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L12[00:33:55] <killjoy> I learned a new phrase the other day while flipping burgers
L13[00:34:03] <killjoy> "The more you play with your meat, the harder it gets"
L14[00:34:36] <killjoy> That day, I learned that my boss has a dirty mind
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L18[01:02:05] <BordListian> I don't like OpenGL
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L24[01:11:27] <BordListian> the arrow size works but they don't have the right texture
L25[01:12:12] <BordListian> do i need to do some other thing other than overriding getEntityTexture?
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L29[01:14:00] <BordListian> well, i suppose i can ask this later
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L31[01:23:00] <BordListian> actually it is using the right texture nvm
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L37[01:53:45] <shredder8910> How do I make it so that my item can be repaired in a forge?
L38[01:53:50] <shredder8910> Well, it's a sword
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L40[01:54:35] <sham1> Look at how tools do it
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L42[01:55:21] <shredder8910> I did and for some reason it still doesn't work
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L44[01:55:44] <shredder8910> I used `.setRepairItem(new ItemStack(ModItems.titaniumIngotItem)` on my tool material
L45[01:59:28] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160801 mappings to Forge Maven.
L46[01:59:31] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160801-1.10.2.zip (mappings = "snapshot_20160801" in build.gradle).
L47[01:59:42] <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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L51[02:10:30] <shredder8910> Well... I figured it out. I was initializating the ToolMaterial first, so the item I was setting as the repair Item was null
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L56[02:34:18] <MalkContent> i want to replace the current itemstack the player has in hand. there any way to get the current items slot? cause atm i'd just iterate through the inventory until i find the current item and i feel like there's probably something simpler existing
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L58[02:35:46] <tterrag> considering how easy it is to find I'm going to guess you haven't looked
L59[02:36:05] <pWn3d> currentEquipedItem ?
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L61[02:36:40] <pWn3d> or ItemInMainhandSlot or something in 1.9
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L63[02:39:25] <MalkContent> fck me -.- my apologies.
L64[02:39:55] <MalkContent> didn't think inventories noted current items
L65[02:40:05] <MalkContent> and didnt see anything in the player class
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L84[04:15:09] <SaibaX> found an incompatability with SpongeForge and LycanitesMobs
L85[04:15:32] <SaibaX> http://pastebin.com/E7jrnfc1
L86[04:15:44] <SaibaX> This happens when the two are put together
L87[04:16:46] <gigaherz|work> well then report it to their respective issue trackers
L88[04:17:09] <gigaherz|work> and add links to each issue from the other, to help cooperation
L89[04:19:17] <SaibaX> thanks I will
L90[04:19:39] <SaibaX> I was mostly hoping someone might already know something about it but if not I'll toss the issue in there
L91[04:20:16] <gigaherz|work> yeah but neither of those projects are active users on this channel, so far as I know
L92[04:20:54] <SaibaX> nah, I actually just got ahold of Lycanite via email. Really nice guy.
L93[04:21:21] <SaibaX> Where is the issue tracker by the way? I'm on the site and I'm not seeing any bug reporting links
L94[04:21:55] <gigaherz|work> no idea ;P
L95[04:22:00] <SaibaX> u.u
L96[04:22:09] <SaibaX> maybe on github
L97[04:22:41] <gigaherz|work> yeah I was about to say
L98[04:22:41] <gigaherz|work> https://minecraft.curseforge.com/projects/lycanites-mobs
L99[04:22:44] <gigaherz|work> this shows a source link
L100[04:22:56] <gigaherz|work> whic points to github
L101[04:22:59] <gigaherz|work> which has
L102[04:23:01] <gigaherz|work> https://github.com/Lycanite/LycanitesMobs/issues
L103[04:23:08] <gigaherz|work> which seems an active issue tracker
L104[04:23:31] <gigaherz|work> likewise
L105[04:23:31] <SaibaX> He told me to go to Spongeforge about it since he isn't sure exactly what to do about the problem
L106[04:23:32] <gigaherz|work> https://github.com/SpongePowered/SpongeForge/issues
L107[04:26:43] <pWn3d> Both will blame the other one ;-)
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L111[04:27:49] <SaibaX> He didn't really say if it was his mod screwing up or Sponge, he just said he wasn't sure how to tackle the issue lol
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L113[04:28:14] <gigaherz|work> well if they blame eachother
L114[04:28:26] <gigaherz|work> all you can do is try to squeeze more information from both
L115[04:28:26] <gigaherz|work> ;p
L116[04:28:32] <SaibaX> lol
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L118[04:29:26] <SaibaX> concidering how important SpongeForge is in the MC server community at this point I'm sure he understands the importance of compatability.
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L121[04:30:10] <SaibaX> The same goes for the dev of Thaumcraft
L122[04:30:23] <SaibaX> ... is wondering when that will be updated
L123[04:30:27] <SaibaX> lol
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L125[04:30:39] <gigaherz|work> I remember back when I wrote a bukkit plugin. Back then the simple concept of editing mc classes to make a mod seemed horrible
L126[04:30:40] <gigaherz|work> ;P
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L128[04:31:03] <pWn3d> since it's a "java.lang.reflect.InvocationTargetException" it's likely and interaction problem and both mods use reflection on the same thing
L129[04:31:12] <SaibaX> and now there are tools made by the community to simplify such arduous tasks
L130[04:31:18] <gigaherz|work> then a couple years later I started actually modding myself, and thinking "it's not so bad"
L131[04:31:23] <gigaherz|work> but it was B AD
L132[04:31:24] <gigaherz|work> BAD*
L133[04:31:26] <gigaherz|work> compared to now
L134[04:31:27] <gigaherz|work> ;P
L135[04:32:09] <pWn3d> Thaumcraft won't be updated soon, there was a post recently
L136[04:32:21] <SaibaX> pWn3d wouldn't that mean there's a simple workaround then?
L137[04:32:30] <gigaherz|work> no it means he's too busy
L138[04:32:41] <gigaherz|work> so people have to deal with whatever bugs there are
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L140[04:32:53] <SaibaX> I mean for the invocation issue
L141[04:32:57] <pWn3d> no
L142[04:33:24] <gigaherz|work> ofc there's a workaround: choose one or the other ;P
L143[04:33:39] <pWn3d> donwload source and fix it yoursefl
L144[04:33:39] <SaibaX> ...
L145[04:33:45] <SaibaX> lol
L146[04:33:47] <SaibaX> right
L147[04:33:50] <gigaherz|work> thaumcraft isn't opensource, though
L148[04:33:59] <SaibaX> not talking about thaum
L149[04:34:01] <gigaherz|work> would be nice if it was
L150[04:34:26] <gigaherz|work> someone would have ported it to 1.10.2 by now ;P
L151[04:34:38] <pWn3d> Not so easily...
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L153[04:34:54] <gigaherz|work> if it's on 1.8.9, it's easy to port ;P
L154[04:34:59] <pWn3d> Item rendering is horrible with 1.10
L155[04:35:19] <gigaherz|work> not more than 1.8.9?
L156[04:35:31] <RANKSHANK> ^
L157[04:35:33] <pWn3d> ISmartModel or what 1.8 had got replaced again
L158[04:35:39] <gigaherz|work> yes
L159[04:35:42] <gigaherz|work> by something equivalent
L160[04:35:49] <gigaherz|work> IBakedModel#getOverrides
L161[04:35:54] <gigaherz|work> returns an ItemOverrideList
L162[04:35:59] <gigaherz|work> which has a handle method
L163[04:36:05] <gigaherz|work> that returns IBakedModels
L164[04:36:11] <gigaherz|work> based on ItemStack and such
L165[04:36:14] <gigaherz|work> and if that's not enough
L166[04:36:22] <gigaherz|work> you can then return IPerspectiveAwareModel from there
L167[04:36:27] <gigaherz|work> which has handlePerspective
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L169[04:36:42] <gigaherz|work> so it may not be 1:1
L170[04:36:49] <gigaherz|work> but it would be easy to refactor
L171[04:37:44] <pWn3d> You explained it too me yesterday, still can't really understand 1.10 item rendering...
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L173[04:38:03] <gigaherz|work> hm?
L174[04:38:14] <gigaherz|work> when mc wants to draw an item
L175[04:38:29] <gigaherz|work> it looks up the model in its "model registry"
L176[04:38:37] <gigaherz|work> based on the Item and metadata
L177[04:38:46] <gigaherz|work> this returns an IBakedModel
L178[04:38:53] <gigaherz|work> then, mc calls .getOverrides
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L181[04:39:36] <gigaherz|work> and on the resulting ItemOverrideList, it calls handleItemState
L182[04:39:56] <gigaherz|work> whatever this method returns is then sent over to the next step
L183[04:40:35] <gigaherz|work> in the next step, it will setup the camera transforms
L184[04:40:45] <gigaherz|work> at which point forge hooks into the code
L185[04:40:51] <pWn3d> I understand the basic structure, but those interfaces have many functions that are not really explained
L186[04:40:56] <gigaherz|work> and injects the handleCameraTransforms
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L188[04:41:12] <gigaherz|work> which, if the IBakedModel is an IPerspectiveAwareModel
L189[04:41:17] <gigaherz|work> calls handlePerspective
L190[04:41:50] <gigaherz|work> and if not, uses getItemCameraTransforms
L191[04:42:06] <gigaherz|work> of course there's other methods
L192[04:42:12] <gigaherz|work> they are just not involved in this code flow
L193[04:42:21] <gigaherz|work> they are used in other parts of the code for whatever purpose they have
L194[04:42:25] <gigaherz|work> it just doesn't matter for THIS
L195[04:43:23] <gigaherz|work> the code flow for "smart item models" is: IBakedModel#getOverrides -> ItemOverrideList#handleItemState -> IPerspectiveAwareModel#handlePerspective//IBakedModel#getItemCameraTransforms -> IBakedModel#getQuads
L196[04:43:59] <gigaherz|work> anything else won't affect that code flow
L197[04:43:59] <pWn3d> So i don't even need all the other methods in the first IBackedModel and just need to return the OverrideList?
L198[04:44:07] <gigaherz|work> pretty much
L199[04:44:19] <gigaherz|work> you need the methods, but you don't care what they do
L200[04:44:24] <pWn3d> That whole code is so wtf -.-
L201[04:44:33] <gigaherz|work> it's hacks upon hacks
L202[04:44:48] <gigaherz|work> a combination of mojang's hacks, with forge's hacks on top
L203[04:45:04] <pWn3d> IItemRender ;-(
L204[04:45:27] <Nitrodev> long time no see everyone
L205[04:45:31] <RANKSHANK> https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/java/mod/rankshank/arbitraria/client/item/spraybottle/BakedSprayBottleFluid.java my BakedModel is pretty yawnworthy
L206[04:46:02] <RANKSHANK> o/
L207[04:48:47] <pWn3d> I still think the animation API would be the best to use in my case, since I can get static transforms with json already. But then the animation api is even more wtf and less documented ...
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L213[04:59:43] <pWn3d> Does anybody even know anything about the Animation API?
L214[05:00:00] <gigaherz|work> fry does, but he won't be back for a few weeks
L215[05:00:22] <gigaherz|work> although he'd say "look at the code"
L216[05:00:23] <gigaherz|work> ;P
L217[05:00:31] <pWn3d> yes, because he made it...
L218[05:00:45] <pWn3d> it did look at the code and it's not really understandable
L219[05:00:58] <pWn3d> too many parameters have zero explanation
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L221[05:03:33] <pWn3d> I liked 1.7.10 more anyway...
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L223[05:04:58] <RANKSHANK> well instead of spending two days in here whining about it you should spend your time plugging stuff into those 'undocumented parameters' and figure it out. Should be obvious now that no one can spoon feed you.
L224[05:06:08] <gigaherz|work> lunchtime!
L225[05:09:13] <pWn3d> It's not alyways the same people online, maybe somebody knows something. I try to figure it out while I'm complaining. But it's just really bad.
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L227[05:13:36] <pWn3d> And I start getting really pissed about 1.7.10 hate. The only thing you here are complains about ancient version, but in the end the newer versions are horrible to work with and don't even allow the same features as 1.7
L228[05:13:45] <pWn3d> *hear
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L230[05:17:04] <RANKSHANK> there's old version hate because everyone is sitting in on an old version and ignoring work people here have put in to improve the new versions. There's little documentation because.... everyone is sitting on an old version, and so are the 'copy pasta' tutorials. It's at a point where it's like a fat person complaining they can't lose weight while stuffing 3 hoagies down their gullet and drinking a diet coke.
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L233[05:25:17] <Gayan> Hello here, i had a question about wich version of forge i can use wich is not crashing my client when trying to break Tconstruct crafting station, i asked them and said me to downgrade version but not wich one ^^
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L236[05:26:48] <StormyMode> Hello guys :)
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L244[05:47:02] <BordListian> why do arrows even do a raytrace if it only works at really low speeds
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L251[06:02:17] *** amadornes[OFF] is now known as amadornes
L252[06:03:30] <MalkContent> is it usual to use a message class as a messagehandler, too?
L253[06:04:57] <BordListian> oh i think i get it
L254[06:05:02] <gigaherz|work> no it's really bad practice
L255[06:05:09] <BordListian> it's because the raytrace fires before the arrow moves
L256[06:05:15] <BordListian> and it finds one block
L257[06:05:28] <gigaherz|work> the messagehandler is one for all messages
L258[06:05:35] <gigaherz|work> while the IMessage is instantiated for each message
L259[06:05:46] <gigaherz|work> which means it's instantiating the message handler ALSO for each message
L260[06:05:53] <gigaherz|work> (the data for it)
L261[06:06:04] <gigaherz|work> it' s much better to have a nested class for the handler
L262[06:06:31] <gigaherz|work> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/network/UpdateField.java#L43
L263[06:06:49] <MalkContent> then i shall not copy this behaviour
L264[06:06:52] <gigaherz|work> if you aren't following a pattern equivalent to this, consider why ;P
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L266[06:07:06] <MalkContent> bad azanor, bad ^^
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L271[06:15:20] <mort> changing the mipmap setting with a lot of mods takes a _really_ long time
L272[06:15:46] <mort> my laptop can't seem to be able to do it at all
L273[06:15:47] <pWn3d> the game must reload all textures
L274[06:15:49] <gigaherz|work> yep
L275[06:15:54] <mort> at least with the 3.5GB of RAM I had assigned
L276[06:15:55] <gigaherz|work> it has to reload AND re-stitch the atlas
L277[06:16:09] <pWn3d> and the mimmaps must be generated
L278[06:16:09] <gigaherz|work> I have a core i7, 16gb ram, and a gtx970
L279[06:16:14] <gigaherz|work> it takes ages regardless.
L280[06:16:15] <BordListian> I've been making games for like 13 years now
L281[06:16:29] <BordListian> and i still don't know if stiched textures or single textures are better
L282[06:16:30] <pWn3d> but that should be handled on the gpu quite fast, the generation
L283[06:16:40] <gigaherz|work> BordListian: it's relative
L284[06:16:47] <gigaherz|work> stitching reduces the number of state changes
L285[06:16:50] <gigaherz|work> which allows better batching
L286[06:16:53] <pWn3d> Stiched: old system, single textures: new systems?
L287[06:16:53] <BordListian> just what i feared
L288[06:17:03] <BordListian> single textures are stitched at runtime now
L289[06:17:06] <gigaherz|work> you can draw the whole terrain in one draw call
L290[06:17:15] <BordListian> so still old system but it does the heavy lifting for you
L291[06:17:24] <mort> would've been nice if it didn't start restitching everything before clicking "done"
L292[06:17:29] <BordListian> right, so it's mostly for 3d tvgames
L293[06:17:35] <pWn3d> yes the slider is horrible
L294[06:18:39] <gigaherz|work> I wish mc could make use of modern graphics tech
L295[06:18:52] <pWn3d> yes
L296[06:18:54] <mort> gotta keep supporting that 30 year old GPUs
L297[06:18:54] <gigaherz|work> texture arrays would defeat most of the advantages of stitching
L298[06:19:10] <gigaherz|work> they could just have like
L299[06:19:35] <gigaherz|work> a gpu array with float4 vectors
L300[06:19:48] <pWn3d> proper lighting (at least phong shading)
L301[06:19:51] <BordListian> an array of gpus
L302[06:19:57] <gigaherz|work> actually that wouldn't even be needed
L303[06:20:00] <BordListian> to crack every single minecraft password in existance
L304[06:20:05] <gigaherz|work> eh nevermind me
L305[06:20:06] <gigaherz|work> gotts work
L306[06:20:13] <MalkContent> there was a java parser bot somewhere, right?
L307[06:21:23] <mort> I'll just find the config file and change it in a text editor, I literally can't change the mpimap settings without the game freezing for 3 minutes and then crashing
L308[06:22:04] <sokratis12GR> lol you crash by changing mipmap settings ?
L309[06:22:19] <mort> seems to ya
L310[06:22:32] <pWn3d> I hate that slider too.
L311[06:22:33] <mort> don't know if it's a RAM issue or what
L312[06:22:39] <pWn3d> vram maybe
L313[06:22:43] <sokratis12GR> :/ idk never had that issue
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L315[06:23:07] <mort> wouln't really be an issue if the game didn't restitch before after you press the done button
L316[06:23:35] <mort> the game might still crash, but at least the new setting would be saved, such that the next time the game starts it stitches and stuff according to the new settings
L317[06:23:41] <sokratis12GR> you mean like how ARK does it?
L318[06:23:53] <sokratis12GR> the settings don't change until you press `apply`
L319[06:24:03] <gigaherz|work> you assume someone who can't enable mipmaps on mc, can play ARK
L320[06:24:04] <gigaherz|work> ;P
L321[06:24:18] <sokratis12GR> xD
L322[06:24:21] <XDjackieXD> xD
L323[06:24:23] <gigaherz|work> I had to buy a new SSD just to play ARK with mods
L324[06:24:31] <mort> well I have played ark on my desktop, this is my laptop
L325[06:24:38] <sokratis12GR> lol, it runs smooth on my side
L326[06:24:50] <gigaherz|work> it runs like crap here
L327[06:25:00] <gigaherz|work> but my data/games HDDs are WD Greens
L328[06:25:00] <sokratis12GR> but I need more Storage
L329[06:25:02] <gigaherz|work> 5400rpm
L330[06:25:04] <mort> I actually get pretty nice 60 fps with pretty high settings and lots of mods on my laptop, just can't change the mipmap >.<
L331[06:25:20] <pWn3d> what gpu do you have?
L332[06:25:24] <gigaherz|work> GTX970
L333[06:25:30] <sokratis12GR> I have near 500GB... and only 100 is empty
L334[06:25:40] <gigaherz|work> anyhow
L335[06:25:40] <sokratis12GR> I has GTX 960 :D
L336[06:25:46] <mort> laptop has whatever's in an i5 5200U
L337[06:25:49] <gigaherz|work> it's much better on my new SSD
L338[06:25:56] <gigaherz|work> but it still takes a long time to start
L339[06:25:59] <gigaherz|work> and uses a lot of RAM
L340[06:26:00] <pWn3d> so intel ingrated whatever this is called?
L341[06:26:07] <gigaherz|work> so I'm still going to upgrade my computer
L342[06:26:08] <mort> ya
L343[06:26:08] <MalkContent> you can't assing null to an int variable, can you
L344[06:26:16] <sokratis12GR> Well I have 2 SSD rather than HDD
L345[06:26:22] <gigaherz|work> MalkContent: no, but you can on an Integer variable
L346[06:26:28] <pWn3d> I think that will be the reason, a proper GPU will handle that better
L347[06:26:55] <MalkContent> can i cast null to Integer to int?
L348[06:27:04] <pWn3d> @MalkContent Primitive datatypes can't be null
L349[06:27:08] <gigaherz|work> no trying to cast null to int should crash
L350[06:27:24] <sokratis12GR> gigaherz|work: It takes like 5-10 minutes to load a modded world for me ? does your takes longer ?
L351[06:27:30] <gigaherz|work> sokratis12GR: no
L352[06:27:31] <pWn3d> Integer is an object and should be able to be null, int can't
L353[06:27:32] <mort> MalkContent: you should try C
L354[06:27:36] <MalkContent> ^^
L355[06:27:41] <gigaherz|work> sokratis12GR: it took 15 minutes before on HDD, it takes 5 minutes now on SSD
L356[06:27:46] <mort> pretty sure there's no problem casting a null pointer to an int there
L357[06:27:48] <mort> they're both just numbers anyways
L358[06:28:02] <MalkContent> the thing is, i got a keyset with int keys
L359[06:28:08] <sokratis12GR> gigaherz|work: If I buy 1 more HDD will it be better for me ?
L360[06:28:14] <sokratis12GR> because I have 2 SSD
L361[06:28:23] <MalkContent> and i got map.higherKey
L362[06:28:28] <pWn3d> Just do a (==null) and set to 0 in that case?
L363[06:28:28] <MalkContent> to get the next key
L364[06:28:29] <gigaherz|work> sokratis12GR: how much RAM do you have?
L365[06:28:33] <sokratis12GR> 16GB
L366[06:28:38] <MalkContent> end of the iteration i get a null returned
L367[06:28:41] <gigaherz|work> and is the game installed to SSD?
L368[06:28:47] <MalkContent> i don't wanna put higher key into an object variable first
L369[06:28:52] <MalkContent> because that feels stupid
L370[06:28:54] <sokratis12GR> yes... my C:/ and D:/ are SSD
L371[06:28:58] <gigaherz|work> I have it on a 850 EVO
L372[06:29:07] <gigaherz|work> (500gb)
L373[06:29:14] <mort> I have two SSDs too, though in RAID 0
L374[06:29:24] <gigaherz|work> RAID is pointless with SSDs
L375[06:29:30] <mort> nah
L376[06:29:31] <Gayan> guys so do you know wich version of fogre i could instal for my problem ?
L377[06:29:32] <pWn3d> raid on SSD is overkill
L378[06:29:37] <MalkContent> imma try Integer.valueOf :x
L379[06:29:38] <gigaherz|work> it's more effective to get a PCIe SSD
L380[06:29:39] <gigaherz|work> ;P
L381[06:29:51] <mort> I get 1GB/s instead of 512M
L382[06:29:53] <gigaherz|work> Gayan: what problem?
L383[06:29:56] <sokratis12GR> so will it work if I add 1 HDD ?
L384[06:30:12] <gigaherz|work> sokratis12GR: no you won't see any advantage
L385[06:30:29] <sokratis12GR> well what should I do ? Upgrade my SSD ?
L386[06:30:32] <Gayan> this one i'll paste my last message : Hello here, i had a question about wich version of forge i can use wich is not crashing my client when trying to break Tconstruct crafting station, i asked them and said me to downgrade version but not wich one ^^
L387[06:30:33] <sokratis12GR> I mean to more GBs
L388[06:30:34] <gigaherz|work> I don't know
L389[06:30:40] <gigaherz|work> maybe you just have more mods than I do
L390[06:30:40] <gigaherz|work> ;P
L391[06:30:50] <sokratis12GR> I only have 20
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L393[06:31:04] <gigaherz|work> I haven't counted them ;P
L394[06:31:19] <sokratis12GR> Gayan: what mc version of the Tinkers ?
L395[06:31:31] <Gayan> 2.3.3a
L396[06:31:32] <sokratis12GR> + what version of tinkers
L397[06:31:34] <Gayan> for 1.10.2
L398[06:31:37] <gigaherz|work> Gayan: pastebin logs
L399[06:32:06] <gigaherz|work> Gayan: and what version of forge are you using?
L400[06:32:18] <Gayan> http://pastebin.com/QTDeVTpC
L401[06:32:23] <Gayan> i'm usiong version 2039
L402[06:32:30] <sokratis12GR> try using 12.18.1.2024
L403[06:32:38] <sokratis12GR> this is what tinkers use
L404[06:33:09] <Gayan> ah ok we can try thanks
L405[06:33:48] <Gayan> same for servr and client right ? ^
L406[06:34:09] <gigaherz|work> ideally
L407[06:34:25] <gigaherz|work> it's not strictly required, though
L408[06:34:31] <gigaherz|work> but if you have compatibility issues
L409[06:34:39] <gigaherz|work> better keep the 2024 version on both sides just in case
L410[06:34:46] <BordListian> >stone is harder than an iron door
L411[06:34:49] <BordListian> :V
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L413[06:35:27] <Gayan> yea i think its better t have the same on both
L414[06:35:31] <BordListian> starting to feel like explosion resistance is not a good metric to use for my greatarrow
L415[06:37:36] <pWn3d> Default hardness is strange for explosion, Stone feels like a Bunker and dirt is like paper
L416[06:38:16] <gigaherz|work> well dirt is soft
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L418[06:38:48] <BordListian> grass is more durable than dirt for some reason
L419[06:38:54] <gigaherz|work> ofc
L420[06:38:59] <BordListian> you say ofc
L421[06:39:01] <BordListian> but so is farmland
L422[06:39:02] <gigaherz|work> the grass roots create a mesh over the dirt
L423[06:39:04] <gigaherz|work> that keep it together
L424[06:39:48] <BordListian> trapdoors are stronger than wooden logs
L425[06:40:28] <BordListian> and a wooden fence is stronger than a metal cauldron
L426[06:40:36] <BordListian> very sensible choices there
L427[06:40:36] <gigaherz|work> that's because the holes in the trapdoor let some of the pressure wave through
L428[06:40:43] <gigaherz|work> while the log takes all the blunt force itself
L429[06:42:22] <MalkContent> and the cauldron can flip over
L430[06:42:32] <BordListian> no it can't
L431[06:42:38] <MalkContent> not like it's ancored or something
L432[06:42:40] <BordListian> it can only fill with water
L433[06:42:47] <gigaherz|work> would be nice if explosion resistance was separate from the drop chance
L434[06:42:48] <gigaherz|work> as in
L435[06:42:58] <gigaherz|work> you could have something that breaks easily, but the item drops 99% of the times
L436[06:42:59] <BordListian> it is seperate lol
L437[06:43:03] <MalkContent> yea
L438[06:43:03] <gigaherz|work> is it?
L439[06:43:08] <MalkContent> for sand and dirt that should be
L440[06:43:11] <MalkContent> and grabel
L441[06:43:18] <MalkContent> -b+v
L442[06:43:21] <BordListian> explosions drop 100% / power
L443[06:43:24] <BordListian> items
L444[06:43:38] <gigaherz|work> hmm I thought it was like resistance/power
L445[06:43:49] <BordListian> lol no
L446[06:44:04] <gigaherz|work> well then it would be nice if the chance to drop was configurable ;P
L447[06:44:09] <BordListian> i want to mess with a bunch of blocks and give them damaged states when they get blown up
L448[06:44:17] <BordListian> but mod compatiblity ;_;
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L450[06:45:13] <BordListian> according to the wiki, dirt has 2.5 hardness, actually it has 0.5 hardness
L451[06:45:25] <BordListian> stone has 6
L452[06:45:27] <BordListian> why
L453[06:45:34] <sokratis12GR> because stone is stone
L454[06:45:36] <BordListian> why can i not even rely on these simple things
L455[06:45:43] <BordListian> stone is supposed to be 30
L456[06:45:46] <sokratis12GR> xD
L457[06:45:59] <MalkContent> so what youre telling me is that there's a factor 5?
L458[06:46:21] <BordListian> yeah, the stuff on the wiki is off by a factor of 5
L459[06:46:31] <BordListian> that's so dumb
L460[06:46:54] <sokratis12GR> well why not edit the wiki and fix it ? :D
L461[06:48:07] <BordListian> cba
L462[06:48:19] <BordListian> and i might be wrong anyway
L463[06:48:30] <BordListian> considering that getBlastResistance is a function
L464[06:48:45] <BordListian> so you can technically have a block that gets more blast resistant the bigger the explosion is :P
L465[06:48:58] <MalkContent> yay
L466[06:49:02] <MalkContent> shaping charges
L467[06:49:47] <BordListian> if you don't handle a null explosion in any of the explosion methods, you are hitler btw
L468[06:51:11] <MalkContent> no hitlers mistake was trying to solve it by making the solution a final
L469[06:51:36] <BordListian> what's wrong with constants?
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L471[06:52:25] <MalkContent> nothing
L472[06:52:32] <MalkContent> didn't work for what he wanted to do tho
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L483[07:47:17] <Drtro> Can somebody explain like I'm fine what gradle is and how it works with eclipse?
L484[07:47:23] <Drtro> like i'm five
L485[07:48:58] <pWn3d> it does the setup magic so a five year old can use it ;-)
L486[07:51:26] <gigaherz|work> gradle is a build manager
L487[07:51:29] <gigaherz|work> it has tasks
L488[07:51:57] <gigaherz|work> so when you do "gradlew build" it will run the build task
L489[07:52:09] <gigaherz|work> and if this task has some dependency, it will also run the other tasks firsts
L490[07:52:21] <gigaherz|work> for what it matters to you
L491[07:52:28] <gigaherz|work> gradlew setupDecompWorkspace
L492[07:52:34] <gigaherz|work> is a custom task in Forgegradle
L493[07:52:43] <pWn3d> gradlew eclipse -> create an eclipse workspace for you
L494[07:52:51] <gigaherz|work> that knows how to download forge, download mc, decompile mc, and apply the forge patches to it
L495[07:53:03] <gigaherz|work> and gradlew eclipse is a task that knows how to generate an eclipse project
L496[07:53:07] <gigaherz|work> that you can then import into a workspace
L497[07:53:27] <pWn3d> you can just use the folder as workspace and the project is already there
L498[07:53:36] <gigaherz|work> yep, but you don't have to
L499[07:53:43] <gigaherz|work> you can add the project to another workspace, too
L500[07:53:55] ⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L501[07:54:00] <pWn3d> But he is five, thats too complicated ;-)
L502[07:55:52] <gigaherz|work> we can also explain as if you were a caveman... "gradle do things" "if you run 'gradlew sDecW' it do setup things, if you run 'gradlew eclipse' it do eclispe things"
L503[08:04:56] <BordListian> did you mean to say 'gradlew idea'?
L504[08:06:10] ⇨ Joins: MalkContent (kiwiirc@p4FDCE6B4.dip0.t-ipconnect.de)
L505[08:07:01] <gigaherz|work> no
L506[08:07:07] <gigaherz|work> gradlew idea is bad
L507[08:07:11] <gigaherz|work> it's for old versions of idea
L508[08:07:14] <gigaherz|work> that didn't support gradle well
L509[08:07:24] <Necr0> can i tell an item to use another variant than inventory?
L510[08:07:36] <gigaherz|work> for idea 15/2016, you should import the build.gradle file into idea
L511[08:07:38] <BordListian> why is it even a thing then if there's a better way
L512[08:07:48] <gigaherz|work> and then do setupDecompWorkspace form within idea
L513[08:07:53] <gigaherz|work> and then do genIntellijRuns from within idea
L514[08:08:04] <gigaherz|work> and then press the blue refresh icon on idea's gradle panel to refresh the project
L515[08:08:09] <BordListian> reeeee
L516[08:08:11] ⇨ Joins: Naiten (Naiten@5.143.48.26)
L517[08:08:19] <gigaherz|work> you don't need a terminal/cmd window at all
L518[08:08:35] <gigaherz|work> and it exists, BordListian, because idea 14 and older haven't just vanished from the universe
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L520[08:09:45] <BordListian> implying not using a terminal/cmd window is somehow better
L521[08:10:08] <gigaherz|work> ofc
L522[08:10:25] <gigaherz|work> it's less contexts to worry about
L523[08:10:34] <gigaherz|work> if you can do everything from within the IDE
L524[08:10:34] <gigaherz|work> ;P
L525[08:10:48] <BordListian> why does your IDE not have a terminal window builtin
L526[08:10:57] <Necr0> also terminals are unintuitive and you have to know the commands
L527[08:11:08] <BordListian> >terminals are unintuitive
L528[08:13:05] <gigaherz|work> it does
L529[08:13:10] <gigaherz|work> but it's easier to doubleclick the gradle panel
L530[08:13:15] <gigaherz|work> than it is to open it and type a command ;P
L531[08:13:19] <gigaherz|work> for me, at least ;P
L532[08:16:05] <Drtro> Sorry, let me read this now. Just watching tlove get thousands of dollars in donations
L533[08:17:06] ⇦ Parts: oitsjustjose (~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net) ())
L534[08:17:44] <Drtro> How would you manually set up a workspace, saying you don't have eclipse but something like geany?
L535[08:18:06] <gigaherz|work> if your IDE has support for gradle
L536[08:18:09] <gigaherz|work> you'd import the gradle file
L537[08:18:29] <gigaherz|work> if your ide doesn't support gradle, but it supports importing eclipse projects, you can try importing the result of "gradlew eclipse"
L538[08:18:49] <gigaherz|work> (but that may not work correctly)
L539[08:18:51] <gigaherz|work> worst case
L540[08:18:57] <gigaherz|work> you'd have to import the source roots manually
L541[08:19:07] <gigaherz|work> but then you won't be able to use the IDE's build process directly
L542[08:19:12] <Drtro> Would be best just to use eclipse if I'm new to this?
L543[08:19:18] <gigaherz|work> you'll haveto configure the ide to call "gradlew runClient" for running
L544[08:19:23] <gigaherz|work> "gradlew debugClient" for debugging
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L546[08:19:30] <gigaherz|work> and the equivalent runServer/debugServer
L547[08:19:44] <gigaherz|work> my personal opinion is that the best option is to just use IDEA
L548[08:19:56] <gigaherz|work> but if you prefer eclipse (because it's opensource, maybe)
L549[08:19:58] <gigaherz|work> then yes
L550[08:20:15] <gigaherz|work> I suggest you choose between Eclipse and IDEA, and don't try to use anything else
L551[08:20:39] <Drtro> I have experience in Eclipe coding Spigot plugins, but I haven't installed it yet on my new machine. Been using Geany for my small java/scripting projects
L552[08:20:40] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L553[08:21:09] <Drtro> Geany is basically Notepad++ but has a compiler.
L554[08:21:16] <sham1> So does Notepad++
L555[08:21:24] <Drtro> Didn't know that
L556[08:21:25] <gigaherz|work> can you configure Geany to call "gradlew debugClient" for debugging?
L557[08:21:33] <sham1> You can hook a compiler into notepad++
L558[08:21:44] <gigaherz|work> or does it not even have a debugger?
L559[08:21:46] <Drtro> Haven't tried it. Not even familiar with gradle. I'm just going to use Eclipse.
L560[08:22:11] <gigaherz|work> yeah then use Eclipse (or IntelliJ IDEA, which is better ;P)
L561[08:22:15] <sham1> Hook Eclipse up with eclim and use your favourite editor
L562[08:22:38] <Drtro> How is IntelliJ better? I never tried it but heard of it
L563[08:22:44] ⇨ Joins: esteth (~esteth@104.132.45.82)
L564[08:23:24] <Drtro> Your name sounds familiar
L565[08:27:09] <gigaherz|work> you'd have to use it
L566[08:27:12] <gigaherz|work> it's hard to describe
L567[08:27:17] <gigaherz|work> it looks better, feels better
L568[08:28:42] <Drtro> Besides these vague guides, how did you learn forge? I've just been opening up mods in JD-GUI and commenting them out seeing what I understand.
L569[08:29:03] <gigaherz|work> I'd choose opensource mods rather than decompiling random ones
L570[08:29:34] <gigaherz|work> for me, my sitaution may not be the same as yours
L571[08:29:41] <gigaherz|work> I have been coding for nearly 20 years
L572[08:29:48] <gigaherz|work> I have used many programming langauges
L573[08:29:54] <Drtro> How do you learn to make fancy textures, or are there people in the community that offers that?
L574[08:29:55] <sham1> Is decompiling other people's mods kind of ambiguous in terms of "TOS"
L575[08:30:10] <gigaherz|work> we often do "programmer art"
L576[08:30:17] <gigaherz|work> that is, open photoshop/paint.net/mspaint
L577[08:30:19] <gigaherz|work> and draw pixels
L578[08:30:26] <sham1> >forgets gimp
L579[08:30:31] <gigaherz|work> but many mods do make use of texture artists
L580[08:30:32] <sham1> Please
L581[08:30:45] <gigaherz|work> sham1: no I didn't, I just don't like it
L582[08:30:46] <gigaherz|work> XD
L583[08:30:56] <Drtro> Did you do your own art for Enderthing?
L584[08:31:00] <gigaherz|work> what I did forget, is paint shop pro, or mac paintbrush
L585[08:31:08] <Drtro> Thats one hell of a programmer art
L586[08:31:09] <gigaherz|work> Drtro: yep
L587[08:31:12] <MalkContent> what's the problem with gimp :x
L588[08:31:17] <gigaherz|work> I like to think my programmer art is above average
L589[08:31:28] <sham1> Every programmer does
L590[08:31:29] <gigaherz|work> however
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L592[08:31:36] <gigaherz|work> you'll notice I reuse a lot of vanilla textures
L593[08:31:42] <gigaherz|work> the pixels in the enderthing textures
L594[08:31:55] <Drtro> that's what makes it good. It stays universal
L595[08:31:58] <gigaherz|work> are all from vanilla ender chest, obsidian, wool
L596[08:32:03] <gigaherz|work> I jsut cut&paste
L597[08:32:19] <gigaherz|work> and then tweak some pixels using photoshop's tools
L598[08:32:29] <gigaherz|work> (pencil with similar colors to the existing ones)
L599[08:32:30] <Drtro> How do make custom tile entities that aren't blocks? Like say a robot that looks like Wall-E
L600[08:32:39] <gigaherz|work> that wouldn't be a tile entity
L601[08:32:42] <gigaherz|work> it would be an actual entity
L602[08:32:50] <gigaherz|work> but regardless
L603[08:32:52] <Drtro> ah
L604[08:32:53] <gigaherz|work> you'd make a model
L605[08:32:58] <Drtro> so cc robots are entities?
L606[08:32:59] <gigaherz|work> assuming you use mc 1.8 or newer
L607[08:33:06] <Drtro> I plan on making a 1.10 mod
L608[08:33:13] <gigaherz|work> you could make this model using json, OBJ, or similar
L609[08:33:23] <gigaherz|work> mc loads .b3d, .json, and .obj models
L610[08:33:26] <BordListian> you can have json entity models?
L611[08:33:27] <Drtro> I know json a little
L612[08:33:34] <gigaherz|work> BordListian: yes
L613[08:33:47] <BordListian> fucking what
L614[08:33:56] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/ModelHandle.java
L615[08:33:59] <Drtro> I'm assuming obj is like 3d models
L616[08:33:59] <BordListian> why does nobody use that
L617[08:34:05] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/RenderBall.java#L18
L618[08:34:11] <gigaherz|work> where I have "sphere.obj"
L619[08:34:15] <gigaherz|work> you could reference a json file
L620[08:34:20] <BordListian> """sphere"""
L621[08:34:23] <gigaherz|work> (without .json)
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L623[08:34:43] <gigaherz|work> ofc, it's impossible to represent an actual sphere using triangles
L624[08:34:48] <Necr0> can i tell an item to use another variant than inventory?
L625[08:35:01] <gigaherz|work> Necr0: yup
L626[08:35:07] <Necr0> how?
L627[08:35:08] <gigaherz|work> thank forge for that
L628[08:35:09] <BordListian> if you have infinite triangles it would work
L629[08:35:16] <gigaherz|work> ModelLoader.setCustomModelResourceLocation(
L630[08:35:30] <sham1> There is a point when approximation stops being an approximation
L631[08:35:31] <gigaherz|work> item, meta, new ModelResourceLocation(item.getRegistryName(), "my variant name")
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L633[08:35:57] <gigaherz|work> where "my variant name" corresponds to the blockstates json variant string
L634[08:35:57] <BordListian> yeah, that point is named infinity
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L636[08:36:25] <gigaherz|work> as a reminder: forge blockstates builds up the variant strings from individual properties
L637[08:36:33] <gigaherz|work> "prop1=value1,prop2=value2,..."
L638[08:36:39] <gigaherz|work> with the property namessorted alphabetically
L639[08:37:40] <gigaherz|work> as an example:
L640[08:37:41] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/gemstone.json
L641[08:37:45] <gigaherz|work> those are items
L642[08:37:47] <gigaherz|work> no blocks involved
L643[08:38:10] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L215
L644[08:38:16] <gigaherz|work> and this is how I register them
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L646[08:40:34] <Drtro> Making custom GUIs requires photoshop right?
L647[08:40:49] <gigaherz|work> nothing "requires photoshop"
L648[08:40:56] <gigaherz|work> in fact, I recommend paint.net over photoshop, for GUIs
L649[08:41:07] <gigaherz|work> since it has nicer display of selection coordinates
L650[08:41:14] <Drtro> By photoshop, I mean photo editing software. Kind like saying google or kleenex
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L653[08:41:25] <gigaherz|work> which is better when you are entering the numbers into your gui class
L654[08:41:42] <gigaherz|work> well
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L656[08:41:53] <Drtro> Are there reference GUI images I can download online, or where are they located in the source?
L657[08:41:57] <gigaherz|work> I make a distinction between "photoshop" (image editing) and "mspaint" (pixel drawing)
L658[08:42:10] <gigaherz|work> making GUI textures is closer to the mspaint than it is to photoshop
L659[08:42:22] <gigaherz|work> hmm
L660[08:42:29] <gigaherz|work> I know how to get to them in IDEa, but not in eclipse
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L662[08:42:40] <gigaherz|work> see if there's a find file option in eclipse
L663[08:42:47] <gigaherz|work> and enter something like "furnace.png"
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L667[08:49:00] <BordListian> I feel like i finally need to make that toucan helmet i've always wanted
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L669[08:51:18] <MalkContent> like. in real life?
L670[08:51:27] <MalkContent> cause I'd dig a real one
L671[08:52:32] <BordListian> oh man that would be even better
L672[08:52:43] *** kroeser|away is now known as kroeser
L673[08:52:45] <BordListian> like a really oversized one that's difficult to see out of
L674[08:52:55] <BordListian> with a bill that opens
L675[08:53:12] <Necr0> could someone tell me why this doesn't work? https://gist.github.com/Necr0/f19e8771aba3a7e8146204e47fbff72c
L676[08:53:15] <MalkContent> i thought like more of a shamans headdress
L677[08:53:28] <MalkContent> with a toucan instead of a wolf or bear
L678[08:53:41] <gigaherz|work> Necr0: ModelBakery.registerItemVariants or whatever the name is
L679[08:53:44] *** kroeser is now known as kroeser|away
L680[08:53:48] <gigaherz|work> you ahve to tell it exactly what to load
L681[08:53:56] <gigaherz|work> in advance
L682[08:54:10] <gigaherz|work> otherwise it won't be loaded by the time your .getModelLocation runs
L683[08:54:58] <BordListian> this bow is too much fun
L684[08:55:00] <Necr0> oh okay thanks! so I just have to make it load all possible combinations in advance and then it should work?
L685[08:55:06] <gigaherz|work> yup
L686[08:55:12] <Necr0> nice
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L689[08:56:14] <gigaherz|work> by the way, adding @SideOnly(client) there seems wrong
L690[08:56:23] <gigaherz|work> where is that method in?
L691[08:56:31] <gigaherz|work> if it's in your client proxy, it wouldn't need sideonl
L692[08:56:35] <gigaherz|work> if it isn't, why not?
L693[08:56:36] <gigaherz|work> XD
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L695[08:57:26] <Necr0> yeah i know i need to tidy up my code in a lot of places ^^
L696[08:57:45] <LatvianModder> are 1.10.2 mods backwards compatible with 1.9.4 the same way 1.9.4 is forward comp with 1.10.x?
L697[08:57:53] <gigaherz|work> yes-ish
L698[08:57:55] <gigaherz|work> the jars won't work
L699[08:57:58] <sokratis12GR> some are not
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L701[08:58:07] <gigaherz|work> becuase forge 1.9.4 doesn't have the exceptions to the version rules
L702[08:58:11] <gigaherz|work> that 1.10.2 has
L703[08:58:14] <gigaherz|work> but if you add
L704[08:58:25] <gigaherz|work> acceptedMinecraftVersions="[1.9.4,1.11.0)"
L705[08:58:28] <gigaherz|work> to your @Mod
L706[08:58:34] <gigaherz|work> then it would load and work fine
L707[08:58:41] <gigaherz|work> so long as you don't use any 1.10.2-specific code
L708[08:58:45] <LatvianModder> oh, its blank rn
L709[08:58:48] <LatvianModder> well yeah
L710[08:59:07] <sokratis12GR> 1.11.0 ?
L711[08:59:13] <LatvianModder> yeah
L712[08:59:26] <gigaherz|work> sokratis12GR: it's nice to have the same numberof version components on both sides
L713[08:59:28] <LatvianModder> it says all versions between 1.9.4 and 1.10.x
L714[08:59:40] <gigaherz|work> and if they releasea 1.10.99
L715[08:59:42] <gigaherz|work> it would still work
L716[09:00:56] <LatvianModder> its just like in math - a ∈ [2; 6) :P
L717[09:01:09] <MalkContent> uuuuuh....
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L720[09:02:02] <sokratis12GR> I know
L721[09:02:17] <sokratis12GR> but My first reaction was `what 1.11.0 is out? `
L722[09:02:18] <sokratis12GR> xD
L723[09:02:29] <LatvianModder> good thing it isnt
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L725[09:02:43] <MalkContent> mhm
L726[09:02:46] <LatvianModder> heck, if it isnt compatible with 1.10.x then theres no way im updating yet again
L727[09:03:05] <MalkContent> if mojang comes up with one more big update in the next year
L728[09:03:16] <MalkContent> all the big mods will just flip a table and scream
L729[09:03:30] <sokratis12GR> well knowing mojang
L730[09:03:34] <sokratis12GR> that might happen :P
L731[09:03:53] <Drtro> MC 1.12
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L743[09:04:24] <sokratis12GR> lol
L744[09:04:41] <Drtro> Microsoft likes to skip numbers
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L746[09:04:53] <MalkContent> The "We didn't come up with anything good, so we added hedgehogs and broke everything for mods so they don't show us up" update
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L748[09:05:34] <sokratis12GR> well I hope they add something for redstone
L749[09:05:51] <MalkContent> like what
L750[09:05:55] <LatvianModder> they will harccode everything
L751[09:06:04] <sokratis12GR> because the only new thing they had added was `Slime Blocks` 2 years ago
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L754[09:06:12] <LatvianModder> And it will all be in one giant Minecraft.class file
L755[09:06:14] <BordListian> hark, code!
L756[09:06:39] ⇨ Joins: JamEngulfer (~JamEngulf@host86-137-175-107.range86-137.btcentralplus.com)
L757[09:06:39] <BordListian> Main.java
L758[09:06:49] <MalkContent> i mean what could they possibly add to redstone
L759[09:07:02] <LatvianModder> Hey! Nothing is wrong with Main.java, thats what I name all classes that have main(String[] args)! :P
L760[09:07:05] <MalkContent> that keeps in line with the very low level of complexity the vanilla stuff has
L761[09:07:26] <LatvianModder> wall cables?
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L763[09:07:35] <LatvianModder> like redstone that can actually go vertically
L764[09:07:40] <sokratis12GR> omg
L765[09:07:43] <sokratis12GR> this would be perfect
L766[09:07:45] <BordListian> if someone says Program.cs literally everyone will clench their asses
L767[09:07:46] <MalkContent> vertical redstone maybe
L768[09:07:48] <sokratis12GR> but will break many machines
L769[09:07:54] <LatvianModder> how so?
L770[09:07:56] <BordListian> atleast, everyone that i knew would
L771[09:07:57] <MalkContent> cables they will probably never have
L772[09:08:17] <sokratis12GR> well redstone goes through walls and slabs
L773[09:08:23] <LatvianModder> wall cables, I meant structured redstone, a.k.a block redstone wire
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L777[09:08:42] <sokratis12GR> if they add wall redstone they will need to make redstone 1/6 of the block
L778[09:08:45] <gigaherz|work> BordListian: what'swrong with Program.cs?
L779[09:08:46] <BordListian> maybe they'll rewrite the level format or something stupid
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L781[09:08:55] <gigaherz|work> it's exactly as valid as Main.java -- so long as you use the right filename for the right language
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L783[09:08:56] <gigaherz|work> ;P
L784[09:09:00] <BordListian> or turn it all into a component system instead of OO
L785[09:09:02] <LatvianModder> wall redstone would be another block, so it doesnt mess with existing one, duh
L786[09:09:17] <BordListian> gigaherz, you don't code in Program.cs
L787[09:09:18] <LatvianModder> like.. sticks + wool + redstone. There you go.
L788[09:09:19] <BordListian> you just don't
L789[09:09:19] <Drtro> What is up with the vanilla world gen in 1.10? I get higher frame rates in BoP
L790[09:09:20] <sokratis12GR> but how will it connect with the normal one ?
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L792[09:09:28] <gigaherz|work> BordListian: as someone who spent a whole year improving the shell in ReactOS, I can say
L793[09:09:33] <gigaherz|work> component-based systems SUCK BALLS
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L796[09:09:37] <gigaherz|work> it's horrible
L797[09:09:40] <gigaherz|work> it's impossible to debug
L798[09:09:44] <BordListian> why
L799[09:09:45] <BordListian> how
L800[09:09:51] <gigaherz|work> because you don't have explicit references
L801[09:09:55] <gigaherz|work> everything is loaded on the fly
L802[09:10:01] <BordListian> are we talking about the same thing
L803[09:10:05] <MalkContent> hah
L804[09:10:08] <gigaherz|work> maybe not
L805[09:10:16] <MalkContent> im just having a happy moment
L806[09:10:28] <MalkContent> that normal programmers have to deal with that shit, too xD
L807[09:10:31] <gigaherz|work> the windows shell is built around COM
L808[09:10:31] <MalkContent> i feel for you giga
L809[09:10:32] <gigaherz|work> in COM
L810[09:10:37] <gigaherz|work> each component has a set of interfaces
L811[09:10:41] <BordListian> component system as in an entity's capabilities are determined by its components
L812[09:10:44] <gigaherz|work> and there's no inheritance
L813[09:10:45] <LatvianModder> gigahiga
L814[09:10:52] <BordListian> yeah basicly
L815[09:10:53] <gigaherz|work> just a queryInterface method
L816[09:11:01] <sokratis12GR> wait is OreGeneration for the nether broken ?
L817[09:11:03] <gigaherz|work> that tells you if that interface is supported on the abstract object
L818[09:11:07] <gigaherz|work> so
L819[09:11:10] <BordListian> it's a pretty okay thing i think i just never implemented one
L820[09:11:13] <BordListian> i kinda want to tho
L821[09:11:16] <sokratis12GR> or its different of the one in the overworld
L822[09:11:18] <gigaherz|work> in practice
L823[09:11:19] <BordListian> it sounds pretty sick
L824[09:11:25] <gigaherz|work> you don't KNOW what you are working with
L825[09:11:29] <gigaherz|work> until you try to query an interface
L826[09:11:30] <Ordinastie_> gigaherz|work, that sound exactly what I did for my blocks in MC :p
L827[09:11:36] <gigaherz|work> which makes debugging a nightmare
L828[09:11:53] <gigaherz|work> there's no way to trace the code
L829[09:12:01] <BordListian> wtf man
L830[09:12:06] <gigaherz|work> you basically have to draw each component's calls
L831[09:12:07] <gigaherz|work> on paper
L832[09:12:15] <gigaherz|work> and then try to match up the lines across the different components
L833[09:12:54] <gigaherz|work> so ever since
L834[09:13:21] <gigaherz|work> I feel entitled to say: fuck interface-based component systems, give me hard dependencies
L835[09:13:21] <BordListian> it's like a driving force in roguelike development
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L837[09:13:53] <BordListian> makes it easier to add behaviors to objects without limiting yourself with OO stuff
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L839[09:13:59] <gigaherz|work> yes
L840[09:14:05] <gigaherz|work> component systems are a designer's wet dream
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L842[09:14:14] <gigaherz|work> but also a programmer's nightmare
L843[09:14:16] <BordListian> like if i want an axe in minecraft to also work as a shovel i need to make a filthy workaround
L844[09:14:21] <BordListian> cause i can't multi-inherit
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L846[09:14:41] <gigaherz|work> yup but if you had a component system, then you wouldn't be able to know, in advance
L847[09:14:43] <BordListian> with a component system you just add a shovel component and an axe component to an entity
L848[09:14:46] <gigaherz|work> if any tool is or isn't an axe
L849[09:14:48] <gigaherz|work> you'd have to run the code
L850[09:14:58] <gigaherz|work> and see if, by any chance, anyone has had the idea to assign "axe" to it
L851[09:15:11] <BordListian> you run entity.hasComponent("axe")
L852[09:15:13] <BordListian> or something
L853[09:15:14] <gigaherz|work> yes
L854[09:15:16] <gigaherz|work> AT RUNTIME
L855[09:15:20] <gigaherz|work> you can't know in advance
L856[09:15:33] <gigaherz|work> you can't have a function that only takes axes
L857[09:15:47] <gigaherz|work> you have to accept anything, and then backtrack if it wasn't
L858[09:16:12] <BordListian> you with your special debugging routines
L859[09:16:23] <BordListian> whippersnappers
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L861[09:16:30] <gigaherz|work> don't get me wrong
L862[09:16:35] <gigaherz|work> component systems DO have their uses
L863[09:16:35] <BordListian> back in my day i debugged code without even having a console output
L864[09:16:48] <gigaherz|work> but they come at a cost
L865[09:17:09] <gigaherz|work> you simply can't have dynamically assigned properties AND static type checking
L866[09:17:16] <gigaherz|work> they are mutually exclusive
L867[09:17:20] <BordListian> yeah cause you don't need it honk
L868[09:21:11] <MalkContent> if i want to slap an nbt tag onto an item as a marker for my code, but don't have any information beyond that to include in it, what kind of tag would i chose?
L869[09:22:10] <MalkContent> NBTTagEnd?
L870[09:22:29] <Ordinastie_> no
L871[09:22:45] <Ordinastie_> I'd use a blank tagCompound
L872[09:23:25] <gigaherz|work> I'd use a boolean true ;P
L873[09:24:37] <MalkContent> blank compound it is
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L876[09:24:59] <BordListian> >blank compound
L877[09:25:00] <BordListian> why
L878[09:26:15] <masa> aren't the capabilities sort of for stuff like this?
L879[09:26:29] <gigaherz|work> yes, but you can only have one of each ;P
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L881[09:26:56] <masa> huh?
L882[09:27:03] <gigaherz|work> I mean, in a component system
L883[09:27:20] <gigaherz|work> but I guess you meant as a tag
L884[09:27:32] <gigaherz|work> sorry my brain was still on the other topic
L885[09:27:32] <gigaherz|work> ;P
L886[09:27:46] <masa> okay
L887[09:28:01] <masa> yeah and anyway, you can't manually use a TAG_End
L888[09:28:13] <masa> it's a technical tag only used for the TAG_Compound
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L890[09:28:33] <gigaherz|work> dunno why it's exposed at all
L891[09:28:37] <gigaherz|work> it should be just an implementation detail
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L893[09:28:39] <masa> and only used in the actual data on disk
L894[09:31:06] <Necr0> it won't let me load my item variants from my blockstate json q.q
L895[09:32:19] <Naiten> multipart block rendering hardcode, yay \o/ http://i.imgur.com/b69Y8nk.png http://i.imgur.com/onORJJJ.png
L896[09:32:47] <Naiten> on 1.10.2 without TESR *
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L898[09:36:29] <Necr0> is there a way i can tell my item to use variants defined in a blockstate?
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L900[09:38:17] <diesieben07> Necr0, sure. just do setCustomModelResourceLocation with whatever variant you want
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L903[09:42:55] <sokratis12GR> Guys is VBOs for quality or performance ?
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L909[09:49:31] <MalkContent> quality *tries to keep a stern face*
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L911[09:50:24] <sokratis12GR> so ?
L912[09:50:35] <Necr0> diesieben07 that still tries to load it item model json for me even if i supply a blockstate
L913[09:50:44] <diesieben07> show your code and the jsons
L914[09:51:44] <pWn3d> VBO os for performance
L915[09:51:51] <pWn3d> *is
L916[09:52:11] <pWn3d> https://en.wikipedia.org/wiki/Vertex_Buffer_Object
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L918[09:57:49] <Necr0> diesieben07 https://gist.github.com/Necr0/bfbfc9c98f4e1af24904167171df93b0
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L920[09:58:58] <diesieben07> well, it thinks your variants are not there.
L921[09:59:17] <diesieben07> Caused by: net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException
L922[09:59:52] <diesieben07> put a breakpoint there and find out why it thinks that
L923[10:01:47] <sokratis12GR> so if I set VBOs off it would have better quality ?
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L925[10:04:25] <MalkContent> you shouldnt, no
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L929[10:06:00] <pWn3d> no
L930[10:06:49] <sokratis12GR> ok
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L932[10:07:34] <pWn3d> vbo should be on except you got super old hardware or something
L933[10:08:20] <pWn3d> with vbos models reside in video memory, only with low vram it could be bad
L934[10:08:50] <sokratis12GR> does super old hardware still exist?
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L937[10:09:47] <ghz|afk> [17:02] (sokratis12GR): so if I set VBOs off it would have better quality ?
L938[10:09:48] <ghz|afk> not at all
L939[10:09:55] <ghz|afk> it's just a different way to transfer data to the gpu
L940[10:10:02] <sokratis12GR> ok, i got it
L941[10:10:25] <ghz|afk> VBOs by themselves
L942[10:10:32] <ghz|afk> are a structure that represents data on the gpu
L943[10:10:35] <ghz|afk> since the data is on the gpu
L944[10:10:40] <ghz|afk> it means you don't have to upload it every time
L945[10:10:42] <ghz|afk> however
L946[10:10:49] <ghz|afk> you can also keep assigning new data to a VBO
L947[10:10:56] <ghz|afk> at which point most of th e advantages of the VBO are gone
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L949[10:11:06] <ghz|afk> so a VBO can make things faster
L950[10:11:11] <ghz|afk> but it can make things slower too, if it's misused
L951[10:13:22] <pWn3d> With vbo the cpu transfers data to gpu, and the cpu can tell the gpu to draw that model every frame without needing to transfer a lot of data
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L959[10:33:29] <BordListian> quick question, what's the neutral display tag for items?
L960[10:33:42] <mrkirby153> searge method names (func_XXXX_X) don't change between versions right?
L961[10:33:49] <BordListian> rotation all zeros, scale all ones, translation all zeros?
L962[10:35:22] <diesieben07> mrkirby153, usually not
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L964[10:36:00] <ghz|afk> mrkirby153: the project tries to keep as many of them as possible
L965[10:38:42] <BordListian> also is it possible to rebake a model at runtime?
L966[10:38:50] <BordListian> like with a command or something?
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L969[10:39:46] <ghz|afk> well F3+T will reload all resources
L970[10:39:54] <BordListian> ok thanks
L971[10:39:57] <ghz|afk> so it would reload and rebake all the models
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L982[11:01:18] <Necr0> okay. can i manually add tell the blockstate loader to load variants from my blockstate?
L983[11:01:57] <diesieben07> please clarify
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L985[11:04:17] <StormyMode> Hello people of the IRC.
L986[11:04:37] <MalkContent> o/
L987[11:05:43] <Necr0> the loader tries to load my block using the variantloader. the variant loader however throws an exception because my variant isn't present in ModelBlockDefinition#getVariant so ModelBlockDefinition#getVariant throws an MissingVariant Exception
L988[11:05:49] <MalkContent> dumb question, can i alter method parameters inside the method?
L989[11:05:54] <MalkContent> like count up an int
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L991[11:06:11] <diesieben07> Necr0, yes, that means it thinks your blockstate file does not have the variant you told it to laod
L992[11:06:19] <diesieben07> put a breakpoint there and check why
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L997[11:15:01] <Hawaii_Beach> hi, I need help registering blocks using forge
L998[11:15:21] <Hawaii_Beach> registering items works fine, but blocks apparantly dont
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L1000[11:16:26] <diesieben07> what does not work?
L1001[11:16:30] <Hawaii_Beach> the blocks don't appear ingame, and i see no error in my console..
L1002[11:16:42] <Hawaii_Beach> the registered blocks do not show up ingame
L1003[11:16:43] <diesieben07> What do you mean they do not appear?
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L1005[11:17:57] <Hawaii_Beach> am i missing something? haven't modded minecraft since 1.3.2 so i haven't kept up with forge changes. gotta say it's much better now tho
L1006[11:18:06] <Necr0> really >.<" it doesn't find the variant because it asks for "head=,handle=" and the variant map has "handle=,head="
L1007[11:18:15] <diesieben07> again, what do you mean by "they don't appear"
L1008[11:18:28] <diesieben07> Necr0, yep, variant is just a string, it does not know abotu properties or anything
L1009[11:18:32] <Hawaii_Beach> the registered blocks do not show up ingame
L1010[11:18:41] <Ordinastie_> Hawaii_Beach, I assume you mean you don't see it in your creative tab, but that's because you didn't register the item for the block
L1011[11:18:41] <diesieben07> Where did you expect them to show up?
L1012[11:18:51] <Ordinastie_> ^ he'll say "in game" ><
L1013[11:18:51] <diesieben07> i was having fun ordi :( :D
L1014[11:18:53] <Necr0> ok thanks a lot!
L1015[11:18:58] <Hawaii_Beach> in creative mode for start
L1016[11:19:03] <Ordinastie_> diesieben07, I know, that's for all the time you spoiled mine
L1017[11:19:06] <diesieben07> :D
L1018[11:19:15] <diesieben07> yep, you did not register an ItemBlock most likely.
L1019[11:19:35] <Hawaii_Beach> a new method i guess?
L1020[11:20:03] <diesieben07> you make an ItemBlock and register it
L1021[11:22:53] <raoulvdberge> Why the hell is stuff like this: http://pastebin.com/3a9A3jRL causing an AbstractMethodError but not in a dev environment
L1022[11:23:17] <diesieben07> A is a MC class, right?
L1023[11:23:30] <raoulvdberge> Can be any class really
L1024[11:23:40] <diesieben07> It will only happen with a MC class
L1025[11:23:42] <raoulvdberge> But I think in my case it's an MC class yes
L1026[11:23:46] <raoulvdberge> Why is that?
L1027[11:23:48] <diesieben07> A.a gets obfuscated
L1028[11:23:55] <diesieben07> C.a doesnt
L1029[11:23:56] <raoulvdberge> aha
L1030[11:23:58] <raoulvdberge> makes sense
L1031[11:24:03] <diesieben07> suddenly B no longer implements C.a
L1032[11:24:21] <diesieben07> i believe you need a custom exc file or something but i have never worked with that
L1033[11:24:30] <diesieben07> plus it will only work for ONE parent class
L1034[11:24:34] <diesieben07> you can make C.a also obfuscate
L1035[11:24:45] <raoulvdberge> I'll just change the name lol
L1036[11:24:59] <diesieben07> that won't help you?
L1037[11:25:15] <raoulvdberge> I had an interface with getWorld
L1038[11:25:23] <raoulvdberge> that iface was implemented on a tile entity
L1039[11:25:32] <diesieben07> ah
L1040[11:25:34] <Necr0> yes now my item is finally displayed correctly ^^
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L1042[11:25:53] <Hawaii_Beach> hmm, can someone give me a example of registering a block?
L1043[11:26:24] <raoulvdberge> GameRegistry.register(b) where b is the block instance
L1044[11:26:24] <diesieben07> GameRegistry.register(new MyBlock(), new ResourceLocation(<registry name>));
L1045[11:26:50] <Hawaii_Beach> already have that in my code...
L1046[11:27:05] <Hawaii_Beach> weird, should appear right?
L1047[11:27:11] <diesieben07> In a creative tab? nO.
L1048[11:27:17] <diesieben07> you registered a Block
L1049[11:27:20] <diesieben07> blcoks only exist placed down
L1050[11:27:21] <raoulvdberge> you have to call setCreativeTab
L1051[11:27:25] <diesieben07> what you wnat is an ItemBlock
L1052[11:27:29] <Hawaii_Beach> have done that too
L1053[11:27:32] <diesieben07> like already said 2-3 times.
L1054[11:27:34] <diesieben07> Show it.
L1055[11:27:43] <raoulvdberge> did you register the item version of said block?
L1056[11:27:49] <Hawaii_Beach> oh get it now, so i'll have to create a item that spawns the block?
L1057[11:27:52] <raoulvdberge> GameRegistry.register(new ItemBlock(b))
L1058[11:28:03] <Hawaii_Beach> show what?
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L1060[11:28:46] <diesieben07> you said you already did create the ItemBlock
L1061[11:28:49] <diesieben07> I said to show that.
L1062[11:30:18] <Hawaii_Beach> well, that didn't work
L1063[11:30:34] <Hawaii_Beach> "No registry name set for object net.minecraft.item.ItemBlock@35f34ccc (net.minecraft.item.ItemBlock)"
L1064[11:30:40] <diesieben07> well, you need to set the registry name...
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L1066[11:31:02] <Hawaii_Beach> that's incorrect
L1067[11:31:04] <Hawaii_Beach> already have
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L1069[11:31:29] <diesieben07> Nope.
L1070[11:31:30] <sokratis12GR> show your code
L1071[11:31:36] <diesieben07> thats what that error means: you did not.
L1072[11:32:58] <Hawaii_Beach> http://pastebin.com/KtM5tcr2
L1073[11:33:18] <diesieben07> you did not set the ItemBlock registry name anwhere.
L1074[11:33:25] <Hawaii_Beach> i tried on my main class
L1075[11:33:35] <diesieben07> Where?
L1076[11:33:42] <Hawaii_Beach> that's also why there's a markup in basicblock.java
L1077[11:33:51] <Hawaii_Beach> oh
L1078[11:34:01] <raoulvdberge> ItemBlock ib = new ItemBlock(BlockSlimeOre); ib.setRegistryName(BlockSlimeOre.getRegistryName()); GameRegistry.register(ib);
L1079[11:34:34] <diesieben07> also... why in the fudge do you pass in "BlockSlimeOre" as the name only to then promptly use substring to remove the "Block" part?
L1080[11:34:38] <diesieben07> just remove it in the first place...
L1081[11:34:48] <Hawaii_Beach> no i have multiple blocks
L1082[11:34:54] <Hawaii_Beach> that was just a part of the full code
L1083[11:34:58] <diesieben07> well pass in "SlimeOre" then...
L1084[11:35:04] <diesieben07> and remove the substring crap
L1085[11:35:11] <Hawaii_Beach> having "Item" eases things for me
L1086[11:35:28] <Hawaii_Beach> well, that solves the issue
L1087[11:35:31] <diesieben07> wat...
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L1089[11:35:58] <Hawaii_Beach> i mean calling blocks "BlockSlimeOre" . . ..
L1090[11:36:25] <Hawaii_Beach> thanks i guess
L1091[11:36:43] <diesieben07> you are not calling them that...
L1092[11:36:53] <Hawaii_Beach> haha yes i am
L1093[11:36:55] <diesieben07> you are immediately and everywhere removing the "Block" part using substring
L1094[11:37:06] <diesieben07> it even says so in your comment.
L1095[11:37:09] <raoulvdberge> people still use substring? :/
L1096[11:37:19] <Hawaii_Beach> to be honest it's because it's all old imported code
L1097[11:37:39] <Hawaii_Beach> guess it's dumb
L1098[11:37:59] <Hawaii_Beach> but the ItemBlock thing wasn't there before
L1099[11:38:17] <diesieben07> yes the registry system was overhauled
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L1101[11:38:29] <Hawaii_Beach> oh
L1102[11:39:00] <Hawaii_Beach> so wait, both the block itself and the ItemBlock need to have seperate registry names?
L1103[11:39:15] <diesieben07> No they should be the same.
L1104[11:39:25] <Hawaii_Beach> aight
L1105[11:39:26] <Ordinastie_> if you update from 1.3.2, pretty much everything was overhauled
L1106[11:39:34] <Hawaii_Beach> yeah i noticed
L1107[11:40:13] <BordListian> i really hope pitch is from 0.0 to 1.0
L1108[11:40:29] <BordListian> sound pitch
L1109[11:40:43] <Hawaii_Beach> it isn't afaik
L1110[11:42:36] <BordListian> goddamnit
L1111[11:42:54] <BordListian> here's hoping this doesn't sound like ass
L1112[11:43:41] <Hawaii_Beach> how about block textures? i found nothing about the json templates
L1113[11:43:52] <Hawaii_Beach> the same as vanilla?
L1114[11:44:18] <ghz|afk> everything that vanilla does can be used with mods
L1115[11:44:34] <ghz|afk> the main differencei s vanilla stuff is hardcoded
L1116[11:44:39] <ghz|afk> mod stuf fhave to be "opted in" to
L1117[11:44:50] <Hawaii_Beach> yeah i know but the .json stuff, afaik there's minor changes
L1118[11:45:01] <ghz|afk> nah
L1119[11:45:07] <BordListian> you need blockstates and models
L1120[11:45:13] <ghz|afk> forge blockstates is an improved version
L1121[11:45:15] <ghz|afk> but it's optional
L1122[11:45:26] <ghz|afk> vanilla-style blockstates and models work just fine
L1123[11:45:28] <Hawaii_Beach> already have blockstates and models files inplace
L1124[11:45:33] <Hawaii_Beach> but how do i register them?
L1125[11:45:43] <BordListian> oh yeah you need to register all of that stuff
L1126[11:45:47] <ghz|afk> in your clientproxy, during pre-init
L1127[11:45:52] <Hawaii_Beach> uhuh?
L1128[11:45:53] <ghz|afk> you call ModelLoader.setCustomModelResourceLocation
L1129[11:46:08] <ghz|afk> with either an item, or an itemblock (Item.getItemFromBlock)
L1130[11:46:18] <ghz|afk> and the location of the blockstates file or the item model json
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L1132[11:46:37] <Hawaii_Beach> aight
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L1134[11:47:27] <Hawaii_Beach> wait registering items goes the same way? http://pastebin.com/EtYtBUwT im registering item textures in my item class..
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L1136[11:47:33] <Hawaii_Beach> and it works
L1137[11:47:44] <ghz|afk> yo ucna do it on your item class
L1138[11:47:56] <ghz|afk> but then you have to protect it against running on the dedicated server
L1139[11:48:11] <Hawaii_Beach> with @sideonly ?
L1140[11:48:15] <ghz|afk> for me, having to write @SideOnly on my own methods
L1141[11:48:21] <ghz|afk> is a really bad code smell
L1142[11:48:27] <diesieben07> I like it
L1143[11:48:32] <ghz|afk> everything that only has to happen on the client, goes through clientproxy
L1144[11:48:35] <diesieben07> it's a quick way to make it work, if done properly
L1145[11:48:48] <ghz|afk> so when I tell people how to do things
L1146[11:48:55] <ghz|afk> I'll tell it the way I think is most correct
L1147[11:48:55] <ghz|afk> ;P
L1148[11:48:58] <diesieben07> for me one giant clientproxy with ALL THE THINGS in it is a code smell :P
L1149[11:49:07] <Tazz> how does one get water and lava in a smeltery
L1150[11:49:15] <ghz|afk> so yeah, your choice.
L1151[11:49:20] <ghz|afk> Tazz: with pipes
L1152[11:49:27] <Tazz> really you can pipe it in?
L1153[11:49:32] <Tazz> I never knew that :<
L1154[11:49:34] <ghz|afk> yep
L1155[11:49:35] <Ordinastie_> diesieben07, +1 :p
L1156[11:49:44] <Tazz> awesomesauce
L1157[11:49:48] <Tazz> thanks gigaherz
L1158[11:49:52] <diesieben07> if you really don't want @SideOnly, use multiple @SidedProxy
L1159[11:49:53] <ghz|afk> in fact
L1160[11:49:57] <diesieben07> where they belong
L1161[11:50:02] <ghz|afk> you can use the smeltery drain
L1162[11:50:11] <ghz|afk> and smeltery faucet
L1163[11:50:14] <ghz|afk> place the drain upward
L1164[11:50:24] <ghz|afk> place a tank on top, with a faucet right on top of the drain
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L1166[11:50:34] <ghz|afk> then click the tank with buckets to fill it
L1167[11:50:43] <ghz|afk> and use the faucet to transfer into the smeltery
L1168[11:50:49] *** Keridos|away is now known as Keridos
L1169[11:54:43] <Hawaii_Beach> "ModelLoader.setCustomModelResourceLocation(new ItemBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));", right?
L1170[11:55:26] <Hawaii_Beach> well that didn't work
L1171[11:55:40] <ghz|afk> no
L1172[11:55:41] <diesieben07> no, you need to use the existing ItemBlock
L1173[11:55:44] <diesieben07> you cannot just create a new one
L1174[11:55:47] <ghz|afk> you don't create a new itemblock XD
L1175[11:56:09] <Hawaii_Beach> lol ofc
L1176[11:56:24] <ghz|afk> Item.getItemFromBlock
L1177[11:56:31] <ghz|afk> and if that crashes, it means you didn't register it yet
L1178[11:56:36] <ghz|afk> so you'll haveto register your itemblock first
L1179[11:56:55] <ghz|afk> and THAT is where you do create a new itemblock instance
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L1181[11:57:09] <Hawaii_Beach> trying now..
L1182[11:57:12] <ghz|afk> GameRegistry.register(new ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L1183[11:57:43] <Hawaii_Beach> yeah already done that
L1184[11:58:08] <ghz|afk> yeah then query it using Item.getItemFromBlock
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L1186[11:59:47] <Hawaii_Beach> done something wrong with my json files
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L1188[12:00:53] <Hawaii_Beach> "Exception loading model for variant "testmod:OliveLog#inventory for item "testmod:OliveLog", blockstate location exception
L1189[12:01:24] <Hawaii_Beach> what should p_i46080_2_ be?
L1190[12:02:18] <quadraxis> !gp p_i46080_2_
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L1192[12:02:53] <quadraxis> do that
L1193[12:02:58] <Hawaii_Beach> !gp p_i46080_2_
L1194[12:03:15] <Hawaii_Beach> neat
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L1196[12:04:03] <Hawaii_Beach> "Caused by: java.io.FileNotFoundException: testmod:models/item/SlimeStone.json" waat
L1197[12:04:28] <Hawaii_Beach> it's trying to load i item instead of block now
L1198[12:04:36] <Hawaii_Beach> a item*
L1199[12:05:50] <diesieben07> well you have an ItemBlock
L1200[12:05:54] <diesieben07> blcoks ONLY exist in the world
L1201[12:05:55] <diesieben07> nowhere else
L1202[12:06:00] <ghz|afk> does your block have properties?
L1203[12:06:09] <ghz|afk> there's a thing in mc where "normal" === "inventory"
L1204[12:06:12] <ghz|afk> but it only works for "normal"
L1205[12:06:17] <ghz|afk> that is, for blocks with no properties
L1206[12:06:32] <ghz|afk> if you have properties in your block, you'll need to add an "inventory" line on your blockstates file
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L1208[12:07:17] <ghz|afk> ... why did I just say that
L1209[12:07:21] <ghz|afk> that was never true
L1210[12:07:34] <ghz|afk> mc just looks for the item model json if it doesn't find the value on the blockstates file
L1211[12:07:47] <ghz|afk> I need to rest.
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L1215[12:11:05] <Hawaii_Beach> it's not working, and no errors; again
L1216[12:12:07] <diesieben07> show code and jsons :D
L1217[12:12:28] <Hawaii_Beach> oh god
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L1220[12:15:32] <Hawaii_Beach> http://pastebin.com/g4rcddgw
L1221[12:16:15] <Hawaii_Beach> also tried putting the last json files in models > item instead
L1222[12:16:40] <diesieben07> that woudl not make sense
L1223[12:16:45] <diesieben07> So, no errors whatsoever?
L1224[12:16:48] <Hawaii_Beach> nop
L1225[12:16:50] <diesieben07> do you call initModel? Where?
L1226[12:16:58] <Hawaii_Beach> in the block class
L1227[12:17:05] <Hawaii_Beach> works fine for my items
L1228[12:17:11] <diesieben07> you are not calling it...
L1229[12:17:16] <diesieben07> at least not in the code you pasted.
L1230[12:17:19] <Hawaii_Beach> omg
L1231[12:17:45] <Hawaii_Beach> i really need coffe
L1232[12:18:14] <diesieben07> or a proper IDE that shows you unused methods :P
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L1234[12:18:32] <Hawaii_Beach> OK now the item renderes in my hand but not when placed..?
L1235[12:18:52] <diesieben07> well, by default block models use the variant "normal"
L1236[12:18:54] <howtonotwin> Blocks without variants use the variant "normal"
L1237[12:18:55] <diesieben07> which you have not defined
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L1239[12:19:55] <howtonotwin> You can also get rid of the inv variant and just use normal for the item if you are so inclined.
L1240[12:20:08] <diesieben07> yea
L1241[12:21:19] <howtonotwin> Also, just joined recently, is there a reason the block is registering its ItemBlock but isn't registering itself?
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L1244[12:23:53] <Hawaii_Beach> so i can safely get rid of all "inventory" variants on all my json files?
L1245[12:24:04] <Hawaii_Beach> incl blockstates
L1246[12:24:05] <diesieben07> yes, if you then tell the items to use "normal" instead.
L1247[12:24:37] <diesieben07> i'll be making food, so later.
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L1250[12:27:10] <Hawaii_Beach> well all blocks still have no texture when placed
L1251[12:27:17] <Hawaii_Beach> but inventory works
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L1254[12:28:25] <howtonotwin> are you registering the blocks?
L1255[12:28:40] <Hawaii_Beach> yes, and no errors again
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L1257[12:29:31] <howtonotwin> Where are you registering them? I don't see it in what you posted.
L1258[12:29:53] <ghz|afk> blocks go directly to the blockstates json file
L1259[12:30:00] <ghz|afk> it must have the same name as the registry name of the block
L1260[12:30:23] <howtonotwin> You still have to register them with the GameRegistry, don't you?
L1261[12:30:36] <ghz|afk> ofc
L1262[12:30:40] <ghz|afk> but it wouldn't exist in his hand
L1263[12:30:44] <ghz|afk> if it wasn't registered at all
L1264[12:30:48] <howtonotwin> Additionally, the ItemBlock doesn't seem to have an unlocalizedName?
L1265[12:30:53] <Hawaii_Beach> aight works now
L1266[12:30:55] <Hawaii_Beach> thanks
L1267[12:30:59] <ghz|afk> doesn't need to
L1268[12:31:06] <ghz|afk> ItemBlock calls getUnlocalizedName on the Block
L1269[12:31:09] <Hawaii_Beach> had to register both the itemblock and the block itself
L1270[12:31:14] <howtonotwin> No, he did register the ItemBlock, I was wondering where he registered the block itself
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L1272[12:31:22] <Hawaii_Beach> yeah and i didn't
L1273[12:31:23] <ghz|afk> oh?
L1274[12:31:27] <ghz|afk> I thought it would crash
L1275[12:31:30] * ghz|afk shrugs
L1276[12:31:37] <Hawaii_Beach> only did "
L1277[12:31:37] <Hawaii_Beach> <Hawaii_Beach> yeah and i didn't"
L1278[12:31:48] <Hawaii_Beach> only did "GameRegistry.register(new ItemBlock(this).setRegistryName(this.getRegistryName()));"
L1279[12:31:58] <Hawaii_Beach> added GameRegistry.register(this);
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L1284[12:34:01] <Hawaii_Beach> omg you cant use the "switch" statement with a string?!
L1285[12:34:09] <howtonotwin> you can
L1286[12:34:10] <Hawaii_Beach> #yetanotherreasontousec#
L1287[12:34:25] <howtonotwin> oh C derp
L1288[12:34:37] <Hawaii_Beach> well i meantc*sharp*
L1289[12:35:08] <Hawaii_Beach> how do i do that?
L1290[12:35:21] <howtonotwin> If/elseif/else?
L1291[12:35:32] <Hawaii_Beach> switch statement?
L1292[12:35:36] <howtonotwin> or you can do it how java does it and switch on str.hashCode
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L1294[12:36:01] <howtonotwin> just make sure that you check for equality too inside the cases :P
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L1296[12:36:55] <Hawaii_Beach> yeah using .hashCode()
L1297[12:37:04] <ghz|afk> Hawaii_Beach: question is
L1298[12:37:11] <ghz|afk> what are you doing that "needs" a switch on string?
L1299[12:37:39] <Hawaii_Beach> setSoundType with 1 class.. well i could do that in my main class....
L1300[12:38:01] <Hawaii_Beach> well issue solved
L1301[12:39:46] <Hawaii_Beach> omg eclipse sucks
L1302[12:39:55] <Hawaii_Beach> there's no "open closed tab"
L1303[12:40:11] <ghz|afk> switch to IDEA? ;P
L1304[12:40:30] <Hawaii_Beach> gotta love visual studio
L1305[12:40:44] <ghz|afk> although I don't think it has that, either
L1306[12:40:51] <Hawaii_Beach> i swear eclipse + git = nightmare
L1307[12:40:57] <ghz|afk> I love VS too, but i have never used any "open closed tab" menu item
L1308[12:40:58] <ghz|afk> ;p
L1309[12:41:10] <ghz|afk> well then switch to IDEA, is the best IDE I have used besides VS
L1310[12:41:10] <ghz|afk> ;p
L1311[12:42:27] <romibi> just be happy you haven't encountered an "Enterprise Management Software" implemented as eclipse plugin/mod … yet … that's horrible
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L1313[12:43:06] *** Mine|dreamland is now known as minecreatr
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L1315[12:43:15] <Hawaii_Beach> what's that?
L1316[12:44:38] <Hawaii_Beach> well back to using the switch statement
L1317[12:45:07] <Hawaii_Beach> couldn't set via main class
L1318[12:45:10] <romibi> by my uncle … was like "That's eclipse! you are programming? Wait… - No I'm book keeping … thats the software i got for it."
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L1320[12:47:20] <ghz|afk> Hawaii_Beach: I'm still not sure why you need it ;P
L1321[12:47:34] <Hawaii_Beach> setting setSoundType
L1322[12:47:44] <Hawaii_Beach> becasue all blocks goes to 1 class for registering
L1323[12:47:58] <ghz|afk> but setSoundType takes a SoundType
L1324[12:48:10] <Hawaii_Beach> yes?
L1325[12:48:10] <ghz|afk> why not pass the SoundType directly?
L1326[12:48:23] <Hawaii_Beach> pass it to .. what?
L1327[12:48:35] <ghz|afk> to the constructor?
L1328[12:48:43] <Hawaii_Beach> public BasicBlock(Material blockMaterialIn, MapColor blockMapColorIn, String blockName, SoundType soundType)
L1329[12:48:44] <Hawaii_Beach> like that?
L1330[12:48:51] <ghz|afk> sure
L1331[12:48:57] <ghz|afk> or you know
L1332[12:48:59] <ghz|afk> you could chain the call
L1333[12:49:16] <ghz|afk> theBlock = new BasicBlock(blah).setSoundType(SoundType.WOOD)
L1334[12:49:26] <Hawaii_Beach> apparantly that didn't work
L1335[12:49:28] <ghz|afk> since setSoundType returns Block
L1336[12:49:45] <ghz|afk> you may have to cast to BasicBlock
L1337[12:49:50] <ghz|afk> but it should work
L1338[12:50:14] <ghz|afk> what didn't work?
L1339[12:50:56] <Hawaii_Beach> "The method setSoundType(SoundType) from the type Block is not visible"
L1340[12:51:04] <Hawaii_Beach> it's protected
L1341[12:51:08] <ghz|afk> Oh
L1342[12:51:09] <ghz|afk> yeah
L1343[12:51:11] <ghz|afk> meh.
L1344[12:51:12] <Hawaii_Beach> !gp setSoundType
L1345[12:51:16] <Hawaii_Beach> lol
L1346[12:51:18] <Hawaii_Beach> did they change that?
L1347[12:51:20] <howtonotwin> You really should do it in the constructor
L1348[12:51:22] <ghz|afk> someone should make a PR to forge to include that in the default access transformer
L1349[12:51:28] <Hawaii_Beach> yeah
L1350[12:51:30] <ghz|afk> anyhow
L1351[12:51:36] <howtonotwin> it isn't very OOP to do it outside
L1352[12:51:38] <ghz|afk> just pass it through the constructor.
L1353[12:51:39] <Hawaii_Beach> how do you make a pr?
L1354[12:51:42] <Hawaii_Beach> is it github?
L1355[12:51:45] <ghz|afk> yeh
L1356[12:51:49] <Hawaii_Beach> well i'll do it
L1357[12:51:54] <Hawaii_Beach> get my name on the credit list :D
L1358[12:51:56] <Hawaii_Beach> lol
L1359[12:52:29] <Hawaii_Beach> for note: im building against forge 12.18.1.2011
L1360[12:52:32] <ghz|afk> there's a wiki page on the repository that explains the basics of contributing
L1361[12:52:46] <ghz|afk> you should always try to develop with latest forge
L1362[12:52:55] <Hawaii_Beach> why not stable?
L1363[12:53:00] <ghz|afk> to make sure the people using latest aren't forced to downgrade due to some compat bug ;P
L1364[12:53:12] <ghz|afk> recommended doesn't mean stable
L1365[12:53:22] <ghz|afk> recommended means "if you are using something older, you are doing it wrong"
L1366[12:53:27] <howtonotwin> *cough* 2027 *cough*
L1367[12:53:32] <Hawaii_Beach> wait you're recommending people to run the "latest" builds instead of "recommended"?
L1368[12:54:02] <ghz|afk> sotrof
L1369[12:54:04] <Hawaii_Beach> my experience from running "latest" builds is that nothing works
L1370[12:54:05] <ghz|afk> sortof*
L1371[12:54:18] <ghz|afk> I'm recommending MODDERS to always use something close to latest
L1372[12:54:23] <ghz|afk> but for plain users, do whatever works
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L1374[12:56:11] <MalkContent> are there events for when the player loses the current item?
L1375[12:56:22] <MalkContent> as in a breaking tool or itemstack empty from placing blocks
L1376[12:56:51] <gigaherz> PlayerDestroyItemEvent
L1377[12:56:54] <Hawaii_Beach> btw you do you register a sound?
L1378[12:56:55] <gigaherz> but it doesn't work for armor
L1379[12:56:56] <gigaherz> only using
L1380[12:57:00] <Hawaii_Beach> found NO docummentation
L1381[12:57:14] <MalkContent> that working for stack empty from placing, too?
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L1383[12:57:17] <gigaherz> Hawaii_Beach: create a new instance, and register it on the GameRegsitry
L1384[12:57:21] <gigaherz> MalkContent: yes
L1385[12:57:24] <MalkContent> sweet
L1386[12:57:26] <MalkContent> thx :)
L1387[12:57:39] <Hawaii_Beach> trying to use world.playSound but it doesn't seem to work
L1388[12:58:03] <gigaherz> Hawaii_Beach: that's all I know, I haven't done sounds myself
L1389[12:58:03] <gigaherz> ;p
L1390[12:58:05] <howtonotwin> check the readthedocs page. It has a category under
L1391[12:58:13] <howtonotwin> *under Events
L1392[12:59:15] <MalkContent> if i manipulate the inventory in an event, should i SideOnly(Side.Server) it?
L1393[13:00:03] <Hawaii_Beach> i don't understand the "openChest" thing at all
L1394[13:00:12] <McJty> MalkContent, why would you even do that?
L1395[13:00:19] <McJty> I mean SideOnly Server
L1396[13:00:30] <gigaherz> MalkContent: no, you want it to run on client jarstoo
L1397[13:00:40] <gigaherz> you just want to only handle the event if you are on the server thread
L1398[13:00:50] <gigaherz> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L1399[13:00:52] <MalkContent> a right
L1400[13:00:55] <gigaherz> you may need to read that again
L1401[13:00:56] <gigaherz> ;P
L1402[13:01:00] <MalkContent> sorry, ive been too long at this today
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L1404[13:01:10] <MalkContent> and ive had too much good coffee
L1405[13:01:20] <MalkContent> and its so cold that i barely noticed the 90% humidity
L1406[13:01:42] <MalkContent> (but this thing is so close to being done ^^)
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L1410[13:04:42] <MalkContent> then again, what would be the issue of using sideonly on an eventhandler
L1411[13:04:57] <howtonotwin> it gets stripped out by ASM
L1412[13:04:57] <Hawaii_Beach> think of forge being a standalone game
L1413[13:05:09] <howtonotwin> it literally ceases to exist
L1414[13:05:32] <howtonotwin> what happens if something tries to call it? JVM error
L1415[13:06:04] <MalkContent> its only registered server side anyways :x?
L1416[13:06:35] <howtonotwin> then what happens on SSP?
L1417[13:06:56] <howtonotwin> SSP is Side.Client, even on the logical server
L1418[13:07:05] <MalkContent> huh
L1419[13:07:24] <howtonotwin> I think you have to refresh on physical and logical sides
L1420[13:08:29] <MalkContent> yes i should
L1421[13:12:58] <Hawaii_Beach> ahhh this json format is driving me crazy
L1422[13:13:02] <MalkContent> hmkay so this affects proxies too if i dont misread this
L1423[13:13:12] <Hawaii_Beach> not to be rude but the json examples are shit
L1424[13:13:57] <Hawaii_Beach> can someone show me a example sounds.json
L1425[13:14:27] <MalkContent> what i'm getting from this is: never ever use sided anything except client side for render stuff and keygrabbing and the like, yes? :x
L1426[13:15:07] <MalkContent> and even then it's optional, because you gate it with isRemote anyways, in case of ssp
L1427[13:15:47] <BordListian> you need to use it for model loading don't you
L1428[13:19:05] <Hawaii_Beach> OK so i've registered my soundevent, how do i execute it?
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L1433[13:21:18] <BordListian> mobheads don't have a json model right
L1434[13:21:27] <BordListian> they use their own fancy rendering magic i assume
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L1437[13:27:50] <sham1> And I am back
L1438[13:29:38] <Hawaii_Beach> well playing sounds on right-click just doesn't work for me
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L1440[13:30:22] <Wuppy> oh man... they have La Trappe White on tap tonight, this is going to be good :D
L1441[13:31:05] <sham1> tap?
L1442[13:31:24] <gigaherz> it's a beer, I guess
L1443[13:31:31] <Wuppy> http://tgifridays.at/images/drink242-beer-tap-shot-lightened.jpg
L1444[13:31:32] <gigaherz> they have a barrel ready to fill cups with
L1445[13:31:33] <Wuppy> tap
L1446[13:31:47] <Wuppy> tap beer is 99% of the time tastier
L1447[13:32:03] <sham1> So 0.99x tastier?
L1448[13:32:04] <Wuppy> and la trappe is already one of the best brands of beer
L1449[13:32:20] <sham1> Wouldn't that make it less tasty
L1450[13:32:24] <Wuppy> it's either as good, or much better tahn beer from a bottle
L1451[13:32:26] <gigaherz> no
L1452[13:32:30] <gigaherz> 99% of the time, it's tastier
L1453[13:32:36] <sham1> Ah
L1454[13:32:44] <sham1> I did not comprihend him
L1455[13:35:09] <howtonotwin> Hawaii_Beach: I've never played around with sounds, but how are you trying to play it?
L1456[13:35:18] <sham1> Anyway, I got the emacs version of eclim to work :P
L1457[13:35:29] <sham1> Now to edit using a good editor
L1458[13:35:56] <Hawaii_Beach> how?
L1459[13:36:02] <Hawaii_Beach> using World.playSound
L1460[13:36:06] <howtonotwin> which overload?
L1461[13:36:11] <tterrag> http://mcforge.readthedocs.io/en/latest/effects/sounds/
L1462[13:36:13] <MalkContent> huh. even isRemote is about physical server/client instead of logical
L1463[13:36:14] <tterrag> read
L1464[13:36:20] <gigaherz> MalkContent: wat, no
L1465[13:36:21] <MalkContent> everything i believed is a lie :|
L1466[13:36:22] <tterrag> MalkContent: no it's not
L1467[13:36:25] <MalkContent> wat
L1468[13:36:30] <howtonotwin> isRemote is logical
L1469[13:36:31] <sham1> world.isRemote is about the logical side
L1470[13:36:36] <howtonotwin> the annotations are physical
L1471[13:36:42] <sham1> remote is the logical client
L1472[13:36:45] <howtonotwin> thats the gist of most of it
L1473[13:36:56] <MalkContent> i just println once for if isRemote and once for else
L1474[13:37:01] <gigaherz> yeah keep in mind
L1475[13:37:03] <MalkContent> i got server and client thread
L1476[13:37:11] <gigaherz> isRemote is true for the client
L1477[13:37:13] <MalkContent> both telling me the println from isremote
L1478[13:37:13] <Hawaii_Beach> overloads?
L1479[13:37:15] <gigaherz> and false for the server thread
L1480[13:37:33] <howtonotwin> Hawaii_Beach there are 3 playsounds on World
L1481[13:37:42] <Hawaii_Beach> oh
L1482[13:38:18] <Hawaii_Beach> "World.playSound(@Nullable EntityPlayer player, BlockPos pos, SoundEvent soundIn, SoundCategory category, float volume, float pitch)"
L1483[13:38:26] <MalkContent> http://pastebin.com/fWcEaskZ
L1484[13:38:31] <howtonotwin> on which side are you calling it?
L1485[13:38:40] <Hawaii_Beach> isn't set to any
L1486[13:38:46] <howtonotwin> so both?
L1487[13:38:47] <tterrag> *sigh*
L1488[13:38:50] <tterrag> http://mcforge.readthedocs.io/en/latest/effects/sounds/
L1489[13:38:57] <Hawaii_Beach> well the sound is registered in the server proxy
L1490[13:38:59] <tterrag> Hawaii_Beach: read that
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L1492[13:39:19] <sham1> Speaking of rtd, what other docs would be needed
L1493[13:39:27] <MalkContent> why is the server thread there printing out the client part
L1494[13:40:16] <gigaherz> MalkContent: uhhh
L1495[13:40:18] <gigaherz> read what you wrote
L1496[13:40:22] <gigaherz> which world are you printing?
L1497[13:40:22] <Hawaii_Beach> using client side doesn't help
L1498[13:40:34] <howtonotwin> because you're using Minecraft and Minecraft is the definition of clientside?
L1499[13:40:38] <gigaherz> Minecraft.getMinecraft()
L1500[13:40:40] <gigaherz> that's the CLIENT
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L1502[13:40:49] <howtonotwin> ALWAYS the Client
L1503[13:40:51] <gigaherz> so .theWorld will *always* be the client world
L1504[13:40:55] <tterrag> MalkContent: YOU read this http://mcforge.readthedocs.io/en/latest/concepts/sides/
L1505[13:40:59] <Renari> Does anyone know of any mods on 1.10.2 that implement a chunk loader?
L1506[13:41:21] <MalkContent> http://i3.kym-cdn.com/entries/icons/original/000/016/646/marvin.PNG
L1507[13:41:23] * sham1 watches with amusement when tterrag is linking readthedocs to people
L1508[13:42:02] <Hawaii_Beach> hm
L1509[13:42:07] <sham1> Also, I am dissapointed that that marvin is not the one from hitchhiker's guide to the galaxy
L1510[13:42:26] <Hawaii_Beach> already read the docs
L1511[13:42:42] <gigaherz> MalkContent: if you have a World parameter in the event, use it
L1512[13:42:48] <gigaherz> if you have an Entity parameter, get the world from it
L1513[13:42:49] <howtonotwin> so which side are you calling playSound from? both, client, or server?
L1514[13:42:50] <gigaherz> if you have neither
L1515[13:42:53] <gigaherz> then come here and ask.
L1516[13:43:18] <Hawaii_Beach> tried everything
L1517[13:44:07] <sham1> really now
L1518[13:44:27] <howtonotwin> So I'll just spell out how to do it: on BOTH sides, call World.playSound with the player you want
L1519[13:44:52] <Hawaii_Beach> ffs already tried and no sound
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L1521[13:45:13] <sham1> Are you sure that the game knows about your sound
L1522[13:45:14] <secknv> hey
L1523[13:45:18] <sham1> Also, hi
L1524[13:45:29] <secknv> why is setSoundType protected?
L1525[13:45:47] <sham1> So people who are not subclasses cannot access it of course
L1526[13:46:02] <howtonotwin> because there is really no reason you should be setting outside of the block itself
L1527[13:46:03] <secknv> any particular reason I shouldn't use it outside the block class?
L1528[13:46:09] <secknv> lol
L1529[13:46:13] <howtonotwin> because it breaks all tenents of OOP?
L1530[13:46:22] <secknv> what is oop
L1531[13:46:30] <sham1> Object Oriented Programming
L1532[13:46:38] <sham1> Of which Minecraft is a bad example of
L1533[13:46:41] <secknv> lol I'm bad with abbreviations
L1534[13:46:43] <howtonotwin> true
L1535[13:46:49] <sham1> Like, very bad
L1536[13:46:58] <secknv> I wouldn't know xD
L1537[13:47:11] <howtonotwin> honestly why the heck does everything NBT serializable have to be mutable
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L1539[13:47:40] <sham1> Because mutability
L1540[13:47:58] <secknv> the thing is the class where I registerBlock and registerRender for my mod's blocks does not extend Block
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L1542[13:48:08] <secknv> and so I cannot use .setsoundtype
L1543[13:48:13] <howtonotwin> So, do it in the blocks themselves???
L1544[13:48:22] <sham1> ^
L1545[13:48:30] <secknv> wait
L1546[13:48:37] <sham1> ...
L1547[13:48:47] <Hawaii_Beach> http://pastebin.com/wP8x6ZAt this should work right?
L1548[13:48:50] <masa> inside the block constructor. bam.
L1549[13:49:06] <secknv> i wanted to instead of creating calsses for everyblock just do it like mc and go registerBlock(new Block().blabla.setsoundtype)
L1550[13:49:23] <sham1> You cannot daisychain everything
L1551[13:49:30] <tterrag> he's not wrong
L1552[13:49:35] <tterrag> all the other block methods work like that
L1553[13:49:41] <tterrag> there's no good reason for setSoundType to be protected
L1554[13:49:51] <sham1> Mojang
L1555[13:49:54] <sham1> That is the reason
L1556[13:49:57] <sham1> Not a very good one
L1557[13:49:59] <sham1> But A reason
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L1559[13:50:37] <McJty> LatvianModder, here?
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L1561[13:51:13] <secknv> so would it be retarted if I added a "extends Block" to the class where I register my blocks
L1562[13:51:43] <secknv> probably retarded lol nvm that
L1563[13:51:56] <Hawaii_Beach> isRemote doesn't seem to fix the issue
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L1565[13:53:50] <howtonotwin> Wait, what method are you overriding?
L1566[13:53:53] <MalkContent> okay, this works. one last question: does it make sense to manipulate inventories server AND client side, so the client can get some immediate updates in cases of shitty connection?
L1567[13:54:17] <MalkContent> or is that a nono
L1568[13:54:43] <sham1> you can do it
L1569[13:54:55] <sham1> But, There could be desyncs
L1570[13:55:20] <howtonotwin> If you want an item to play a sound override Item.onRightClick(ItemStack, World, Player, Hand)
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L1574[13:59:31] <MalkContent> thx. I'll keep it in mind as optional
L1575[14:00:03] <Hawaii_Beach> i cannot override
L1576[14:00:10] <howtonotwin> why not?
L1577[14:00:18] <Hawaii_Beach> or wait
L1578[14:00:21] <Hawaii_Beach> it worked
L1579[14:00:28] <Hawaii_Beach> rightclicking crashes game
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L1582[14:00:38] <Hawaii_Beach> nice
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L1587[14:02:39] <Hawaii_Beach> well apparantly adding sound assets seems harder than i thought
L1588[14:02:51] <howtonotwin> Why are you accessing your sound via the proxy? It should be the same on all sides
L1589[14:04:08] <Hawaii_Beach> wait if i override onItemRightClick, what should i return?
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L1592[14:05:26] <howtonotwin> PASS: If you want to continue processing the click, FAIL: if you failed and you want to bail out, SUCCESS: if you succeeded and want to stop
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L1596[14:06:16] <howtonotwin> Basically if you PASS the game tries to call the various other onClick methods, the others halt it.
L1597[14:07:32] <howtonotwin> And return the resulting ItemStack while you're at it.
L1598[14:08:48] <Ordinastie_> pass means you don't do anything, and pass it to the other hand
L1599[14:08:49] <Hawaii_Beach> http://pastebin.com/GesbphCH like this?
L1600[14:08:51] <Hawaii_Beach> well it crashes
L1601[14:09:08] <Hawaii_Beach> on right-clicking with java.lang.NullPointerException
L1602[14:09:37] <Ordinastie_> Hawaii_Beach, you need to have basic programming knowledge to make a mod
L1603[14:10:24] <BordListian> savage
L1604[14:11:20] <Hawaii_Beach> well that wasn't my original code, i tried something from the game to be able to override
L1605[14:11:37] <Hawaii_Beach> or else i'd be doing superclass
L1606[14:12:25] <Ordinastie_> wut ?
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L1608[14:12:47] <howtonotwin> please tell me, for the love of all holy things, you are not actually passing null for the sound position
L1609[14:12:48] <Hawaii_Beach> supertype* "The method onItemRightClick(EntityPlayer, ItemStack, World, World, TileEntity) of type BasicItem must override or implement a supertype method"
L1610[14:13:09] <howtonotwin> the signature is wrong
L1611[14:13:09] <Hawaii_Beach> it was for debugging, should work according to docs
L1612[14:13:31] <Subaraki> is there an option to add a possible dependency for a mod ?
L1613[14:13:40] <Subaraki> it's not needed, but if it's there, load it after ?
L1614[14:13:47] <Hawaii_Beach> need TileEntity to get pos
L1615[14:13:48] <Ordinastie_> Subaraki, after
L1616[14:13:52] <Ordinastie_> in @Mod
L1617[14:14:06] <Subaraki> if the mod is not installed, will my mod still run if i use after ?
L1618[14:14:29] <Ordinastie_> Hawaii_Beach, you really have no idea what you're talking about, do you ?
L1619[14:14:44] <Hawaii_Beach> haha ffs im just trying to play a sound file
L1620[14:14:46] <Ordinastie_> Subaraki, yes
L1621[14:15:00] <Subaraki> okay, thanks Ordinastie_ :)
L1622[14:15:16] <Ordinastie_> there is also requires-after
L1623[14:17:29] <howtonotwin> Alright: when do you want to play the sound, specifically?
L1624[14:17:59] <Hawaii_Beach> when i right-click on a specific item
L1625[14:18:05] <Hawaii_Beach> equipped
L1626[14:19:05] <howtonotwin> alright, so override Item.onItemRightClicked
L1627[14:19:16] <howtonotwin> you have to make sure the signatures match up
L1628[14:19:39] <howtonotwin> should other players hear the sound?
L1629[14:19:50] <Hawaii_Beach> yeah
L1630[14:20:13] <Hawaii_Beach> so.. what's the signature?
L1631[14:20:33] <Ordinastie_> ...
L1632[14:20:40] <Hawaii_Beach> hey don't go there
L1633[14:20:43] <howtonotwin> pressing Ctrl+Space should autocomplete the method signature
L1634[14:20:48] <Ordinastie_> you're already there
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L1636[14:20:59] <Ordinastie_> yelling "I'M THERE!"
L1637[14:21:13] <howtonotwin> at least in Eclipse
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L1639[14:21:41] <howtonotwin> So just call player.playSound and I hope you can figure out the params
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L1641[14:22:27] <Hawaii_Beach> "No default proposals"
L1642[14:23:58] <Hawaii_Beach> oh waiiiit
L1643[14:24:10] <howtonotwin> @Override public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand) { player.playSound(sound, volume, pitch); }
L1644[14:24:21] <Hawaii_Beach> yeah got it with the auto complete thing
L1645[14:25:53] <alekso56> for sound stuff if other players should hear the sound do something like this serverside:
L1646[14:26:06] <alekso56> worldObj.playSound(null, getPos(), soundevent,SoundCategory.RECORDS, 0.5F, 1F);
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L1648[14:26:21] <Hawaii_Beach> so still no sounmd
L1649[14:26:33] <Lumien> Hawaii code & folder structure?
L1650[14:26:38] <alekso56> null is so the sound is played to all players
L1651[14:26:55] <alekso56> Lumien: hai :D
L1652[14:26:59] <BordListian> Is there some way to render a part of a model thick like items render in fancy rendering mode?
L1653[14:27:08] <BordListian> *some easy
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L1655[14:27:49] <howtonotwin> if you use player.playSound, the client player plays the sound to itself, the server player plays the sound to all other players in the vicinity
L1656[14:28:25] <howtonotwin> which is done with overloads so it may not be directly clear
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L1658[14:29:31] <Hawaii_Beach> http://pastebin.com/ArLJ072m
L1659[14:30:09] <Hawaii_Beach> found no errors in console
L1660[14:30:18] <alekso56> 10F? <-<
L1661[14:30:34] <Ordinastie_> what's supposed to be the value of testmod.phoneNoise ?
L1662[14:30:55] <howtonotwin> you forgot to actually assign phoneNoise
L1663[14:30:58] <Hawaii_Beach> omg
L1664[14:31:05] <Hawaii_Beach> not again
L1665[14:31:06] <Ordinastie_> and again, someone spoils it... :x
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L1667[14:35:58] <Hawaii_Beach> thanks yet again guys
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L1669[14:39:03] <sham1> did you not actually register the sound :P
L1670[14:39:52] <Ordinastie_> worse : howtonotwin> you forgot to actually assign phoneNoise
L1671[14:40:33] <Hawaii_Beach> i knew something was wrong with the json files, as the playSound parameters were valid
L1672[14:40:39] <Hawaii_Beach> verified with the docs
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L1674[14:48:03] <LatvianModder> Ah, McJty and his connection times.. We are almost never online at the same time xP
L1675[14:49:59] <howtonotwin> Can someone give me an example logging.properties file for setting a mod's logger to TRACE level? I am completely lost
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L1677[14:52:07] <LatvianModder> I do it like this.. https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/java/com/feed_the_beast/ftbl/util/FTBLib.java#L105-L119
L1678[14:52:12] <LatvianModder> prooobably isnt the best way
L1679[14:52:15] <LatvianModder> but it works
L1680[14:52:35] <LatvianModder> and logger is Logger dev_logger = LogManager.getLogger("FTBLibDev");
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L1683[14:54:59] <howtonotwin> I'll probably use that if I can't find anything else, but I'd much rather just use the config file
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L1696[15:20:39] <secknv> hey is there like a specific/recommended order one should follow when inside a ctor for a class ModBlock extends Block
L1697[15:20:45] <secknv> when we have to do stuff like
L1698[15:20:54] <secknv> supper(Material.ROCK)
L1699[15:21:02] <secknv> setRegistryName(blabla)
L1700[15:21:11] <secknv> setHardness etc
L1701[15:21:12] <diesieben07> the order doesn't really matter, no
L1702[15:21:17] <diesieben07> just do the registration at the end
L1703[15:21:22] <secknv> thanks
L1704[15:21:51] <secknv> the setRegistryName should go at the end?
L1705[15:22:21] <diesieben07> doesn't matter
L1706[15:22:30] <diesieben07> GameRegistry.register should be at the end
L1707[15:23:22] <secknv> oh i do that in another place so
L1708[15:23:48] <secknv> it's cool thanks
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L1711[15:24:58] <MalkContent> is there an event that handles itemstack splitting?
L1712[15:25:05] <MalkContent> "handles"
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L1714[15:25:20] <MalkContent> scenario is: i got an inventory attached to a stackable item
L1715[15:25:27] <MalkContent> i split the stack -> i double the inventory
L1716[15:25:35] <diesieben07> sounds horrible :D
L1717[15:25:39] <MalkContent> yea :D
L1718[15:25:49] <MalkContent> i don't want it to double the inventory
L1719[15:25:57] <diesieben07> well, what do you want it to do instead?
L1720[15:26:29] <MalkContent> only attach the inventory to the first stack that gets split off
L1721[15:26:39] <MalkContent> no idea if that's detectable
L1722[15:26:43] <diesieben07> it isn't.
L1723[15:26:49] <MalkContent> i figured
L1724[15:26:56] <diesieben07> what if some mod calls setStackSize anywhere?
L1725[15:26:59] <diesieben07> it just does not work out
L1726[15:27:04] <diesieben07> make it not stack :P
L1727[15:27:14] <MalkContent> gotta stack though
L1728[15:27:26] <diesieben07> doesn't work though
L1729[15:27:29] <MalkContent> yea
L1730[15:27:34] <MalkContent> so i can't do it at all
L1731[15:27:56] <BordListian> there's probably a way
L1732[15:28:10] <BordListian> you just need to believe in it
L1733[15:28:20] <BordListian> kick reason to the curb and do the impossible
L1734[15:28:27] <MalkContent> that's what isis keeps telling itself
L1735[15:28:30] <MalkContent> im not gonna fall for that
L1736[15:28:41] <BordListian> no its what you gotta do to become GAR
L1737[15:29:16] * MalkContent googles gar
L1738[15:29:55] <secknv> ahem if I want to add a recipe for, say, a copper block (9 copper ingots in workbench) is there any difference between adding it as shapeless and normal?
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L1740[15:30:19] <diesieben07> in that case... no.
L1741[15:30:39] <MalkContent> shapeless recipes should support adding items with a count
L1742[15:30:52] <secknv> so cool mod people add it as normal?
L1743[15:30:56] <MalkContent> yea
L1744[15:31:02] <secknv> then normal it is
L1745[15:31:18] <MalkContent> i have no idea tbh
L1746[15:31:23] <Ordinastie_> MalkContent, what if you stack 2 items with 2 different inventories ?
L1747[15:31:26] <MalkContent> if i were you id look up jei
L1748[15:31:40] <MalkContent> and see if it lists the ironblock recipe as shapeless or shaped
L1749[15:31:44] <MalkContent> and then do it that way
L1750[15:32:08] <MalkContent> Ordinastie_: excellent question. did not try that out
L1751[15:32:28] <MalkContent> probably adds to the "i should just not do this thing" reasons ^^
L1752[15:32:30] <Ordinastie_> well, they're probably not stackable
L1753[15:32:46] <MalkContent> idk
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L1755[15:32:59] <MalkContent> potentially the itemstack is just smooth stone
L1756[15:33:12] <MalkContent> lemme see if i can stack it the way it is now
L1757[15:33:23] <Ordinastie_> also, if you want shapeless with multiple items per slots : https://github.com/Ordinastie/MalisisDoors/blob/1.9.4/src/main/java/net/malisis/doors/recipe/BigDoorRecipe.java
L1758[15:34:31] <MalkContent> yep, it doesn't stack
L1759[15:34:35] <MalkContent> which is a good thing
L1760[15:34:48] <MalkContent> so not adding to the reasons why i should drop this
L1761[15:35:52] <MalkContent> for the whole picture: i made a thing where you can select tools you put into a pouch like you select foci in thaumcraft
L1762[15:36:00] <MalkContent> difference is the pouch transforms
L1763[15:36:16] <MalkContent> meaning the tool has to have the inventory of the pouch attached
L1764[15:36:29] <MalkContent> during testing i did not have the "has to be a tool" limitation
L1765[15:36:42] <MalkContent> and now i got building blocks inside the pouch
L1766[15:36:47] <MalkContent> which is super cool to have
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L1768[15:37:24] <MalkContent> but unless i can prevent duping of the inventory i can't have a "building block pouch" like the tool pouch
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L1770[15:39:08] <Ordinastie_> you mean it's not YOUR item that has the inventory ?
L1771[15:40:10] <MalkContent> an itemstack of any item is able to hold the inventory in its nbt
L1772[15:40:17] <MalkContent> my item handles the inventory
L1773[15:42:42] <MalkContent> admittedly could cause problems
L1774[15:43:03] <MalkContent> like idk what would happen if i allowed a TiC pickaxe inside the inventory
L1775[15:43:11] <MalkContent> turned it into the pickaxe
L1776[15:43:21] <MalkContent> and then modified the pickaxe at a toolstation
L1777[15:43:29] <MalkContent> maybe the whole inventory goes byebye ^^
L1778[15:45:25] <MalkContent> hmmm. can i add container items to existing items?
L1779[15:45:55] <diesieben07> is the recipe added by you?
L1780[15:46:06] <MalkContent> nope
L1781[15:46:17] <diesieben07> not really then
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L1783[15:47:00] <MalkContent> there a crafting event so i could catch the items that are being crafted and react to that?
L1784[15:47:22] <diesieben07> not properly, no
L1785[15:47:39] <MalkContent> it might not be properly
L1786[15:47:48] <MalkContent> need to be*
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L1788[15:49:56] <MalkContent> cause if i can't catch crafting in some form and save the inventory. crafting 2 pickaxes to get a repaired one would drop all the nbt, which is bad
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L1793[15:50:53] <diesieben07> in all honesty... putting it on the item sounds like a bad idea :P
L1794[15:51:49] <MalkContent> mhm. starts to seem that way
L1795[15:52:18] <MalkContent> bloody hell, this morning i thought "well i could just not have the pouch transform"
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L1798[15:52:56] <MalkContent> it's nicer to use this way though
L1799[15:53:08] <MalkContent> cause you can make multiple pouches and have toolsets
L1800[15:53:17] <diesieben07> maybe put the inventory on the player?
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L1802[15:54:32] <MalkContent> I'll have to think about that
L1803[15:55:39] <MalkContent> no that doesn't work, you should be able to drop the item so someone else picks it up
L1804[15:55:57] <MalkContent> i mean it even has flavor text to let you know that it's got the inventory
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L1806[15:57:13] <MalkContent> a well. maybe i should just put up a warning sign or something
L1807[15:57:20] <esteth> I’ve built a block in 1.9 but the icon in my inventory for the block is totally transparent. Presumably I’ve forgotten to register an itemBlock renderer or something?
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L1809[15:57:53] <diesieben07> esteth, no, it would show the pink/black checkerboard then
L1810[15:57:59] <diesieben07> show your code and jsons
L1811[15:59:08] <esteth> one sec
L1812[16:00:31] <esteth> http://pastie.org/10926347
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L1814[16:01:22] <diesieben07> thats your block
L1815[16:01:24] <diesieben07> oh
L1816[16:01:27] <diesieben07> wiat theres more
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L1819[16:02:18] <diesieben07> well you have the item json there
L1820[16:02:25] <diesieben07> which it will prefer over the inventory variant in your blockstate
L1821[16:02:32] <diesieben07> and the item model is... well, empty.
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L1823[16:03:56] <esteth> oh, I assumed that empty would give me the default
L1824[16:04:10] <Pennyw95> Hi, is the universalBucket something that came with 1.8.9?
L1825[16:04:32] <MalkContent> during
L1826[16:04:33] <MalkContent> i think
L1827[16:04:55] <esteth> diesieben07: Thanks! I deleted the item json and now it works as expected
L1828[16:05:02] <Pennyw95> uhm ok
L1829[16:05:32] <Pennyw95> Just wondering why tconstruct buckets don't work on my tank...guess I need to do some more reseaarch
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L1832[16:06:21] <Pennyw95> should FluidRegistry.getFluidForFilledItem work with those too?
L1833[16:06:25] <MalkContent> hmmm. could i just prevent stack splitting?
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L1835[16:06:58] <RANKSHANK_mob1> You can prevent stack splitting?
L1836[16:07:06] <MalkContent> idk
L1837[16:07:53] <MalkContent> i'm guessing no
L1838[16:08:47] <RANKSHANK_mob1> Yeah haven't seen anything for that anywhere
L1839[16:09:02] <RANKSHANK_mob1> GuiContainer will be where to look though
L1840[16:09:17] <MalkContent> i couuuuuld... set the stacksize to 1 and keep track of the original stacksize somewhere else
L1841[16:09:34] <MalkContent> and render the original stacksize as an overlay
L1842[16:09:46] <RANKSHANK_mob1> Just force them to stack by crafting
L1843[16:10:12] <MalkContent> ?
L1844[16:10:20] <RANKSHANK_mob1> Custom IRecipe and increment some value that isnt actually stacksize
L1845[16:10:49] <MalkContent> i got a stack of dirt with nbt attached
L1846[16:10:55] <MalkContent> and i don't want it to be able to split
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L1848[16:11:05] <MalkContent> so you don't have 2 itemstacks with that nbt
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L1850[16:13:10] <RANKSHANK_mob1> Well you can't prevent splitting
L1851[16:14:18] <MalkContent> guess setting stacksize to 1 will have to do
L1852[16:15:01] <MalkContent> mnope
L1853[16:15:31] <MalkContent> i had a second of clarity and i will not do that and go to sleep
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L1865[16:29:20] <secknv> what do I write in the model json so that an item appears rotated x degrees while in my hand?
L1866[16:30:10] <gigaherz> you'll need custom transforms
L1867[16:30:16] <gigaherz> open the vanilla item/generated.json
L1868[16:30:23] <gigaherz> copy the "display" section over to yours
L1869[16:30:36] <gigaherz> and edit the firstperson and thirdperson transforms
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L1871[16:33:10] <secknv> thx
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L1877[16:43:07] <secknv> erm where should I ask why does my texture have a missing pixel in the bottom if the item textures are made 2d http://imgur.com/a/GbIyg?
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L1879[16:44:53] <gigaherz> secknv: you may have a pixel that is almost transparent, but not quite
L1880[16:45:19] <gigaherz> select the pixel in that position, in photoshop/paint.net/gimp/whateveryoulike
L1881[16:45:25] <gigaherz> and delete whatever may be in that pixel
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L1883[16:46:04] <secknv> what confuses me is the fact the I draw textures 2d and mc makes the item ones 3d
L1884[16:46:13] <secknv> but in doing so missed that one pixel
L1885[16:46:21] <gigaherz> well
L1886[16:46:28] <gigaherz> that's the whole purpose of builtin/generated
L1887[16:46:37] <gigaherz> it's to give the flat textures a thickness
L1888[16:46:46] <tterrag> it didn't miss any pixels
L1889[16:46:48] <gigaherz> in fact, the thickness exists even when you see the texture in the inventory
L1890[16:47:01] <gigaherz> but as I said
L1891[16:47:02] <tterrag> the 3D item model is just 16x16 cubes with 1px of the texture on them
L1892[16:47:05] <gigaherz> the issue isn't "missing" a pixel
L1893[16:47:10] <gigaherz> the issue is that there IS a pixel there
L1894[16:47:15] <gigaherz> and it's almost transparent
L1895[16:47:23] <gigaherz> almost invisible, but the alpha value is > 0
L1896[16:47:36] <gigaherz> so the code that adds the thickness, thinks it's meant to be visible
L1897[16:47:43] <gigaherz> so it includes the edge in it
L1898[16:47:49] <gigaherz> and the edge has that almost-invisible color too
L1899[16:47:51] <secknv> i c
L1900[16:47:54] <gigaherz> so you see what appears to be a hole
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L1902[16:48:44] <gigaherz> tterrag: it only appears to be that, it's actually two flat planes, with one single "edge" right where the pixels in the texture end
L1903[16:49:41] <tterrag> yeah, probably optimized since 1.7
L1904[16:49:47] <tterrag> in 1.7 it was definitely just a bunch of cuboids
L1905[16:49:55] <tterrag> you could tell if you did something funky like disabling the depth mask
L1906[16:50:09] <gigaherz> that is also the reaon why 1.8+ has that weird glitch
L1907[16:50:12] <gigaherz> where if you zoom into an item
L1908[16:50:25] <gigaherz> you can see a tiny bit of space between the texture and the generated edge
L1909[16:50:32] <tterrag> yep
L1910[16:50:35] <gigaherz> due to different rounding between the texture fetching and the vertices
L1911[16:50:35] <tterrag> floating point errors
L1912[16:50:50] <tterrag> though I'm pretty sure that issue existed in 1.7 too
L1913[16:50:53] <tterrag> maybe not as bad
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L1915[16:51:24] <tterrag> GL only guarantees seamless borders of the floating point numbers match EXACTLY
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L1920[17:01:23] <secknv> sneaky invisible pixels
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L1970[18:27:00] <Shambling> so is it safe to update past forge 2026 yet? lol
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L1972[18:27:36] <Shambling> last night before I logged, it seemed like mods were still suffering from chunk unloading causing items to go invisible/not useable
L1973[18:28:29] <Shambling> well changelog looks like it might be good to go, so I'll test it out
L1974[18:28:34] <LexManos> Fuck are you talking about?
L1975[18:28:48] <LexManos> if you're referring to the id shit its fixed yes
L1976[18:29:34] <Shambling> yeah sorry lex
L1977[18:29:50] <diesieben07> oh wow, JVMLS2016 videos are already up... there goes my next 2 hours
L1978[18:31:40] <Shambling> have fun watching those
L1979[18:32:10] <diesieben07> yeah :D
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L1984[18:36:30] <Shambling> so stupid question and I bet I know the answer, but did createRegistry get depricated?
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L1986[18:37:24] <TehNut> In PersistentRegistryManager?
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L1988[18:38:01] <Shambling> yeah charset is only mod crashing since I updated to forge 2044, so I'm just removing it. Thats the only error it throws
L1989[18:38:04] <TehNut> https://github.com/MinecraftForge/MinecraftForge/issues/3144
L1990[18:38:20] <Shambling> ah I was looking in changelog, I should have read through git issues
L1991[18:39:21] <Shambling> think the only mod I have that used that method was charset, so I'm just going to go along for the ride tonight like this, and I'll bookmark that issue
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L2025[20:00:01] <Intektor> http://i.imgur.com/JpLv1e8.png http://i.imgur.com/fNgEcgT.png http://i.imgur.com/6RQTJ2O.png http://i.imgur.com/lWwFxpE.png http://i.imgur.com/hO4St5d.png http://i.imgur.com/LEi3Yv7.png http://i.imgur.com/Gtobbr1.png what am I doing wrong? I mean why do I get a indexOutOfBoundsException? it makes completely no sense for me
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L2027[20:00:44] <diesieben07> a) stop posting code as images. b) stop using IInventory.
L2028[20:00:54] <howtonotwin> please just put that in some sort of text sharing service. No one can read that
L2029[20:03:37] <howtonotwin> What you should be doing is using capabilities.
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L2031[20:04:41] <Intektor> hm, but GuiChest and ContainerChest want an IInventory
L2032[20:05:06] <howtonotwin> The gist of it is you create a ICapabilityProvider, that provides the IItemHandler capability, and then put all the stuff about inventories into IItemHandler
L2033[20:05:31] <diesieben07> don't use GuiChest or ContainerChest then
L2034[20:06:26] <Intektor> oh
L2035[20:08:55] <RANKSHANK_mob1> I just had my pinnacle of stupidity for the week :P
L2036[20:10:10] <RANKSHANK_mob1> Opened up an RMA ticket using the device it was for
L2037[20:12:14] <RANKSHANK_mob1> Also @ Intektor use the normal GUI container and a custom container
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L2039[20:13:01] <RANKSHANK_mob1> container is attached to an Item right?
L2040[20:14:30] <Intektor> yes
L2041[20:14:46] <Intektor> diesieben07, do you have time to explain this to me?
L2042[20:14:53] <Intektor> on skype
L2043[20:14:58] <diesieben07> eh dude its 3am
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L2045[20:15:01] <howtonotwin> try this https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L2046[20:15:01] <diesieben07> why are you coding at 3am
L2047[20:15:26] <Intektor> why are you at the IRC at 3 am?
L2048[20:15:43] <diesieben07> because.
L2049[20:15:51] <Intektor> because.
L2050[20:17:36] <RANKSHANK_mob1> it's 11am here and it's bed time for me too :D
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L2052[20:25:32] <Intektor> who is taking part at this mod coding contest?
L2053[20:27:23] <RANKSHANK_mob1> Mod.. contest?
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L2056[20:30:47] <Intektor> https://moddingtrials.xyz/
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L2105[21:47:18] <Darkevilmac> Does anyone know of a way to get around the issue of glass and other blocks like glass rendering stupid with BlockRenderDispatcher? like this: http://i.imgur.com/I8fPqaw.png
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L2115[21:55:49] <shredder8910> How can I update a recipe before loading in?
L2116[21:56:20] <primetoxinz> update?
L2117[21:56:31] <shredder8910> Like change the recipe's output
L2118[21:56:34] <shredder8910> Specifically the amount
L2119[21:56:43] <primetoxinz> remove it and readd it
L2120[21:56:43] <shredder8910> Can I remove the recipe currently in there and the re-add the new one?
L2121[21:56:52] <shredder8910> How do I remove it
L2122[21:57:35] <primetoxinz> find it in CraftingManager.getInstance().getRecipeList(); and remove
L2123[21:57:42] <shredder8910> Cool, thanks :)
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L2126[22:09:08] <shredder8910> How do I find the recipe?
L2127[22:09:27] <shredder8910> Are there any comparison methods I can use?
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L2131[22:12:03] <shredder8910> Nvm got it
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L2138[22:24:48] <Darkevilmac> So anyone know of the issue I asked about earlier about BlockRenderDispatcher?
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L2149[22:43:59] <tterrag> Darkevilmac: explain more
L2150[22:44:03] <tterrag> how exactly are you rendering them?
L2151[22:44:12] <tterrag> "with BlockRendererDispatcher" isn't very specific
L2152[22:46:04] <Darkevilmac> " Does anyone know of a way to get around the issue of glass and other blocks like glass rendering stupid with BlockRenderDispatcher? like this: http://i.imgur.com/I8fPqaw.png " was my original question. Pretty much the same way as a piston https://github.com/elytra/MovingWorld/blob/1.10/src/main/java/darkevilmac/movingworld/client/render/MobileChunkRenderer.java#L123
L2153[22:46:53] <Darkevilmac> a lot of cide in that class is trash and needs to be cleaned so don't bother telling me that.
L2154[22:57:47] <Ordinastie_> Darkevilmac, the issue you're talking about is the fact that you see the sides for for the glass ?
L2155[22:58:00] <Darkevilmac> Yup.
L2156[22:58:15] <Darkevilmac> Occurs with Pistons as well, just wondering if there's currently a way around that.
L2157[22:58:54] <Ordinastie_> I assume the blockStates you draw are not in the world
L2158[22:59:14] <Darkevilmac> No however they still exist in a IBlockAccess class.
L2159[22:59:36] <Ordinastie_> and you pass that IBlockAccess to the dispatcher ?
L2160[22:59:42] <Darkevilmac> Yes.
L2161[22:59:46] <Ordinastie_> then it should work
L2162[22:59:49] <Ordinastie_> it does for me
L2163[23:01:41] <Ordinastie_> you'll have to manually debug the call to shouldSideBeRendered I think
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L2165[23:11:43] <tterrag> Darkevilmac: do the bordering blocks exist in the IBlockACcess ?
L2166[23:12:01] <Darkevilmac> Yes.
L2167[23:12:21] <Darkevilmac> Give me a few minutes and I'll try to better explain.
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L2174[23:33:40] <shredder8910> How do I configure IDEA to open multiple mods at once?
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L2177[23:34:35] <killjoy> as in launch several projects?
L2178[23:34:47] <killjoy> In eclipse, you would create a project that depended on the others.
L2179[23:35:06] <killjoy> But using ATs make things a bit wonky with the classpath.
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L2188[23:40:28] <Panda_> anyone know how .mca files are stored? Specifically, if they are compressed (and if so, with what?)
L2189[23:40:42] <killjoy> gz compressed nbt
L2190[23:41:08] <killjoy> tried using nbtexplorer?
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L2192[23:41:48] <Panda_> I'm writing a library to read them for practice
L2193[23:41:55] <Panda_> thanks for the info, though :D
L2194[23:42:50] <killjoy> http://wiki.vg/NBT
L2195[23:43:26] <Panda_> Yes, I've been referring to that a lot. I actually have the library to a point where it can read basic NBT files, but I'm having some trouble with .mca's
L2196[23:43:55] <killjoy> it's gz compressed
L2197[23:44:08] <killjoy> I suggest using Apache Commons-Compress
L2198[23:44:27] <killjoy> It'll give you a GZipOutputStream
L2199[23:44:33] <killjoy> / InputStream
L2200[23:44:43] <Panda_> I will definitely try that.
L2201[23:45:58] <Panda_> I was trying to use GzipInputStream but it throws ZipException: Not in GZIP format
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L2203[23:46:57] <killjoy> http://wiki.vg/Map_Format#.5Bregion.5D.mca
L2204[23:51:14] <Panda_> hmm attempting to use GzipCompressorInputStream also reports that the file is not in gz format
L2205[23:53:50] <killjoy> nbt can be uncompressed, gzip, or zlib
L2206[23:54:00] <killjoy> zlib = DEFLATE
L2207[23:55:06] <Panda_> right, but .mca's should be gzip?
L2208[23:55:19] <killjoy> If the library is saying it's not, then it's not
L2209[23:55:38] <Panda_> ok. I Will try zlib then
L2210[23:55:51] <Panda_> would you happen to know if commons compress has a stream for that?
L2211[23:56:31] <killjoy> java.util.Deflater
L2212[23:56:40] <killjoy> java.util.Inflator
L2213[23:56:48] <killjoy> tor
L2214[23:56:52] <killjoy> https://docs.oracle.com/javase/7/docs/api/java/util/zip/Inflater.html
L2215[23:57:06] <killjoy> I hate how hexchat doesn't have proper copy support
L2216[23:57:10] <killjoy> it just copies any selected text
L2217[23:59:11] *** TTFTCUTS is now known as TTFT|Away
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