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L24[01:19:51] <shadekiller666> i'm going to
need to figure out a good way of documenting the new OBJLoader
stuff...\
L25[01:19:52] <tterrag> anyone worked with
lwjgl beyond minecraft?
L26[01:19:58] <shadekiller666> cuz its
still not in
L27[01:20:13] <shadekiller666> despite it
being just as documented as the B3DLoader
L28[01:20:18] <tterrag> what is the best
way to handle Vector*f -> FloatBuffer conversion?
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L37[01:34:21] <shadekiller666> lex, iirc
you said that i needed to write documentation for the OBJLoader in
order for my latest changes to be pulled into forge right?
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L39[01:39:03] <shadekiller666> does that
mean you want javadocs for every method? or a wiki page on how to
use it?
L40[01:39:08] <shadekiller666> or
both?
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()
L47[01:59:30] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160726 mappings to Forge Maven.
L48[01:59:33] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160726-1.10.2.zip
(mappings = "snapshot_20160726" in build.gradle).
L49[01:59:44] <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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L59[02:26:28] <Raegous> What's the normal
way to loop through all ItemStacks in the game?
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L63[02:35:47] <masa> that makes no
sense
L64[02:36:28] <masa> do you mean all stacks
in an inventory, or all registered items?
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L67[02:46:36] <killjoy> for all items,
iterate Item.REGISTRY
L68[02:46:50] <killjoy> it implements
Iterable<Item>
L69[02:46:52] <Tazz> does Item.REGISTRY
implement Iterable>?
L70[02:47:03] <Tazz> and you totally
answered that you fricken ninja
L71[02:47:18] <killjoy> you can even do
forEach if you're on java 8
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L73[02:47:41] <Tazz> but awesome Im glad to
see Mojang embracing actual Java practices and actual programming
concepts rather than throwing shit together
L74[02:47:52] <Tazz> like Im not sure what
Block is supposed to be design pattern wise...
L75[02:47:59] <Tazz> like god object or
like what?
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L77[02:48:23] <killjoy> block and item are
similar
L78[02:48:36] <Tazz> well yes but for
sanity sake
L79[02:48:38] <killjoy> one instance for
all
L80[02:48:51] <killjoy> items and blocks
are singletons (kind of)
L81[02:48:56] <Tazz> Block implements like
a god object pattern but also maintains a MVC style passing system
and whatnot
L82[02:48:58] <killjoy> (but not
really)
L83[02:49:20] <Tazz> like you said they are
kinda singleton objects but in actuality they can be instantiated
whenever XXD
L84[02:49:32] <Tazz> its like get your shit
together XD
L85[02:49:33] <killjoy> and multiple
times
L86[02:49:41] <killjoy> I disagree
L87[02:49:51] <Tazz> elaborate?
L88[02:50:06] <killjoy> what is it exactly
you don't like?
L89[02:50:38] <Tazz> the fact that there is
a god object
L90[02:50:45] <Tazz> Block in this
case
L91[02:50:45] <killjoy> vs what?
L92[02:51:31] <killjoy> How would you
rather do it?
L93[02:52:10] <Tazz> vs like having a true
MVC system where say Block is primarily a descriptor component for
what listeners it manages and the properties for the block itself
nothing more nothing less
L94[02:52:23] <Tazz> to play devils
advocate I do however enjoy how it is atm
L95[02:52:37] <Tazz> I do enjoy that your
not obligated to implement any functions whatsoever
L96[02:52:45] <Tazz> however I just feel
its very wrong
L97[02:52:52] <Tazz> it could definitely be
better imo
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L99[02:54:25] <Tazz> personally I probably
would have abused the hell out of Guava's eventbus or made
something relatively similar...
L100[02:54:45] <tterrag> <killjoy>
you can even do forEach if you're on java 8 <- foreach has
existed long before java 8 ...
L101[02:55:07] <Tazz> tterrag, well
foreach as a control flow structure yes
L102[02:55:09] <killjoy> I mean
Iterator.forEach(Consumer)
L103[02:55:12] <Tazz> but forEach as a
function not really
L104[02:55:17] <tterrag> oh, of
course
L105[02:56:08] <Tazz> I most definitely
enjoy .forEach and the other functional things in Java8 however I
dont feel as if they need to be there XD
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L107[02:57:35] <Tazz> like there are
languages on the JVM that have amazing interoperability with Java
*cough* Scala *cough* Clojure *coough* *cough* that have these
things inherently
L108[02:57:48] <Tazz> no need to jump on
the bandwagon to appease a handful of people
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L111[03:03:15] <sham1> o\
L112[03:03:29] <Tazz> /o sham1
L113[03:03:45] <Wuppy> ^o
L114[03:03:53] <Tazz> Wuppy!!!
L115[03:04:01] <Wuppy> that is me
L116[03:04:07] <Tazz> rofl I love just
screaming your name
L117[03:04:15] <Wuppy> hahaha
L118[03:04:22] <sham1> His nick is perfect
for yelling
L119[03:04:36] <killjoy> \_o_/
L120[03:04:38] <Tazz> just like 4am and
screaming Wuppy at the top of my voice
L121[03:04:49] <Wuppy> lol, good job
:P
L122[03:04:57] <Tazz> idk
L123[03:04:58] <Tazz> it works
L124[03:05:03] <Tazz> somehow
L125[03:05:13] <Tazz> I should really code
something XD
L126[03:05:21] <Tazz> Im like literallly
itching to code something XD
L127[03:06:11] <sham1> ¯\_(ツ)_/¯
L128[03:06:16] <Wuppy> then go code
something
L129[03:06:21] <sham1> JUST DO IT
L130[03:06:34] <Tazz> well Im not sure
what I want to do right now
L131[03:06:46] <Wuppy> things
L132[03:06:48] <Tazz> I wanna work on
Eschelle but like its incubating due to lack of motivation to
continue that branch
L133[03:06:48] <Wuppy> and stuff
L134[03:06:53] <killjoy> I had a request
earlier. Wanna take it?
L135[03:07:09] <killjoy> It's basically
was Streak was
L136[03:07:13] <Tazz> I redesigned the
compilation pipeline to support lots of important compilation
techniques and optimization techniques and whatnot
L137[03:08:11] <Tazz> killjoy, tell me
more? D
L138[03:08:32] <killjoy> "Going 88
blocks per hour gives you a fire trail"
L139[03:08:42] <Tazz> lol
L140[03:08:45] <killjoy> which is super
slow
L141[03:08:48] <Tazz> I already did that
XD
L142[03:08:52] <Tazz> not the 88 blocks
per hour thing
L143[03:08:59] <Tazz> but the fire trail
while running yeah been there done that XD
L144[03:09:13] <killjoy> exactly. Streak
was the first thing I thought of
L145[03:09:15] <Tazz> I believe I still
even have the code XD
L146[03:09:26] <killjoy> Don't you hate it
when someone asks you to make a mod that already exists?
L147[03:09:32] <Tazz> Im pretty sure its
on github in my herbarium repository XD
L148[03:09:34] <Tazz> ikr
L149[03:09:36] <sham1> Having to go almost
142 km/h to timetravel
L150[03:09:42] <sham1> Well that's just
annoying
L151[03:10:18] <killjoy> yup 39.3
m/s
L152[03:10:24] <Tazz> but my car only does
141.999999 km/h :/
L153[03:10:34] <killjoy> but wouldn't
accelleration make more sense than speed when it comes to time
travel?
L154[03:10:49] <Tazz> you would think
right?XD
L155[03:11:03] <killjoy> from 88 mph to 88
mphph
L156[03:11:14] <sham1> 88 mph^2
L157[03:11:15] <killjoy> or 88
miles/hour^2
L158[03:11:42] <Tazz> but isnt there a
theorized method of timetravel involving traveling a great distance
faster than light? or something like that..its been a while
XD
L159[03:11:51] <killjoy> but that's
impossible
L160[03:11:54] <killjoy> unless...
L161[03:12:00] <killjoy> we change the
speed of light
L162[03:12:09] <Tazz> well we could
totally do that
L163[03:12:10] <sham1> That would abuse
time dialation
L164[03:12:11] <Wuppy> go ahead
killjoy
L165[03:12:18] <Tazz> but like speed of
light is absolutely constant
L166[03:12:22] <killjoy> Futurama did
it
L167[03:12:30] <Wuppy> if you change the
speed of light, you'd be a millionaire in a day :P
L169[03:12:44] <sham1> Nobel prizes
L170[03:12:46] <Tazz> if I changed the
speed of light Im pretty sure people would call me nuts
L171[03:12:47] <sham1> All of them
L172[03:12:49] <sham1> Ever
L174[03:13:03] <Wuppy> sham1, if you
control the speed of light, probably :P
L175[03:13:09] <killjoy> Something's up
with that css
L176[03:13:34] <Tazz> rofly
L177[03:13:42] <Tazz> "To get around
relativity"
L178[03:13:45] <Tazz> smh
L179[03:13:53] <sham1> One does not
simply
L180[03:14:37] <killjoy> There's also an
engine the moves the universe
L181[03:14:41] <Tazz> how does one get
around relativity...doesnt relativity state that it is bending
space/time around massive objects instead of actually being an
active force?
L182[03:15:23] <killjoy> scifi doesn't
have to be scientifically sound
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L184[03:15:55] <Tazz> exactly
L185[03:16:11] <Tazz> but the scifi that
is scientifically sound is alot more enjoyable XXD
L186[03:16:35] <killjoy> next on the list
of star trek technologies we've invented?
L187[03:16:45] <killjoy> teleporter or
phaser?
L188[03:16:59] <killjoy> first was the
flip phone
L189[03:17:52] <sham1> What about doors
that open themselves when you go near them
L190[03:18:19] <killjoy> do automatic
doors predate flip phones?
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L193[03:18:35] <Tazz> I believe so
XD
L194[03:18:39] <Tazz> but I could totally
be wrong XD
L197[03:19:37] <Tazz> yes
L198[03:19:38] <Tazz> I do
L199[03:19:42] <Tazz> most
definitely
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L201[03:19:50] <Tazz> its 10x better than
taking the warning label off of everything
L202[03:21:21] <Wuppy> hmm now to update
my portfolio....
L203[03:21:54] <Tazz> I get to update mine
soon with the driply stuff Ive been doing XD
L204[03:22:58] <Wuppy> I've got 4 projects
to add plus I want to update the other pages on my website
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L211[04:03:37] <Raegous> Item.REGISTRY
doesn't seem to exist for me
L212[04:03:44] <killjoy> what
version?
L213[04:03:50] <Raegous> I may just be
being an idiot, 1.7.10
L214[04:03:57] <killjoy> It's
Item.itemRegistry
L215[04:04:09] <Raegous> Okay I thought
so
L216[04:04:24] <killjoy> !gf
Item.Registry
L217[04:04:30] <killjoy> !gf
Item.REGISTRY
L218[04:04:40] <killjoy> !gf 150901
1.7.10
L219[04:07:06] <Raegous> !gf
Item.itemRegistry
L220[04:07:10] <Raegous> !gf
Item.itemRegistry 1.7.10
L221[04:09:42] <Raegous> How can I get an
item's display name?
L222[04:09:55] <killjoy>
getUnlocalizedName()
L223[04:10:07] <killjoy> then localize it
using I18n.format
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L225[04:11:06] <Raegous> !gf I18n.format
1.7.10
L226[04:11:14] <Raegous> How can I find
what the second argument is?
L227[04:11:20] <killjoy> those are
params.
L228[04:11:22] <killjoy> like
String.format
L229[04:11:37] <Raegous> Oh I'm an
idiot
L230[04:11:37] <Raegous> inspected
it
L231[04:11:40] <killjoy> it can be safely
left out
L232[04:11:46] <Raegous> Thanks for all
the help :)
L233[04:11:53] <killjoy> format(key) is
the same as format(key, new Object[0])
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L235[04:13:15] <Raegous> Yeah I had forgot
Java had the ... argument thing
L236[04:13:25] <killjoy> varargs
L237[04:13:28] <Raegous> Ahh yes
L238[04:13:43] <Raegous> How can I get the
damage of an item? Create an itemstack with count 0?
L239[04:13:44] <Tazz> which are a total
pain in the ass in like C
L240[04:13:59] <killjoy> damage are in the
itemstack
L241[04:13:59] <tterrag> Raegous: items do
not have damage
L242[04:14:08] <killjoy> itemstacks have
damage/metadata
L243[04:14:18] <killjoy> slash
blockstates(?)
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L245[04:15:01] <Raegous> Ohh, then by
iterating through Item.itemRegistry will I see wool only
once?
L246[04:15:25] <killjoy> Just a sec
L247[04:15:27] <Tazz> I want to say
yes
L248[04:15:30] <Tazz> but my heart says
no
L249[04:15:44] <tterrag> your heart is
wrong
L250[04:16:02] <killjoy> see
Item.getSubItems
L251[04:16:06] <Raegous> Awesome
L252[04:16:45]
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L253[04:17:02] <Raegous> Can I use null
for the CreativeTabs?
L254[04:17:10] <tterrag> that method is
CLIENT ONLY
L255[04:17:22] <killjoy>
List<ItemStack> items = Lists.newArrayList(); for (Item i :
Item.REGISTRY) {i.getSubItems(it, null, items);}
L256[04:17:23] <Wuppy> man... planning
driving exams in the netherlands is hell :V
L257[04:17:24] <gigaherz|work>
Hmm...
L258[04:17:36] <Wuppy> the first option
for my exam right now is fucking november
L259[04:17:38] <sham1> mhhh
L260[04:17:41] <sham1> mmh*
L261[04:17:43] <gigaherz|work> has anyone
done yet, a mod for 1.9+, that extends the offhand slot to multiple
slots
L262[04:17:49] <gigaherz|work>
corresponding with each hotbar slot?
L263[04:18:43] <killjoy> like the old dual
wielding mod?
L264[04:18:58] <gigaherz|work> I can't say
I used it
L265[04:19:10] ⇦
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L266[04:19:10] <gigaherz|work> maybe it
owuld be interesting to have slots based on what you have on the
main hand
L267[04:19:12] <gigaherz|work> like
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L269[04:19:29] <gigaherz|work>
"Weapon", "Tool", "Building
Material"
L270[04:19:47] <gigaherz|work> and be able
to put a shield for the weapon slot
L271[04:19:53] <Tazz> tterrag, hey the
heart wants what the heart wants
L272[04:19:54] <gigaherz|work> a torch for
the tool
L274[04:20:22] <gigaherz|work> so no
matter if you have a shovel or a pickaxe, you'd still have torches
there
L275[04:20:23] <gigaherz|work> hmm
L276[04:20:56] <gigaherz|work> so you'd
need to split axes away
L277[04:21:47] <sham1> Axes are
tools
L278[04:21:54] <gigaherz|work> yes
L279[04:22:00] <gigaherz|work> but they
are often also used as weapons
L280[04:22:23] <gigaherz|work> so people
would want to be able to choose if they want torches, or
shield
L281[04:22:29] <gigaherz|work> to go along
with the axe
L282[04:22:45] <gigaherz|work> but then
someone may have a work-axe and a kill-axe
L283[04:22:54] <gigaherz|work> so
meh
L284[04:23:15] <gigaherz|work> probably
best to just have a secondary hotbar
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L286[04:28:15] <RANKSHANK> Can't bring
your kill axe to work, that's for sure
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L288[04:28:23] <RANKSHANK> Unless it's
your last day
L289[04:28:31] <sham1> Can I axe you a
question
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L292[04:32:50] <Raegous> Anyone know why
ant warns 'warning: [options] bootstrap class path not set in
conjunction with -source 1.6' during build?
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L296[04:39:04] <gigaherz|work> Raegous: no
idea WHY but everyone gets it and it's not an issue.
L297[04:39:20] <Raegous> Gotcha
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L301[04:50:36] <Inari> what does everyone
get? :o
L302[04:51:28] <gigaherz|work> Inari:
bootstrap bla blas source 1.6 blah blah
L303[04:51:40] <gigaherz|work> blah*
L304[04:55:32] <IoP> it might be issue if
IDE is not configured properly.
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L336[06:59:53] <irctc496> Hi
L338[07:01:17] <irctc496> How do I port a
1.7.10 mod to 1.10.2?
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L340[07:01:43] <Inari> um..
L341[07:01:52] <Ordinastie_> irctc496, did
you make the 1.7.10 mod ?
L342[07:01:55] <Inari> irctc496: thats
kind of a broad question
L343[07:02:10] <irctc496> hmm no? ı just
got the source code
L344[07:02:25] <Ordinastie_> do you have
any programming knowledge ?
L345[07:02:36] <Ivorius> Any by any he
means > 1 year
L346[07:02:47] <Inari> you cahnge the
mappings/Mc version over.. maybe gradleforge version too, refresh
teh gradle project, then you start replacing the changes classes,
methods, and ways things are done, including rendering. make json
models and blockstates, etc... but thats just a rough overview
:P
L347[07:03:18] <irctc496> where can I
found a tutorial
L348[07:03:31] <Inari> hows is your
programming knowledge?
L349[07:03:53] <irctc496> little bit of
java (enought for making a little mod)
L350[07:04:12] ⇦
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())
L353[07:04:35] <Ordinastie_> I doubt it's
enough
L354[07:04:38] <Inari> not sure if that
helps you though
L355[07:04:53] <mort> I'd look up wuppy's
tutorial for porting a 1.7 mod to 1.8
L356[07:05:01] <Inari> even i had to ask
plenty of stuff xD and i do have a bit more programming knowledge
(I like to think anyway :P)
L357[07:05:02] <irctc496> so if I change
all the class names in code will it work?
L358[07:05:05] <Ordinastie_> people that
know how to code already, have enough difficulties updating their
own mod
L359[07:05:06] <Wuppy> :O
L360[07:05:14] <Inari> irctc496:
no..
L361[07:05:16] <mort> When you get it
working on 1.8, it's mostly just changing imports
L362[07:06:13] <Ordinastie_> irctc496, you
won't be able to update yourself
L363[07:06:22] <irctc496> why?
L364[07:06:26] <Ordinastie_> best bet is
to find someone bored enough to update it yourself
L365[07:06:43] <Ordinastie_> because it's
a lot of work, requiring a lot of knowledge you don't have
L366[07:07:17] <irctc496> where can I find
the 1.7.10 to 1.8 tutorial?
L367[07:07:27] <mort> He could manage it
if he's willing to read compiler error messages and grep through
the Minecraft source code
L368[07:07:36] <Ordinastie_> you're not
listening
L369[07:07:42] <Ordinastie_> you need to
learn to code first
L370[07:07:47] <irctc496> yes I do
L371[07:08:26] <irctc496> dude.. nothing
is impossible
L373[07:09:12] <Ordinastie_> irctc496, I
don't say it's impossible, I say you need 1 year to properly learn
programming, then start to learn about minecraft and how to update
the mod
L374[07:09:29] <irctc496> oh, ok
L375[07:09:46] <Ordinastie_> randomly
reading out of date tutorial on the web you don't understand will
just be a waste of time
L376[07:11:15] <Ordinastie_> like I said,
maybe you can find someone willing to update it for you
L377[07:11:22] <mort> Not that out of
date, not that much has changed since 1.8 so porting an 1.8
mid
L378[07:11:37] <mort> mod* to 1.10 isn't
that hard
L379[07:12:12] <Ordinastie_> porting your
own mod when you know code and how MC workd, no, it's not that
hard
L380[07:12:24] <Ordinastie_> porting
someone else's mod is way harder
L381[07:12:49] <mort> True, it will
definitely take a heck of a lot of time, and be frustrating
L382[07:12:52] <Ordinastie_> if you don't
know how MC work internally, that's not necessarily much harder,
but it's time consuming
L383[07:13:16] ⇦
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L384[07:13:34] <Ordinastie_> add on top of
that little to know programming knowledge...
L385[07:13:45] <gigaherz|work> specially
the changes from 1.7.10 to 1.8, which often require discarding a
lot of hardcoded models, and remaking them as json/obj
L386[07:14:01] <gigaherz|work> that can be
frustrating enough on its own
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L388[07:14:16] <mort> Definitely
L389[07:15:01] <gigaherz|work> and
hopefully the original code has all the @Override annotations where
they belong
L390[07:15:08] <mort> He'll probably not
finish, but if he wants to try, I'll at least give some resources
which makes it easier
L391[07:15:19] <gigaherz|work> that helps
a LOT with finding methods that don't exist anymore
L392[07:16:46] <mort> And the compiler
will point out every import that doesn't work anymore, and grepping
through the source code will tell what the new package name
is
L393[07:17:02] <gigaherz|work> model
system, removal of IItemRenderer, switch to BlockPos and
EnumFacing
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L395[07:17:25] <gigaherz|work> generic
parameters
L396[07:17:41] <gigaherz|work> offhand
slot, more vanilla enums for things
L397[07:17:46] <irctc496> how do I change
ItemRenderer to new model system
L398[07:17:46] <Ordinastie_> that big of a
leap requires another skill not everybody has
L399[07:17:55] <gigaherz|work> the new
registry system in forge
L400[07:18:07] <Ordinastie_> understanding
precisely the purpose of some code just by readin it
L401[07:18:15] <gigaherz|work> new sound
definition system, loot tables, ...
L402[07:18:32] <irctc496> I'm scared
:D
L403[07:18:55] <gigaherz|work> irctc496:
depends on the renderer's implementation
L404[07:18:57] <mort> You probably should
be, it's an enormous job and lots to learn on your own
L405[07:19:01] <Ordinastie_> irctc496,
what mod is it ?
L406[07:19:29] <gigaherz|work> if it came
from techne, there's programs that can convert the original .tcn
files to .obj or .json
L407[07:19:29] <irctc496> better to not
say.. Thermal Expansion 3 XD
L408[07:19:57] <gigaherz|work> weren't the
TE people working on that themselves? or did they give up?
L409[07:20:06] <irctc496> I think they
give up
L410[07:20:13] <irctc496> cause no update
since 1.7.10
L411[07:20:39] <gigaherz|work> that
doesn't mean anything
L412[07:20:49] <gigaherz|work> I mean they
may be slowly working toward it, bit by bit
L414[07:21:30] <gigaherz|work> they had
some tweets back in match
L415[07:21:31] <gigaherz|work> then
nothing.
L416[07:21:34] <gigaherz|work>
march*
L417[07:21:40] <irctc496> does anybody
know TE alternatives for 1.10 ?
L418[07:21:51] <gigaherz|work> of
course
L419[07:22:19] <gigaherz|work> EnderIO is
a thing, then there's NeoTech, TechReborn, and others
L420[07:22:21] <gigaherz|work> it's not
THE SAME
L421[07:22:26] <gigaherz|work> but they
serve a similar purpose
L422[07:22:42] <gigaherz|work> one thing
about 1.8+ mods
L423[07:22:47] <gigaherz|work> is that
things have split up
L424[07:22:51] <gigaherz|work> there's a
lot of smaller mods
L425[07:22:59] <gigaherz|work> that have
bits and pieces of what used to be monolithic mocs in 1.7.10
L426[07:23:05] <irctc496> but I need
machines like magma cruicible? is any of these mods have machines
like that?
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L428[07:25:46] <gigaherz|work> maybe
L429[07:25:52] <gigaherz|work> I don't
know every single mod ;P
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L431[07:27:44] <irctc496> and neotech is
not 1.10.2
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L433[07:31:13] <irctc496> looks like the
only 1.10.2 tech mod pack is ftb unstable
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L435[07:44:04] <gigaherz|work> yeah packs
are slow... oh he left
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L468[09:16:01] <Wuppy> :o I've just played
Minecraft for the first time in months/years
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L470[09:21:09] <gigaherz|work> heh
L471[09:21:14] <gigaherz|work> modded or
vanilla
L472[09:22:07] <Wuppy> ftb infinite
evolved expert, about as modded as it gets :P
L473[09:22:46] <Wuppy> it's also hard as
hell :o
L474[09:22:53] <gigaherz|work> and
1.7.10
L475[09:22:55] <gigaherz|work> so
meh.
L476[09:22:56] <Wuppy> yeah
L477[09:23:06] <gigaherz|work> expert mode
is bs, imo
L478[09:23:10] <gigaherz|work> I
understand the appeal
L479[09:23:16] <gigaherz|work> it's just
not my thing
L480[09:23:19] <gigaherz|work> I hate
grinding
L481[09:23:26] <Wuppy> is it that
grindy?
L482[09:23:39] <gigaherz|work> I consider
long crafting chains to be grindy
L483[09:23:44] <Wuppy> from what I know
it's mostly just ensuring you need something from all mods
L484[09:23:46] <Wuppy> which is nice
L485[09:24:41] <gigaherz|work> well
L486[09:24:47] <gigaherz|work> it's just
all the intermediate steps
L487[09:24:50] <gigaherz|work> in order to
achieve something
L488[09:24:54] <Wuppy> hmm true
L489[09:25:29] <gigaherz|work> A needs B
which can't be done until you have C running which requires D which
uses a ton of E which ...
L490[09:25:42] <Wuppy> you don't like
factorio either do you?
L491[09:25:47] <gigaherz|work> nope
L492[09:26:15] <Wuppy> yeah, having that
collection of requirements is one of the things I like about
factorio
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L494[09:26:39] <gigaherz|work> I think the
most complex crafting chains I have been able to tolerate was when
trying to get a Mekanism jetpack
L495[09:27:28] <gigaherz|work> when I have
the most fun, is when each step has its own purpose
L496[09:27:54] <Lymia> Honestly.
L497[09:27:59] <Lymia> I wish Minecraft
crafting wasn't the mess it is.
L498[09:28:17] <Lymia> Complex crafting
chains probably wouldn't be a thing if Minecraft had Terraria's
crafting system.
L499[09:28:46] <Inari> Lymia: but compelx
crafting chains are neat to automate ;D
L500[09:29:12] <Lymia> ten again
L501[09:29:15] <Lymia> then*
L503[09:29:33] <Lymia> I don't think
L504[09:29:42] <Lymia> Any Minecraft mods
have anything quite like this.
L505[09:29:51] <Lymia> OreSpawn's big
bertha recipe I guess
L506[09:30:30] <gigaherz|work> I hate
things based on drop chance
L507[09:31:12] <Lymia> It works better in
Terraria's design than Minecraft's IMO.
L508[09:31:32] <gigaherz|work> there we
go
L509[09:31:34] <Lymia> Minecraft mods
should defs not play with rare drops.
L510[09:31:34] <gigaherz|work> alone at
work
L511[09:31:40] <gigaherz|work> 10min to
make sure they didn't forget something
L512[09:31:43] <gigaherz|work> and i'll
leave too
L513[09:31:43] <gigaherz|work> ;P
L514[09:32:25] <Lymia> (Terraria's pretty
exploration focused, and you can't stop mobs from spawning in areas
just by placing down torches or whatever. So you're constantly
fighting junk mobs most of the time when you aren't at base.)
L515[09:32:43] <Lymia> (So for a lot of
these components you'd end up getting them just by being in the
biome for long enough through normal play)
L516[09:32:56] <Lymia> If you tried that
in Minecraft... eh.
L517[09:33:05] <gigaherz|work> mob
farms.
L518[09:33:08] <Lymia> I guess it'd work
if you were a mod that added dimensions with large numbers of
spawners, or just lots of dark spaces.
L519[09:33:10] <gigaherz|work> I
mean
L520[09:33:21] <gigaherz|work> that exists
already: Mending and such from fishing
L521[09:33:30] <gigaherz|work> some people
do AFK fishing just to get books
L522[09:33:39] <gigaherz|work> others do
AFK villager breeding
L523[09:33:45] <Lymia> ick
L524[09:33:59] <gigaherz|work> breeding at
least gives you endless books
L525[09:34:01] <Lymia> I'm not very fond
of stuff you have to explicitly go grind for, or build a farm of
some kind for.
L526[09:34:02] <gigaherz|work> fishing
just one
L527[09:34:17] <gigaherz|work> well that's
how the enchanting system works
L528[09:34:32] <Lymia> (I used mods that
avoided most of that, so :V)
L529[09:34:51] <gigaherz|work> I hate that
enchanting requires xp
L530[09:34:58] <gigaherz|work> i'd very
much prefer it was some rare ore
L531[09:35:26] <gigaherz|work> get rare
ore -> craft magical ink -> write down enchantment on book
-> apply
L532[09:35:29] <Lymia> I think the core
problem is that you don't fight mobs a lot in "normal"
gameplay.
L533[09:36:20] <gigaherz|work> yeah I tend
to focus on defenses the first couple nights
L534[09:36:23] <Lymia> If Terraria had the
XP enchanting system, it'd be less of a problem since fighting mobs
is part of normal gameplay, and not something you can avoid outside
your base, pretty much.
L535[09:36:27] <gigaherz|work> then I have
a perimeter with no mobs
L536[09:36:28] <Lymia> But in
Minecraft.
L537[09:36:43] <gigaherz|work> so the
worst that happens is that I need stuff from the outside
L538[09:36:44] <Lymia> A lot of the game
is avoiding mobs, in a sense. Lighting places up, etc.
L539[09:37:05] <gigaherz|work> in a way,
it would be interesting if torches did burn out
L540[09:37:08] <Lymia> ... so... yeah, I'd
agree.
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L542[09:37:13] <gigaherz|work> but I know
i'd hate it
L543[09:37:19] <gigaherz|work> and i'd mod
it so they don't
L544[09:37:20] <Lymia> A rare ore would be
much in line with the rest of Minecraft's design, actually, I
think.
L545[09:37:29] <Lymia> (For
enchanting)
L546[09:37:31] <gigaherz|work> yep
L547[09:37:47] <gigaherz|work> the xp
system was one of the biggest disappointments, imo
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L549[09:37:56] <gigaherz|work> I was
hoping for permanent stat upgrades
L550[09:38:40] <gigaherz|work> stuff like,
spend 10 levels' worth of upgrade points, and you get one permanent
extra heart
L551[09:38:54] <gigaherz|work> or 5% extra
walk speed
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L553[09:41:01] <gigaherz|work> well, time
to leave. ;P
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L563[10:00:06] <Wuppy> I sure didn't miss
the mini heart attakcs you get when you're jumped by a creeper
though... fuck me
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L576[10:24:50] <OrionOnline> Good
afternoon
L577[10:25:02] <OrionOnline> How is
everybody?
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L585[10:40:51] <plathrop> Good morning.
Can't complain; it wouldn't do any good >.<
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L588[10:46:17] <OrionOnline> :P
L589[10:46:36] <OrionOnline> I am battling
some rendering artifacts and have no idea why they are
happening
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L593[10:51:28] <Ordinastie_> it's
z-fighting
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L595[10:52:40] <OrionOnline> Hmm
L596[10:52:41] <OrionOnline> Okey
L597[10:52:45] <OrionOnline> Let me try to
fix that
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L599[10:54:35] <OrionOnline> Thanks
Ordinastie_, i have been at this for a couple of hours and could
not figure it out !!!!
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L603[10:55:48] <Ordinastie_> you're
rendering the red part at the same height than the grey one, right
?
L604[10:56:18] <OrionOnline> Yes
L605[10:56:28] <Ordinastie_> then that's
why
L606[10:56:41] <Ordinastie_> the grey part
is static model ? and the red part is TESR ?
L607[10:56:45] <OrionOnline> The grey part
is a standard model, the red part is molten iron and is rendered by
the TESR
L608[10:57:07] <OrionOnline> So yeah the
conduit it self is a static model
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L610[10:57:42] <OrionOnline> But right now
my transport logic is a bit flawed....
L611[10:57:50] <OrionOnline> So i will
need to fix that now
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L635[12:43:07] <Inari> i wish i could do
int y = p?.blub() ?? -1; in java
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L639[12:53:30] <capitalthree> Inari:
switch to kotlin :D
L640[12:53:53] <Inari> i've only ever
heard people complain about that haha
L641[12:54:09] <capitalthree> well this is
the minecraft mod community. people complain about anything
slightly different
L642[12:54:20] <capitalthree> have you
heard any real complaints about it besides "this looks
different than what I'm used to"?
L643[12:56:13] <plathrop> ooh another
language to play with!
L644[12:56:36] <Inari> capitalthree:
mostly just people saying they hate it
L645[12:56:58] <capitalthree> Inari: well
did they give any reasons?
L646[12:57:10] <Inari> dunno :D
L647[12:57:13] <capitalthree> I honestly
can't think of a single reason to prefer java over kotlin that
isn't just, "I'm already used to it"
L648[12:57:21] <capitalthree> no wait I
take that back
L649[12:57:30] <capitalthree> kotlin
doesn't have "condition ? yesval : noval"
L650[12:57:33] <capitalthree> I kinda like
that operator :P
L651[12:57:47] <capitalthree> but it's not
a big deal because it has if expressions, which are the same.
"if (condition) yesval else noval"
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L654[12:58:23] <capitalthree> seriously
though kotlin has the elvis operator with the exact syntax you just
asked for
L655[12:58:28] <Inari> capitalthree: about
every language has that xD
L656[12:58:31] <capitalthree> and other
great stuff for handling nullability
L657[12:58:40] <plathrop> I dunno, don't
underestimate the value of familiarity, especially in programming
language choice.
L658[12:58:53] <capitalthree> in kotlin,
"Int" is a non-null type, and "Int?" is the
nullable form
L659[12:58:58] <capitalthree> it handles
it quite well
L660[12:59:58] <capitalthree> and it uses
flow typing to save you from casting. so: if (x is String)
{...}
L661[13:00:08] <capitalthree> in ... I
don't have to assign a new identifier and cast to String, I just
use x as String
L662[13:00:26] <capitalthree> same with
not-null checks on a nullable type
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L664[13:01:41] <capitalthree> and the
killer feature for me is type inferrence. in 'val a =
"hi"', a is statically typed as String.
L665[13:01:59] <capitalthree> saves you a
lot of boilerplate (especially when using generics), without losing
any static type-safety
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L667[13:03:10] <capitalthree> Inari:
anything else you wish you could do in java?
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L669[13:03:48] <Inari> manual memory
management, enforced GC cleanup? :p
L670[13:03:58] <capitalthree> ah hehe.
kotlin won't help with that
L671[13:03:59] <Inari> storing the state
of the JVM to reload later?
L672[13:04:11] <capitalthree> sounds like
you'd love rust
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L674[13:04:18] <Inari> yeah well
L675[13:04:25] <Inari> except writing
minecraft modsin rust is gonna be a bit awkward
L676[13:04:26] <capitalthree> oh, kotlin
also targets jvm 6 but has lambdas of course. so no need for silly
hacks like retrolambda
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L678[13:04:39] <capitalthree> Inari:
right. you'll just have to deal with the gc when making minecraft
mods
L679[13:05:00] <capitalthree> chances are,
if you're smart enough to even know what manual memory management
is, your mod's code is gonna be the least of minecraft's
problems
L680[13:07:43] <capitalthree> Inari: can I
link you my very simple mod in kotlin so you can get an idea of
what it's like?
L682[13:09:00] <Inari> i doubt i'd ever
really use kotlin for a mod
L683[13:09:24] <Inari> might be neat, but
reduces the chances of someone else ever maintaining it even more
than when its jsut my mod
L684[13:09:25] <capitalthree> aw D:
L685[13:09:25] <Inari> :D
L686[13:09:37] <Inari> and java 8 isnt too
bad
L687[13:09:39] <capitalthree> it increases
the chance of me maintaining it xD
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L689[13:09:54] <capitalthree> honestly I
think the main reason I haven't ended up collaborating on a larger
mod is writing in java annoys me xD
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L691[13:10:26] <capitalthree> java 8 does
have some incredibly important improvements but java is still a
disappointment
L692[13:10:42] <capitalthree> it was great
in its time but it hasn't kept up with modern programming
languages
L693[13:12:15] <capitalthree> I just wish
people were more willing to try new things :/
L694[13:12:39] <capitalthree> when it's a
new jvm language with the exact same execution model as the one you
know, and you'd just be learning new syntax, it's really not that
hard a transition
L695[13:12:53] <capitalthree> but yeah
minecraft modders are stubborn xD
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L699[13:16:28] <capitalthree> Inari: oh
well. you brought up a feature, I told you how to get it. can't
blame me for that :3
L700[13:16:58] <Inari> im not? :P
L701[13:17:04] <capitalthree> ok :)
L702[13:17:20] <capitalthree> oh... one
more thing. one of the really cool null-handling features of kotlin
is that you can define an extension function on a nullable form of
a type
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L704[13:17:55] <capitalthree> so I can do
this: def String?.nullOrEmpty = {this == null || this ==
""}
L705[13:18:16] <capitalthree> and then:
val strMaybe: String? = null; strMaybe.nullOrEmpty // true, not
exception
L706[13:19:03] <capitalthree> so with
that, you can pretty much de-ugly dealing with possibly null values
in all instances
L707[13:19:30] <infinitefoxes_> I'm trying
to send extra data about a mob to the client after I spawn it, but
it seems the client doesn't have the entity by the time it gets my
packet
L708[13:21:13] <infinitefoxes_> even if I
setup an event handler for when a player starts tracking my entity,
the client still only has the entity maybe 1/10 of the time
L709[13:21:26] <capitalthree>
infinitefoxes_: is it an option to stash that extra data with the
datawatcher?
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L711[13:21:56] <capitalthree> seems easier
than using a custom packet, unless I'm missing something
L712[13:22:10] <capitalthree> the data
watcher is *for* defining extra properties on entities
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L714[13:22:51] <capitalthree> if that's
not an option, my other 2 suggestions are:
L715[13:23:07] <capitalthree> - have the
client send a request for the data in the
EntityJoinsWorldEvent
L716[13:23:23] <capitalthree> - have the
server send it right away, but have the client cache it and look in
the cache in the EntityJoinsWorldEvent
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L718[13:24:06] <infinitefoxes_> if I pause
execution of the server for a bit to allow the client to spawn the
entity in fully it works though
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L724[13:24:50] <infinitefoxes_> I'm not
entirely sure I could shove it into the datawatcher
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L728[13:25:13] <infinitefoxes_> my packet
basically says "assign player's pet to entity X"
L729[13:25:26] <infinitefoxes_> not the
other way around
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L732[13:26:08] <infinitefoxes_> and I
wouldn't be able to get where my entity in the world unless my
player object has a reference
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L734[13:26:19] <infinitefoxes_> I'll try
your second suggestion though
L735[13:26:37] <capitalthree> I think you
could use the datawatcher, and then just pick up on the value in
EntityJoinsWorldEvent, and store it how you need to
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L737[13:27:32] <infinitefoxes_> yeah
you're right
L738[13:27:39] <infinitefoxes_> would the
client have all of the datawatcher values by then?
L739[13:27:56] <capitalthree> honestly I
have no idea D: haven't used the datawatcher myself
L740[13:28:03] <capitalthree> that's a
very important question, hope somebody knows
L741[13:28:23] <capitalthree> if not, then
I think the request is the best way
L742[13:28:48] <capitalthree> unless you
can set up callbacks with the data watcher
L743[13:28:57] <capitalthree> which I also
don't know xD
L744[13:32:10] <gigaherz> infinitefoxes_:
datawatchers are used for assigning the thrower entity
L745[13:32:13] <gigaherz> for snowballs
and such
L746[13:32:32] <gigaherz> so yes, you
could use them for tracking the owner or target of a pet
L747[13:33:25] <gigaherz> oh wait I just
re-read, you want to give the PLAYER a reference to the
entity
L748[13:33:31] <gigaherz> I wouldn't do
that
L749[13:33:36] <gigaherz> justgive the
player an entity ID
L750[13:33:43] <gigaherz> and let the
player look it up whenever it needs to
L751[13:34:14] <infinitefoxes_> I
completely forgot about entity IDs
L752[13:34:18] <infinitefoxes_> I'll look
into that, thanks
L753[13:35:38] <infinitefoxes_> on a small
side note
L754[13:35:44] <infinitefoxes_> is it
possible to prevent my entity from being saved to disk?
L755[13:36:29] <infinitefoxes_> er well,
never mind
L756[13:36:31] <infinitefoxes_> I wouldn't
need to do that
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L760[13:40:15] <infinitefoxes_> using an
entity ID instead of a reference works perfectly
L761[13:40:18] <infinitefoxes_> not sure
what I was thinking haha
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L793[14:25:39] <OrionOnline> Is it still
required to have a default constructor on a TileEntity??
L794[14:27:01] <gigaherz> the TE must have
a parameterless constructor, yes
L795[14:27:10] <gigaherz> if you have
other constructors that's up to you
L796[14:27:23] <gigaherz> but TEs that get
loaded from disk don't use createTileEntity
L797[14:27:31] <gigaherz> they use
reflection to construc from class name
L798[14:27:47] <gigaherz> +t
L799[14:28:28] <OrionOnline> ... Bleh what
is that for a stupid and weird implementation....
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L801[14:33:45] <diesieben07> in pre java 8
it is kinda clean
L802[14:33:51] <diesieben07> in java 8 you
would register using MyTe::new
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L812[14:55:02] <theFlaxbeard> How do I add
an item to a vanilla loot pool?
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L814[14:57:09] <diesieben07> theFlaxbeard,
loottableloadevent
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L816[14:59:53] <shredder8910> Any idea why
`itemStack.getItemDamage()` returns 32767 sometimes? Causes
getUnlocalizedName to throw null exception
L817[15:00:08] <shredder8910> I mean,
ArrayIndexOutOfBounds
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L819[15:00:34] <theFlaxbeard> Thanks
L820[15:00:45] <theFlaxbeard>
shredder8910: That's the wildcard value AFAIK
L821[15:01:00] <theFlaxbeard> used to
signify that any damage value works for things like recipes or
oredict
L822[15:01:57] <OrionOnline> Any one any
idea what could cause this:
http://i.imgur.com/bjKHBpS.png ?? I tried flipping
the normals but the faces on top still donnot appeasr
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L826[15:17:56] <masa> that sheep looks so
sporty and out-going :p
L827[15:18:22] <masa> on a long afternoon
run
L828[15:21:04] <Ordinastie_> OrionOnline,
is it an obj model ?
L829[15:23:25] <OrionOnline> Yeah, spolved
it, flipped the normals twice like a derp.....
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L851[16:07:30] <shredder8910> IN 1.7.10
how do I get the name displayed in Inventory of an item?
L852[16:07:35] <shredder8910> Rather,
ItemStack
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L855[16:09:03] <diesieben07> you stop
using 1.7.10.
L856[16:09:11] <diesieben07> and then you
ask again ;)
L857[16:15:55] <tterrag|ZZZzzz>
shredder8910: just call getLocalizedName...or was it
getDisplayName
L858[16:15:56] <tterrag|ZZZzzz> one of
those
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L860[16:16:45] <shredder8910> Wish I
could, diesieben07, which I could... Writing mod for FTB Infinity
Evolved
L861[16:16:52] <diesieben07> that is not a
reason.
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L863[16:17:37] <shredder8910> Well I plan
on expanding the mod to later versions as soon as this one actually
works
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L894[17:38:09] <SatanicSanta> Quick
question: For block model elements, can we simply omit faces that
are not seen ever?
L895[17:38:35] <SatanicSanta> eg, {
"from": [whatever], "to": [whatever],
"faces": { "north": { } } }
L896[17:41:17] <masa> yep just leave out
the object from inside faces
L897[17:41:45] <SatanicSanta> masa: so, if
i wanted to not have anything for south, would I do
"south": {}, or just not have a south object
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L899[17:42:17] <masa> no south object at
all
L900[17:42:21] <SatanicSanta> sweet,
thanks.
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L909[18:14:03] <Ferdz_TheWeeb> Looking att
Pam's harvestcraft, I see that it is possible to both support 1.9.4
and 1.10.2 in the same minecrraft file, what do I need to do to
achieve that?
L910[18:14:21] <Ferdz_TheWeeb> Same mod
file*
L911[18:15:31] <diesieben07>
Ferdz_TheWeeb, if you compile with 1.9.4: Nothing. If you compile
with 1.10.2: set acceptableMinecraftVersions to
"[1.9.4,1.10.2]" in your @Mod
L912[18:16:17] <Ferdz_TheWeeb> Should I be
worrying about method names not existing on other versions and
stuff like that?
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L915[18:16:53] <diesieben07> test your mod
:D
L916[18:16:59] <diesieben07> obviously
there are changes
L917[18:17:04] <diesieben07> but i don't
know them off the top of my head.
L918[18:17:09] <Ferdz_TheWeeb> And is
there a launch configuration I can modify with gradlew eclipse so I
can test both 1.9.4 and 1.10.2 to make sure everything runs
smoothly?
L919[18:17:21] <diesieben07> you will need
two workspaces for that
L920[18:18:48] <Ferdz_TheWeeb> What
happens if I'm using a method with two different names depending on
the version? Do I have to go through reflexion or is there a better
option?
L921[18:19:00] <williewillus> if the
signature didn't change youre good
L922[18:19:06] <williewillus> if it did
then you need to recompile separately
L923[18:19:19] <williewillus> i mean
signature as in type signature
L924[18:19:23] <williewillus> use the bot
to confirm
L925[18:19:54] <Ferdz_TheWeeb> Alright
I'll check it out
L926[18:20:45] <Ferdz_TheWeeb> What about
1.8.9 and 1.9.4, is there easy cross-compatibility available there
too?
L927[18:21:02] <diesieben07> no.
L928[18:21:33] <williewillus> well depends
on the mod
L929[18:21:46] <williewillus> if the mod
does little to nothing sure :P
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L931[18:22:09] <williewillus> but very low
probability of that being the case
L932[18:23:01] <Ferdz_TheWeeb> I'm
guessing mine doesn't
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L935[18:27:34] <Ferdz_TheWeeb> I'm going
to try it out, thanks for the info guys!
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L941[18:40:53] <williewillus> is there a
way to have player specific attribute modiifers?
L942[18:41:02] <williewillus>
*player-sensitive
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L944[18:42:46] <electrolitic> Anybody have
opinions on if it's a good idea to get windows 10 or stick with
windows 7?
L945[18:43:14] <williewillus> i have
it
L946[18:43:23] <williewillus> it's
fine
L947[18:43:31] <williewillus> most of the
changes don't even affect anyone imo
L948[18:43:48] <williewillus> (I also use
linux like 10x more so probably not a good source)
L949[18:43:55] <electrolitic> Oh
L950[18:43:59] <diesieben07> willie, what
do you mean by player sensitive exactly?
L951[18:44:08] <diesieben07> electro i use
it as well, i don't have problems
L952[18:44:29] <williewillus> diesieben07:
items can have attr modifiers belong to them, I want that to change
based on the player holding it
L953[18:44:45] <Darkevilmac> electrolitic,
It's fine I haven't experienced anything huge as far as issues go
besides the search stuff being different.
L954[18:45:18] <Darkevilmac> Considering
it's pretty much last chance you might as well.
L955[18:45:27] <diesieben07> hrm, no i
don't think that's possible willie
L956[18:45:46] <williewillus> boo
L957[18:46:49] <electrolitic> Also, I
don't have to bindTexture to the same location if I'm drawing more
than once, right?
L958[18:47:44] <Ordinastie_> once a
texture is bound, it's used for all subsequent drawing
L959[18:47:49] <Ordinastie_> until you
bind another texture
L960[18:47:55] <electrolitic> Alright,
thanks
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L963[18:53:23] <Darkevilmac> I haven't
done anything with guis in a while any idea what would cause items
to pretty much instantly snap back to a slot after I try and click
them?
L964[18:55:10] <Darkevilmac> nevermind I'm
dumb.
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L967[19:01:32] <electrolitic> for
drawTexturedModalRect, is (0,0) the top left most pixel, or is
(1,1)?
L968[19:02:21] <electrolitic> I'll go with
0,0 since it's logical, but... whatever.
L969[19:03:48] <TehNut> 0, 0
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L973[19:29:41] <electrolitic> What in the
world? I have an int progress that when it equals 120 does
something. It does that as I expected, but I print out its value in
another method and it's always 0. It does the thing it would do at
120, however. Any ideas?
L974[19:29:57] <williewillus> thats kinda
vague, code maybe?
L975[19:30:07] <williewillus> and maybe
you're doing it from another side?
L976[19:30:10] <williewillus>
(client/server)
L977[19:30:18] <electrolitic> one
sec
L979[19:31:13] <electrolitic> The line I
selected always prints 0
L980[19:31:25] <williewillus> who calls
that?
L981[19:31:36] <williewillus> i bet it's
getting called clientside
L982[19:31:38] <electrolitic> My Gui
L983[19:31:42] <williewillus> and youre
not syncing the progress field
L984[19:31:46] <williewillus> yeah
:P
L985[19:31:48] <electrolitic> ???
L987[19:32:06] <williewillus> that line
only runs on the server
L988[19:32:11] <williewillus> thanks to
your remote check
L989[19:32:14] <williewillus> on the
client it's always 0
L990[19:32:22] <williewillus> do you
understand the difference between the sides?
L991[19:32:33] <williewillus> if not give
this document a whirl
mcforge.readthedocs.io/en/latest/concepts/sides/
L992[19:32:34] <electrolitic> Yes, but how
do I make the two talk?
L993[19:32:37] <electrolitic> Oh
L994[19:32:40] <electrolitic> Maybe that
will tell me
L995[19:32:47] <williewillus> it won't
thats a conceptual doc
L996[19:32:51] <electrolitic> oh
L997[19:33:33] <williewillus> in this case
you can leverage the Container to do syncing for you
L998[19:33:41] <electrolitic> Oh
L999[19:33:54] <electrolitic> I'll try a
few things.
L1000[19:34:07] <williewillus> see
vanilla ContainerFurnace.updateProgressBar and
detectAndSendChanges
L1001[19:34:20] <williewillus> don't do
the whole getField/setField crap but the general idea is
there
L1002[19:35:19] <electrolitic> So then
the two TileEntities are seperate objects?
L1003[19:35:25] <williewillus> yes
L1004[19:35:27] <williewillus> one for
client
L1005[19:35:29] <williewillus> one for
server
L1006[19:35:32] <electrolitic> Ah
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L1016[19:54:17] <Ferdz_TheWeeb> What
exactly is customProperties used for in @Mod ?
L1017[19:55:36] <Ferdz_TheWeeb> I'm
looking for a way to enable the config button when looking at my
mod through the list
L1018[19:55:49] <TehNut> guiFactory
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L1020[19:56:43] <Ferdz_TheWeeb>
Thanks
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L1024[20:07:49] <electrolitic> Do I need
to get into channels in order to sync the client Gui with the
Container?
L1025[20:08:20] <theFlaxbeard> Is there
any event that fires when an entity spawns?
L1026[20:08:29] <theFlaxbeard> All I can
find is LivingJoinedWorldEvent which fires on world load too
L1027[20:08:29] <williewillus>
electrolitic: wat...
L1028[20:08:43] <electrolitic> Well, how
would you sync them? where do I send the changes to?
L1029[20:08:47] <williewillus>
theFlaxbeard: you mean like natural spawn?
L1030[20:08:49] <theFlaxbeard> Yeah
L1031[20:08:55] <williewillus>
electrolitic: did you look at the ContainerFurnace?
L1032[20:09:05] <electrolitic> No, I'll
take a look
L1033[20:09:36] <theFlaxbeard> I'm not
too picky about what spawns it covers, just want to find a way to
get all mob spawns and not loads. There's nothing I can find to
differentiate the two at first glance.
L1034[20:09:36] <williewillus> i told you
to do that above xD
L1035[20:09:45] <electrolitic> Sorry,
wasn't paying attention D:
L1036[20:09:47] <williewillus> well it's
because theyre basically the same thing :P
L1037[20:10:15] <williewillus>
"spawning", if you're not talking about natural vs
spawner spawns is just invoking the spawnEntityInWorld method from
a different place :P
L1038[20:10:32] <theFlaxbeard>
Right
L1039[20:10:35] <theFlaxbeard> I'm trying
to replace a spawned entity with one of my own
L1040[20:10:48] <theFlaxbeard> If it only
works on natural spawns that's fine, if it works on spawner spawns
too that's also fine
L1041[20:10:53] <williewillus> whats
wrong with EntityJoinWorldEvent then?
L1042[20:10:58] <theFlaxbeard> It fires
on world load
L1043[20:11:04] <theFlaxbeard> so
eventually all of them will be converted to my mob
L1044[20:11:09] <theFlaxbeard> if I
quit+reload :P
L1045[20:12:17] <williewillus> oh youre
in luck hehe, LivingSpawnEvent.SpecialSpawn will fire for all
spawner and "natural" spawns
L1046[20:12:41] <theFlaxbeard> How did I
miss something called LivingSpawnEvent
L1047[20:12:42] <theFlaxbeard> oops
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L1051[20:23:02] <electrolitic> So is
detectAndSendChanges called all the time, or only while you have
the gui open?
L1052[20:24:22] <williewillus> while
you're viewing it
L1053[20:24:25] <williewillus> so the
latter
L1054[20:24:54] <electrolitic> Ah, that's
nice. I always worry about things causing lag somehow
L1055[20:25:16] <williewillus> heh yeah
PE's former author
L1056[20:25:28] <williewillus> had the TE
send its own packet to everyone around whenever one person had it
open
L1057[20:25:31] <williewillus>
lagfest
L1058[20:25:45] <electrolitic> PE?
L1059[20:25:49] <williewillus>
ProjectE
L1060[20:25:52] <electrolitic> Oh
L1061[20:25:56] <williewillus> I found it
and cleaned it out for 1.9/10 :P
L1062[20:26:04] <williewillus> the
Container sync stuff I mean
L1063[20:26:07] <electrolitic> Wow, that
would suck
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L1065[20:26:18] <williewillus> yeah if
you had a power flower and like 50 people around it
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L1067[20:26:32] <williewillus> one person
opening it would murder tps
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L1072[20:40:20] <electrolitic> Where does
sendProgressBarUpdate send the data?
L1073[20:41:38] <electrolitic> Oh,
nvm
L1074[20:41:42] <electrolitic> found my
answer
L1075[20:42:05] <williewillus> it comes
back to updateProgressBar
L1076[20:42:11] <williewillus> note that
your args get truncated to shorts
L1077[20:42:21] <williewillus> before
going over the network
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L1079[20:47:59] <LexManos> !gm
func_110536_a
L1080[20:51:09] <electrolitic> Oh my god,
it works!
L1081[20:51:27] <williewillus> yay
L1082[20:51:50] <electrolitic> I gotta
look over that stuff again, gotta make sure I completely understand
it
L1083[20:51:50] <williewillus> i hope you
didnt use the getfield/setfield crap the furnaces have though :P
just set java fields directly with it
L1084[20:51:55] <electrolitic> Nah
L1085[20:52:14] <electrolitic> I just
updated them all if one update was necesary.
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L1088[20:52:41] <electrolitic> Erm,
that's not what I meant to say
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L1090[20:52:57] <williewillus> lol
L1091[20:53:08] <electrolitic> Oh, I just
put all the values in an array and went through them
L1092[20:53:17] <electrolitic> Rather
than the stupid switch thing
L1093[20:53:45] <williewillus> i mean
that wastes more bandwidth right
L1094[20:53:55] <williewillus> or maybe
idk what you mean by using array
L1095[20:54:18] <electrolitic> Here, I'll
throw it up and you tell me if it's really inefficient or
something
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L1098[20:55:13] <electrolitic> oh
L1099[20:55:14] <electrolitic> wait
L1100[20:55:22] <electrolitic> I
dunno
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L1102[20:55:50] <electrolitic> I'm gonna
make things work more cleanly right now, since it's all kinda...
weirdly done.
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L1104[20:57:08] <electrolitic> I don't
even understand how that syncs them? You're still just updating the
tile in the container, aren't you?
L1105[20:57:10] <electrolitic> In the
end
L1106[20:57:19] <williewillus> the tile
updates itself
L1107[20:57:36] <electrolitic> Then why
do you set its fields in the container?
L1108[20:58:04] <williewillus> the
furnace caches copies of the furnace's state variables. when the
tile's fields don't match with the cached copies SERVER side, it
sends a packet to the client
L1109[20:58:08] <williewillus> the client
sets the fields in the TE
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L1111[20:59:16] <williewillus> vanilla's
system isnt perfect but just the idea of how it works is enough to
use it :P
L1112[20:59:39] <williewillus> basically:
call IContainerListener.sendProgressBarUpdate when you want
updateProgressBar to get called on the client
L1113[20:59:43] <williewillus> thats
pretty much it
L1114[20:59:58] <electrolitic> Ohhh
L1115[21:00:17] <williewillus>
detectAndSendChanges is called every tick by mc to recheck if
things need to be resent
L1116[21:00:25] <williewillus> actually
nto sure if every tick
L1117[21:00:29] <williewillus> but
often
L1118[21:01:38] <electrolitic> I've
noticed that Thermal Expansion's progress bars go across real
cleanly. Any idea how that's done?
L1119[21:01:44] <electrolitic> Or maybe
I'm crazy
L1120[21:01:55] <shadowfacts> client-side
interpolation probably
L1121[21:02:29] <electrolitic> Wow,
that's really cool
L1122[21:02:48] <williewillus> do
they?
L1123[21:02:55] <williewillus> i feel
like its the same as vanilla
L1124[21:02:56] <electrolitic> Maybe they
just have more pixels in their GUIs
L1125[21:03:01] <williewillus>
maybe
L1126[21:04:24] <electrolitic> And does
anybody know if foreach loops are more, less, or the same efficient
as normal for loops?
L1127[21:05:15] <TehNut> Aren't they more
or less identical?
L1128[21:05:49] <shadowfacts> the
difference is negligible, IIRC
L1129[21:06:49] <theFlaxbeard> Hmm...
Cancelling SpecialSpawn doesn't seem to actually cancel the
spawn
L1130[21:07:29] <williewillus> actually
when it matters they can be quite different
L1131[21:07:34] <williewillus> but it
usually doens't matter
L1132[21:07:39] <williewillus> and the
jit is magical
L1133[21:08:21] <quadraxis> foreach over
waht?
L1134[21:08:24] <williewillus>
theFlaxbeard: no, it prevents the natural spawn code from runnign
(giving mobs armor, etc)
L1135[21:08:29] <williewillus> i presume
over normal colls
L1136[21:08:36] <williewillus> foreach
over arrays is syntactical sugar
L1137[21:08:44] <theFlaxbeard> Ah. Any
way I can stop the spawn other than setDead which throws a warning
in the console
L1138[21:08:55] <williewillus> what kind
of warning?
L1139[21:09:01] <theFlaxbeard> [21:06:44]
[Server thread/WARN]: Tried to add entity Zombie but it was marked
as removed already
L1140[21:09:12] <theFlaxbeard> since it's
marked dead when the spawn code runs
L1141[21:09:50] <williewillus> hm
L1142[21:09:56] <williewillus> no clean
solution to the problem i dont think
L1143[21:10:08] <williewillus> could just
add a timer to it and kill it a couplke ticks after it spawns
:P
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L1148[21:26:29] <electrolitic> This might
sound stupid, but how do you set yourself to away?
L1149[21:27:24] <williewillus> like name
wise or irc wise?
L1150[21:27:27] <williewillus> irc wise,
/away
L1151[21:27:31] <williewillus> name wise
just set another nick
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L1162[21:51:51] <Prospector> is there any
good way to hide the default F3+H durability counter? I have my own
included that starts at 1 instead of 0 to avoid confusion
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L1164[21:52:11] <Prospector> When F3+H is
enabled, it shows both, and it's bugging me
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L1166[21:53:47] <TehNut> Could use the
tooltip event and remove it
L1167[21:54:11] <williewillus> >
starts at 1
L1168[21:54:19] <williewillus> god what
kind of programmer are you??!?!?!1 /s
L1169[21:55:25] <LexManos>
<electrolitic> And does anybody know if foreach loops are
more, less, or the same efficient as normal for loops?
L1170[21:55:29] <LexManos> Its literally
the same thing
L1171[21:56:28] <Prospector> I guess
tooltip event works
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L1177[22:07:28] <williewillus> i mean,
foreaches over collections generate an intermediary iterator+any
garbage that iterator makes. But in 99.9999% of situations its
negligible vs a int-counter loop thanks to jit
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L1179[22:11:06] <LexManos> itterators are
actually faster then get(int) in MOST collections
L1180[22:11:31] <LexManos> slightly more
'garbage' meaning there is a object created at the beginning, but
thats negelegable
L1181[22:12:03] <williewillus> yeah
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L1183[22:12:37] <electrolitic> I'm not
really much of a programmer. Sorry.
L1184[22:12:44] <electrolitic> As much as
I'd like to be.
L1185[22:12:46] <williewillus> thats
nothing to be sorry about lol
L1186[22:13:03] <williewillus> just that
the difference is negligible
L1187[22:13:11] <williewillus> so dont
need to worry about it :P
L1188[22:13:17] <electrolitic>
Alright
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L1202[23:04:27] <KnightMiner> They are
called "Epic games", most likely don't want people
pretending to be part of the company with the word "Epic"
in their name
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L1207[23:21:06] <shredder8910> Why would
you say iterators are faster than get(int)?
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L1209[23:25:07] <McJty> Being faster (if
they even are) is not the reason why you should use iterators or
not
L1210[23:25:16] <McJty> You use them
because they make better code
L1211[23:25:24] <shredder8910>
agreed
L1212[23:25:35] <shredder8910> That's why
I love streams
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