[12:23:22] <kenzierocks> actually
wait
L645[12:23:25] <kenzierocks> no you're
right, server
L646[12:24:10] <z0ttel> MattDahEpic: it's
looking for mob_ore1 but you have only a blockstate file for
mob_ore
L647[12:24:56] <MattDahEpic> yes, but all
the blocks work off of the mob_ore blockstate file
L648[12:26:32] <z0ttel> ehm - nope?
L649[12:26:53] <MattDahEpic> the fact that
they all render in the inventory means that they should be
L650[12:27:07] <z0ttel> it uses the
registry name for blockstate location
L651[12:27:19] <MattDahEpic> -_-
L652[12:27:22] <z0ttel> you set the
resource location manually for your item
L653[12:30:25] <diesieben07> xEviLSpaWnx,
looks like a problem with chiselAndBits
L654[12:31:18] <xEviLSpaWnx> Oh who's mod
is that i forget?
L656[12:32:23] <ghz|afk> says it there on
the website
L657[12:33:02] <xEviLSpaWnx> Thanks
L658[12:35:37] ***
amadornes is now known as amadornes[Streaming]
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L664[12:50:46] <thecodewarrior> how/can I
register custom metadata sections. There doesn't appear to be any
way to get the MetadataSerializer from minecraft without
reflection.
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L666[12:57:54] <tterrag|ZZZzzz> So use
reflection?
L667[12:58:36] <thecodewarrior> I was just
wondering if there was another way I was missing. I'll go with
reflection.
L668[12:58:50] <Drtro_> Pumps in 1.10.
What the hell is taking so long?
L669[12:58:58] <kenzierocks> by the way
sham1
L670[12:59:10] <kenzierocks> i figured out
a way to inject the pack without reflection/ATs
L671[12:59:15] <kenzierocks>
dummymodcontainer
L672[12:59:53] <shadowfacts> Drtro_ they
already exist?
L673[13:00:05] <thecodewarrior> For
ReflectionHelper, do I need to include notch names or just
deobf/mcp
L674[13:00:25] <shadowfacts> MCP and
SRG
L675[13:00:38] <thecodewarrior> Ok.
L676[13:01:21] <Drtro_> shadowfacts, in
like 2 mods, that I don't feel like adding just for a tank
L678[13:02:02] <shadowfacts> it doesn't
add a tank
L679[13:02:25] <shadowfacts> so you want a
tank but you don't want to add a mod that has a tank?
L680[13:02:30] <shadowfacts> or pump
L681[13:02:35] <shadowfacts> pick
one
L682[13:02:37] <Drtro_> ranged pumps is
stupid. You set the range to 0 which should pump directly under it,
but no, it pumps some random coordinate
L683[13:03:10] <IoP> Did you report
that?
L684[13:03:14] <shadowfacts> ^
L685[13:03:28] <shadowfacts> mod
developers don't magically know when you find a bug
L686[13:03:43] <ghz|afk> everyone assumes
"someone else must have reported that"
L687[13:03:44] <ghz|afk> so no one
does.
L688[13:03:44] <IoP> or "Cant be
bothered"?
L689[13:03:56] <ghz|afk> if they even
think of reporting bugs are all
L690[13:04:05] <ghz|afk> many people may
simply thing "pff this sucks, it has bugs"
L691[13:04:09] <ghz|afk> and not even
think of reporting
L692[13:08:14] <Drtro_> I have, since you
were quick to jump to conclusions
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L695[13:11:22] <ghz|afk> Drtro_: we
weren't trying to jump to conclusions
L696[13:11:26] <ghz|afk> it just happens
way too often ;P
L697[13:11:36] <ghz|afk> heck, I'm guilty
of it myself
L698[13:11:42] <ghz|afk> too lazy to
report, assume someone else will
L699[13:12:31] <Inari> hmm... so i have an
api pacakge, in which i have an interface, but it has a lot of
functions, so i'd like to have a default implementation that people
can just extend if they want/can. I put that into the API pacakge
too I assume?
L700[13:12:38] <Drtro_> Most people don't
report because modders are cunts and expect people to automatically
know what to report in a bug report
L701[13:13:29]
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L702[13:13:52] <IoP> nice thing to say in
the channel with shitloads of modders
L703[13:14:58] <Ordinastie_> Drtro_, not
really, modders expect to read and use common sense
L704[13:15:25] <xEviLSpaWnx> Its true
though :)
L705[13:15:52] <Necr0> Inari: if you want
others to use it sure. otherwise no.
L706[13:16:29] <IoP> and some bug
reporting backends includes logs automatically. (not talking mc
mods now but ...)
L707[13:16:59] <masa> huh that was weird,
some 40s delay on the bot for my gm query
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L711[13:19:33] <ghz|afk> [20:13] (Drtro_):
Most people don't report because modders are cunts and expect
people to automatically know what to report in a bug report
L712[13:19:33] <ghz|afk> uhh
L713[13:19:44] <ghz|afk> all we expect is
logs, and version numbers
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L715[13:20:02] <ghz|afk> which, if there's
a crash, the full logs contain.
L716[13:20:15] <ghz|afk> so primarily
logs. pastebin the logs and most modders will be ok
L717[13:20:19] <IoP> and some explanation
what triggered the problem if possible
L718[13:20:24] <ghz|afk> ofc
L719[13:21:30] <ghz|afk> "I'm using
MC x.x.x with forge x.y.z and your mod version a.b.c, andwhen I do
<whatever>, it crashes. Logs attached."
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L721[13:21:46] <ghz|afk> more often than
not, that's plenty info
L722[13:21:52] <ghz|afk> and if it isn't,
we'd ask for more
L723[13:21:56] <ghz|afk> however
L724[13:22:17] <ghz|afk> some modders ARE
idiots, but that also applies to anyone else in life
L725[13:22:44] <Drtro_> "Why don't
you just like, not do what causes the bug."
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L727[13:23:05] <Ordinastie_> Drtro_,
please tell use who said that
L728[13:23:07] <Ordinastie_> *us
L730[13:23:30] <Intektor> how do I get the
plock the player is standing on?
L731[13:23:50] <Intektor> block
L732[13:23:52] <masa> yep well I would be
glad to not do what causes the bug, if someone just tells me that
"hey this thing in your mod does X instead of Y"
L733[13:25:20] <Ordinastie_> only way I
see a modder says something like that, it would be more in the like
of "try to avoid doing that until I fix it and release a new
version"
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L736[13:27:34] <Necr0> Intektor just take
the player's positon, create a new blockpos from it with the y
decreased by 1, and world getBlockstate for that blockpos.
L737[13:27:41] <Ordinastie_> ahah
L738[13:28:05] <Intektor> yeah already did
that, but there could already been a method for that so..
L739[13:29:30] <gravityfox> So
PlayerEvent.PlayerLoggedInEvent is not called on the client
apparently
L740[13:31:28] <masa> what are you using
it for?
L741[13:36:29] <masa> if I reflect a
method, do I need to use the exact class of the target for
ReflectionHelper.findMethod(), or can I use a super class
too?
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L744[13:42:28] <gravityfox> i need to know
when a client connects to and disconects from a server
L745[13:42:43] <gravityfox> i have custom
networking code
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L747[13:43:06] <gravityfox> but i need to
know when a player disconnects so i can reset the
auto-configuration
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L749[13:44:27] <DarkS_> masa, can use
super
L750[13:44:57] <gravityfox> i just can't
seem to find a client event for connecting and disconnecting from
servers
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L752[13:46:45] <gravityfox> can no one
here help me?
L753[13:46:52] <gravityfox> or does such
an event just not exist at all
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L755[13:48:49] <shadowfacts>
PlayerLoggedInEvent and PlayerLoggedOutEvent
L756[13:49:04] <shadowfacts> be patient,
you waited 6 minutes before complaining
L757[13:51:52] <gravityfox> i asked this
question several hours ago
L758[13:52:01] <gravityfox> no one gave me
a working answer
L759[13:52:13] <gravityfox> also I found
it, it was just in a weird spot
L760[13:52:43] <gravityfox> someone else
pointed me at FMLNetworkEvent
L761[13:53:29] <Inari> several hours
:D
L763[13:54:11] <gravityfox> look 6 hours
back
L765[13:56:14] <Intektor> ?
L766[13:56:25] <Ordinastie_> what makes
you think it's not registered ?
L767[13:56:37] <shadowfacts> you need to
register an ItemBlock as well
L768[13:56:43] <Intektor> it is not in the
creative tab
L769[13:56:48] <Intektor> and I can't give
it with /give
L770[13:56:52] <Ordinastie_> there are no
blocks in the tab
L771[13:56:54] <Ordinastie_> only
items
L772[13:56:55] <shadowfacts> ItemBlocks
aren't registered automatically anymore
L773[13:57:01] <Intektor> oh really? thats
new to me
L774[13:57:11] <Intektor> how can I
register that one?
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L776[13:58:08] <Ordinastie_> you make it,
then register it
L777[13:58:16] <diesieben07>
GameRegistry.register(new ItemBlock(myBlock),
myBlock.getRegistryName())
L778[13:58:28] <Intektor> ah ok
thanks
L779[13:58:36] <Ordinastie_> or wait for
someone to spoonfeed you
L780[13:58:55] <shadowfacts> kek
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L783[14:04:37] <SatanicSanta> Regarding my
question last night around 2 AM PST: I figured it out.
L784[14:04:48] <SatanicSanta> New
question: Is it possible to use the same block state JSON for
multiple blocks?
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L786[14:05:39] <diesieben07> Of
course.
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L788[14:10:59] <Intektor> there is a
terror attack right now only a few kilometers away from my place
O.o
L789[14:11:15] <Intektor> in munich
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L799[14:36:39] <plathrop> Intektor :-(
stay safe
L800[14:38:25] <masa> why are there so
many terrorist assholes on this planet
L801[14:38:44] <masa> obviously they don't
have enough minecraft in their lives
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L803[14:40:26] <SatanicSanta> diesieben07:
How might it be done?
L804[14:40:35] <diesieben07> custom state
mapper
L805[14:41:51] <SatanicSanta> is there
documentation for state mappers somewhere?
L806[14:42:20] <SatanicSanta> Ah, never
mind
L807[14:42:23] <diesieben07> i don't know
but should be pretty straightforward.
L808[14:42:50] <SatanicSanta> It is
explained in willie's 1.8 rendering primer :D
L809[14:43:01] <diesieben07> :D
L810[14:43:13] <diesieben07> IStateMapper
is basically just a mapper IBlockState =>
ModelResourceLocation
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L815[14:53:27] <ghz|afk> there's
"custom" state mappers
L816[14:53:30] <ghz|afk> and truly custom
ones
L817[14:53:49] <ghz|afk> as in, you can
use the standard builder if you just want to ignore some blockstate
properties
L818[14:53:53] <ghz|afk> but still keep
the normal semantics
L819[14:54:02] <ghz|afk> that can be done
with the vanilla state mapper builder
L820[14:54:29] <ghz|afk> but I don't know
that you can use that one to point to a different file
L821[14:54:34] <DarkS_> ghz|afk you are
not afk! I got you!
L822[14:55:24] <SatanicSanta> ghz|afk:
Yeah I couldn't see a way to do that with the builder
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L824[14:55:34] <SatanicSanta> implement
IStateMapper in a new class seemed to do the trick though
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L826[14:56:20] <DarkS_> o/ fusion
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L847[15:42:33] <infinitefoxes_> is there a
way to play the item use/equip animation manually?
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L852[15:59:58] <Necr0> infinitefoxes_: you
mean like >EntityPlayer>.swingArm(EnumHand)
L853[16:00:12] <infinitefoxes_> not the
swinging animation
L854[16:00:17] <infinitefoxes_> the one
that plays when you equip armor in your hand
L855[16:00:19] <infinitefoxes_> or switch
items
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L857[16:01:07] <ghz|afk> infinitefoxes_:
ItemRenderer#resetEquippedProgress ?
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L859[16:06:07] <infinitefoxes_> ghz: just
what I was looking for, thanks
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L871[16:38:05] <diesieben07> best error
reporting (verbatim): "but it error".
L872[16:38:24] <shadowfacts> lol
L873[16:39:10] <sham1> "THis dun
wurk"
L874[16:39:45] <SatanicSanta> So for some
reason, when I try to give my block the FACING state from
BlockDirectional, I get an ArrayIndexOutOfBoundsException at
GameRegistry.register. Using BlockHorizontal.FACING does not have
this issue... What.
L875[16:40:09] <sham1> Show actual
code
L876[16:40:30] <sham1> Both block and the
registration code
L877[16:40:41] <shadowfacts> lol, just
opened that post, diesieben07 xD
L878[16:40:52] <diesieben07> yeah
L880[16:41:21] <sham1> shadowfacts,
diesieben07, link me
L882[16:41:39] <shadowfacts> "next i
will use...but it error"
L883[16:42:20] <sham1> I never understood
why people don't have the common sense to actually give more
details about their errors than "dun work"
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L885[16:45:48] <sham1> Should not take too
much brainpower to be able to post the most rudimentary of logs and
stuff
L886[16:46:03] <sham1> Oh, and then people
do not even bother linking their code in their first post in the
thread
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L906[17:40:13] <SatanicSanta> diesieben07:
I'm mostly confused by "I think you know, but pretend
idiot."
L907[17:40:38] <diesieben07> i think he
means "... but pretend you are not understanding"
L908[17:40:49] <SatanicSanta> Either way
it makes no sense :P
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L916[18:42:46] <SatanicSanta> Pretty sure
I fixed that FACING issue... I was using the horizontalIndex rather
than the index, causing the meta to be -1. I guess.
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L939[20:44:45] <electrolitic> Is it
possible to increase the size of a Slot?
L940[20:44:58] <electrolitic> Like,
visually larger
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L947[21:03:46] <Lymia> electrolitic, look
at Chisel's code?
L948[21:04:18] <electrolitic> Oh, good
idea
L949[21:06:11] <rebecca> so this works
wonderfully for picking a random block face on the horizontal plane
( "nextpos =
pos.offset(EnumFacing.Plane.HORIZONTAL.random(rand));" )
L950[21:07:21] <rebecca> but i'm not sure
how to include top and bottom faces to that random face
offset
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L952[21:07:56] <williewillus> rebecca: you
mean you want a random offset out of all 6 dirs?
L953[21:08:03] <rebecca> yeah :D
L954[21:08:06] <williewillus> then its
just EnumFacing.random(Random)
L955[21:08:30] <williewillus> oh god what
is this nasty waila skin in allthemods make it go away
L956[21:08:30] <rebecca> oh, neat :D
L957[21:08:41] <rebecca> thanks
williewillus :)
L958[21:10:00] <abab9579> Is it possible
to add details on json models? (With a mod)
L959[21:10:06] <williewillus> oh its
another mod called "What Is That"
L960[21:10:10] <williewillus> it looks
ugly :?
L961[21:10:14] <williewillus> abab9579:
what do you mean?
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L963[21:11:47] <abab9579> Reading details
from model and apply it to the baked models.
L964[21:12:19] <williewillus> no, you
would have to define your own model format and custom loader
basically
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L966[21:12:42] <williewillus> model jsons
only support the vanilla grammar
L967[21:12:50] <williewillus> if I
understand you correctly
L968[21:12:55] <williewillus> you want to
specify additional stuff in the json
L969[21:13:02] <williewillus> which
basically means a custom model format
L970[21:13:58] <abab9579> So is it also
impossible to insert some reading logic to model loader?
L971[21:14:18] <williewillus> no, the
loaders only support the vanilla format and nothing more
L972[21:14:23] <williewillus> you can
register your own format+loader
L973[21:17:21] <abab9579> Then, custom
format logic is possible but not to have enhanced vanilla format,
is it correct?
L974[21:17:37] <williewillus> well you
could make your custom format the same as the vanilla format + more
stuff
L975[21:21:31] <abab9579> Would I have to
implement vanilla format part manually?
L976[21:23:32] <abab9579> Or will it be
able to use vanilla classes there?
L977[21:26:56] <williewillus> you probably
could reuse
L978[21:27:13] <williewillus> just reflect
to get their GSON instances (if they're not public already
L979[21:27:33] <electrolitic> Can you
override methods in java using reflection?
L980[21:28:47] <electrolitic> Actually,
ignore that
L981[21:28:54] <williewillus> no :P
L982[21:30:53] <electrolitic> So it's
impossible to change a slot's size, since in the private method
drawSlot the size is set to 16 no matter what :/
L983[21:31:02] <williewillus> custom gui
:P
L984[21:31:06] <electrolitic> Oh
L985[21:31:10] <williewillus> draw your
own slots! :D
L986[21:31:18] <electrolitic> Sounds....
like a fun thing to do
L987[21:31:23] <williewillus> lol
L988[21:32:02] <abab9579> williewillu.s:
thanks. for another way.. what is normal way to do animation?
L989[21:32:23] <electrolitic> Couldn't I
just copy the whole GuiContainer class into my own class and extend
that one?
L990[21:32:52] <rebecca> thanks
williewillus, just what i needed
L992[21:33:04] <electrolitic> I think I'm
going to give it a try :)
L993[21:33:19] <rebecca> the red-edge
blocks are randomly hopping around
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L996[21:36:01] <williewillus> as a player,
I hate core/dep mods SO MUCH >.<
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L999[21:45:05] <electrolitic> Are core
mods just mods that require you to have another mod
installed?
L1000[21:45:15] <williewillus> it means
different things at different times
L1001[21:45:34] <williewillus> What most
modders name as core mods (like AromaCore, etc.) are usually
requirements
L1002[21:45:44] <williewillus>
"coremods" are hacky mods that directly edit MC
L1003[21:45:52] <williewillus> sometimes
the former is the lastter as well
L1004[21:46:07] <williewillus> but my
statement above was referring to the former though I hate the
latter as well :P
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L1006[21:47:28] <electrolitic> How do
they edit mc? Do they literally change the code in mc's files, do
they use reflection, or what?
L1007[21:47:44] <williewillus> editing
the class as it's loading
L1008[21:47:49] <williewillus>
(bytecode)
L1009[21:47:53] <electrolitic> Oh
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L1011[21:48:32] <williewillus> i don't
like it because 95% of the time there's a better solution that
doesn't need it and if you do it wrong you screw the game for other
mods
L1012[21:49:50] <MattDahEpic> since the
blockstate (for rendering) is gotten by the registry name, can you
make it use a different name for the block rendering
L1013[21:50:03] <williewillus> use a
different name for what
L1014[21:50:10] <electrolitic> That's
kinda cool that you can do that though. I wish I knew how it's
done, just for the sake of knowing it. Whatever though.
L1015[21:50:11] <williewillus> you're
referring to 2-3 different processes here :D
L1016[21:50:28] <williewillus>
IBlockState -> MRL and MRL -> Bakedmodel?
L1017[21:50:59] <williewillus> you
customize the first with a statemapper and the latter with a
blockstate json
L1018[21:51:26] <electrolitic> I think
that Chisel's thing that appears to be a larger slot is really just
a larger sprite.
L1019[21:51:41] <electrolitic> The slot's
clickbox isn't any different :/
L1020[21:51:50] <williewillus>
understandeable
L1021[21:51:57] <williewillus> i wouldnt
rewrite a gui just to get bigger slots lol
L1022[21:51:58] <electrolitic> But I
could be wrong, Idk
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L1024[21:52:24] <MattDahEpic> the
underlying problem is that my blocks render in the inventory
(because i set the name manually), but not in the world (because it
is gotten by the registry name or something)
L1025[21:52:43] <williewillus> do you
have blockstate jsons in place?
L1026[21:52:49] <MattDahEpic> yes
L1027[21:52:57] <williewillus> and they
match the registry names of your blocks?
L1028[21:53:11] <williewillus> the
convention is blockstate jsons have the same name as the registry
name of the block
L1029[21:53:20] <williewillus> i would
advise against going against that
L1030[21:54:55] <MattDahEpic> well i have
to because of the way i have the blocks set up, so is there a way
to set what blockstate a block usesbesides renaming them?
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L1032[21:55:07] <electrolitic> Haha, I've
always been so confused as to what I have to name things, so I name
them all the same as the registryName, be it the texture, the model
json or the blockstate json.
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L1035[21:56:26] <KnightMiner> You can
change the name for the state mapper
L1036[21:57:00] <KnightMiner> The class I
think is simply called IStateMapper, which is fed into the model
loader
L1038[21:58:57] <electrolitic> I still
don't understand all the state stuff. I'm sure I'll get around to
learning it :/
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L1040[21:59:43] <KnightMiner>
IStateMapper is pretty simple to use if you know what you are going
for
L1041[22:00:22] <williewillus> yes but
unless you need it you shouldnt be changing the name
L1042[22:01:09] <williewillus> are there
errors in the log first of all?
L1043[22:01:22] <KnightMiner> There are a
couple odd cases where its useful, but yes, I would agree that
generally it should not change
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L1074[23:26:52] <williewillus> lol
L1075[23:27:31] <RANKSHANK> Lmfao
L1076[23:28:40] <RANKSHANK> I'm pretty
tempted to cook up a PR for LootContext caps :P
L1077[23:28:49] <williewillus> wat
L1078[23:29:03] <lbpfan950> hai
L1079[23:29:05] <williewillus> why would
those need caps
L1080[23:29:11] <williewillus> you have
world access
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L1082[23:29:43] <lbpfan950> tfw wehn they
ignoer u
L1083[23:29:48] <lbpfan950> ;-;
L1084[23:30:09] <RANKSHANK> Yeah but it'd
be smoother to bake in data on instantiation
L1085[23:30:15] <williewillus> what
data
L1086[23:30:21] <williewillus> give me a
case where that is even needed
L1087[23:30:22] <lbpfan950> waht is da
topic
L1088[23:30:43] <williewillus> loot
contexts are tied to the world (the only required nonnull
field)
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L1090[23:32:10] <RANKSHANK> Well it's not
needed, just can make instantiation and switching a tad more
efficient
L1091[23:32:25] <williewillus> caps are
for more dynamic things like entities and TE's not value-like
objects such as loot contexts that serve only to expose data
L1092[23:32:36] <williewillus> youre
speaking very vageuly lol
L1093[23:32:44] <williewillus>
instantiation is "efficient" enough
L1094[23:32:48] <williewillus>
"switching" what?
L1095[23:33:15] <RANKSHANK> Yeah true lol
I guess my usecase is niche
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L1097[23:34:38] <williewillus> seeing as
you haven't given me a valid concrete case yeah pretty niche
L1098[23:34:39] <williewillus> lol
L1099[23:34:50] <lbpfan950> ;;--;;
L1100[23:35:13] <williewillus> lbpfan950:
if you want people to "talk to you" bring something up to
discuss lol
L1101[23:35:23] <lbpfan950> such
as?
L1102[23:35:27] <williewillus>
anything
L1104[23:35:45] <williewillus> I looked
at it
L1105[23:35:46] <williewillus>
loled
L1106[23:35:48] <williewillus> then
closed it
L1107[23:35:53] <williewillus> not much
to say
L1108[23:36:39] <lbpfan950> know da
issue?
L1109[23:36:47] <williewillus> no
L1110[23:36:53] <williewillus> report it
to his github like you should be :P
L1112[23:37:09] <lbpfan950>
alrighty
L1113[23:37:32] <RANKSHANK> Yeah it's
just a vague idea at the moment willy :P trying to reduce the
overhead on something that can be spammed and abused for loot
rolls
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L1115[23:38:57] <williewillus> i don't
think you should be worrying about "spamming" of loot
contexts
L1116[23:39:09] <williewillus> when
BlockPoses are "spammed" several million a second and the
vm seems fine
L1117[23:40:06] <williewillus> they
aren't created very often and when they are they're fast it only
serves to expose information, theres nothing slow about a loot
context by itself
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