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L2[00:08:07] <Naiten> Erm, can one use IProperties solely to store specific data, or it involves TE/metadata in any case? I can't get that...
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L26[00:53:23] <Abastro> There is extended state.
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L34[01:59:29] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160728 mappings to Forge Maven.
L35[01:59:32] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160728-1.10.2.zip (mappings = "snapshot_20160728" in build.gradle).
L36[01:59:43] <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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L112[03:45:50] <OrionOnline> Good Morning everyone
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L119[03:55:49] <BordListian> Assume I wanted to override EntityItem with my own derivatory class
L120[03:56:31] <BordListian> Is there a way I can do this without breaking compatibility and without throwing circular events if another mod does the same thing?
L121[03:57:23] <Ordinastie_> I don't think you can
L122[03:57:47] <BordListian> I can think of some hacky ways of doing it
L123[03:58:02] <Ordinastie_> I mean there is no way in vanilla/forge
L124[03:58:12] <Ordinastie_> of course there is always a way, doesn't mean you should do it
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L126[03:58:26] <BordListian> there's an event for when an entity enters the world
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L128[03:58:44] <BordListian> i can replace any item that enters with my own class
L129[03:59:01] <BordListian> but the problem is with other mods trying to do the same
L130[03:59:21] <Ordinastie_> what are you trying to do ?
L131[03:59:30] <BordListian> same thing as yesterday, really
L132[03:59:45] <BordListian> inserting behavior when an item touches lava or fire
L133[04:00:04] <Ordinastie_> is it your item ?
L134[04:00:06] <BordListian> no
L135[04:01:00] <BordListian> I've seen like two mods that did something similar
L136[04:01:28] <BordListian> ItemPhysics does asm to insert itself into a method on EntityItem
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L138[04:02:14] <BordListian> AlchemicalBling replaces thrown potion entities with its own entity so it can run code when a splash potion impacts
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L142[04:09:44] <BordListian> can i set some kind of arbitrary parameter on an entity?
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L144[04:11:54] <OrionOnline> BordListian, you could attach an Capability
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L146[04:14:14] <BordListian> bleh
L147[04:14:23] <Wuppy> man... I still can't believe the bus trip I won yesterday xD
L148[04:14:25] <BordListian> this still doesn't seem like something that'd work very well
L149[04:14:37] <BordListian> why can't forge just hava an EntityDamaged event
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L153[04:20:17] <OrionOnline> BordListian, make it yourself :D
L154[04:20:45] <BordListian> how
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L174[04:46:51] <sham1> o/
L175[04:47:05] <Wuppy> \o
L176[04:47:08] <Wuppy> sup sham1
L177[04:47:10] <sham1> sup
L178[04:47:23] <Wuppy> I won an incredibly fancy bus trip to a festival yesterday :D
L179[04:47:41] <sham1> nice
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L181[04:49:19] <Wuppy> look at it :D
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L183[04:49:20] <Wuppy> http://www.startransfer.nl/wp-content/uploads/2015/05/foto-interieur.jpg
L184[04:50:11] <sham1> Is that a bus?
L185[04:50:12] <sham1> Wat
L186[04:50:39] <Wuppy> yes
L187[04:50:47] <Wuppy> with a dj setup and everything
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L190[04:53:35] <BordListian> why did you win a trip on a disco bangbus
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L193[04:54:29] <Ordinastie_> maybe he likes disco and banging
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L195[04:57:33] <Wuppy> BordListian, I have tickets for a festival and if you had those, you could enter in a raffle for those
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L198[05:01:31] <OrionOnline> Wuppy, which festival?
L199[05:01:42] <Wuppy> Castle of Love
L200[05:01:49] <Wuppy> first all inclusive festival :)
L201[05:02:03] <Wuppy> hardstyle, freestyle, dance, house etc.
L202[05:02:18] <sham1> "Festival of Love"
L203[05:02:24] <Wuppy> and you can drink whatever you want
L204[05:02:28] <Wuppy> and how much yoyu want
L205[05:02:33] <sham1> Sounds like a plot point in an RPG
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L209[05:07:10] <BordListian> Summer of Love
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L211[05:07:23] <BordListian> it might bring about the end of the world
L212[05:07:32] <Wuppy> damn... adding projects to my portfolio I did is so much work :o
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L214[05:08:03] <SaibaX> Hey guys, anyone willing to help figure out some crash logs?
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L216[05:09:48] <SaibaX> I've got the log here http://pastebin.ca/3667547
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L218[05:11:24] <BordListian> you're missing a mod but the mod that needs it breaks the missing mod gui?
L219[05:11:35] <BordListian> this is getting out of hand
L220[05:12:11] <SaibaX> I've been adding mods as mentioned by forge but this one doesnt specify the required mod
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L222[05:13:07] <BordListian> add mods one by one
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L239[05:42:56] <Naiten> I remember seeing a web page with 1.8+ model bakery (ISBM and stuff) explained via diagram... Can't find it anywhere now, not even in my bookmarks...
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L242[05:45:02] <Naiten> Whoa, was searching for it for like 20 minutes, and found immediately after posting here
L243[05:45:07] <Naiten> .-.
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L256[06:03:57] <Orion> Dang my fluid conduits are broken again
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L263[06:08:47] <sham1> How are they broken
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L270[06:16:42] <BordListian> probably with a pickaxe
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L280[06:34:19] <sham1> ...
L281[06:34:45] <BordListian> :3
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L287[06:44:51] <Orion> sham1, BordListian there logic is brokebn
L288[06:45:14] <Orion> I know why but i donnot have a proper solution to fix them
L289[06:45:57] <Orion> They output their throughput into the next conduit during tick one, and then import it back from set conduit during tick two
L290[06:46:23] <sham1> You need to stop them from flowing back
L291[06:46:24] <Orion> Causing it to look like only the first conduit (who touches a Forge or a MoltenMetal Tank) is filling Up
L292[06:46:53] <BordListian> you could do a flow direction
L293[06:46:57] <sham1> ^
L294[06:46:59] <BordListian> that slowly returns back to 0
L295[06:47:27] <BordListian> like after x ticks it changes back to nondirectional or whatever
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L297[06:48:03] <BordListian> i don't really know what you want with your conduits tho
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L299[06:50:27] <Orion> The IFluidHandler does not know from which direction the fluid is inserted
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L301[06:51:00] <Orion> But i might could detect that with an IFluidHandler that is directional and just use that as a Passthrough into the fluid....
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L303[06:53:08] <Orion> I could use a 3D vector to make it flow into a certain direction first
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L305[06:53:24] <BordListian> that's what i meant
L306[06:55:56] <Orion> a 3D Vector can for each axis store 3 values... Hmmmm Hmmm Hmmmm
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L351[07:55:25] <SaibaX> Ok ive gone through and found some issue mods. Running into this crash now with the mod Psi. http://pastebin.com/B8uXVjSG
L352[07:56:00] <SaibaX> it appears to be conflicting block IDs? Not sure though.
L353[07:56:01] <BordListian> go back to 2014 or whatever
L354[07:56:08] <BordListian> registry changes
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L356[07:56:50] <SaibaX> I dont think im following you
L357[07:57:00] <BordListian> forge 2014
L358[07:57:17] <SaibaX> oh
L359[07:57:22] <SaibaX> ok ill try that
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L361[07:57:44] <SaibaX> thanks for the help Bord im tired but want to try and do this before heading to bed
L362[07:58:51] <BordListian> It was fixed for Quark but I guess Vazkii didn't push a new Psi build to Curse yet
L363[07:59:54] <SaibaX> happens, I'm hoping a new Thaumcraft version gets pushed but im not holding my breath since the last update was quite some time ago. dunno if it got abandoned or the author is just busy.
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L365[08:00:28] <BordListian> probably busy
L366[08:00:46] <BordListian> thaumcraft is a really big thing and the last update was to 1.8.9
L367[08:01:05] <SaibaX> indeed
L368[08:01:51] <Ordinastie_> is it possible to force send chunk data ?
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L371[08:02:25] <SaibaX> seems like something you'd use WorldBorder to do
L372[08:02:54] <raoulvdberge> !gm func_82787_a
L373[08:03:09] <Ordinastie_> was that an answer for me ?
L374[08:03:43] <SaibaX> a thought. Worldborder force loads chunk data for the server
L375[08:03:56] <SaibaX> at least thats one of its functions
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L382[08:14:12] <Naiten> Is anybody here good at 1.8+ custom block rendering? I want to discuss block models caching...
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L391[08:23:26] <raoulvdberge> Are description packets of tile entities still being sent to players on chunkloaded chunks?
L392[08:23:49] <Ordinastie_> no
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L394[08:24:23] <Ordinastie_> now, you usually overide getUpdateTag to specify the data that will be sent when chunk is loaded
L395[08:25:02] <Ordinastie_> you override getUpdatePacket and onDataPacket for data that you want to update the client with when it changes on server
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L397[08:25:37] <Ordinastie_> funnily enough, i'm currently trying to find the best way to resend original chunk data packet :]
L398[08:27:12] <SaibaX> found the mod that was causing the GUI issue. It was Stellar Sky-0.5.5.1.6
L399[08:27:53] <SaibaX> at least its a disposable cosmetic mod that only changes the skybox
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L402[08:31:10] <Ordinastie_> fuck I can't directly resend the packet because there is a bool check in PlayerChunkMapEntry to avoid resending it :/
L403[08:32:43] <raoulvdberge> Ordinastie_: well, with description packet I mean the update packet
L404[08:32:47] <Ordinastie_> ah no, nvm
L405[08:33:02] <raoulvdberge> (because thats what they are)
L406[08:33:03] <Ordinastie_> raoulvdberge, yes, that packet on not sent on chunk load
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L408[08:34:06] <raoulvdberge> so when do they get sent then?
L409[08:34:13] <Ordinastie_> on chunkLoad a single SPacketChunkData is sent with the data of all the TEs in the chunk
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L412[08:36:18] <Ordinastie_> hum, world.notifyBlockUpdate() should trigger a send according to code
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L414[08:37:33] <BordListian> it's pretty weird when mods just stop working between versions in some obscure way
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L416[08:37:53] <BordListian> Like Structural Crafting and Extruder
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L431[09:02:19] <Ordinastie_> anyway for the server to tell the client to recalc lights ?
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L447[09:24:41] <Ordinastie_> so apparently, it's not a good idea to resend SPacketChunkData :(
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L449[09:25:26] <BordListian> why is time in minecraft so weird
L450[09:26:24] <Naiten> Ordinastie_, back in 1.7.10 there was worldObj.updateLightByType(...) method
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L454[09:31:23] <BordListian> Magma blocks are weird
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L479[10:05:51] <Ordinastie_> am I crazy to think that should never happen? :x http://puu.sh/qhvgk.png
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L481[10:08:54] <Ordinastie_> humf, might be my fault though
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L486[10:13:34] <OrionOnline> Ordinastie_, normally no, but something is wrong there :P
L487[10:14:14] <Ordinastie_> yeah, the idea seemed so simple at first :/
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L489[10:14:45] <Ordinastie_> but it's not, and now I have to hack my way through :/
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L491[10:17:07] <OrionOnline> What did you want to do?
L492[10:19:17] <Ordinastie_> I have that block : http://puu.sh/qhvWy.jpg -> http://puu.sh/qhvUS.jpg
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L494[10:19:54] <Ordinastie_> you power it with redstone, it swaps the 3x3x3 space in front with content already stored
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L496[10:20:45] <Ordinastie_> problems come when you have a TE in the mxi
L497[10:20:47] <Ordinastie_> *mix
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L499[10:23:10] <OrionOnline> yeah that is going to be a problem
L500[10:23:27] <OrionOnline> Try looking at the Copy command from MC itself
L501[10:23:40] <Ordinastie_> my issue is syncing with the client
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L504[10:26:47] <Ordinastie_> I'm trying to manually send the TE tag to the client, but for some reason, the client doesn't have the TE yet :x
L505[10:27:54] <OrionOnline> Ordinastie_, correct
L506[10:28:09] <OrionOnline> Your packets are processed before the vanilla update ones
L507[10:28:30] <gigaherz> cna't you like, scheduleBlockUpdate, and on the updateTick, call notifyBlockUpdate?
L508[10:28:34] <OrionOnline> You would need to read the NBT data before you place the TE in the world
L509[10:28:59] <OrionOnline> Donot actually know about that one
L510[10:29:10] <shadowfacts> Ordinastie_, what I do is request an update from the server in onLoad on the client side
L511[10:29:21] <gigaherz> notifyBlockUpdate is the method that causes mc to call getUpdatePacket, which gets received in onDataPacket
L512[10:29:27] <OrionOnline> Just know that your packets (as long as you send them through the MC class to circumvent the threaded networking) are processed before vanilla ones
L513[10:29:30] <gigaherz> in the client, it causes a render update
L514[10:29:40] <OrionOnline> Yeah i know
L515[10:30:06] <Ordinastie_> gigaherz, yes, but the TE doesn't necessarily have an updatePacket
L516[10:30:29] <Ordinastie_> and even if it does, that doesn't mean it's all the data that needs to be synced
L517[10:30:35] <gigaherz> neither does it necessarily have a tag -- the default implementation is just writeInternal, which only write the x,y,z, and metadata
L518[10:30:47] <Ordinastie_> gigaherz, but I don't care about that
L519[10:31:18] <Ordinastie_> what I care about, is that the data that is usually sent to the client when chunk is loaded, is sent again when I put the block back in the world
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L522[10:33:22] <Ordinastie_> how, that's interesting, apparently, you can add a no-arg ctor in your class without relaunching the debugger
L523[10:33:42] <OrionOnline> Ordinastie_, that is because
L524[10:33:48] <Ordinastie_> I know why
L525[10:33:53] <OrionOnline> The JVM has the argless constructor on default
L526[10:33:55] <Ordinastie_> didn't think it would work though
L527[10:33:57] <OrionOnline> even if you remove it
L528[10:34:56] <Ordinastie_> well, now, I need to find a way to have my packet arrive after :s
L529[10:38:12] <Ordinastie_> any idea that doesn't involve waiting for the next tick ?
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L534[10:50:53] <OrionOnline> Ordinastie_, no
L535[10:51:17] <OrionOnline> Except for my question why are you trying to send the TE data?
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L537[10:52:07] <Ordinastie_> when chunk is loaded, TE is sent to the client
L538[10:52:21] <Ordinastie_> my block remove and readds the block with TE from the world
L539[10:52:41] <Ordinastie_> when I readd it, it recreate the TE empty, so I need to resend the data stored on the server
L540[10:52:51] <OrionOnline> Then why not save the current NBT tag from the TE somewhere
L541[10:52:58] <BordListian> anyone her have any idea what determines whether a block can go in the helmet slot like pumpkins and mob heads can?
L542[10:53:01] <OrionOnline> call the createTileEntity method on the appropriate block
L543[10:53:06] <Ordinastie_> I do that
L544[10:53:14] <Ordinastie_> but I don't save the data on the client
L545[10:53:22] <OrionOnline> And then call readFromNBT(tag) before calling world.setTileEntity
L546[10:54:04] <Ordinastie_> in my block, I stored the state and the te tag
L547[10:54:16] <Ordinastie_> when I activate my block, I place those in the world, server side
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L550[10:54:53] <Ordinastie_> by setting the state, it automatically create the TE, then I just call readFromNBT with the tag I stored
L551[10:54:57] <OrionOnline> Yeah but do you call readFromNBT() with the orginal NBT retrieved by writeToNBT()
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L553[10:55:00] <Ordinastie_> except all this doesn't happen on the client
L554[10:55:06] <OrionOnline> Ah okey....
L555[10:55:19] <OrionOnline> That is probably cause the TE does not send the update on its own....
L556[10:55:33] <OrionOnline> In which case you run into the issue with the packet order
L557[10:55:35] <OrionOnline> Hmmmm
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L559[10:56:20] <Ordinastie_> the issue is that the tileEntity is created by the MultiBlockChange packet, that is send by the server tick() which is called after I do all my stuff
L560[10:56:45] <Ordinastie_> (initially called by onBlockActivated on the lever)
L561[10:58:10] <OrionOnline> ..... Hmm
L562[10:58:17] <OrionOnline> That is indeed a pickle.....
L563[10:58:56] <Ordinastie_> I tried resending the chunkData packet, it created more problems that it solved
L564[11:01:03] <OrionOnline> Yeah
L565[11:01:53] <OrionOnline> So the special case that gives you problems: TE does not sync data on its own, but it requires data to be sync when placed into the world, correct?
L566[11:02:07] <Ordinastie_> basically
L567[11:02:14] <Ordinastie_> I have a TE like that
L568[11:02:19] <Ordinastie_> my mixed blocks
L569[11:02:51] <Ordinastie_> they store 2 states that are synced on chunk load, but as they never change, I don't have updatePacket and onDataPacket
L570[11:03:11] <BordListian> of course it had to be some shitty hardcoded thing
L571[11:03:38] <Ordinastie_> the issue is delayed packet at the end of the tick
L572[11:03:41] <Ordinastie_> which I can understand though
L573[11:05:00] <OrionOnline> Yeah, there is probably not much you can do then, except for making some form of cache that holds the data untill you can set it
L574[11:05:09] <OrionOnline> But i donnot see another option here
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L576[11:05:48] <OrionOnline> Something else: Can somebody take a look at this implementation of a Conduit like TE: https://github.com/SmithsGaming/Armory/blob/Development-1.10.2/src/main/com/smithsmodding/armory/common/tileentity/TileEntityConduit.java
L577[11:06:25] <OrionOnline> It is not outputting its contents after the first TE, basically in one tick it pumps the liquid from on conduit into the second and back
L578[11:06:35] <OrionOnline> Even though i added a flow control system to it
L579[11:07:01] <BordListian> alright so apparently in order to find out if you can put Pumpkins, Elytras or Skulls into an armor slot
L580[11:07:04] <Ordinastie_> (in handleInternals, you could probably loop though EnumFacings
L581[11:07:27] <BordListian> it calls a static method in EntityLiving that checks against the Item Fields
L582[11:07:29] <BordListian> why
L583[11:07:48] <gigaherz> because mojang.
L584[11:08:03] <BordListian> why not just have a dang variable in Item
L585[11:08:13] <Ordinastie_> <gigaherz> because mojang.
L586[11:08:18] <md678685> Why should opening GUIs be done on the server side?
L587[11:08:35] <BordListian> and of course, there's no Drop Item in Slot Event is there?
L588[11:08:40] <gigaherz> md678685: Container guis need the server counterpart
L589[11:08:40] <Ordinastie_> md678685, they should only if they're tied to an inventory
L590[11:08:48] <gigaherz> GuiScreens can be opened on the client directly
L591[11:08:54] <gigaherz> using mc.displayGuiScreen
L592[11:09:20] <OrionOnline> Ordinastie_, yeah and i am looping through them already, albey it manually for now
L593[11:09:40] <md678685> gigaherz Ordinastie_ thanks
L594[11:09:54] <md678685> It's just the docs aren't very clear as to why
L595[11:10:11] <gigaherz> GuiContainers are GuiScreens tied to a Container
L596[11:10:21] <gigaherz> and the Container has both a client and a server copy
L597[11:10:24] <gigaherz> that talk to eachother
L598[11:11:08] <md678685> gigaherz: I see
L599[11:11:48] <OrionOnline> But for some reason the flow direction inverts on the second one which i donnot understand
L600[11:12:23] <BordListian> hm
L601[11:13:36] <Ordinastie_> facing.getOpposite() ?
L602[11:14:54] <OrionOnline> Ordinastie_, yeah but not always
L603[11:15:20] <Ordinastie_> I don't know, hte debugger is probably your best ally here
L604[11:16:03] <OrionOnline> Yeah
L605[11:16:11] <OrionOnline> I need to figure out why it does that....
L606[11:16:33] <Ordinastie_> breakpoint and step by step, shouldn't be that hard to figure out
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L608[11:25:56] <OrionOnline> Ordinastie_, yeah turns out it is a syncing problem
L609[11:26:08] <OrionOnline> One instance gets synced properly the other not so much.....
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L611[11:29:32] <Ordinastie_> I think I had a clever idea : it the TE is not yet there, just create it
L612[11:29:37] <Ordinastie_> except the block is there yet -_-
L613[11:30:03] <Ordinastie_> I think I'll just send everything myself
L614[11:33:57] <Ordinastie_> yep that works ><
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L619[11:42:13] <masa> BordListian: what are you trying to do with the items/armor slots?
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L621[11:43:48] <BordListian> Add the ability to wear banners as helmets
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L623[11:45:00] <BordListian> It might be possible to some clientside stuff
L624[11:45:10] <BordListian> seems pretty hacky tho
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L626[11:46:43] <masa> well one thing your could do is add an even handler for right clicking, if it's a banner, just swap it to the helmet slot
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L628[11:47:04] <BordListian> yeah
L629[11:47:14] <masa> might be a bit confusing if you can't place it to the slot manually from the inventory though...
L630[11:47:21] <BordListian> exactly
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L632[11:47:45] <masa> but then again, isn't wearing them as flags a vanilla feature even, and you can't manually put them in there either
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L634[11:47:55] <masa> but can dispensers? I can't remember
L635[11:48:00] <BordListian> I'm thinking shift-rightclicking a banner while it's placed down could make it ride you
L636[11:48:11] <BordListian> wait is banners on mobs a vanilla thing?
L637[11:48:23] <masa> I think at least for players
L638[11:48:42] <masa> I'll have to test this to verify... :p
L639[11:49:30] <BordListian> i'm pretty sure the only way is to place it in helmet slot
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L643[11:58:19] <masa> yep they do render if you can get in in the helmet slot
L644[11:58:24] <BordListian> yeah
L645[11:58:34] <masa> but in vanilal the only way to get it in there I believe is via a command
L646[11:58:56] <masa> dispender didn't work at least, and you can't place it in the slot manually
L647[11:58:57] <BordListian> i feel like shiftrightclicking to pick them up into the helmet slot seems like an ok compromise tbh
L648[11:59:08] <masa> probably yeah
L649[11:59:10] <BordListian> or shift leftclicking
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L651[11:59:17] <BordListian> like better storage backpacks
L652[11:59:31] <masa> unless you want to add "Armor Worktable" or similar
L653[11:59:40] <BordListian> ?
L654[11:59:42] <masa> and then do it in your own GUI
L655[11:59:50] <BordListian> nah
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L660[12:13:00] <electrolitic> getStateFromMeta is deprecated. Is there a different option?
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L663[12:13:22] <BordListian> is meta even a thing anymore
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L665[12:13:51] <electrolitic> I believe it's still necessary even with BlockStates, according to the documentation. At least, a little
L666[12:14:37] <electrolitic> "If you declare any IProperty‘s, you must override getMetaFromState and getStateFromMeta"
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L669[12:15:35] <masa> meta is still how the properties are stored, unless you use a TileEntity
L670[12:16:19] <masa> and thus without a TE you can only have 16 different combinations of properties per block
L671[12:16:42] <electrolitic> I want to do the kind of thing the furnace does, with how it faces different ways.
L672[12:17:20] <electrolitic> I'm assuming I need a property for the way it faces, meaning I need meta?
L673[12:18:01] <masa> you can do that either way, but usually storing the facing in meta is easier/more compatible, although in 1.10 there are now rotation and mirror method in TileEntity too
L674[12:18:41] <masa> in my mods currently I store the "machine type" in meta, and the facing in the TileEntity
L675[12:18:55] <electrolitic> machine type?
L676[12:19:04] <masa> just so that I can avoid using that many block ids
L677[12:19:24] <masa> yes, so I have several different block types in the same block
L678[12:19:35] <electrolitic> Oh
L679[12:19:41] <masa> and they use different meta values
L680[12:19:41] <electrolitic> Can't have both in meta?
L681[12:19:54] <masa> you could if you can fit it in 4 bits
L682[12:20:01] <electrolitic> Meta is confusing :/
L683[12:20:17] <masa> assuming you only use horizontal facing, that then needs two bits, so you could still fit 4 machine types
L684[12:20:38] <masa> not really, it is just a 4 bit value
L685[12:20:47] <masa> ie. can hold values 0..15
L686[12:21:05] <electrolitic> And you tell it what each value means?
L687[12:21:29] <masa> yes, that is exactly what goes in the getMetaFromState() and getStateFromMeta() methods
L688[12:21:40] <electrolitic> Ah
L689[12:22:36] <masa> so for me, when I have the machine type in metadata, I have this: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/block/BlockMachine.java#L110-L120
L690[12:22:39] <electrolitic> So is there a reason getStateFromMeta is deprecated theN?
L691[12:22:59] <masa> not sure, I guess mojang is slowly trying to move to a new world format?
L692[12:22:59] <Ordinastie_> not really
L693[12:23:26] <Ordinastie_> most of the methods in block got deprecated because you're supposed to call the matching ones in IBlockState
L694[12:23:33] <masa> so imo it's a warning "this will go away soon (tm)"
L695[12:23:36] <Ordinastie_> however, that doesn't apply to getStateFromMeta
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L714[13:15:58] <BordListian> why the heck is Block.getItem() deprecated
L715[13:16:44] <gigaherz> a lot of methods on Block are deprecated because you aren't supposed to call them from outside
L716[13:16:50] <gigaherz> rather than because there's a better choice
L717[13:16:55] <gigaherz> blame Mojang for that
L718[13:17:03] <BordListian> where am i supposed to call it then
L719[13:17:44] <gigaherz> what are you trying to do?
L720[13:17:58] <BordListian> trying to get a banner block as an item
L721[13:18:12] <BordListian> getDrops looks promising
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L723[13:18:24] <BordListian> but so does getItem as it returns the same damn thing
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L727[13:34:39] <BordListian> well then
L728[13:34:45] <BordListian> that worked better than expected
L729[13:41:08] <Necr0> is there any event that is called after a block has been destroyed?
L730[13:45:16] <BordListian> Harvest?
L731[13:47:09] <electrolitic> Dang, every time I launch I get a LoaderException because I don't have a down or up state for my block. I don't want a down or up state. It still works fine, but I still don't like how it throws that Exception. Any idea how to fix this?
L732[13:47:28] <electrolitic> Or do I just ignore it?
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L734[13:48:05] <Necr0> BordListian: i can check HarvestDropsEvent. reading the description i am not sure if it's triggered after the block was broken.
L735[13:49:31] <sham1> electrolitic, make a dummy state that never gets used
L736[13:49:47] <electrolitic> Doesn't that take up meta?
L737[13:50:13] <sham1> Not if you ignore hem
L738[13:50:18] <electrolitic> Oh
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L741[13:52:16] <Necr0> electrolitic: if you want a PropertyDirection without UP and DOWN use the BlockHorizontal.FACING Property
L742[13:52:33] <electrolitic> I don't think I can do that with PropertyEnum<EnumFacing>
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L744[13:53:05] <Necr0> public static final PropertyDirection FACING = BlockHorizontal.FACING;
L745[13:53:58] <shadekiller666> or you could do "... = new PropertyDirection("name", EnumFacing.HORIZONTALS);" i think
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L747[13:54:52] <sham1> Or just PropertyEnum<EnumFacing> facing = PropertyEnum<EnumFacing>(EnumFacing.class, EnumFacing.Plane.HORIZONTAL)
L748[13:55:22] <sham1> And I forgot the fact that Properties use factory methods
L749[13:55:26] <sham1> Soz
L750[13:55:41] <electrolitic> I like the last one you said.
L751[13:56:14] <sham1> Anyway, one I get back home, it will be a font installation zeit as I want good unicode coverage
L752[13:56:32] <sham1> Emoji included
L753[13:58:37] <shadekiller666> to use submodels in forge blockstate jsons, do you also need to implement a BlockStateMapper?
L754[13:59:08] <sham1> Because under linux, if your language only uses Latin-based characters, fonts work just fine, otherwise not so much
L755[13:59:19] <sham1> No
L756[13:59:26] <sham1> You don't need to
L757[13:59:46] <shadekiller666> ok
L758[14:01:10] <shadekiller666> second question: vanilla blockstates in 1.10 have the "multipart" format with "when": {} and "OR" and "apply" etc. (see redstone_dust.json), is there a way to do this same thing with forge blockstates?
L759[14:01:36] <sham1> I don't think so
L760[14:02:05] <sham1> The safest bet is to look at the forge blockstate spec
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L762[14:04:02] <shadekiller666> doesn't appear so
L763[14:04:56] <Necr0> BordListian: thanks, you were right! HarvestDropsEvent does trigger after the actual destruction of the block.
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L769[14:28:21] <shadekiller666> lines 3-11 of this file: https://gist.github.com/shadekiller666/bf5553518a84b549c5a1795490085be0
L770[14:29:48] <shadekiller666> means that the "redstone_dot" model will be used when any of the following is true: 1. all 4 directions == "none", 2. north & east == "side" or "up", etc.
L771[14:29:49] <shadekiller666> right?
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L776[14:40:07] <mrkirby153> Is there an event that is called just before the player logs in?
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L778[14:41:23] <gigaherz> PlayerLoggedInEvent too late?
L779[14:42:43] <mrkirby153> I think so
L780[14:43:15] <mrkirby153> gigaherz, like basically when the player connects, something like a PlayerConnectEvent
L781[14:44:06] <mrkirby153> Basically, I'm writing a mod to manage my modded server and I want tempbans. I didn't see anything using the vanilla MC ban system, so I was writing my own
L782[14:44:27] <mrkirby153> It would kick the player before they log in (So we don't get "XX joined. XX left" message spam(
L783[14:48:09] <mrkirby153> Or could I extend BanList and use that?
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L786[14:56:03] <Digitalsabre> Just a thought, mrkirby153, but would it be possible to log the IP address associated with the user so that you can reject their connection before the client gets a chance to log the player in on subsequent attempts?
L787[14:56:35] <mrkirby153> It looks like BanEntries can expire. I want to test that
L788[14:57:36] <mrkirby153> UGhhh
L789[14:57:44] <mrkirby153> I can't pardon bans using /pardon :(
L790[14:58:11] <mrkirby153> Because my banentry can't be cast to UserListBansEntry
L791[14:58:48] <Digitalsabre> I just realized that ip banning would have the limitation of potentially rejecting connections from non-banned users sharing the same IP address as a banned player anyway.
L792[14:58:50] <mrkirby153> Really minecraft? REALLY?
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L795[15:00:55] <mrkirby153> What the heck?
L796[15:03:28] <mrkirby153> Why is MC casting to a subclass then calling a parent class' method?
L797[15:03:53] <tterrag> it's probably not
L798[15:03:55] <mrkirby153> Like X has method Y. Z extends X. MC casts A to X then calls Y
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L800[15:03:59] <tterrag> where is this?
L801[15:04:18] <mrkirby153> tterrag, in the ban code
L802[15:04:28] <tterrag> gonna need to be a bit more specific
L803[15:04:37] <mrkirby153> UserListBans.func_152703_a (1.7.10)
L804[15:04:49] <tterrag> >1.7
L805[15:05:29] <mrkirby153> I'll check 1.10 but I'm sure it's the same
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L807[15:07:07] <mrkirby153> I'm also curious why some mods haven't really updated to 1.10
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L809[15:11:01] <tterrag> mrkirby153: I don't see anywhere it casts unnecessarily
L810[15:11:31] <mrkirby153> One sec, I need to pull up 1.10 source
L811[15:13:00] <mrkirby153> I see. It's a 1.7.10 thing
L812[15:13:37] <tterrag> I am reading 1.7.10
L813[15:14:15] <mrkirby153> It looks like UserListBans line 60
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L815[15:14:22] <mrkirby153> userlistbansentry.func_152640_f()
L816[15:14:59] <mrkirby153> !gm func_152640_f 1.7.10
L817[15:15:10] <tterrag> it's casting the return
L818[15:15:20] <tterrag> func_152640_f
L819[15:15:22] <mrkirby153> Line 58
L820[15:15:24] <tterrag> returns Object
L821[15:15:26] <tterrag> because it is generic
L822[15:15:34] <tterrag> the Iterator is a rawtype
L823[15:15:47] <tterrag> look up type erasure >.>
L824[15:15:59] <mrkirby153> But casting it to BanEntry would work as well
L825[15:16:39] <mrkirby153> I don't see any reason why it specifically casts to UserListBansEntry instead of just BansEntry
L826[15:17:50] <mrkirby153> tterrag, ^
L827[15:18:14] <tterrag> because in the source code it was Iterator<UserListBansEntry>
L828[15:19:14] <tterrag> again, look up type erasure :P
L829[15:19:53] <mrkirby153> Ah, so it's the java compiler
L830[15:20:08] <mrkirby153> I forgot I was looking at decompiled source
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L832[15:23:35] <mrkirby153> That's frustrating
L833[15:24:13] <diesieben07> what is?
L834[15:24:26] <diesieben07> using 1.7.10? true that.
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L837[15:26:06] <mrkirby153> diesieben07, Believe me, if I could use 1.10 I would. But some of the mods that I (and my friends) like are stuck in the past
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L840[15:26:41] <mrkirby153> And its too late to switch versions b/c we've already put in like 15hrs into the world
L841[15:27:37] <sham1> emoji get
L842[15:28:22] <sham1> Also, a lot other stuff too
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L844[15:28:28] <diesieben07> that is not a reason.
L845[15:28:30] <diesieben07> oh well...
L846[15:28:45] <mrkirby153> diesieben07, apparently to them it is
L847[15:29:05] ⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L848[15:31:06] <diesieben07> make the mod in 1.10
L849[15:31:10] <diesieben07> tell them to upgrade if they want it
L850[15:31:17] <diesieben07> or otherwise gtfo
L851[15:31:21] <diesieben07> thats the only way people learn
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L853[15:32:58] <tterrag> learn what?
L854[15:33:41] <diesieben07> learn to stop being stupid :D
L855[15:33:50] <sham1> :P
L856[15:34:04] <RANKSHANK> If only it was as easy as that ;)
L857[15:34:24] <tterrag> what is stupid?
L858[15:34:31] <diesieben07> using 1.7.10
L859[15:34:43] <mrkirby153> 1.10 is the new 1.7.10 right?
L860[15:34:51] <mrkirby153> Like it's the place where mods will probably stay for a bit?
L861[15:34:58] <tterrag> why is using 1.7.10 stupid?
L862[15:35:12] <sham1> Because we are all the way in 1.10
L863[15:35:18] <sham1> That's 3 versions
L864[15:35:38] <tterrag> and?
L865[15:35:45] <mrkirby153> It wasn't stupid when 1.8 was a thing
L866[15:35:50] <RANKSHANK> So its like developing for vista
L867[15:35:50] <tterrag> if you are telling people what they can/can't do in your freetime you should have a better reason than that
L868[15:36:29] <sham1> More like developing for XP
L869[15:36:36] <mrkirby153> sham1, and yet still people do it
L870[15:36:40] <sham1> Because AFAIK Vista is still technically supported
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L872[15:37:20] <RANKSHANK> Man if any non enterprise is still on Vista.... eugh
L873[15:38:41] <Unh0ly_Tigg> So, I appear to have an issue with the achievements I've created. For the achievements that I have a block for the icon, and it's not a vanilla block, it doesn't render the block at all for the achievement. http://i.imgur.com/i2dSSHm.png
L874[15:39:08] <thor12022> We've got a test station sitting in the lab that requires Windows 95, how's that?
L875[15:39:48] <mrkirby153> I would like to see some fancy graphs detailing modded MC versions
L876[15:40:30] <Unh0ly_Tigg> There's a cnc machine at my old high school, which the software was for either 95 or 98, maybe even 3.1.
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L878[15:46:33] <Unh0ly_Tigg> oh, and with my achievement issue, the blocks render just fine in world, and in inventory, so...
L879[15:47:41] <Unh0ly_Tigg> and my mods' items render just fine...
L880[15:48:46] <diesieben07> show how you create the achievements
L881[15:49:23] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/4ccf337bb993eba4e6efdc367e4e854c
L882[15:50:12] <Unh0ly_Tigg> createAchievements is called just after I create my blocks and items, and registerAchievements is called just after I register my blocks, items, and tile entity classes.
L883[15:50:58] <diesieben07> call createAchievements after registration
L884[15:51:05] <diesieben07> not sure if thats the issue, but still
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L887[15:52:59] <mrkirby153> So, is WorldTickEvent synchronized?
L888[15:53:17] <Unh0ly_Tigg> so, in preinit, I'm doing create blocks -> create items -> reigster caps -> register blocks -> register items -> register tileentity types -> create achievements -> register achievements -> init creative tabs -> set creative tabs for blocks, then items -> finally, if client, setup render info.
L889[15:53:22] <diesieben07> define "synchronized"
L890[15:53:36] <diesieben07> why is "create" and "register" even two steps?
L891[15:53:42] <diesieben07> you should never work with unregistered Blocks or Items
L892[15:54:02] <Unh0ly_Tigg> they happen right after each other, and nothing happens inbetween
L893[15:54:08] <Unh0ly_Tigg> besides caps
L894[15:54:11] <diesieben07> yes, still, why is it two methods?
L895[15:54:20] <diesieben07> and caps is capabilities? or what?
L896[15:54:25] <Unh0ly_Tigg> yes
L897[15:54:36] <diesieben07> why is that there, of all places?
L898[15:55:09] <Unh0ly_Tigg> I just threw it in where I thought it fit, should I do it elsewhere?
L899[15:55:23] <diesieben07> of course
L900[15:55:31] <Unh0ly_Tigg> then were?
L901[15:55:33] <Unh0ly_Tigg> where*
L902[15:55:37] <diesieben07> like i said, don't think of "create" and "register" as two steps
L903[15:55:43] <diesieben07> they are one, nothing can happen in between
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L906[15:59:17] <Unh0ly_Tigg> ok, so, moving the achievement creation to after block and item creation *and* registration (which are now one), fixed the render issue somehow...
L907[15:59:40] <diesieben07> i can tell you why :P
L908[15:59:48] <diesieben07> new ItemStack(block) doesnt work if the block is not registere
L909[15:59:55] <Unh0ly_Tigg> OOHHHH
L910[15:59:59] <diesieben07> because there is no Block -> Item mapping yet.
L911[16:00:04] <Unh0ly_Tigg> that would make sense
L912[16:00:10] <Unh0ly_Tigg> I'm a derp
L913[16:03:08] <Unh0ly_Tigg> I must say, the thing that impresses me the most about the achievement system, is the automatic achievement dependency arrow creation
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L915[16:07:41] <mrkirby153> So... This is rather odd
L916[16:08:35] <mrkirby153> I have a boolean that's being set to "true" when I set it to false. It's not explicitly set to true
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L918[16:09:41] <electrolitic> What are you trying to do?
L919[16:09:54] <mrkirby153> Auto shutdown
L920[16:10:15] <tterrag> what the actual hell
L921[16:10:15] <tterrag> https://www.youtube.com/watch?v=mjBgjcjvPvk
L922[16:10:17] <tterrag> HOW does this happen
L923[16:10:19] <mrkirby153> http://paste.mrkirby153.tk/usubupogum.java I can manually schedule a shutdown time. That works, but aborting it causes the server to shut down immediatley
L924[16:10:34] <mrkirby153> electrolitic, ^
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L926[16:11:39] <mrkirby153> tterrag, How does that work?
L927[16:11:44] <mrkirby153> It shouldn't
L928[16:11:51] <tterrag> no duh
L929[16:11:52] <tterrag> lol
L930[16:12:09] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.9/dev/src/main/java/team/chisel/common/inventory/ContainerChisel.java
L931[16:12:10] <mrkirby153> Why was that unlisted?
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L933[16:12:41] <mrkirby153> tterrag, I think it's fake
L934[16:12:46] <tterrag> it's not fake
L935[16:12:50] <mrkirby153> It isn't?
L936[16:12:53] <tterrag> https://github.com/Chisel-Team/Chisel/issues/200
L937[16:13:55] <mrkirby153> But why is a variable changing from the value I set it without explicitly setting it?
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L940[16:14:37] <mrkirby153> It doesn't make any sense
L941[16:15:31] <electrolitic> Wait a minute, you made chisel?
L942[16:17:28] <gigaherz> no, he maintains chisel
L943[16:17:40] <electrolitic> Oh
L944[16:17:48] <gigaherz> (I think)
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L947[16:21:08] <shadekiller666> i wish "z" was an accepted key in vanilla blockstate jsons...
L948[16:22:42] <kashike> tterrag: that's a nice bug
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L951[16:26:42] <diesieben07> tterrag, as it plays the pickup sound i assume it has something to do wiht the GUI closing and dropping the item on the floor
L952[16:27:10] <tterrag> I just tried it
L953[16:27:12] <tterrag> could not reproduce
L954[16:28:32] <tterrag> nevermind, yes I can
L955[16:28:35] <tterrag> they are spweing out
L956[16:28:37] <tterrag> that makes no sense though
L957[16:29:59] <tterrag> ah
L958[16:30:04] <tterrag> unless canInteractWith is never called...
L959[16:30:58] <diesieben07> what... what is that horrible hack? :;D
L960[16:31:05] <diesieben07> why are you setting that field in canInteractWith
L961[16:31:21] <tterrag> what if some other mod removes the chisel item at some point
L962[16:31:31] <tterrag> I lock it from the GUI, but I can't prevent another mod literally nulling the slot
L963[16:32:03] <tterrag> it does need rethinking though
L964[16:32:04] <diesieben07> so in canInteractWith check if hte chisel is still there
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L966[16:32:33] <tterrag> you are missing the point
L967[16:32:34] <diesieben07> if player.getStackInSlot(slot).getitem == chisel && readUUID(stack) == myUUID
L968[16:32:37] <tterrag> the item SHOULD spew out if the chisel was broken
L969[16:32:43] <diesieben07> yes
L970[16:32:47] <tterrag> but onContainerClosed is called regardless
L971[16:33:00] <diesieben07> and?
L972[16:33:09] <tterrag> inventoryChisel.isUseableByPlayer does exactly that
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L974[16:34:39] <Lapiman> so - for a mod item I have, in my item model json, the parent is set to item/generated - however, the item still renders much larger than vanilla items
L975[16:34:51] <Lapiman> source code is at http://github.com/thinkplank/grimcraft
L976[16:35:37] <Lapiman> the item I'm tinkering with atm is the grimwood stick, model file here: https://github.com/thinkplank/grimcraft/blob/master/resources/assets/grimcraft/models/item/grimwood_stick.json
L977[16:35:48] <Lapiman> all others are untouched since 1.8 and probably incorrect
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L979[16:36:04] <Lapiman> does anyone have a possible remedy?
L980[16:36:42] <diesieben07> tterrag, so, why does this "doesChiselExist" field exist?
L981[16:37:39] <tterrag> diesieben07: it's a poorly thought out way to know if the chisel was broken or not
L982[16:37:41] <tterrag> but it's flawed
L983[16:37:43] <tterrag> I'm redoing it now
L984[16:38:00] <diesieben07> you mean if it ran out of durability?
L985[16:38:07] <diesieben07> i think i am missing something, why does this matter?
L986[16:39:27] <tterrag> yes, if it runs out of durability
L987[16:39:40] <tterrag> it matters because the item you have in the chisel shouldn't be destroyed when the chisel breaks
L988[16:39:49] <tterrag> if you break a chest, it drops its items
L989[16:39:51] <tterrag> this is the same concept
L990[16:39:58] <diesieben07> and it should if a mod nulls out the slot?
L991[16:40:05] <tterrag> no
L992[16:40:10] <tterrag> thus "poorly thought out"
L993[16:40:11] <diesieben07> i always thought the chisel was liek the workbench, if you leave it, it drops
L994[16:40:14] <diesieben07> is that not the case?
L995[16:40:15] <tterrag> nope
L996[16:40:19] <tterrag> it has a persisted inventory
L997[16:40:24] <diesieben07> well then.
L998[16:40:26] <tterrag> I wish it worked like that
L999[16:40:30] <tterrag> would be a lot simpler
L1000[16:40:31] <gigaherz> if you leave an item in it
L1001[16:40:39] <tterrag> but leaving an item in is the only way to target left click chiseling
L1002[16:40:42] <gigaherz> it will chisel the blocks you click into the one you have inside
L1003[16:40:47] <tterrag> ^
L1004[16:40:50] <gigaherz> rather than cycle
L1005[16:41:03] <diesieben07> ah
L1006[16:42:08] <tterrag> I'll just do it properly, with a callback from the chisel damaging code to drop the item and close the UI
L1007[16:42:19] <diesieben07> fuck my life... from one day to the next my phone's wifi has stopped working propery -_-
L1008[16:43:09] <diesieben07> and i really dont want to do a factory reset :/
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L1010[16:44:44] <tterrag> diesieben07: what a chisel breaking looks like http://i.imgur.com/fWREe4A.gifv
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L1013[16:45:52] <diesieben07> makes sense
L1014[16:46:33] <Ordinastie_> tterrag, is that by design/choice ?
L1015[16:47:08] <Ordinastie_> I would simply disable/grey out the slots ;)
L1016[16:48:21] <tterrag> Ordinastie_: uh
L1017[16:48:22] <tterrag> what?
L1018[16:48:23] <tterrag> when?
L1019[16:48:40] <techbrew> \o hey all
L1020[16:49:16] <Ordinastie_> before reaching 0 dura, stop everything, keep gui open, disable slots so no more input is possible, break the chisel (if you really want to) when the container is closed
L1021[16:59:14] <Lapiman> okay, now this is REALLY weird
L1022[16:59:25] <Lapiman> all of my item model jsons are identical except for the texture they reference
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L1024[16:59:45] <Lapiman> however - only one, the grimwood stick, renders at the correct size when dropped in the world - all the rest are huge
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L1026[17:00:27] <Lapiman> any thoughts on why this might happen?
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L1028[17:05:12] <Lapiman> and my parent is item/generated, too!
L1029[17:05:14] <Lapiman> this is frustrating.
L1030[17:05:50] <Ordinastie_> welcome in the model world
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L1032[17:07:10] <Lapiman> Ordinastie_ : my source is linked above, do you see anything wrong?
L1033[17:07:30] <Ordinastie_> I wouldn't know, I don't use models for that exact reason
L1034[17:07:58] <Lapiman> ...how do you render w/o using json?
L1035[17:08:09] <Ordinastie_> I have my own system
L1036[17:08:13] <shadekiller666> you use some other type of model format
L1037[17:08:33] <shadekiller666> or write your own in-code processor
L1038[17:08:53] <gigaherz> Lapiman: do you have "forge:default-item" or "parent":"item/generated"?
L1039[17:10:08] <shadekiller666> huh... i've never seen the vanilla "make 2d item texture 3d" break... but apparently it doesn't like this item model
L1040[17:10:14] <shadekiller666> item texture*
L1041[17:10:51] <Lapiman> gigaherz: the latter.
L1042[17:10:56] <Lapiman> https://github.com/thinkplank/grimcraft/blob/master/resources/assets/grimcraft/models/item/grimwood_stick.json
L1043[17:13:01] <shadekiller666> anyone know how to fix the patchiness on this item model? http://imgur.com/a/uV7Lg
L1044[17:13:31] <shadekiller666> the model json is identical to the one for redstone dust, but uses a different texture
L1045[17:15:45] <gigaherz> why not copy from like, literally anything other than redstone dust?
L1046[17:15:45] <gigaherz> ;p
L1047[17:16:13] <gigaherz> feel free to compare with mine
L1048[17:16:13] <gigaherz> https://github.com/gigaherz/PackingTape/tree/master/src/main/resources/assets/packingtape
L1049[17:16:16] <gigaherz> I use vanilla models ;P
L1050[17:16:18] <Lapiman> uuuuuuuuugh,
L1051[17:16:23] <Lapiman> what are some things i can do to debug this?
L1052[17:16:45] <gigaherz> Lapiman: dunno, I have never had such issues
L1053[17:17:09] <shadekiller666> gigaherz, the problem isn't the transformations, its the sides of the model having holes
L1054[17:17:14] <gigaherz> do any of your items use "display" or "transform"?
L1055[17:17:17] <gigaherz> shadekiller666: hmmm
L1056[17:17:19] <gigaherz> ah
L1057[17:17:28] <gigaherz> I know why that would happen
L1058[17:17:34] <gigaherz> open photoshop or paint.net or wahtever
L1059[17:17:40] <gigaherz> and select the "edge pixels"
L1060[17:17:42] <gigaherz> there will be some
L1061[17:17:45] <gigaherz> that are almost transparent
L1062[17:17:46] <gigaherz> but not quite
L1063[17:18:04] <gigaherz> make it so that they are either fully opaque, or fully transparent
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L1065[17:18:29] <gigaherz> one way to ensure there's no rogue pixels
L1066[17:18:32] <gigaherz> is to duplicate the layer
L1067[17:18:36] <gigaherz> then merge
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L1069[17:18:38] <gigaherz> then duplicate again
L1070[17:18:41] <gigaherz> then merge
L1071[17:18:43] <gigaherz> after 8 iterations
L1072[17:18:58] <gigaherz> any alpha=1 would have become alpha=256(255 since it would saturate)
L1073[17:19:43] <shadekiller666> paint.net is showing that there aren't any half-transparent pixels: http://imgur.com/aAkO9ed
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L1075[17:21:31] <shadekiller666> oh, actually
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L1077[17:21:38] <shadekiller666> there are pixels with alpha of 1
L1078[17:21:56] <gigaherz> heh
L1079[17:24:13] <Lapiman> gigaherz: is packingtape 1.9 or?
L1080[17:24:34] <Lapiman> wait, it's 1.10
L1081[17:24:35] <gigaherz> currently supports 1.9.4..1.10.2
L1082[17:24:35] <Lapiman> i'm dumb
L1083[17:24:45] <gigaherz> but older versions would be for older mc, down to 1.8.9
L1084[17:25:41] <shadekiller666> yep that fixed it
L1085[17:25:43] <shadekiller666> thanks giga
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L1088[17:27:22] <gigaherz> np
L1089[17:27:59] <gigaherz> heh I just realized how in certain fonts, "np" is quite close to "rip"
L1090[17:29:03] <Lapiman> okay, here is an interesting observation:
L1091[17:29:12] <Lapiman> I set my netherroot item to render using the stick texture
L1092[17:29:20] <Lapiman> and it still renders using... the netherroot texture
L1093[17:29:26] <Lapiman> probably means i'm diddling with the wrong file
L1094[17:29:51] <Lapiman> I'm in /resources/assets/modid/models/item
L1095[17:29:52] <gigaherz> heh
L1096[17:29:54] <Lapiman> correct?
L1097[17:30:06] <gigaherz> yes but the blockstates file can override it
L1098[17:30:16] <gigaherz> (yes blockstates file for items are a thing in forge)
L1099[17:30:25] <Lapiman> oh shoot, do I need them now?
L1100[17:30:29] <Lapiman> i don't currently have them
L1101[17:30:34] <gigaherz> no you don't *need* them
L1102[17:30:41] <gigaherz> but if you did have a file with the same name as the item
L1103[17:30:43] <gigaherz> in blockstates
L1104[17:30:49] <gigaherz> it would take precedence
L1105[17:30:49] <Lapiman> i do not
L1106[17:30:58] <Lapiman> alright, good to know, but doesn't get me closer...
L1107[17:31:16] <Lapiman> i'm even creating a new world every time b/c I remember an issue I had last year in 1.8 where
L1108[17:31:33] <Lapiman> i changed a file, never updated, turns out there was a cache or something that wasn't getting reset until ic reated a new world
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L1110[17:31:45] <Lapiman> but ugh! this time I AM creating a new world and it's STILL not changing!
L1111[17:31:49] <Lapiman> what am I doing wrong?
L1112[17:33:09] <gigaherz> wat
L1113[17:33:12] <gigaherz> wait
L1114[17:33:17] <gigaherz> are you NOT closing minecraft?
L1115[17:33:38] <Lapiman> no
L1116[17:33:42] <Lapiman> i'm restarting it every time
L1117[17:33:46] <gigaherz> uhhh
L1118[17:33:51] <gigaherz> then it SHOULD update the resources.
L1119[17:34:00] <gigaherz> if it does not
L1120[17:34:04] <gigaherz> something is VERY VERY WRONG
L1121[17:34:14] <Lapiman> what if i redo my workspace
L1122[17:34:22] <gigaherz> maybe that would work
L1123[17:34:26] <gigaherz> btw, http://minecraft.curseforge.com/projects/survivalist/files
L1124[17:34:30] <gigaherz> new release up for one of my mods
L1125[17:34:40] <Lapiman> nice!
L1126[17:34:49] <Lapiman> y'know what's shameful - this mod i'm workin on - i
L1127[17:34:58] <Lapiman> 've been working on it since freshman year of high school.
L1128[17:35:12] <Lapiman> August 19 is my first day... of college.
L1129[17:35:14] <Lapiman> and it's still not done.
L1130[17:35:18] <Lapiman> :P
L1131[17:35:33] <Lapiman> the fact that you HAVE a release is something to be proud of
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L1133[17:37:58] <SatanicSanta> Hm. Is it possible to simply adjust the position of a model based on the blockstate?
L1134[17:40:31] <gigaherz> SatanicSanta: yes
L1135[17:40:36] <gigaherz> using forge blockstates
L1136[17:40:46] <gigaherz> you can have "transform" on each variant that needs it
L1137[17:41:04] <Ordinastie_> gotta love when youtube suddenly stop working :x
L1138[17:41:23] <SatanicSanta> gigaherz: I assume I pass an array of 3 ints?
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L1140[17:41:35] <gigaherz> SatanicSanta: not that easy ;P
L1141[17:41:47] <SatanicSanta> :(
L1142[17:42:04] <gigaherz> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1143[17:43:56] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/analyzer.json#L9
L1144[17:43:57] <gigaherz> here
L1145[17:44:00] <gigaherz> this is a working example
L1146[17:44:16] <gigaherz> although it's an item, not a block, but eh. XD
L1147[17:44:21] <SatanicSanta> i see.
L1148[17:44:57] <gigaherz> I'm notsure which one was for a block model in the ground hmm
L1149[17:45:04] <diesieben07> hacks are fun. http://www.minecraftforge.net/forum/index.php/topic,40923.msg216008.html#msg216008
L1150[17:47:14] <Ordinastie_> ModelLoader.setCustomMeshDefinition does work for me though
L1151[17:47:54] <diesieben07> Hm?
L1152[17:48:08] <Ordinastie_> to override vanilla models
L1153[17:48:16] <Ordinastie_> I use it for my doors
L1154[17:48:18] <diesieben07> yes but it's a horrible way...
L1155[17:48:25] <diesieben07> because it only works for ONE mod doing it
L1156[17:48:38] <diesieben07> which is not viable for potions
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L1158[17:49:24] <Ordinastie_> ah
L1159[17:50:00] <Ordinastie_> just saying because he said it didn't work for him
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L1166[18:15:53] <techbrew> so is there a shorthand way to specify that a block's item model use a variant (facing=up) ?
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L1168[18:17:31] <diesieben07> techbrew, shorter than ModelLoader.sCMRL(item, 0, new MRL(item.getRegistryName(), "facing=up")
L1169[18:17:34] <diesieben07> ?
L1170[18:18:00] <techbrew> sorry, I left out "in the json file"
L1171[18:18:20] <diesieben07> which json are we talking?
L1172[18:19:08] <techbrew> <modname>/models/item/<blockname>.json
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L1174[18:19:38] <diesieben07> if you just want it to use the block model, you do nto need that.
L1175[18:19:48] <diesieben07> it will look up the blockstate json instead if it doesn't find the item model
L1176[18:19:55] <techbrew> okay, cool.
L1177[18:20:24] <techbrew> so will it use the "normal" variant from blockstates?
L1178[18:20:31] <diesieben07> if you tell it to, yes
L1179[18:20:46] <SatanicSanta> gigaherz: Huh. It doesn't seem to actually be changing anything >.>
L1180[18:21:22] <techbrew> diesieben07: if I tell it to via that line of code above, or did you mean some other way?
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L1183[18:23:08] <diesieben07> no like that
L1184[18:24:06] <techbrew> gotcha. yeah, it was ModelLoader.sCMRL(item, 0, new MRL(item.getRegistryName(), "inventory")
L1185[18:24:41] <diesieben07> that woudl use the inventory variant (OR the item model if present)
L1186[18:25:16] <techbrew> gotcha. I hadn't grokked that part of the magic yet.
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L1188[18:27:33] <SatanicSanta> OH! Does the "ground" display refer to entityitems that are dropped?
L1189[18:31:01] <techbrew> hey diesieben07 : thanks, man. Happen to know if that particular info (don't need an item model, just add an inventory variant to blockstates) in any of the updated model tutorials floating around?
L1190[18:31:19] <diesieben07> i don't :D
L1191[18:32:19] <techbrew> that's good, and bad. :) Good: I didn't miss something obvious that's well-documented. Bad: It should be well-documented. :)
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L1195[18:37:01] <SatanicSanta> I suppose I'll rephrase my previous question: Is it possible to adjust the position of a block model in the world based on state?
L1196[18:37:21] <SatanicSanta> without creating a whole new model
L1197[18:38:21] <techbrew> SatanicSanta: look at Block.getOffsetType()
L1198[18:39:07] <techbrew> But I guess that's just going to add a random offset
L1199[18:39:13] <SatanicSanta> hm
L1200[18:39:19] <SatanicSanta> and it doesnt pass the state
L1201[18:40:16] <techbrew> If you want deterministic positioning, I know you can do it with a TESR. Not sure if there's a better way.
L1202[18:40:37] <SatanicSanta> I would really prefer not having a TESR :P
L1203[18:40:59] <Ordinastie_> don't use a TESR
L1204[18:41:00] <SatanicSanta> I could just copy over the block model and change the position of the model from there
L1205[18:41:08] <SatanicSanta> but ah
L1206[18:41:12] <SatanicSanta> still bleh
L1207[18:43:39] <techbrew> "copy over the block model".... on every render pass for every blockpos?
L1208[18:43:47] <SatanicSanta> no ni
L1209[18:43:50] <SatanicSanta> no*
L1210[18:43:51] <SatanicSanta> the json
L1211[18:44:19] <SatanicSanta> I would duplicate the existing json into a new one for this specific state, and just tweak the position a little bit
L1212[18:44:40] <techbrew> so by state you mean variant
L1213[18:44:44] <SatanicSanta> yes
L1214[18:44:59] <techbrew> ah, then yeah, more json :)
L1215[18:45:25] <shredder8910> !gf func_149663_c 1.7.10
L1216[18:45:26] <Ordinastie_> I'm pretty sure you don't need an additional JSON
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L1218[18:45:50] <shredder8910> !gf func_149663_c
L1219[18:46:02] <techbrew> not more files, more variant-specific sectiosn
L1220[18:46:07] <techbrew> *sections
L1221[18:46:09] <SatanicSanta> no it would be another file.
L1222[18:46:30] <mort> hey, using renderItem(), is it possible to scale down the size of the item?
L1223[18:46:48] <Ordinastie_> SatanicSanta, http://pastebin.com/SvNAvSwF
L1224[18:46:59] <SatanicSanta> this isnt the inventory
L1225[18:47:12] <SatanicSanta> in-world positioning
L1226[18:47:20] <Ordinastie_> then don't use "inventory"
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L1228[18:48:08] <mort> anyone?
L1229[18:48:20] <Ordinastie_> is it your item ?
L1230[18:48:33] <mort> well, it's just an ItemStack
L1231[18:48:38] <SatanicSanta> Ordinastie_: Do I have to specify a specific model for the submodel? Or can I just transform and hope that it uses the default?
L1232[18:49:00] <mort> calling Minecraft.getMinecraft().getRenderItem().renderItem() in a TESR, I'd like to scale down the stack that's rendered
L1233[18:49:36] <Ordinastie_> SatanicSanta, I don't know, test it
L1234[18:49:39] <SatanicSanta> mk
L1235[18:49:46] <Ordinastie_> that's why I don't use them though
L1236[18:49:56] <Ordinastie_> it's an absolute nightmare to use
L1237[18:50:02] <SatanicSanta> what is? submodels?
L1238[18:50:08] <Ordinastie_> models in general
L1239[18:50:09] <Ordinastie_> JSON
L1240[18:50:15] <SatanicSanta> oh I don't really mind it
L1241[18:50:31] <Ordinastie_> mort, GLStateManager
L1242[18:51:07] <SatanicSanta> I do indeed need to specify the model.
L1243[18:51:08] <techbrew> mort, generally you use GlStateManager.scale() with rotate() and translate()
L1244[18:51:25] <SatanicSanta> but this also wont work unless theres a way to make the existing model not exist
L1245[18:51:26] <mort> alright, thanks.
L1246[18:51:48] <mort> btw, is there any benefit to using GLStateManager.translate() instead of GL11.glTranslate() ?
L1247[18:51:48] <techbrew> mort: look at RenderItemFrame
L1248[18:52:03] <Ordinastie_> mort, consistency
L1249[18:52:08] <mort> fair enough
L1250[18:52:09] <techbrew> GLStateManager always, Mojang's doing bookkeeping in there on a lot of calls
L1251[18:52:20] <Ordinastie_> because other calls will store the state and prevent useless upload
L1252[18:52:27] <Ordinastie_> like bindTexture
L1253[18:53:13] <mort> will replace my GL11 with GlStateManager then
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L1255[18:54:36] <SatanicSanta> I feel like a screenshot may better communicate the issue I am trying to solve: https://puu.sh/qi1TI/79332b5d27.png
L1256[18:56:00] <Ordinastie_> did you even try what I linked ?
L1257[18:56:04] <SatanicSanta> yes
L1258[18:56:33] <SatanicSanta> Ordinastie_: [16:52:00] <SatanicSanta> but this also wont work unless theres a way to make the existing model not exist
L1259[18:56:59] <Ordinastie_> I assume you read that too : http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
L1260[18:57:07] <SatanicSanta> yes of course
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L1263[19:00:09] <Ordinastie_> from the example, I think you can acheive what you need
L1264[19:00:42] <SatanicSanta> oh hey
L1265[19:00:45] <SatanicSanta> I made something happen
L1266[19:00:49] <SatanicSanta> Not what I want, but something :D
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L1271[19:03:34] <diesieben07> hot damn, 2 factor auth makes it a real pain in the butt when you need to factory-reset your phone
L1272[19:03:35] <SatanicSanta> Ordinastie_: I think I'm on the right track. Your pastebin and the forge blockstate specs on gist were by far more useful than the docs, for the record :P
L1273[19:04:17] <Ordinastie_> I was trying to find that gist, but I couldn't
L1274[19:04:32] <Ordinastie_> found it
L1275[19:04:40] <Ordinastie_> now that you said it was on gist
L1276[19:06:01] <SatanicSanta> someone linked it earlier
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L1278[19:06:59] <Ordinastie_> I don't click every link that goes through here :p
L1279[19:07:37] <SatanicSanta> now thats weird
L1280[19:08:03] <SatanicSanta> it is translating semiproperly, but only in one direction https://puu.sh/qi2EG/b3dccc87fa.png
L1281[19:08:44] <Ordinastie_> do you rotate too ?
L1282[19:09:06] <SatanicSanta> yes
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L1284[19:09:12] <SatanicSanta> but not in this specific transformation
L1285[19:09:15] <SatanicSanta> that is based on the facing value
L1286[19:09:16] <Ordinastie_> try changing the order
L1287[19:09:36] <SatanicSanta> I shall try that again because I don't remember what happened when I did that before.
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L1290[19:18:07] <SatanicSanta> Alright, putting the on_pipe stuff after the facing stuff. *crosses fingers*
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L1292[19:19:22] <SatanicSanta> Ordinastie_: The order of the variants appears to not make a difference
L1293[19:19:50] <Ordinastie_> I wouldn't expect it to
L1294[19:20:16] <Ordinastie_> I meant between rotation and post-rotation
L1295[19:20:26] <SatanicSanta> huh?
L1296[19:20:36] <Ordinastie_> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L61-L64
L1297[19:21:11] <SatanicSanta> Oh, I misunderstood you
L1298[19:21:20] <SatanicSanta> I'm not using the rotation stuff in the transform block
L1299[19:21:24] <SatanicSanta> just translation
L1300[19:21:41] <Ordinastie_> can you show your model ?
L1301[19:21:54] <SatanicSanta> no problem
L1302[19:22:41] <SatanicSanta> Ordinastie_: https://gist.github.com/elifoster/e59078d1c0e0aff58eb8290bb487d998
L1303[19:23:12] <Ordinastie_> that's a rotation : https://gist.github.com/elifoster/e59078d1c0e0aff58eb8290bb487d998#file-blockstates-rupture_disc-json-L19
L1304[19:24:19] <SatanicSanta> Right, but that rotation is handled by vanilla iirc
L1305[19:24:25] <Ordinastie_> change it
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L1308[19:30:03] <SatanicSanta> Ordinastie_: no difference.
L1309[19:30:24] <Ordinastie_> can you update the gist ?
L1310[19:31:55] <SatanicSanta> sec
L1311[19:36:07] <SatanicSanta> Ordinastie_: there
L1312[19:36:32] <Ordinastie_> and you tested both rotation and post-rotation ?
L1313[19:36:39] <SatanicSanta> ah, no
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L1316[19:38:47] <SatanicSanta> yeah post-rotation does not make a difference
L1317[19:38:58] <Ordinastie_> I hope you're not relaunching MC each time you change the model
L1318[19:39:14] <SatanicSanta> Why?
L1319[19:39:23] <Ordinastie_> because you dont have to
L1320[19:39:35] <SatanicSanta> I thought they only get read once?
L1321[19:39:55] <Ordinastie_> and also when you reload the resources in MC
L1322[19:40:03] <Ordinastie_> F3 + T I think
L1323[19:40:21] <SatanicSanta> Well that's neat
L1324[19:40:44] <SatanicSanta> Thank you for that. That should save me quite a bit of time. Had no idea that was a thing.
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L1327[19:41:12] <Ordinastie_> it's like people that want to code but don't know hotswap or how to debug
L1328[19:41:46] <Ordinastie_> and no, sysout is NOT debugging ><
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L1335[20:01:21] <SatanicSanta> I mean it depends on what you're doing
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L1339[20:02:39] <SatanicSanta> also that f3 + t thing doesnt seem to actually reload models/blockstate jsons
L1340[20:02:57] <Ordinastie_> it's one of the F3
L1341[20:03:07] <Ordinastie_> are you using eclipse ?
L1342[20:03:30] <Ordinastie_> if so, make sure you refresh the project if you're editing the JSON with an extern editor
L1343[20:03:44] <SatanicSanta> f3 + t reloads resource packs, that was correct.
L1344[20:03:50] <SatanicSanta> I am using intellij idea
L1345[20:03:58] <SatanicSanta> and I am editing the JSON with intellij idea
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L1350[20:12:37] <williewillus> you need to hit remake
L1351[20:12:39] <williewillus> before f3+t
L1352[20:12:45] <williewillus> idea doesn't auto-reexport resources
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L1355[20:14:46] <mort> the name `world.isRemote` could've been a bit better; it's not really clear whether it's remote from the perspective of the server or from the client
L1356[20:15:00] <mort> I know it's from the perspective of the server, but still, I get it wrong half the time
L1357[20:16:53] <diesieben07> it's not from any perspective...
L1358[20:17:01] <diesieben07> it means "is this world running remotely or not?"
L1359[20:17:09] <diesieben07> remotely = this world is a mirror of a remote world
L1360[20:17:12] <diesieben07> = it's a client world
L1361[20:17:24] <williewillus> mcforge.readthedocs.io/en/latest/concepts/sides/
L1362[20:17:29] <williewillus> i should have that on macro by now
L1363[20:17:36] <mort> well it's very frequently used to check "is this code on the client or on the server?"
L1364[20:17:51] <LexManos> then its used wrong
L1365[20:17:59] <williewillus> ^
L1366[20:18:03] <mort> really, what would be the better way?
L1367[20:18:06] <LexManos> it's used to define if it's the authoriative side or not.
L1368[20:18:07] <williewillus> it distinguishes logical client and logical server
L1369[20:18:23] <williewillus> nothing about the real(physical) client or server
L1370[20:18:25] <LexManos> it could as easily be called 'isAuthortativeViewOfThisWorld' but that would be retarded
L1371[20:18:50] <LexManos> Its a simple concept, don't bitch about it it's not changing.
L1372[20:18:55] <mort> williewillus: I know it's just the logical client/server, not the physical client/server jar files
L1373[20:19:13] <williewillus> what would a better name be in your opinion? :P
L1374[20:19:14] <Ordinastie_> do we know the field name internall at mojang ?
L1375[20:19:15] <mort> williewillus: I've been using "the server" to mean "the logical server" and "the client" to mean "the logical client"
L1376[20:19:19] <Unh0ly_Tigg> it *could* be renamed to isClient
L1377[20:19:24] <williewillus> Unh0ly_Tigg: lol
L1378[20:19:27] <LexManos> As for what 'perspective' it's from... Its from the prospective of the world.
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L1381[20:20:02] <williewillus> (context: that happened a couple years ago and was quickly reversed :P)
L1382[20:20:09] <mort> the (logical) server will always have the authorative view of the world, so in practice, it's just distinguishing between the logical client and server
L1383[20:20:15] <williewillus> yes
L1384[20:20:18] <williewillus> so what would you name it? :P
L1385[20:20:44] <Ordinastie_> are you baiting bans? ><
L1386[20:20:45] <mort> isClient could be nice maybe, as Tigg said
L1387[20:20:56] <mort> I'm not advocating it should be changed btw
L1388[20:21:01] <LexManos> Dont know if I should ban for that as it's baited...
L1389[20:21:02] <williewillus> that already happened and quickly got reversed
L1390[20:21:08] <williewillus> lol
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L1392[20:21:19] <mort> what's the reason it was reversed?
L1393[20:21:36] <LexManos> Because it is a stupid name that has nothing to do with being on the client or the server.
L1394[20:21:56] <mort> it has everything to do with being on the logical client or server though
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L1396[20:22:16] <LexManos> Not really its also used by mods for slave subviews of the server worlds
L1397[20:22:37] <SatanicSanta> I don't really see what's wrong with isRemote
L1398[20:22:40] <LexManos> As well as the fact that the community misunderstands the terms 'client' and 'server' as they are ambigious between logical or physical
L1399[20:23:25] <LexManos> There isn't anything wrong with it and it's less abstract, and provides less connotations of what the field is for that dont exist.
L1400[20:23:54] <mort> I don't know anything about these slave subviews of the server worlds, but that's probably a good argument
L1401[20:26:03] <mort> considering it's called on the world object, and 'remote' could be understood as 'not authoratative', I suppose the current name makes sense
L1402[20:26:46] <Ordinastie_> I wonder, do you know an example of slave world on server ?
L1403[20:26:59] <Naiten> Can anybody here help me out with texturing my custom IBakedModel? Can't get why it's returning a black model http://pastebin.com/bjBWZ3iC
L1404[20:28:02] <mort> Naiten: first thing that comes to mind is that you don't return `false` from `isFullCube` and `isOpaqueCube`
L1405[20:28:28] <mort> assuming you meant the model's texture is black
L1406[20:31:07] <mort> hmm, with renderItem(), blocks seem to be rendered higher than items with no associated block
L1407[20:31:44] <Naiten> mort, i meant this http://i.imgur.com/ey1M7ug.png and welp, i return false from isOpaqueCube and isBlockNormalCube, gonna try isFullCube right now
L1408[20:32:47] <Ordinastie_> yeah, looks like the ligthing
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L1410[20:33:14] <mort> never used isBlockNormalCube, everything seems to work if I don't touch anything for full 1x1x1 cubes and return false from isOpaqueCube and isFullCube
L1411[20:33:44] <mort> someone smarter than me could probably tell exactly what the difference between the various methods do, I just use either both or neither
L1412[20:34:10] <Ordinastie_> those methods are a total mess
L1413[20:36:09] <Naiten> welp, isBlockNormalCube bugs the ambient occlusion, and isOpaqueCube defines if neighbouring blocks will render their sides
L1414[20:36:36] <Naiten> idk what isFullCube does, and it's not helping .-.
L1415[20:37:41] <SatanicSanta> Naiten: I had that issue recently, unfortunately I don't at all remember what I did to fix it
L1416[20:38:08] <Naiten> SatanicSanta, Dx
L1417[20:38:31] <mort> ImmutableMap.of("#None", "row:block/blockTrack") - the capital N in that None looks kinda weird, but it could just be your convention and not a typo
L1418[20:39:30] <SatanicSanta> I don't think that would cause that problem.
L1419[20:39:47] <mort> right, it would just be pink and black wouldn't it
L1420[20:40:08] <SatanicSanta> yes
L1421[20:40:36] <Ordinastie_> what happens if you change the lightValue for your block ?
L1422[20:40:43] <mort> is there a way to A) make renderItem() not render blocks higher than items, or B) detect if an Item is a block or just an item?
L1423[20:41:02] <mort> the latter would be to manually add an offset
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L1426[20:44:05] <tterrag> mort: blocks aren't rendered higher than items?
L1427[20:44:14] <tterrag> what do you mean "higher"?
L1428[20:45:44] <Naiten> i had working 1.8 code, then i had working 1.10.2 code, then i broke my 1.10.2 code and now can't get it to work again, then i set up a repo, why couldn't i do that earlier? )m
L1429[20:46:11] <mort> http://d.mort.coffee/img/scr.png
L1430[20:46:18] <mort> @tterrag
L1431[20:47:07] <Ordinastie_> Naiten, if you're asking why you didn't set a repo earlier, you said you didn't want people to steal your code
L1432[20:47:44] <Naiten> Ordinastie_, BitBucket provides private repos x.x
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L1434[20:49:26] <mort> tterrag
L1435[20:50:00] <Ordinastie_> mort, you can check for ItemBlock
L1436[20:50:14] <Ordinastie_> may not work for everything
L1437[20:50:36] <mort> alright, I'll try that
L1438[20:51:29] <Naiten> Ordinastie_, welp, i don't mind making some part of my code opensource, but not the specific part of some complex physics. Afaik, no repo host provides ability to separate code on open and closed
L1439[20:52:13] <Ordinastie_> I just think you're a bit delusional if you think people want to steal your code, but whatever
L1440[20:52:43] <Naiten> indeed i am
L1441[20:54:14] <kashike> Naiten: gitlab is far better than bitbucket
L1442[20:54:22] <kashike> for free private repos
L1443[20:54:39] <Naiten> kashike, why is it?
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L1445[20:55:16] <kashike> far better interface, better feature set, similar to github
L1446[20:55:57] <mort> self hosting gogs or gitlab isn't a bad option either if you have a small vps
L1447[20:56:26] <kashike> that too
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L1449[20:56:39] <kashike> or if you are a student, get free private repos (+ more) with github
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L1451[20:56:57] <kashike> https://education.github.com/pack
L1452[20:58:29] <mort> I'm not that big a fan of "free for students" kinds of deals; seems to be designed to make students reliant on a service while it's free, then suddenly get a bunch of money once they stop studying and still rely on the service
L1453[20:58:43] <mort> though ymmv
L1454[20:59:23] <Naiten> thing is, i'm not really into passing my personal data to big companies just to get "free for students" deal, also, what mort said^
L1455[20:59:24] <Ordinastie_> well, that's exactly what they're designed for
L1456[21:01:35] <mort> a vps is $5/month (or some pennies per hour if you don't need it on 24/7), domain $10/year, and setting up gitlab or gogs is easy
L1457[21:02:07] <kashike> github just asks you to verify with a student email, they don't ask for anything other than that iirc
L1458[21:02:11] <tterrag> mort: that's just the model transforms
L1459[21:02:15] <kashike> might ask for something else, can't remember
L1460[21:02:15] <tterrag> not specific to blocks or items
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L1462[21:04:46] <mort> tterrag: well it's still an issue, which is now mostly fixed by adding a -0.08 offset to ItemStacks whose Item are BlockItems. If there's a better solution, I'd love to hear that
L1463[21:08:21] <tterrag> mort: there's no solution because there isn't really a problem
L1464[21:08:26] <tterrag> you may notice that the item's model is just taller
L1465[21:08:43] <tterrag> unless you programmatically figure out the bottom of the model (not easy) there is no real fix
L1466[21:10:11] <mort> it is an issue though, not a big one, but it looks better when both blocks and items sit firmly on the ground rather than blocks floating in the air
L1467[21:11:03] <tterrag> well if the models are properly transformed they should all be centered on the same spot
L1468[21:12:15] <mort> they're probably centered alright, but that doesn't really matter that much
L1469[21:13:30] <mort> I mean, it's certainly not a big issue to have blocks float in the air, it's not like minecraft is incredibly uptight about gravity and such
L1470[21:13:44] <mort> and I get why it is like that
L1471[21:13:51] <mort> doesn't mean it's really desired
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L1476[21:28:30] <cpw> fixed some things :P
L1477[21:31:17] <masa> Desire is irrelevant. I. Am. A. Machine. no wait...
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L1493[22:09:38] <theFlaxbeard> how do I register a command in 1.10?
L1494[22:11:26] <TehNut> Same way as always. FMLServerStartingEvent
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