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L25[01:22:38] <Naiten> Hello everybody \o/ Any train fans atm?
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L33[01:59:26] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160804 mappings to Forge Maven.
L34[01:59:30] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160804-1.10.2.zip (mappings = "snapshot_20160804" in build.gradle).
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L36[01:59:40] <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/
L37[02:03:02] <IoP> !gm func_72939_s
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L55[02:59:21] <sham1> o/
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L57[03:22:03] <Nitrodev> o/ sham1
L58[03:28:17] <Keridos> bit outdated, but how can I trigger sending data to the client whhile a GUI is opened in 1.7.10? I know how to do it in 1.9+ but that doesnt apply here
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L60[03:45:17] <gigaherz|work> Keridos: for a TE? markBlockForUpdate is the old version of the notifyBlockUpdate
L61[03:45:33] <gigaherz|work> but it may be best to use a custom packet and send only the data you need for the GUI
L62[03:47:38] <sham1> And to those who have the GUI open
L63[03:48:23] <sham1> Because not everyone needs to receive the GUI info
L64[04:04:14] <Keridos> yeah that is what i am trying to find out, i may have seem to found a way in detectandsendchanges in the guicontainer
L65[04:04:19] <Keridos> the serverside thing
L66[04:11:58] <Keridos> nah doesnt work yet
L67[04:12:13] <gigaherz|work> you shouldn't call detectAndSendchanges
L68[04:12:16] <gigaherz|work> it's called automatically
L69[04:12:21] <Keridos> i dont call it
L70[04:12:24] <gigaherz|work> however, you can override it, and place the logic to detect changes in it
L71[04:12:58] <Keridos> i override it (and of course do super.detectAndSendChanges())
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L73[04:13:55] <Keridos> but the crafters list is ICrafting apparently, need to somehow figure out how I can get this to my packethandler to send it,(that one needds entityplayerMP)
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L76[04:15:46] <BordListian> messing with display parameters is so annoying
L77[04:16:02] <BordListian> i should probably have centered this shield model tbh
L78[04:16:10] <Keridos> gigaherz|work: you do not have an idea how I can get the player that has the GUI open from within the COntainer?
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L81[04:25:23] <gigaherz|work> Keridos: hmmm in 1.9+ it's "listeners"
L82[04:25:28] <gigaherz|work> but it used to have a different name
L83[04:25:43] <gigaherz|work> there may be more than one
L84[04:25:43] <Keridos> there is a privates set players
L85[04:25:46] <gigaherz|work> so you'll have to iterate
L86[04:25:48] <gigaherz|work> nono
L87[04:25:57] <gigaherz|work> there's a field specifically for it hmf
L88[04:25:59] <Keridos> the ICrafting doesnt provide a player
L89[04:26:03] <Keridos> crafters maybe
L90[04:26:04] <gigaherz|work> yes it does
L91[04:26:07] <gigaherz|work> ah yes
L92[04:26:08] <gigaherz|work> crafters
L93[04:26:11] <gigaherz|work> and you'll have to
L94[04:26:18] <gigaherz|work> if (crafter instanceof EntityPlayerMP)
L95[04:26:28] <Keridos> hm weird, that did not work for me
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L103[04:55:13] <Keridos> ok this is very weird, the message I send is propery sent, but somehow the message that everytime else works fine doesnt update the GUI drawing like it should
L104[04:58:25] <Keridos> or at least the GUI doesnt really update
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L107[05:01:04] <Tazz> lol I just noped my way out of writing a elf compiler because too much code XD
L108[05:01:19] <Keridos> fascinating, the message never seems to reach the client
L109[05:03:45] <Keridos> gigaherz|work: my message that otherwise works fine doesnt reach my client apparently, the server calls the constructor but the onmessage is never executed on my client
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L113[05:21:48] <Naiten> \o
L114[05:26:07] <sham1> Well tazz, you could first write a a.out thing and then try elf
L115[05:26:16] <Tazz> XD
L116[05:26:24] <Tazz> or I could totally not even attempt elf stuff XD
L117[05:26:42] <sham1> Although, a.out is not enabled by default AFAIK
L118[05:26:45] <sham1> Anymore
L119[05:27:19] <Tazz> honestly the only thing Im working on atm thats sorta important is compiling 1 IR to another
L120[05:27:19] <Tazz> XD
L121[05:27:54] <sham1> Compile to LLVM and allow that to compile to machine code :P
L122[05:28:05] <Tazz> why on earth would I compile to LLVM stuff? XD
L123[05:28:08] <Tazz> Im not even using LLVM XD
L124[05:28:21] <Tazz> dont necessarily need it XD
L125[05:29:56] <LatvianModder> what happened to MinecraftForge issues / PRs? o_O Like a week ago it was nonstop flow of comments etc now its like 4 day
L126[05:30:20] <LatvianModder> 4/day*
L127[05:30:57] <Tazz> tbh LLVM would have made my life easier yes, however since I already have code generation working (to a degree there are some things missing yet but its 99% complete)
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L131[05:37:13] <Tazz> hmm maybe I should relax and work on my JVM language instead to pass some time XD
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L133[05:42:04] <gigaherz|work> LatvianModder: everyone's either on vacation, or wishing they were
L134[05:42:05] <gigaherz|work> ;P
L135[05:42:12] <LatvianModder> lol
L136[05:42:39] <LatvianModder> I guess Ill have to wait another week or two to hear something about PermissionAPI :/
L137[05:46:17] <Keridos> is there a way for a tile entity to only sync data to players who have its gui open?
L138[05:46:37] <Keridos> in 1.9.4 it works fine, but here on 1.7.10 I cannot get it to properly work
L139[05:47:24] <Keridos> this is the container: https://paste.ee/p/nTi9F
L140[05:48:19] <Keridos> the message it sends in detectAndSendChanges is exactly the same as getDescriptionPacket from the tile entity. BUt for some reason when I call it like that on the server, onMessage is never called on the client
L141[05:48:31] <Keridos> when I markBlockForUpdate though it works fine
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L148[06:04:51] <BordListian> why is java so shit
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L150[06:16:44] <Keridos> derp i found the issue
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L155[06:37:38] <gigaherz|work> BordListian: in what sense do you believe it to be bad?
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L157[06:42:10] <BordListian> in the same sense i believe every other language to be bad
L158[06:42:26] <BordListian> and probably some others too
L159[06:42:39] <BordListian> oh yeah, fake delegates
L160[06:42:43] <howtonotwin> have you seen generics? Ergh for erasure.
L161[06:43:09] <BordListian> do you want me to continue? I can look up one of my old tweets
L162[06:43:26] <gigaherz|work> oh so nothing specific
L163[06:43:36] <gigaherz|work> well I think Java is lacking in certain areas, such as lack of unsigned integers
L164[06:43:40] <gigaherz|work> lack of operator overloading
L165[06:43:57] <gigaherz|work> but I don't specifically think it's "shit"
L166[06:43:57] <BordListian> lack of delegates
L167[06:44:08] <gigaherz|work> meh that's acceptable as it is
L168[06:44:26] <howtonotwin> what do you mean uints? Integer has a bunch of helper methods for unsigned ints.
L169[06:44:30] <gigaherz|work> lambdas compile into single-method interfaces
L170[06:44:41] <howtonotwin> Not directly a primitive, but close enough.
L171[06:44:41] <gigaherz|work> howtonotwin: yes but it ISN'T an uint
L172[06:44:48] <gigaherz|work> which is the whole point
L173[06:44:50] <gigaherz|work> I can't do
L174[06:44:50] <howtonotwin> what makes a uint so special?
L175[06:44:56] <BordListian> the only unsigned type in java is char isn't it
L176[06:44:59] <gigaherz|work> it's unsigned
L177[06:45:03] <gigaherz|work> unsigned byte is 0..255
L178[06:45:06] <gigaherz|work> not -128 to 127
L179[06:45:17] <howtonotwin> 2-complement means that unsigned and signed ops are identical
L180[06:45:24] <gigaherz|work> ubyte < 0 is always false
L181[06:45:25] <gigaherz|work> etc
L182[06:45:28] <gigaherz|work> no they aren't
L183[06:45:35] <gigaherz|work> addition and subtraction are identical
L184[06:45:45] <gigaherz|work> multiplication, division, comparison, etc are not
L185[06:45:53] <howtonotwin> thats why helper methods exist on Integer
L186[06:45:56] <gigaherz|work> yes
L187[06:46:05] <gigaherz|work> which is a hack
L188[06:46:06] <BordListian> also strings are somehow not internal
L189[06:46:12] <gigaherz|work> to work around the lack of unsigneds.
L190[06:46:36] <gigaherz|work> so I stand by what I said: it lacks unsigneds.
L191[06:47:03] <BordListian> so you need to run .equals on every string you want to check for equality
L192[06:47:12] <BordListian> unless the strings you're checking are compiletime strings
L193[06:48:26] <howtonotwin> equals may also NPE if you aren't careful
L194[06:48:36] <BordListian> what
L195[06:48:44] <howtonotwin> as in func(String s) { return s.equals("") }
L196[06:48:53] <howtonotwin> hi null, how are you doing
L197[06:48:53] <BordListian> oh yeah
L198[06:49:08] <BordListian> can't you run a static equals method then
L199[06:49:16] <BordListian> or does object not provide one
L200[06:49:16] <howtonotwin> Moar uglies!
L201[06:49:27] <howtonotwin> I'm not even sure, don't think so
L202[06:49:36] <howtonotwin> you can just use "".equals(s)
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L205[07:05:57] <BordListian> if i extend an entity class, do i need to register its renderer again for my custom class?
L206[07:08:18] <gigaherz|work> yes
L207[07:08:36] <gigaherz|work> ... I think
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L210[07:18:45] <BordListian> i made a custom fallingblock entity
L211[07:18:54] <BordListian> and somehow i get a null block on it
L212[07:19:05] <BordListian> ech
L213[07:19:15] <gigaherz|work> did you assign the block to it?
L214[07:19:17] <BordListian> i think it's because it doesn't sync correctly
L215[07:19:19] <BordListian> i did, yes
L216[07:19:27] <BordListian> i assigned a blockstate
L217[07:19:35] <gigaherz|work> hmmm thne no idea
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L219[07:20:48] <BordListian> :?
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L221[07:20:52] MineBot sets mode: +v on mezz
L222[07:21:45] <gigaherz|work> I'm at work, I can't just go and open the forge dev env and look at it ;P
L223[07:22:12] <BordListian> i'm not asking for that :P
L224[07:22:17] <BordListian> just displaying my profound confusion
L225[07:22:27] <Wuppy> dItemStack.addEnchantment(Enchantment.sharpness, 1); is apperantly no longer good code
L226[07:22:32] <Wuppy> what's it now?
L227[07:23:10] <Wuppy> (in the latest 1.8 build :P)
L228[07:23:33] <BordListian> does it not compile or is it just deprecated?
L229[07:23:38] <gigaherz|work> no idea
L230[07:23:42] <gigaherz|work> maybe there's some enchantmenthelper
L231[07:23:43] <gigaherz|work> ;P
L232[07:23:45] <Wuppy> doesn't compile
L233[07:24:59] <Wuppy> heh, I don't have eclipse on my pc anymore :o
L234[07:25:31] <BordListian> what the fuck
L235[07:25:36] <BordListian> it's addEnchantment in 1.10
L236[07:27:09] <BordListian> does ItemStack have that method in 1.8?
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L238[07:27:45] <BordListian> wait i got it
L239[07:27:52] <Wuppy> last time I looked it did
L240[07:28:05] <BordListian> Enchantments.SHARPNESS
L241[07:28:10] <BordListian> not Enchantment.SHARPNESS
L242[07:28:22] <Wuppy> ugh... dammit Mojnag
L243[07:28:26] * Wuppy waves fist
L244[07:28:56] <BordListian> :P
L245[07:29:45] <Wuppy> why would you change such a class randomly in some sub version of 1.8 :V
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L247[07:30:56] <Wuppy> hmm they didn't o___0
L248[07:31:11] <Wuppy> it's still Enchantment.sharpness for me on the latest 1.8 of Forge
L249[07:31:28] <gigaherz|work> are you compiling for 1.8.9+? ;P
L250[07:31:40] <Wuppy> it's not me who has the problem
L251[07:31:50] <gigaherz|work> someone is, then? ;P
L252[07:31:51] <Wuppy> I got an email from someone saying my book code isn't correct
L253[07:32:08] <Wuppy> but he's using the wrong version I guess
L254[07:32:08] <gigaherz|work> maybe they are trying to use it on a newer version of mc
L255[07:34:03] <Wuppy> you can't imagine how many times this happens
L256[07:34:20] <Wuppy> at least 90% of the emails I get from people with issues of my book are using a different version
L257[07:34:25] <Wuppy> and the reply is always the same :P
L258[07:34:36] <gigaherz|work> "learn to program"?
L259[07:34:44] <Wuppy> nope, use the right version
L260[07:37:45] <Wuppy> welp, another error mail fixed, time for Vikings :D
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L262[07:39:18] <vox> nirbubf Kk
L263[07:39:22] <vox> Oh wow
L264[07:39:34] <vox> I blame my keyboard on that one
L265[07:39:36] <vox> Morning all
L266[07:39:54] <Wuppy> hai
L267[07:40:12] <BordListian> nirbubf kk.
L268[07:40:18] <Wuppy> kk
L269[07:44:18] <BordListian> let's see if this crash happens with regular falling block entities too
L270[07:47:09] <BordListian> i was hoping it would but it don't
L271[07:48:40] <BordListian> i swear to christ mojang these better not be hardcoded
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L273[07:53:00] ⇦ Parts: ImmortalPharaoh7 (~ImmortalP@197.53.10.77) ())
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L276[07:53:55] <vox> o/ mez.z #2
L277[07:54:15] <Wuppy> for a second there I thought your keyboard was going crazy again :P
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L279[07:55:03] MineBot sets mode: +v on mezz__
L280[07:55:10] <Wuppy> 3 mezz's
L281[07:55:16] <vox> yeaah
L282[07:55:37] <vox> Have fun fixing whatever issue you're having mezz :P
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L284[07:56:54] <Wuppy> hmm should I have my portfolio ordered based on time or based on project quality?
L285[07:57:18] <gigaherz|work> if your quality is not going up with time, then you ahve a problem
L286[07:57:19] <gigaherz|work> ;P
L287[07:57:28] <Wuppy> true
L288[07:57:32] <vox> true dat
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L290[07:57:32] <Wuppy> but there's always the odd one out
L291[07:57:37] <gigaherz|work> ofc
L292[07:57:42] <Wuppy> or a project you'd like to showcase more
L293[07:57:44] <Wuppy> or less
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L295[07:57:59] <gigaherz|work> so sort by time.... but leave some for the end ;P
L296[07:58:36] <gigaherz|work> or split it by time
L297[07:58:38] <gigaherz|work> as in
L298[07:58:42] <gigaherz|work> by phases of your life
L299[07:58:46] <gigaherz|work> or stuff like that
L300[07:58:50] <gigaherz|work> and put the most notable ones first
L301[07:58:52] <Wuppy> I already did that :)
L302[07:58:53] <gigaherz|work> in each section
L303[07:59:27] <BordListian> I registered enough events that my tps are going to shit now
L304[08:00:00] <Aroma1997> !fh field_189881_dj
L305[08:00:28] <Wuppy> there's only really 1 or 2 phases atm though :P
L306[08:02:39] *** kroeser|away is now known as kroeser
L307[08:03:15] <Wuppy> wow... it's been 2 and a half years since I started writing my first book
L308[08:04:19] <raoulvdberge> Does anyone know how to make items stackable, but not stackable in a container slot?
L309[08:04:37] <BordListian> implement a custom slot?
L310[08:04:57] <BordListian> or do you want it to not be stackable in ANY container?
L311[08:05:18] <raoulvdberge> heh custom slot will do it indeed
L312[08:05:22] <raoulvdberge> that was a brainfart on my part
L313[08:05:34] <gigaherz|work> then make the custom slot have a stack limit of 1
L314[08:05:36] <gigaherz|work> ;P
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L316[08:11:20] <BordListian> i swear, extending EntityArrow was so easy
L317[08:11:22] <BordListian> and now this
L318[08:13:27] <Wuppy> gigaherz|work, where would you put work that's not related to programming?
L319[08:13:42] <Wuppy> I've got some volunteers/social/event organization work I'd like to put on there
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L321[08:14:05] <Wuppy> but it really doesn't make sense to me to put that on high, even though it's the most recent thing
L322[08:14:34] <raoulvdberge> Hmm, seems like mergeItemStack doesn't care about the max item stack size in a slot :/
L323[08:15:36] <hch12907> what's with the missing particle textures previously not occuring in 1.8? (am doing 1.9.4)
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L325[08:16:51] <Naiten> argh, is there no way to programmatically get the name of block material? like, Material just doesn't have such field or whatever
L326[08:18:06] <gigaherz|work> I don't recall materials having a name
L327[08:18:20] <gigaherz|work> what do you want, though?
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L329[08:20:12] <Naiten> it's not that i want it much, just was working on my rails placing mechanics and wanted to do so that i can click the block and get bunch of information i need, as well as block material
L330[08:20:30] <Naiten> just development/debug purpose
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L334[08:29:54] <Subaraki> can a item's json be parented to item/generated ?
L335[08:30:04] <gigaherz|work> the model jsons, yes
L336[08:30:10] <gigaherz|work> in fact it's a very good idea to do so
L337[08:32:00] <raoulvdberge> So, is mergeItemStack not caring about Slot#getItemStackLimit a bug?
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L339[08:32:07] <raoulvdberge> Or do I have to add my own handling
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L344[08:41:07] <Naiten> minecraft u wut http://pastebin.com/R7AqSvBF http://i.imgur.com/S0dc4r7.png
L345[08:42:32] <Naiten> air material from blockState != Material.AIR? wut
L346[08:42:33] <gigaherz|work> don't use that
L347[08:42:39] <gigaherz|work> use .isAir
L348[08:42:47] <gigaherz|work> or .isBlockAir
L349[08:42:49] <gigaherz|work> or hwatever
L350[08:42:53] <gigaherz|work> it's either in world, or in blockstate
L351[08:43:34] <Naiten> isAir from Block takes state, world and pos and does return state.getMaterial() == Material.AIR
L352[08:43:50] <mezz__> isAir allows modders to override it for their own blocks
L353[08:43:51] <Naiten> i can't get the logic
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L356[08:44:22] <Subaraki> Attempted to set registry name with existing registry name! New: gold_necklace Old: rpginventorymod:gold_necklace
L357[08:44:22] <Subaraki> ??
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L359[08:45:06] <gigaherz|work> you called .register twice
L360[08:45:19] <gigaherz|work> for the same item/block
L361[08:45:56] <BordListian> so to sync an entity, what actually happens?
L362[08:46:15] <BordListian> does it writeToNBT on the not remote side and readFromNBT on the remote side?
L363[08:46:19] <gigaherz|work> the basic entity values are sent by mc regularly
L364[08:46:55] <gigaherz|work> but anything extra has to be added to the DataWatchers
L365[08:47:01] <BordListian> oh
L366[08:47:03] <BordListian> i see
L367[08:47:13] <BordListian> yeah that makes sense now
L368[08:47:13] <gigaherz|work> or whatever they are called now
L369[08:47:33] <BordListian> i don't have datawatchers for my extended fallingblock
L370[08:47:44] <gigaherz|work> but the original falling block does?
L371[08:47:52] <gigaherz|work> did you add extra data to it?
L372[08:47:54] <BordListian> no?
L373[08:49:09] <Subaraki> Naiten, nice rails though
L374[08:50:43] <Naiten> gigaherz|work, why should state.getMaterial() == Material.AIR work fine from Block.isAir(), and not from my class?
L375[08:51:15] <gigaherz|work> dunno
L376[08:51:27] <BordListian> state.getMaterial().equals(Material.AIR)?
L377[08:51:32] <Naiten> ._.
L378[08:51:40] <gigaherz|work> oh
L379[08:51:42] <Naiten> BordListian, that doesnt work either
L380[08:51:42] <gigaherz|work> because you typoed
L381[08:51:45] <gigaherz|work> you use base.getMaterial
L382[08:51:46] <gigaherz|work> on both
L383[08:51:52] <gigaherz|work> rather than top.getMAterial
L384[08:51:57] <Naiten> welp
L385[08:52:07] <Naiten> i'm sorry )m
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L388[08:53:34] <Naiten> Subaraki, thanks. I already have several specifications for them though
L389[08:53:58] <BordListian> okay i think i got it
L390[08:54:31] <BordListian> i think it's the tracker spazzing out
L391[08:54:38] <Naiten> let's praise gigaherz \o/
L392[08:54:45] <BordListian> \o/
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L395[09:01:30] <Naiten> Subaraki, for example, here i switch track rendering from my regular 750mm gauge to decauville 500mm with lower density and bigger tolerance just in one line of code http://i.imgur.com/i0M66pI.png
L396[09:02:03] <Subaraki> ummm
L397[09:02:06] <Subaraki> uh
L398[09:02:08] <Subaraki> genius :D
L399[09:02:10] <Subaraki> ... ._.
L400[09:02:23] <Subaraki> that soudned very technical x) no idea what the differences would be
L401[09:02:45] <gigaherz|work> spacing between rails, and the frequency of the wooden things
L402[09:04:06] <Naiten> wooded things = sleepers (or ties for our transatlantic bros)
L403[09:04:19] <Naiten> and tolerance in sleepers laying as well
L404[09:05:06] <Naiten> meaning how 'regular' are they, how little the random shift is
L405[09:05:52] <Naiten> e.g. here i add another track (on the left) with even more tolerance (and higher density, yep) http://i.imgur.com/1nUw9g6.png
L406[09:06:27] <diesieben07> i would not trust a train that runs on that track
L407[09:06:39] <Naiten> which one, dies?
L408[09:07:04] <diesieben07> well, the one that changes width mid-track :D
L409[09:07:10] <gigaherz|work> there are such thing as trains that work on two different track types, and have areas where the track changes
L410[09:07:26] <diesieben07> i know that
L411[09:07:48] <Naiten> welp, i did that just for instance, not going to actually add decauville
L412[09:07:54] <Naiten> or maybe i will
L413[09:07:58] <diesieben07> i know
L414[09:08:01] <diesieben07> i was making a stupid joke.
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L416[09:10:54] <Naiten> well, after finishing primary stuff i want to make a stupid joke by adding 500mm gauge (which actually equals vanilla rails gauge), taking the models DAYDieCast made for Traincraft (well, he made them, why can't he use his own models in another project?) and putting that stock into RoW as a garden railway
L417[09:11:17] <Naiten> somebody gonna get butthurt after that
L418[09:12:02] <Naiten> ^ just thought of that, not the actual plan
L419[09:15:09] <gigaherz|work> would vanilla minecart rails be able to run on your 500mm tracks? ;P
L420[09:15:19] <gigaherz|work> eh
L421[09:15:22] <gigaherz|work> minecarts**
L422[09:15:34] <gigaherz|work> (I'll guess not ;P)
L423[09:15:40] <Naiten> if i write a proper mechanics, then yes.
L424[09:16:08] <Naiten> but who will need them if i add 500mm gauge and stock, actually?
L425[09:16:35] <BordListian> i swear i would love to remove the sharpness enchantment
L426[09:16:48] ⇦ Quits: gigaherz|work (~gigaherz@84.89.63.25) ()
L427[09:17:04] <vox> ...why?
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L429[09:17:47] <BordListian> it makes all the other enchantments worthless
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L433[09:19:42] <BordListian> wonder if it's possible to make sharpness only work for everything that isn't affected by any of the other damage enchantments
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L436[09:30:43] <KnightMiner> Isn't sharpness the weakest of the three?
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L440[09:40:13] <primetoxinz> how can I make a recipe using a vanilla tool use it's durability?
L441[09:41:11] <diesieben07> primetoxinz, make a custom IRecipe class and override getRemainingItems to damage the stack
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L444[09:42:10] <primetoxinz> .-. that's exactly what I did
L445[09:42:15] <primetoxinz> it doesn't damage it
L446[09:42:29] <primetoxinz> https://gist.github.com/primetoxinz/afbcc6ba9a4fb89c861dc010c3a074d9
L447[09:43:58] <diesieben07> don't call getContainerItem if you already determined what to put there
L448[09:44:09] <diesieben07> getContainerItem gives you null if it does not have one (which is the case for vanilla tools)=
L449[09:45:51] <primetoxinz> no matter what I do it sets the stacksize to 0
L450[09:46:09] <ghz|afk> omg they BUILT IT
L451[09:46:10] <ghz|afk> https://www.washingtonpost.com/news/innovations/wp/2016/08/03/chinese-company-tests-giant-bus-that-drives-over-cars/
L452[09:46:15] <ghz|afk> I saw a concept of that some years ago
L453[09:46:17] <diesieben07> primetoxinz, show updated code.
L454[09:46:18] <ghz|afk> didn't think it would ever be built
L455[09:46:34] <primetoxinz> reload gist
L456[09:46:53] <diesieben07> ah, right
L457[09:46:57] <diesieben07> copy the stack before doing anything with it
L458[09:50:21] <primetoxinz> o.O it's doing more than 1 damage
L459[09:50:44] <primetoxinz> nvm
L460[09:51:08] <primetoxinz> old code was messing with it
L461[09:51:37] <Naiten> ghz|afk, reminds me of Breitspurbahn
L462[09:52:10] <Subaraki> to register an item, what does one need ? gameregistry for the item, the model loader, define a registry name and unlocalized name
L463[09:52:15] <Subaraki> something else ?
L464[09:52:19] <Subaraki> model and texture file
L465[09:54:25] <ghz|afk> pretty muchb
L466[09:55:04] <Subaraki> then why are my textures still missing <_<
L467[09:55:25] <ghz|afk> GameRegistry.register(theItem = new Item().setRegistryName("meh").setUnlocalizedName(MODID + ".meh"));
L468[09:55:38] <primetoxinz> ModelLoader.setCustomModelResourceLocation ?
L469[09:55:50] <diesieben07> Subaraki, show your code, the log and your JSONS incl. full paths to them.
L470[09:55:50] <ghz|afk> ModelLoader.setCustomModelResourceLocation(theItem, 0, new ModelResourceLocation(theItem.getRegistryName(), "inventory"));
L471[09:56:02] <ghz|afk> and the models/item/meh.json
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L473[09:56:39] <BordListian> and the textures
L474[09:57:02] <ghz|afk> yeah although you could use a vanilla texture for testing
L475[09:57:08] <ghz|afk> to remove variables
L476[09:57:11] <BordListian> fair
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L478[10:02:48] <Naiten> ghz|afk, y u afk but still writing here
L479[10:02:59] <ghz|afk> because i'm back from work
L480[10:03:05] <ghz|afk> and my brain is still on standby
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L482[10:04:38] <Naiten> welp, just wanted to tell you i can put some code into my BlockTrack.onEntityCollided to make vanilla minecarts be able to ride my tracks
L483[10:04:46] <ghz|afk> nice
L484[10:04:54] <Naiten> that's not impossible problem
L485[10:05:03] <Naiten> i just don't see reason for making that
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L487[10:08:20] <hch12907> is 1.9.4 mods directly compatible with 1.10.x?
L488[10:08:26] <diesieben07> most mods: yes
L489[10:08:32] <diesieben07> but you have to check on a per-mod basis
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L491[10:09:52] <hch12907> interesting...
L492[10:10:14] <hch12907> so I guess this means that i could direct-port to 1.10 without major code changes
L493[10:10:25] <ghz|afk> yep
L494[10:10:29] <ghz|afk> just make sure you use FG-2.2
L495[10:10:33] <ghz|afk> switch to latest forge
L496[10:10:35] <RANKSHANK> which means we'll be very disappointed if you don't ;)
L497[10:10:36] <ghz|afk> switch to latest mappings
L498[10:10:48] <ghz|afk> and it should work
L499[10:11:05] <hch12907> i have learnt my lesson last time when updating to 1.9 ;)
L500[10:20:00] <vox> what changed in 1.9 -> 1.9.4 btw?
L501[10:20:18] <vox> I know it's not very much because I had minimal changes to update my mod from 1.9 -> 1.10
L502[10:20:38] <vox> So the changes between there must have been pretty minimal
L503[10:23:14] <ghz|afk> lots of names changed
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L505[10:23:42] <ghz|afk> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
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L509[10:28:20] <Subaraki> http://pastebin.com/GvpJuGnt
L510[10:28:47] <vox> thanks ghz
L511[10:29:09] <Subaraki> log comming ...
L512[10:29:17] <hch12907> when will the registerBlock() and registerItem() be removed?
L513[10:29:35] <Naiten> erm. why has minecraftforge.common.property only PropertyFloat? I can get if i should make custom properties for my custom classes, but why is there no in-built IUnlistedProperty<Integer>, IUnlistedProperty<String>, etc?
L514[10:29:41] <Naiten> am i missing something?
L515[10:31:46] <diesieben07> because nothing else was needed :D
L516[10:31:58] <diesieben07> but i agree, there should be like a base class which you just give a class to
L517[10:32:17] <masa> vox: I think the major change between 1.9 and 1.9.4 was the TE syncing change
L518[10:32:27] <vox> oh?
L519[10:32:47] <Subaraki> uhm ... http://i.imgur.com/POyUO5a.png
L520[10:32:49] <Naiten> diesieben07, #hardcodeeverythingbyfloat
L521[10:32:55] <diesieben07> lol
L522[10:33:12] <masa> and then from 1.9.4 to 1.10 there was just some block bounding box render method changes and I hear some mob spawning changes, but all in all very minor
L523[10:33:12] <diesieben07> vox, on initial chunk load TE nbt data is sent within the chunk data packet instead of as individual update-te packets
L524[10:33:19] <Naiten> Subaraki, 'copy'
L525[10:33:20] <vox> oh that's cool
L526[10:33:33] <diesieben07> not really
L527[10:33:39] <diesieben07> for mod-heavy worlds the packet explodes
L528[10:33:51] <Subaraki> i didnt have those exceptions before ... jsut a sec
L529[10:35:39] <Subaraki> fuck hierarchical view in eclipse <_< http://i.imgur.com/9Ih6wll.png
L530[10:35:44] <Subaraki> flat is better
L531[10:36:47] <RANKSHANK> ewwies flat view
L532[10:37:05] <diesieben07> fuck eclipse? :D
L533[10:37:12] <RANKSHANK> ^
L534[10:38:15] <Naiten> ^
L535[10:38:26] <masa> fuck eclipse fuckers :D
L536[10:38:44] <diesieben07> Jetbrains for life.
L537[10:39:00] <hch12907> is it even possible to mod minecraft using text editors only?
L538[10:39:08] <RANKSHANK> ye
L539[10:39:15] <diesieben07> of course if you hate yourself.
L540[10:39:24] <RANKSHANK> my first mod was made in notepad++ ;D
L541[10:39:31] <hch12907> debugging would be pain in the *** though
L542[10:39:46] <RANKSHANK> it was horrible
L543[10:39:59] <hch12907> imagining 30 seconds of "gradlew build" before every debugging
L544[10:40:14] <hch12907> it sure would be horrible
L545[10:40:17] <diesieben07> hehe
L546[10:40:20] <RANKSHANK> not debugging. you can't hotswap :P
L547[10:40:27] <diesieben07> non-incremental builds are horrible
L548[10:40:35] <RANKSHANK> "build to test'
L549[10:40:51] <Naiten> i remember writing mods in Notepad++ back in 2011 too
L550[10:41:32] <Subaraki> really ? :o
L551[10:41:33] <hch12907> notepad++ users unite! (using emacs tho)
L552[10:41:51] <RANKSHANK> yeah I didn't touch an ide until I saw that video of notch modifying entityarrow on the fly to make it explode
L553[10:41:55] <Subaraki> i had notepad++ downloaded before eclipse
L554[10:41:56] <RANKSHANK> my brain melted that day
L555[10:42:08] <Subaraki> then someone said eclipse was thousand times better then just notepad
L556[10:42:12] <LatvianModder> IDEA FOR LIFE
L557[10:42:16] <Naiten> Subaraki, yeah. Guess what i tried to mod into MC
L558[10:42:33] <Subaraki> no clue, tell me
L559[10:42:35] <LatvianModder> I did that too, so
L560[10:42:41] <LatvianModder> I did that until 2013, dont hit me
L561[10:42:51] <LatvianModder> NP++ was mah lyf
L562[10:43:05] <RANKSHANK> np++ still exists for all the jsons
L563[10:43:10] <LatvianModder> no, more like 2012
L564[10:43:14] <hch12907> my first program(not in Java though) is done in notepad
L565[10:43:16] <LatvianModder> No no. Sublime is for that
L566[10:43:32] <hch12907> Atom wants some attention
L567[10:43:53] <LatvianModder> Basically, here is my soft list: Idea, Sublime, Paint.NET, FileZilla, Putty
L568[10:43:55] <Naiten> Subaraki, http://imgur.com/1V4DxVt
L569[10:44:03] <LatvianModder> oh and SmartGit but very rarely
L570[10:44:04] <Naiten> 1st if august, yeah.
L571[10:44:57] <Naiten> five+ years of modding hell experience
L572[10:44:59] <diesieben07> who needs smart git if you have intellij :D
L573[10:45:04] <hch12907> whats the difference between idea, netbeans and eclipse though?
L574[10:45:06] <RANKSHANK> ^
L575[10:45:16] <diesieben07> idea actually works and looks nice :D
L576[10:45:17] <Subaraki> naiten is obsessed with trains x)
L577[10:45:19] * diesieben07 hides
L578[10:45:46] <Naiten> IDEA is intellectual and does lots of stuff for you without glitching your nerves out
L579[10:45:48] <LatvianModder> Naiten: is that your first mc screenshot or what?
L580[10:45:50] <hch12907> from what i know, eclipse is really slow
L581[10:45:56] <vox> ugh
L582[10:45:57] <Subaraki> here's my log you guys are so eager for
L583[10:45:57] <Subaraki> http://pastebin.com/YWzdrPJj
L584[10:46:06] ⇦ Quits: abab9579 (~abab9579@175.117.182.109) (Read error: Connection reset by peer)
L585[10:46:08] <vox> IntelliJ is giving me a duplicated code warning for like 4 lines of NBT stuff
L586[10:46:08] ⇨ Joins: abab9579 (~abab9579@175.117.182.109)
L587[10:46:18] <Subaraki> and here's the code
L588[10:46:19] <Subaraki> http://pastebin.com/GvpJuGnt
L589[10:46:22] <LatvianModder> You casuals. http://latv.sigmahost.co.uk/public/screenshots/
L590[10:46:25] <Subaraki> problem : texture's arent showing up
L591[10:46:29] <vox> Anyone know how the frick you can turn that off?
L592[10:46:31] ⇨ Joins: Fye (~Fye@dynamic-adsl-78-13-98-6.clienti.tiscali.it)
L593[10:46:48] <Subaraki> dont duplicate your code ? :P
L594[10:46:52] <BordListian> ok i figured out the fallingblock problem i think
L595[10:46:54] <RANKSHANK> code analysis settings probs
L596[10:47:10] <diesieben07> Subaraki, or a start: The modid PaintingSelGui is not the same as it's lowercase version. Lowercasing will be enforced in 1.11
L597[10:47:12] <diesieben07> fix that.
L598[10:47:14] <diesieben07> now.
L599[10:47:25] <Subaraki> PSG isn't mine
L600[10:47:31] <vox> eyyyy good thing I just changed that :P
L601[10:47:33] <Subaraki> unless the author doesnt get back to me, it'll be mine
L602[10:47:35] <diesieben07> then
L603[10:47:36] <LatvianModder> wait, modIDs can't be uppercase anymore?
L604[10:47:39] <diesieben07> oh
L605[10:47:42] <BordListian> the only important data on EntityFallingBlock is the blockstate
L606[10:47:47] <diesieben07> they never could be properly.
L607[10:47:56] <diesieben07> ModelLoader.setCustomModelResourceLocation must be called in preInit
L608[10:48:01] <diesieben07> like i am sure we have told you a few times now...
L609[10:48:05] <BordListian> it doesn't have a datawatcher per default, it's handled directly by the receiving client
L610[10:48:08] <LatvianModder> Oh no! What will I do, I.. oh wait.. USING LOWERCASE SINCE 2015!
L611[10:48:10] <RANKSHANK> they were never meant to be lat :P
L612[10:48:11] <diesieben07> as well as item registration
L613[10:48:14] <diesieben07> preInit.
L614[10:48:28] <LatvianModder> ResourceLocation fixes that anyway, doesnt it?
L615[10:48:29] <BordListian> i assume that forge sends a different packet if your EntityFallingBlock is a custom, extended class
L616[10:48:42] <BordListian> so it never sets the blockstate
L617[10:48:42] <diesieben07> well, it "fixes" it in that it just forces stuff to lowercase
L618[10:48:43] <hch12907> just a question.. can i change the modid of my mod, without erasing all the blocks in existing world?
L619[10:48:47] <diesieben07> but that makes it horribly confusing
L620[10:49:12] <LatvianModder> there are still people using uppercase letters in blockIDs, textures, models etc
L621[10:49:20] <Subaraki> oh yeah. pre init. forgot that ... mixed it up with the recipes
L622[10:49:21] <Naiten> well, actually that was not my first screenshot of mc, this was http://i.imgur.com/2R7k1.png
L623[10:49:37] <Naiten> and also this nice little dude http://i.imgur.com/QzmVW.png
L624[10:49:41] <LatvianModder> mine have always been this_case_dunno_how_its_called, since 1.7
L625[10:50:02] <Subaraki> OMG that oven looks raaaaaad
L626[10:50:16] <Naiten> erm, wrong link http://i.imgur.com/O5LTc.png
L627[10:51:12] ⇦ Quits: abab9579 (~abab9579@175.117.182.109) (Ping timeout: 190 seconds)
L628[10:51:24] <LatvianModder> here's screenshot of my first screenshotted mod http://latv.sigmahost.co.uk/public/screenshots/2012-02-05_19.50.17.png
L629[10:51:28] <LatvianModder> pancakes, yo
L630[10:51:44] <Naiten> yo
L631[10:51:47] <Subaraki> oooh
L632[10:51:47] <BordListian> lmfao
L633[10:51:53] <Subaraki> nice long shaft you got there naiten
L634[10:51:54] <Subaraki> .3.
L635[10:51:57] <LatvianModder> my first mod that I can recall was Night and Day orbs
L636[10:52:05] <Naiten> Subaraki, dat's a cannon
L637[10:52:10] <Subaraki> mine was the Machete Mod
L638[10:52:19] <Subaraki> had golden trees in it
L639[10:52:32] <BordListian> my first mod was a magma furnace that would smelt multiply items at once
L640[10:52:38] <LatvianModder> then came transparent slimes, which was the first place where my symbol appeared
L641[10:52:41] <BordListian> for no fuel cost
L642[10:52:55] <LatvianModder> then a Friend mod, which added a mod that had armor, AI etc. Basically, I was lonely
L643[10:53:00] <BordListian> but it ate the items after a second fuel cycle and you had to manually clean it out by dropping in its chimney
L644[10:53:03] <LatvianModder> mob*
L645[10:53:29] <BordListian> that sounds like a lego island plot
L646[10:53:37] <Subaraki> i made a friend mod once
L647[10:53:40] <Subaraki> Pet Buddy mod
L648[10:53:44] <Subaraki> it was a little version of you ^^
L649[10:53:46] <BordListian> "I built myself a friend because i was lonely"
L650[10:53:47] <Subaraki> it was cute
L651[10:54:00] ⇦ Quits: hch12907 (~hch12907@183.78.45.115) (Quit: Leaving)
L652[10:54:01] <Subaraki> pretty narcisistic as well ._.
L653[10:54:02] <Naiten> ____________________________A minute of nostalgy at #minecraftforge
L654[10:54:04] <LatvianModder> Hey!.. hey...
L655[10:54:07] <Subaraki> people just fucking loved the mod
L656[10:55:13] * Naiten made things round in Minecraft before it was cool http://i.imgur.com/CxLmM.png
L657[10:55:31] <Naiten> cx
L658[10:56:37] <LatvianModder> it DOES look cool
L659[10:56:52] <Naiten> also made a minecart model replacement http://i.imgur.com/F5ct4.png
L660[10:56:59] <Naiten> it even had spinning wheels
L661[10:57:26] <Subaraki> those carts look rad as well :o
L662[10:57:32] <Subaraki> you should release a model pack
L663[10:57:38] <LatvianModder> how do you like my yet-another-resources mod? http://i.imgur.com/rReAxOS.png | http://i.imgur.com/yagtgEJ.png
L664[10:57:40] <Subaraki> fo sho'e !
L665[10:58:01] <LatvianModder> Thats new btw. Just something to replace ThermalFoundation, cuz its never coming out
L666[10:58:14] <Naiten> LatvianModder, should add more resources!
L667[10:58:20] <BordListian> can we get a ContentTweaker/Quadrum/TabulaRasa for 1.10 already
L668[10:58:51] <Subaraki> hey guys, how would I color a layer of a texture in 1.10 ?
L669[10:59:03] <BordListian> it's making my soul hurt that everyone's doing base resource mods and nobody's doing a generic resource adding mod
L670[10:59:12] <vox> Oh man Lat
L671[10:59:14] <BordListian> *shrugs* oh well
L672[10:59:20] <vox> Replacing Thermal Foundation you are my hero
L673[10:59:35] <LatvianModder> Just gotta add worldgen and its ready to be released
L674[10:59:57] <LatvianModder> seriously wtf cofh team. The update was so simple for it that im almost mad that they didnt update in 2 days
L675[11:00:02] <vox> I 100% approve
L676[11:00:12] <vox> yeah I think CoFH has pretty much died
L677[11:00:27] <Naiten> Subaraki, i made that minecart model, and bam
L678[11:00:37] <Naiten> decided i should make my own train mod
L679[11:00:42] <LatvianModder> Hope so lol. I mean. Not for mean reasons, but because I just want to see more new mods, ya know? IC2 has been around forever and im super bored of it
L680[11:00:51] <LatvianModder> I just want to play with new tech mods, new magic mods etc
L681[11:01:06] <LatvianModder> Thaumcraft never gets really boring, because it changes drastically with every version
L682[11:01:14] <BordListian> Better with Mods :P
L683[11:01:26] <vox> I miss Thermal Expansion tbh
L684[11:01:32] <vox> I always liked it better than IC2
L685[11:01:49] <LatvianModder> Ha, for a second I even forgot what that mod did
L686[11:01:50] <Naiten> http://i.imgur.com/k2IO0pC.png 2012 version of multiblock railway tracks! so retro
L687[11:01:55] <vox> I'm thinking about making a Tesla-based TE clone
L688[11:01:55] <LatvianModder> I havent played 1.7.10 for a loong time
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L690[11:02:14] <vox> Oh yeah Lat while you're here
L691[11:02:17] <Naiten> are there even much mods for 1.10.2?
L692[11:02:17] <vox> Opinions on Tesla?
L693[11:02:28] <LatvianModder> I like it. I think
L694[11:02:31] <vox> @Naiten check the list on CurseForge :P
L695[11:02:39] <vox> You have any tech mods?
L696[11:02:41] <LatvianModder> Waaaaaaa(x100)aay better than RF in current state
L697[11:02:46] <vox> true dat
L698[11:02:57] <LatvianModder> The idea is to still Support legacy RF and then move fully to Tesla, for all mods
L699[11:03:02] <BordListian> a lot of the mods for 1.10 seem like either vendor trash tech mods, ports and vanilla++ mods
L700[11:03:08] <BordListian> no real gems as far as i've seen
L701[11:03:15] <LatvianModder> I do, vox
L702[11:03:26] <vox> Totally forgetting what you do tbh :P
L703[11:03:44] <BordListian> Silicio?
L704[11:03:54] * Naiten is so selfish he only plays with his own mod while developing it
L705[11:03:59] <LatvianModder> https://minecraft.curseforge.com/projects/silicio
L706[11:04:05] <LatvianModder> currently rewriting from ground up
L707[11:04:14] <vox> Naiten: Tinker's Construct, Iron Chests, Extra Utilities, Storage Drawers
L708[11:04:18] <Subaraki> does iitemcolor support layers ?
L709[11:04:36] <vox> Inventory Tweaks, Waila, Pam's, EnderIO, Chisel
L710[11:04:36] <Subaraki> i should look at potions ... P:
L711[11:04:38] <RANKSHANK> subaraki yes
L712[11:04:41] <vox> RFTools
L713[11:04:51] <vox> Finally a fucking Forestry update
L714[11:04:52] <RANKSHANK> subaraki same tintindex thing
L715[11:05:00] <LatvianModder> Silicio wip stuff: https://www.youtube.com/watch?v=wWukYwRWl7s
L716[11:05:00] <vox> Biomes O' Plenty
L717[11:05:07] <vox> https://minecraft.curseforge.com/mc-mods?filter-game-version=2020709689%3A6170&filter-sort=popularity
L718[11:05:23] <vox> CurseForge mod lookup, 1.10.2 version only, sorted by popularity
L719[11:05:27] <Subaraki> oh tanks ! :)
L720[11:05:50] <Subaraki> RANKSHANK, what gets drawn first ? the lower or the higher number from tint index ?
L721[11:06:03] <BordListian> i miss Factorization ;_;
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L723[11:06:29] <vox> Tbh the mod I miss the most is definitely Thermal Expansion
L724[11:06:37] <RANKSHANK> subaraki tintindex++ is how it's incremented
L725[11:06:59] <vox> Lat: Right now I'm working on a mod that basically has tesseracts that... aren't tesseracts?
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L727[11:07:22] <vox> I really should write this down in a google doc or something so I can stop repeating the explanation :P
L728[11:07:26] <Subaraki> isnt tintindex related to "layerX": in the json ?
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L730[11:08:01] <vox> Basically the concept is that you can create these "flaws" that basically act as cloud storage
L731[11:08:07] <LatvianModder> Silicio will mostly be all about tiny logic circuits + item/liquid/energy movement But it wont be AE-style, more like LP-style
L732[11:08:18] <vox> Welp
L733[11:08:28] <vox> Mines' pretty AE-style
L734[11:08:28] <RANKSHANK> subaraki yuppers. so tintindex= 0 is for layer 0 and so forth
L735[11:08:38] <vox> Import/Export of Items/Energy/Storage, etc
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L737[11:08:46] <BordListian> why does the end portal still require a tesr to render
L738[11:08:52] <LatvianModder> I will have a ton of multiblock structures, I *hope*
L739[11:08:55] <LatvianModder> And lasers
L740[11:09:00] <vox> lasers are cool
L741[11:09:01] <LatvianModder> Can't make a mod without lasers
L742[11:09:15] <LatvianModder> And gonna add things that Portal gun mod didnt
L743[11:09:23] <vox> I'm probably going to have only one multiblock, the thing to create the "flaws"
L744[11:09:28] <LatvianModder> Tractor beam, Light bridges
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L750[11:18:31] <vox> sup ama
L751[11:18:39] <amadornes[Streaming]> well... streaming
L752[11:18:42] <amadornes[Streaming]> as you can probably see lol+
L753[11:18:43] <amadornes[Streaming]> * lol
L754[11:18:43] <vox> :P
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L761[11:29:47] <Subaraki> how do i register an item color handler ... ?
L762[11:30:08] <Subaraki> something tells me ItemColors ic = new ItemColors(); and ic.registerstuff isnt the correct way
L763[11:30:18] <Subaraki> because my items arent geting colored
L764[11:30:40] <diesieben07> you need to use the existing ItemColors instance
L765[11:30:41] <diesieben07> Minecraft#getItemColors
L766[11:30:45] <Subaraki> aaah
L767[11:30:50] <Subaraki> yeah, thought it was something loike that
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L769[11:35:32] <RANKSHANK> has anyone taken advantage of the jetbrains promo?
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L771[11:36:09] <vox> Ranl, what promo?
L772[11:36:13] <vox> *Rank
L773[11:36:21] <vox> wow I'm having trouble spelling today
L774[11:36:31] <RANKSHANK> free copy of their pro tools for students (.edu emails)
L775[11:36:36] <diesieben07> oh
L776[11:36:37] <diesieben07> yes i have
L777[11:36:41] <diesieben07> and i don't even have a .edu
L778[11:36:54] <vox> yeah I have it as well, without a .edu
L779[11:37:00] <vox> Sent them a pic of my transcript I think
L780[11:37:16] <diesieben07> I just logged in with my uni mail and it worked
L781[11:37:23] <diesieben07> even though it's .de
L782[11:37:43] <RANKSHANK> haha they must have a comprehensive list then :P
L783[11:37:54] <diesieben07> maybe, idk
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L786[11:43:53] <vox> aww frick I forgot to update my JEI version
L787[11:44:27] <electrolitic> Is the jetbrains promo temporary?
L788[11:45:32] <vox> Nope
L789[11:45:39] <vox> That's been going on for as long as I can remember
L790[11:45:52] <electrolitic> Good, because I don't have a .edu email.
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L797[12:03:08] <vox> http://i.imgur.com/Vsv3pSa.png
L798[12:03:12] <vox> 10/10
L799[12:03:30] <vox> yo McJty I've been meaning to ask youy
L800[12:03:33] <vox> *you
L801[12:03:37] <vox> Feelings on Tesla?
L802[12:03:56] <McJty> Haven't checked on it a lot
L803[12:04:03] <McJty> I do plan to add support to it in RFTools at some point
L804[12:04:09] <McJty> But I haven't had the time to fully check it out
L805[12:04:18] <vox> It's really simple actually
L806[12:04:27] <vox> Uses Capabilities
L807[12:04:51] <McJty> yes I know. I'm not a 100% fan of those right now :-)
L808[12:04:55] <vox> I think it took me like 20 minutes to move over my RF-based code to use Tesla after I figured out how Capabilities work :P
L809[12:04:57] <vox> Ah I see
L810[12:05:00] <vox> what don't you like?
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L812[12:05:20] <McJty> The fact that capabilities and usage of capabilities breaks easily without the compiler being able to check and with hard to find runtime bugs
L813[12:05:40] <McJty> And the fact that due to capabilities my mods have been blamed for bugs several times even though they were caused by wrong capability usage in other mods
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L815[12:05:53] <vox> Huh
L816[12:06:11] <McJty> I'm a big fan of more explicit declaration. i.e. like how it used to be with interfaces like IInventory and so on
L817[12:06:20] <McJty> Compilers can check that. Less chance for bugs
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L820[12:07:04] <McJty> Then again, I'm not going to fight it. It is there now
L821[12:07:06] <McJty> So we can use it
L822[12:08:35] <vox> Fair enough
L823[12:08:55] <vox> Now where to start with UI......
L824[12:09:06] <vox> I bet this is going to be a pain to learn
L825[12:09:08] <RANKSHANK> Yeah it's sad though :P your issues stem from people being retarded with them
L826[12:09:23] <RANKSHANK> ui is meh
L827[12:09:35] <vox> LatvianModder: Is CommonResources up on CurseForge btw?
L828[12:09:56] <vox> I'd like to grab it so I can use some of the materials as crafting components
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L830[12:10:54] <LatvianModder> Not yet
L831[12:11:06] <LatvianModder> I can built it for you
L832[12:11:12] <vox> that would be fantastic, thanks
L833[12:11:14] <LatvianModder> it just doesnt have worlgen yet
L834[12:11:19] <vox> Np
L835[12:11:26] <vox> Right now I'm just testing in a superflat anyway
L836[12:12:26] <vox> Also, how'd you get that [1.9.4 Dev Env] thing up in the top corner of your screen? What's that from?
L837[12:12:38] <LatvianModder> FTBLib
L838[12:12:44] <LatvianModder> It only does that when its in DevEnv
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L840[12:13:21] <vox> Ah I see
L841[12:14:34] <Subaraki> my computer is failing me D:
L842[12:14:52] <RANKSHANK> aww yiss lazy block models are a go
L843[12:14:53] <Subaraki> my ide wont let me rename my field without crashing .8.
L844[12:14:58] <RANKSHANK> Subaraki?
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L846[12:15:10] <Subaraki> yes ?
L847[12:15:22] <Subaraki> 't is I !
L848[12:15:53] <RANKSHANK> what ide?
L849[12:16:10] <RANKSHANK> also do it manually then, they do sometimes have a brain fart
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L853[12:26:30] <LatvianModder> vox: http://latv.sigmahost.co.uk/public/mods/
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L856[12:26:54] <McJty> I have a question about mobs. I have a custom hostile mob and I'd like it to spawn alongside other mobs
L857[12:26:59] <McJty> But it never seems to spawn
L858[12:27:03] <McJty> I have a spawn egg and that works
L859[12:27:08] <McJty> How can I do this?
L860[12:27:29] <RANKSHANK> maybe the packsize event?
L861[12:27:29] <LatvianModder> dont you have to register it in biome/thingy?
L862[12:27:42] <McJty> Maybe, but how does that work?
L863[12:27:49] <vox> Thanks Lat
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L865[12:28:00] <ghz|afk> McJty: you have to apply for spawning
L866[12:28:09] <Keridos> does markblockforrenderrange cause chunk rerenders?
L867[12:28:10] <McJty> where?
L868[12:28:11] <vox> Theoretically I just drop that in the mods folder and it should work with 1.10.2 as well?
L869[12:28:11] <ghz|afk> I did it in the past
L870[12:28:16] <ghz|afk> but I don't remember
L871[12:28:16] <ghz|afk> XD
L872[12:28:25] <LatvianModder> Check Biome class
L873[12:28:28] <McJty> Keridos, yes, that's the point
L874[12:28:33] <Keridos> ok thanks
L875[12:28:36] <LatvianModder> it registers all spawnable mobs. but not sure how to add it there from mod
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L877[12:29:05] <ghz|afk> McJty
L878[12:29:06] <ghz|afk> EntityRegistry.addSpawn(EntityRedDragon.class, 2, 1, 2, EnumCreatureType.monster, BiomeGenBase.plains);
L879[12:29:09] <ghz|afk> some variant of that
L880[12:29:14] <McJty> aha thanks
L881[12:29:14] <ghz|afk> http://www.minecraftforge.net/wiki/How_to_register_a_mob_entity#Spawning_in_the_World
L882[12:29:17] <ghz|afk> this is from an old wiki page
L883[12:29:20] <ghz|afk> so the args may have changed
L884[12:29:21] <ghz|afk> but yeah
L885[12:29:59] <LatvianModder> public static void addSpawn(Class <? extends EntityLiving > entityClass, int weightedProb, int min, int max, EnumCreatureType typeOfCreature, Biome... biomes)
L886[12:30:15] <LatvianModder> i guess they havent chagned
L887[12:30:45] <McJty> I will have to restrict spawning to a certain dimension but I can do that with an event
L888[12:30:53] <LatvianModder> yeah
L889[12:31:01] <LatvianModder> EntityCreate event or smth
L890[12:31:21] <Keridos> is there another alternative to the old markblockfor update other than setblockstate(oldstate,oldstate,flag)?
L891[12:31:33] <Keridos> i mean 1.7.10 vs 1.9.4
L892[12:31:39] <Keridos> fixing some other peoples mod here
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L894[12:31:49] <LatvianModder> EntityJoinWorldEvent
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L896[12:32:35] <LatvianModder> worldObj.notifyBlockUpdate(pos, state, state, 3);
L897[12:33:44] <McJty> BTW, I had my IChunkGenerator.getPossibleCreatures return the creature for spawn but for some reason that wasn't working
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L899[12:35:41] <McJty> And this addSpawn doesn't seem to work either in my custom dimension. Let me see if it is ok in overworld
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L902[12:38:57] <McJty> When should addSpawn be called? Right after EntityRegistry.registerModEntity?
L903[12:38:59] <McJty> In preInit?
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L906[12:40:19] <LatvianModder> looks like so
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L911[12:44:29] <McJty> Ok, they do spawn
L912[12:44:32] <McJty> Just a bit rare it seems
L913[12:44:37] <McJty> good
L914[12:46:15] <vox> LatvianModder: have a sec to explain to me the basics of MC GUIs?
L915[12:46:48] <LatvianModder> yeah
L916[12:46:54] <LatvianModder> client-side guis or containers?
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L922[12:54:16] <vox> Client-side
L923[12:54:28] <vox> I assume containers are like furnaces and chests and stuff
L924[12:54:51] <vox> For now the GUI just has to be able to have two buttons and a number
L925[12:55:04] <vox> or wait
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L927[12:55:19] <vox> Maybe that is technically still a container since I do have to store that number?
L928[12:55:29] <BordListian> not really?
L929[12:56:03] <gigaherz> Container is an actual class
L930[12:56:05] <BordListian> atleast, i don't think so
L931[12:56:18] <gigaherz> the client-side gui becomes a GuiContainer
L932[12:56:25] <gigaherz> and there's a Container instance on the client
L933[12:56:28] <gigaherz> and a Container instance on the server
L934[12:56:36] <gigaherz> that can "talk" to eachother
L935[12:56:41] <vox> okay
L936[12:56:44] <vox> Makes sense
L937[12:56:49] <gigaherz> (server sends Slot updates to the client, client sends input events to the server)
L938[12:56:56] <gigaherz> meanwhile
L939[12:56:59] <gigaherz> GuiScreens are client-only
L940[12:57:04] <gigaherz> and don't require server cooperation
L941[12:57:10] <vox> Okay
L942[12:57:23] <vox> So this definitely is going to have to talk to the server because it affects what the block does
L943[12:57:36] <gigaherz> well the point is
L944[12:57:40] <vox> It's a number storing the Flaw that the block is connected to
L945[12:57:52] <gigaherz> a Container is the kind of gui that shows the player slots and such
L946[12:57:59] <vox> Okay
L947[12:58:03] <gigaherz> it is possible to use a Container without slots
L948[12:58:06] <gigaherz> but it's rather pointless
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L950[12:58:17] <gigaherz> unless you want multiple people to be able to open the gui at once
L951[12:58:20] <gigaherz> and share the numbers
L952[12:58:28] <vox> that would be ideal
L953[12:58:41] <gigaherz> so then you could make it a GuiContainer
L954[12:58:48] <gigaherz> just don't bind player inventory slots
L955[12:59:13] <vox> okay
L956[12:59:19] <vox> Now I gotta go find some code to look at :P
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L958[12:59:56] <gigaherz> i have some Guis
L959[13:00:00] <gigaherz> but they all use slots ;p
L960[13:00:19] <gigaherz> https://github.com/gigaherz/Survivalist/tree/master/src/main/java/gigaherz/survivalist/rack
L961[13:00:26] <gigaherz> see GuiRack and ContainerRack
L962[13:00:44] <gigaherz> and
L963[13:00:44] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/GuiHandler.java
L964[13:01:06] <gigaherz> and
L965[13:01:06] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L265
L966[13:02:25] <vox> cool
L967[13:02:26] <vox> thanks dude
L968[13:03:05] <gigaherz> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift
L969[13:03:11] <gigaherz> if you want to see something a bit more advanced
L970[13:03:14] <gigaherz> check the generator
L971[13:03:18] <gigaherz> and if you want something just crazy
L972[13:03:21] <gigaherz> check the crafting browser
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L974[13:03:39] <vox> xd
L975[13:05:44] <vox> gigaherz: how could this ever not be fulfilled?
L976[13:05:51] <vox> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rack/BlockRack.java#L88
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L979[13:05:58] <vox> I mean the TE instanceof TileRack
L980[13:07:04] <gigaherz> dunno
L981[13:07:08] <gigaherz> Ican't remember if I had that for a reason
L982[13:07:11] <gigaherz> or just being paranoid
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L984[13:07:28] <gigaherz> indirectly
L985[13:07:32] <gigaherz> it will be false if null
L986[13:07:37] <gigaherz> so that works either way
L987[13:07:38] <gigaherz> ;P
L988[13:07:39] <vox> ah true
L989[13:07:42] <vox> fair enough
L990[13:08:06] <gigaherz> hmmm mIRC update brb
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L993[13:09:59] <vox> So for the block facing thing
L994[13:10:11] <vox> Is that just like automatically figured out by MC?
L995[13:10:34] <vox> If you return getValue(FACING).ordinal() from getMetaFromState?
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L999[13:15:15] <vox> ghz: So for the block facing thing, i
L1000[13:15:15] <vox> s that just like automatically figured out by MC if you return getValue(FACING).ordinal() from getMetaFromState?
L1001[13:16:17] <gigaherz> no
L1002[13:16:59] <gigaherz> it's onBlockPlaced
L1003[13:17:08] <gigaherz> that chooses the facing based on which direction the player is looking
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L1006[13:19:03] <McJty> Hmm, my LivingSpawnEvent.CheckSpawn event handler is never called
L1007[13:19:12] <McJty> And it has a @SubscribeEvent and it is registered
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L1009[13:21:15] <vox> ghz: yeah, I know that
L1010[13:21:30] <vox> MC renders based on getMetaFromState though, correct?
L1011[13:21:37] <gigaherz> no
L1012[13:21:41] <vox> oh?
L1013[13:21:42] <gigaherz> renders based on IBlockState
L1014[13:21:47] <vox> ah I see
L1015[13:21:52] <gigaherz> the getMetaFromState/getStateFromMeta are for storage and networking
L1016[13:22:33] <raoulvdberge> would anyone be interested in a DataManager-esque API for tile entities?
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L1018[13:23:15] <gigaherz> I think someone here was working on a data sync library
L1019[13:23:24] <gigaherz> so you may want to check that first ;P
L1020[13:23:30] <diesieben07> i am :P
L1021[13:23:39] <diesieben07> but not sure if you mean me
L1022[13:23:46] <diesieben07> and i also have been at this for ages :D
L1023[13:23:54] <gigaherz> probably
L1024[13:24:05] <gigaherz> I don't remember there being more than one person mentioning data sync
L1025[13:24:12] <diesieben07> but if it's working (soon™) then all you do is put @Sync on your field
L1026[13:24:31] <raoulvdberge> cool
L1027[13:24:35] <raoulvdberge> let me share my API anyways:
L1028[13:24:36] <raoulvdberge> http://pastebin.com/hFxfmC3D
L1029[13:25:01] <diesieben07> yay java cruft :D
L1030[13:25:18] <raoulvdberge> It is very flexible
L1031[13:25:23] <diesieben07> i know
L1032[13:25:25] <raoulvdberge> And has watched parameters and normal parameters
L1033[13:25:39] <raoulvdberge> So if it's a watched parameter it will automatically send the change
L1034[13:25:49] <diesieben07> mine is also very flexible
L1035[13:25:50] <raoulvdberge> If it's not watched dataManager has some methods for sending the parameter
L1036[13:25:54] <diesieben07> you can put @Sync on a getter
L1037[13:25:58] <diesieben07> which does whatever
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L1039[13:26:42] <raoulvdberge> cool
L1040[13:26:45] <raoulvdberge> how does it work?
L1041[13:26:55] <diesieben07> there have been several iterations
L1042[13:27:01] <diesieben07> it started as a coremod modifying your class file
L1043[13:27:19] <diesieben07> then i moved to generating a 2nd class at runtime that would chekc your fields
L1044[13:27:28] <diesieben07> now i am moving to an annotation processor so the stuff happens at compile time
L1045[13:27:53] <diesieben07> how does yours detect changes?
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L1047[13:28:32] <raoulvdberge> http://pastebin.com/gLGQjbvM
L1048[13:28:39] <raoulvdberge> It only does that for watched parameters
L1049[13:28:55] <diesieben07> uh
L1050[13:29:08] <diesieben07> what if there is an ItemStack in there and it changes damage value? :d
L1051[13:29:35] <raoulvdberge> I'd probably have to use .equals() instead :P
L1052[13:29:52] <diesieben07> and copy when you put it in the cache ;)
L1053[13:29:57] <raoulvdberge> Why?
L1054[13:29:59] <raoulvdberge> Oh
L1055[13:30:00] <raoulvdberge> Yeah
L1056[13:30:02] <raoulvdberge> :P
L1057[13:30:06] <diesieben07> you can see i have been at this for a while :P
L1058[13:30:21] <diesieben07> what happens if I put a List in your watch thingy?
L1059[13:30:36] <raoulvdberge> It uses vanilla data serializers
L1060[13:30:41] <raoulvdberge> So i don't think lists can be sent
L1061[13:30:45] <diesieben07> ah
L1062[13:31:01] <raoulvdberge> But ofc you can implement your own data serializer
L1063[13:31:04] <diesieben07> mine has an API where you can implement an interface Syncer to add support for any type :D
L1064[13:31:06] <diesieben07> ah ok
L1065[13:31:41] <Intektor> who is taking part at www.moddingtrials.xyz?
L1066[13:32:05] <diesieben07> wtf am i looking at
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L1068[13:33:02] <vox> Amadornes is'
L1069[13:33:04] <vox> Um
L1070[13:33:13] <vox> author of TechReborn
L1071[13:33:18] <vox> idk a bunch of others
L1072[13:33:20] <gigaherz> Intektor: not me, I can't even know what it is ;P
L1073[13:33:43] <Intektor> modjam
L1074[13:33:58] <gigaherz> ah probably too busy for that anyhow
L1075[13:34:02] <McJty> I am
L1076[13:34:10] <Intektor> what are you writing?
L1077[13:34:21] <IoP> hmmm jam. hungry now
L1078[13:34:27] <diesieben07> modjam? what? where?
L1079[13:34:38] <raoulvdberge> It's too late to participate anymore :/
L1080[13:34:39] <Intektor> youre too late diesieben07
L1081[13:34:43] <diesieben07> lol ok
L1082[13:34:43] <Intektor> it already started
L1083[13:34:53] <diesieben07> from the mcp guys again?
L1084[13:34:53] <IoP> McJty: new power system?! ;)
L1085[13:35:04] <diesieben07> also... some people should not discover the formatting buttons... http://www.minecraftforge.net/forum/index.php/topic,41133.0.html
L1086[13:35:41] <McJty> Nah, not doing a tech mod this time
L1087[13:35:49] <RANKSHANK> bahaha
L1088[13:35:49] <McJty> Something I never did before actually
L1089[13:36:10] <IoP> magic?
L1090[13:36:15] <McJty> No, adventure exploration
L1091[13:36:18] <McJty> With mobs and such
L1092[13:36:25] <Intektor> oh cool
L1093[13:36:28] <Intektor> sounds nice :D
L1094[13:36:42] <McJty> Well I never did mobs so it is a bit of a challenge :-)
L1095[13:36:51] <Intektor> me neither
L1096[13:36:59] <McJty> Already made five dimensions but trying to get that zombie variant working is another matter :-)
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L1098[13:37:06] <gigaherz> diesieben07: "Hello Flight, please be so kind and remove all those annoying formatting tags, and then you will receive help."
L1099[13:37:08] <gigaherz> ;P
L1100[13:37:23] <McJty> Speaking about dimensions
L1101[13:37:30] <McJty> I made a very simple dimension which works
L1102[13:37:40] <McJty> hmm hold on
L1103[13:37:42] <McJty> nm
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L1106[13:39:02] <primetoxinz> is there a way to stop players from jumping?
L1107[13:39:13] <primetoxinz> it seems pretty hard coded
L1108[13:39:17] <gigaherz> hmmmm
L1109[13:39:21] <gigaherz> while on your block?
L1110[13:39:25] <gigaherz> or generally?
L1111[13:39:27] <primetoxinz> no, water
L1112[13:39:33] <gigaherz> hmmm
L1113[13:39:41] <BordListian> negative jump boost
L1114[13:39:48] <gigaherz> yo ucould check if the player's feet and head are underwater
L1115[13:39:54] <gigaherz> and if the vertical speed is upward
L1116[13:39:57] <gigaherz> set it to 0
L1117[13:40:00] <primetoxinz> hmm
L1118[13:40:02] <primetoxinz> could work
L1119[13:40:09] <gigaherz> but that would also cancel stuff like pistons or whatever
L1120[13:40:15] <primetoxinz> true
L1121[13:40:37] <primetoxinz> almost kinda wanted to PR canSwim
L1122[13:40:52] <gigaherz> hmmm
L1123[13:40:59] <gigaherz> LivingJumpEvent, does that trigger for players at all?
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L1125[13:41:11] <primetoxinz> dunno
L1126[13:41:15] <primetoxinz> but you can't cancel it
L1127[13:42:01] <gigaherz> no but it fires AFTER jumping
L1128[13:42:05] <primetoxinz> yeah
L1129[13:42:12] <gigaherz> so you can cancel the jump's motionY
L1130[13:42:15] <BordListian> does it contain the height of the jump?
L1131[13:42:21] <gigaherz> no it contains nothing
L1132[13:42:22] <gigaherz> just the entity
L1133[13:42:28] <gigaherz> also
L1134[13:42:35] <gigaherz> jumping doesn't change the Y position
L1135[13:42:38] <gigaherz> only the vertical speed
L1136[13:43:08] <diesieben07> gigaherz, i like mine more :P http://www.minecraftforge.net/forum/index.php/topic,41133.msg217546.html#msg217546
L1137[13:43:11] <BordListian> s/height of jump/velocity of jump
L1138[13:43:39] <BordListian> i suppose it's not stupid to assume that your velocity is negative when you are able to jump
L1139[13:44:09] <diesieben07> uh why did I move that to support... i am an idiot
L1140[13:45:38] <BordListian> goddamnit
L1141[13:45:44] <BordListian> i broke my nail down to nailbed
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L1143[13:48:00] <BordListian> well then, that's all the happiness in my life gone
L1144[13:48:18] <diesieben07> that sounds painful
L1145[13:48:30] <BordListian> not really
L1146[13:48:42] <BordListian> but it's gonna take some time for that to grow out so i can remove it
L1147[13:48:46] <diesieben07> yeah
L1148[13:49:06] <diesieben07> middle finger of my right hand still is ... funky because i broke off half of it like years ago
L1149[13:50:58] <BordListian> it was a diagonal crack at first that was only a little bit of my overshot
L1150[13:51:13] <BordListian> but then it got more vertical when i tried to fix it
L1151[13:51:44] <shadowfacts> is there a way to get a player's username from the UUID
L1152[13:51:59] <gigaherz> I sliced a nail about 3/4 down
L1153[13:52:07] <gigaherz> i was helping a cousin fix an old motorcycle
L1154[13:52:31] <diesieben07> shadowfacts, this is what I do: https://git.io/v6qPM
L1155[13:52:34] <gigaherz> and a piece got loose unexpectedly, and my finger got caught into some metal cover
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L1157[13:52:45] <gigaherz> I was like 10, so all I remember it is hurt A LOT
L1158[13:52:47] <BordListian> embarassingly, i bumped a plastic cloth container
L1159[13:53:07] <gigaherz> and took a while for it to grow clean
L1160[13:53:11] <shadowfacts> yikes, that's annoying
L1161[13:53:29] <diesieben07> yeah
L1162[13:53:45] <BordListian> when i was young, there was this door with a bolt
L1163[13:53:53] <diesieben07> mc has one
L1164[13:53:56] <diesieben07> but it does nto fall back to the API
L1165[13:54:02] <diesieben07> so it might just give you null for players that exist
L1166[13:54:08] <BordListian> and somehow i ended up slamming the bolt onto my thumb with full force
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L1168[13:54:19] <BordListian> the nail came right off, entirely
L1169[13:54:34] <BordListian> horrible
L1170[13:54:39] <Subaraki> D:
L1171[13:54:41] <Subaraki> dafuq dude
L1172[13:55:21] <RANKSHANK> stahp
L1173[13:55:55] <shadowfacts> eek yeah, Forge's is bad
L1174[13:56:45] <shadowfacts> actually
L1175[13:57:21] <shadowfacts> I could use Forge's...
L1176[13:57:38] <shadowfacts> I wouldn't have a problem unless someone deleted the username cache
L1177[13:57:56] <shadowfacts> or fucked around with NBT data
L1178[13:58:16] <BordListian> tfw no power to shoot spinning fingernails that transcend time and space
L1179[14:00:06] <Keridos> when having a block that is non solid but a block though, how can I enable the inside to not render (not TESR, normal block json), a user just reported that he has the black and purple squares when inside of the block
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L1181[14:00:26] <BordListian> wha
L1182[14:00:55] <vox> ghz: do you have to register a GuiHandler somewhere?
L1183[14:01:02] <gigaherz> yes
L1184[14:01:11] <gigaherz> [20:01] (gigaherz): https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java#L265
L1185[14:01:31] <vox> ah thanks
L1186[14:01:36] <vox> missed that when I was scrolling through
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L1194[14:19:34] <raoulvdberge> Is there an event that is fired *while* a player is breaking a block?
L1195[14:19:40] <Intektor> yes
L1196[14:19:50] <raoulvdberge> Which one? Couldn't find it in BlockEvent
L1197[14:19:58] <Intektor> do I know the name, no
L1198[14:20:05] <Intektor> Wait
L1199[14:20:28] <raoulvdberge> PlayerEvent.HarvestCheck?
L1200[14:20:35] <diesieben07> for example
L1201[14:20:39] <diesieben07> also BreakSpeed
L1202[14:20:55] <Intektor> PlayerEvent.BreakSpeed
L1203[14:20:57] <primetoxinz> how the hell does swimming work?????? if(player.isInWater()) player.setJumping(false); does nothing!
L1204[14:20:59] <Intektor> damn
L1205[14:21:07] <raoulvdberge> Ah BreakSpeed has a pos, that is the one I want
L1206[14:21:09] <raoulvdberge> Thanks
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L1209[14:25:29] <Intektor> http://i.imgur.com/pzZvgnC.png I think I destroyed minecraft, it crashes every time I click on the controls settings
L1210[14:25:47] <Intektor> could it be happending, because my mouse sensitivity is at 0?
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L1212[14:26:36] <Ordinastie_> look for what is null maybe ?
L1213[14:27:08] <Intektor> I am already trying to fix it, http://i.imgur.com/7uNZ2Wd.png this is my ClientProxy
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L1215[14:27:34] <gudenau> Why can't you use pastebin?
L1216[14:27:37] <Ordinastie_> I don't say to try random fixes, I said find what causes the NPE
L1217[14:27:41] <gudenau> Hello by the way!
L1218[14:28:10] <Intektor> because ShareX is faster it it makes no differece what to use
L1219[14:28:58] <vox> gigaherz: btw you have TileRack.isUseableByPlayer and it should be TileRack.isUsableByPlayer
L1220[14:29:05] <vox> little spelling error
L1221[14:29:14] <primetoxinz> .-.
L1222[14:29:15] *** amadornes[Streaming] is now known as amadornes[OFF]
L1223[14:29:22] <BordListian> primetoxinz, player.setJumping(false) would only let you jump a second time when you're already in the air
L1224[14:29:32] <primetoxinz> true
L1225[14:29:38] <Intektor> false
L1226[14:29:45] <Intektor> boolean
L1227[14:29:47] <Ordinastie_> vox aren't both spelling accepted ?
L1228[14:29:54] <vox> looking it up actually
L1229[14:30:04] <vox> Google just autocorrects it to usable with no e
L1230[14:30:37] <primetoxinz> it's code, it doesn't matter
L1231[14:30:52] <Ordinastie_> yes it does
L1232[14:30:58] <vox> "current usage in both American English and British English strongly favors usable over useable"
L1233[14:31:00] <BordListian> try player.motionY = Math.min(player.motion,0)
L1234[14:31:04] <vox> that's all I got
L1235[14:31:06] <BordListian> *motionY
L1236[14:31:13] <gudenau> usable~
L1237[14:31:16] <BordListian> or just = 0 tbh
L1238[14:31:30] <vox> = 0 would make them be still btw
L1239[14:31:34] <BordListian> yeah
L1240[14:31:40] <vox> I... think
L1241[14:31:41] <vox> yeah
L1242[14:31:43] <gudenau> Is there a Math.normalize?
L1243[14:31:45] <BordListian> that's why i suggest Math.min
L1244[14:31:55] <BordListian> what would that do, gudenau
L1245[14:32:05] <BordListian> scalars are already scalar
L1246[14:32:14] <primetoxinz> nah, that's not what I want
L1247[14:32:16] <BordListian> Vec3d might have a normalize func
L1248[14:32:21] <primetoxinz> basically I want you to jump normally while in water
L1249[14:32:26] <gudenau> It would take a floating point number and make it 0-1
L1250[14:32:35] <primetoxinz> remove the floating up stuff
L1251[14:32:39] <BordListian> oh
L1252[14:32:39] <gudenau> Easy enogh to code.
L1253[14:32:40] <raoulvdberge> Math.normalize would be basically rounding a division
L1254[14:32:56] <BordListian> wait what
L1255[14:32:59] <BordListian> oh
L1256[14:33:10] <BordListian> you want it to treat the player as if he's on land
L1257[14:33:19] <primetoxinz> yes
L1258[14:33:29] <BordListian> why didn't you say so earlier
L1259[14:33:30] <gudenau> return value > 1 ? value : (value < 0 ? 0 : value); or somthing.
L1260[14:33:35] <BordListian> i have no idea how to achieve that
L1261[14:33:40] <primetoxinz> *shrug* didnt think of it that way
L1262[14:33:53] <primetoxinz> yeah isInWater is called first
L1263[14:33:55] <BordListian> probably copious amounts of asm
L1264[14:34:01] <gudenau> Just make the player's in water always false.
L1265[14:34:18] <gudenau> The right tick handler should be able to do that, I would thik.
L1266[14:34:23] <gudenau> think*
L1267[14:34:26] <primetoxinz> yeah
L1268[14:34:27] <primetoxinz> that could work
L1269[14:34:41] <vox> moment of truth time
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L1271[14:34:48] <vox> oh fuck I forgot to register things
L1272[14:34:49] <vox> nvm
L1273[14:34:52] <vox> sup Drull
L1274[14:35:04] <BordListian> there's no setInWater method
L1275[14:35:14] <BordListian> also gudenau, shouldn't it be uh
L1276[14:35:40] <BordListian> oh you just want to clamp the values instead of normalizing them i guess
L1277[14:35:47] <Drullkus> yo
L1278[14:35:56] <gudenau> Well, thought that is what that meant. Oops.
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L1280[14:36:26] <gudenau> Ok, what is normalize then? .-.
L1281[14:36:29] <BordListian> normalizing floats would compress the values between 0 and 1 but keep the distance between values i think
L1282[14:36:30] <primetoxinz> that's why I'm just gonna reflect it
L1283[14:36:33] <Drullkus> nothing much vox, trying to learn glsl
L1284[14:36:41] <vox> not too tough for most things
L1285[14:36:48] <primetoxinz> since there is no setter
L1286[14:36:51] <vox> Easier to learn than a lot of other things :P
L1287[14:36:56] <Drullkus> lol
L1288[14:36:57] <gudenau> GLSL is somthing I need to learn.
L1289[14:37:09] <Drullkus> I'm looking into it for texture automation
L1290[14:37:16] <BordListian> so like 1,2,3,4 would become 0.25,0.50,0.75,1.0
L1291[14:37:20] <Drullkus> Yep
L1292[14:37:33] <gudenau> Last time I attempted to use OpenGL3 I could not get it to render.
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L1294[14:37:56] <gudenau> Ah, so you calculate the delta of the largest and smallest and divide by that?
L1295[14:38:14] <vox> Fuck yeah: http://i.imgur.com/0a2MUOh.png
L1296[14:38:20] <Drullkus> gg.
L1297[14:38:38] <vox> progress! And I even know what the missing image issue is
L1298[14:38:41] <gudenau> Almost got it!
L1299[14:38:44] <vox> Now.... networking :P
L1300[14:38:46] <BordListian> i think so
L1301[14:38:53] <gigaherz> [21:29] (vox): gigaherz: btw you have TileRack.isUseableByPlayer and it should be TileRack.isUsableByPlayer
L1302[14:38:53] <gigaherz> [21:29] (vox): little spelling error
L1303[14:39:04] <gigaherz> if it's different now, it wasn't different when I wrote the code ;P
L1304[14:39:12] <BordListian> obviously you need to add the lower bound if your lower bound is negative
L1305[14:39:20] <vox> I mean, it's consistent in your code
L1306[14:39:27] <BordListian> or subtract it if its positive
L1307[14:39:41] <vox> "usable" without the "e" is the more used spelling is all that I was pointing out
L1308[14:39:48] <gigaherz> it's not my method
L1309[14:39:53] <gigaherz> it was a method in mc/forge
L1310[14:40:14] <BordListian> so like xn = (x - lb) / (ub - lb)
L1311[14:40:19] <gigaherz> in IInventory
L1312[14:40:27] <gudenau> So uhm, how do I revert my changes to the dev enviroment?
L1313[14:40:37] <gigaherz> yep it's still spelled isUseableByPlayer
L1314[14:40:43] <vox> huh
L1315[14:40:45] <gigaherz> gudenau: Forge or MDK?
L1316[14:40:49] <vox> It looks like it's just a you method
L1317[14:40:53] <gudenau> Forge.
L1318[14:40:56] <vox> because that's not overriding anything
L1319[14:40:56] <gigaherz> vox: what
L1320[14:40:59] <gigaherz> yes
L1321[14:41:03] <gigaherz> because I don't implement IInventory anymore
L1322[14:41:05] <gigaherz> but I used to
L1323[14:41:05] <Intektor> can I change in whcih angle the players when the player is holding my item just like what the bow does?
L1324[14:41:06] <vox> Check TileRack
L1325[14:41:07] <vox> aaaah
L1326[14:41:34] <gigaherz> gudenau: run setupForge again, it should overwrite your changes
L1327[14:41:42] <gudenau> It did not gigaherz.
L1328[14:41:54] <howtonotwin> try git checkout or git reset
L1329[14:42:08] <vox> gigaherz: who do I complain to?
L1330[14:42:22] <gudenau> Guess I need to revert my github comments then?
L1331[14:42:24] <vox> don't want to ping l.ex
L1332[14:42:42] <gigaherz> vox: https://github.com/ModCoderPack/MCPBot-Issues/issues
L1333[14:42:49] <vox> thanks
L1334[14:42:53] <gigaherz> that's where you put requests related to names of things
L1335[14:43:00] <howtonotwin> you don't have to revert them, just check out whatever versions you need
L1336[14:43:10] <primetoxinz> https://gist.github.com/primetoxinz/489337529d9118b6d651b2f078236fc3 why the hell can I still swim
L1337[14:43:30] <Tombenpotter> Has the getDescription and getData packets methods disappeared from 1.7.10?
L1338[14:43:34] <Tombenpotter> Have*
L1339[14:43:42] <gigaherz> Tombenpotter: "from"?
L1340[14:43:57] <gigaherz> 1.7.10 hasn't changed much since 1.8 forge was out
L1341[14:44:01] <Tombenpotter> Like, from 1.7.10 to 1.10, sorry
L1342[14:44:01] <gigaherz> unless you mean
L1343[14:44:06] <gigaherz> thought so
L1344[14:44:07] <Tombenpotter> Forgot half of the sentence
L1345[14:44:08] <BordListian> because that's not how that works
L1346[14:44:08] <gigaherz> yes
L1347[14:44:10] <gigaherz> it's now
L1348[14:44:16] <gigaherz> getUpdatePacket + onDataPacket
L1349[14:44:18] <gigaherz> but!
L1350[14:44:19] <gigaherz> there's also
L1351[14:44:22] <vox> ghz: how do I find out what function that is pre-mapping?
L1352[14:44:27] <gigaherz> getUpdateTag and handleUpdateTag
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L1354[14:44:49] <Tombenpotter> And, which one am I supposed to use then? :P
L1355[14:44:50] <gigaherz> vox: !gm isUseableByPlayer
L1356[14:44:59] <vox> !gm isUseableByPlayer
L1357[14:44:59] <gigaherz> Tombenpotter: you should implement all 4
L1358[14:45:06] <vox> thanks
L1359[14:45:10] <Tombenpotter> Ah, alrights
L1360[14:45:13] <Ordinastie_> gigaherz, what ? no
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L1362[14:45:25] <Ordinastie_> don't blindly implement everything if you don't need to :x
L1363[14:45:36] <gudenau> import (.*);
L1364[14:45:39] <gudenau> :-P
L1365[14:45:50] <Ordinastie_> implement, no import
L1366[14:45:50] <gigaherz> okaaaay
L1367[14:46:01] <RANKSHANK> calm down there satan
L1368[14:46:07] <gigaherz> Tombenpotter: getUpdateTag + handleUpdateTag are for the data bundled in the bulk chunk data packets
L1369[14:46:09] <gudenau> Oh.
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L1371[14:46:16] <gudenau> implement (.*) {
L1372[14:46:20] <raoulvdberge> power and electricity are synonyms right?
L1373[14:46:26] <primetoxinz> no
L1374[14:46:27] <BordListian> primetoxinz, take a look at where isInWater is set
L1375[14:46:28] <gigaherz> no
L1376[14:46:31] <gigaherz> but they are related
L1377[14:46:31] <RANKSHANK> no
L1378[14:46:40] <gigaherz> electricity is the stuff that travels in the cables
L1379[14:46:42] <gigaherz> power is power
L1380[14:46:44] <RANKSHANK> electricity is a form of power
L1381[14:46:46] <gigaherz> when applied to electricity
L1382[14:46:47] <primetoxinz> electricity doesn't exist
L1383[14:46:53] <BordListian> my guess is that it's related to handleWaterMovement or something
L1384[14:46:53] <gigaherz> it means that said electricity has a voltage (power)
L1385[14:46:54] <RANKSHANK> power is not a form of electricity
L1386[14:46:57] <Ordinastie_> you don't even need to override handleUpdateTag
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L1388[14:47:05] <Tombenpotter> gigaherz: okay, thanks
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L1390[14:47:30] <gigaherz> Tombenpotter: and getUpdatePacket+onDataPAcket are used by the notifyBlockUpdate logic (previously markBlockForUpdate)
L1391[14:47:31] <Ordinastie_> and unless your data change over time in your TE and you need to sync those changes, you don't need getUpdatePacket/onDataPacket
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L1393[14:48:01] <Tombenpotter> gigaherz: yea, that's the ones i wanted to ues
L1394[14:48:06] <sham1> import *
L1395[14:48:09] <gigaherz> yep so the point is
L1396[14:48:13] <gigaherz> if your data changes over time
L1397[14:48:16] <gigaherz> you'll want the second pair
L1398[14:48:37] <howtonotwin> power = energy / time
L1399[14:48:38] <gudenau> Could I stick my own NBT onto any entity?
L1400[14:48:55] <howtonotwin> electricity is a form of energy transmission
L1401[14:49:28] <diesieben07> gudenau, you can attach a capability
L1402[14:49:56] <gigaherz> but if you NEED the data synchronized right from the beginning so that there's no "glitches" when loading a chunk
L1403[14:50:00] <gigaherz> you may also want the other two
L1404[14:50:04] <howtonotwin> electricity is HAS power, but it isn't power
L1405[14:50:08] <Tombenpotter> Aha
L1406[14:50:13] <BordListian> primetoxinz, it's hardcoded in EntityLivingBase.onLivingUpdate
L1407[14:50:23] <Tombenpotter> And, what are the flags for the notifyblock?
L1408[14:50:27] <Wuppy> Tombenpotter now that's a name I haven't seen in a while :o
L1409[14:50:27] <BordListian> it skips the check for ground
L1410[14:50:34] <primetoxinz> yes, I know that
L1411[14:50:38] <gigaherz> Tombenpotter: unused
L1412[14:50:43] <gigaherz> 3 by custom
L1413[14:50:47] <sham1> electricity has potential to do work
L1414[14:50:48] <gigaherz> but doesn't matter in current mc versions
L1415[14:50:49] <Tombenpotter> Wuppy: yeah, I've been busy and so busy
L1416[14:50:54] <gigaherz> on the client side
L1417[14:50:54] <Wuppy> same :)
L1418[14:50:55] <primetoxinz> but if isWater == false it hsould get to the onGround section
L1419[14:50:59] <Tombenpotter> gigaherz: okay, 3 it is ^^
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L1421[14:51:05] <gigaherz> notifyBlockUpdate will cause render chunk refreshes
L1422[14:51:10] <gigaherz> in that case (client side)
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L1424[14:51:17] <gigaherz> flat value 8 will ask mc to render asap
L1425[14:51:19] <gigaherz> rather than "whenever"
L1426[14:51:26] <gigaherz> (may cause some extra load)
L1427[14:51:34] <gigaherz> flag*
L1428[14:51:45] <gigaherz> so use flag 8 sparingly
L1429[14:51:51] <Tombenpotter> Okay
L1430[14:51:54] <BordListian> yeah but inWater is probably set before your tick handler fires
L1431[14:51:56] <Tombenpotter> Whenever is fine :p
L1432[14:52:03] <primetoxinz> yeah
L1433[14:52:08] <gudenau> I goofed up the git repo...
L1434[14:52:09] <BordListian> it probably sets inWater every tick
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L1436[14:52:19] <gudenau> Could someone do the beacon patch correctly?
L1437[14:52:25] <BordListian> so what you'd want to do is probably change the isInWater method
L1438[14:52:26] <Tombenpotter> Ah damn, I need to switch to the capabilites now right? No more IInventories...
L1439[14:52:28] <BordListian> with hackery
L1440[14:52:33] <BordListian> pretty sure it's possible
L1441[14:52:41] <primetoxinz> yeah
L1442[14:52:42] <primetoxinz> I know how
L1443[14:52:46] <primetoxinz> don't really wanna
L1444[14:52:54] <BordListian> *shrugs*
L1445[14:53:01] <gudenau> Ok, new problem.
L1446[14:53:10] <Tombenpotter> I wish there was an example tile for capabilites somewhere
L1447[14:53:10] <primetoxinz> classtransforming is annoying
L1448[14:53:15] <gudenau> I get a ClassNotFound when launching. :-/
L1449[14:53:35] <primetoxinz> example tile Tombenpotter ?
L1450[14:53:54] <Tombenpotter> Yea, like a simple and clear implementation of the system
L1451[14:54:07] <primetoxinz> readthedocs?
L1452[14:54:21] <Tombenpotter> Link?
L1453[14:54:23] <primetoxinz> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L1454[14:54:30] <gudenau> BAH
L1455[14:54:45] <gudenau> I can not do anything right.
L1456[14:55:05] <Tombenpotter> Yea, as I said, there's no simple implementation
L1457[14:55:17] <primetoxinz> made sense to me :p
L1458[14:55:19] <gudenau> Isnt it somthing to do with items?
L1459[14:55:35] <Tombenpotter> And as it's a forge only thing, MC source isn't helpflu
L1460[14:55:54] <primetoxinz> what don't you understand?
L1461[14:57:03] <Tombenpotter> I'm reading all the docs, I'll ask afterwards
L1462[14:57:44] <gudenau> I do not understand this at all.
L1463[14:57:48] <vox> Tobenpotter: Tesla has a really good implementation
L1464[14:57:58] <gudenau> I used a clean idea workspace, and I can not launch.
L1465[14:58:11] <vox> https://github.com/Darkhax-Minecraft/Tesla/tree/master/src/main/java/net/darkhax/tesla/api/implementation
L1466[14:58:32] <vox> Some stuff to read in the readme here: https://github.com/Darkhax-Minecraft/Tesla
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L1468[14:58:51] <vox> Actually, here: https://github.com/Darkhax-Minecraft/Tesla#getting-started
L1469[14:59:15] <vox> really clear implementation of how to implement Capabilities in a Tile Entity
L1470[14:59:32] <gudenau> isn't it just to return an instance?
L1471[14:59:35] <vox> You can ignore the Tesla-specific bits, it's the concept that counts
L1472[14:59:39] <vox> Yeah basically
L1473[14:59:44] <Tombenpotter> I will, thanks
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L1475[14:59:48] <vox> np
L1476[15:00:10] <gudenau> Does anyone have a working 1.10.2 workspace?
L1477[15:00:24] <StormyMode> Whilst in a development environment, what's the best way to update forge? [1.10.2]
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L1479[15:00:43] <gudenau> Change it in build.gradle and run the setup.
L1480[15:00:53] <gudenau> But don't listen to me actually.
L1481[15:00:57] <gudenau> I'm an idiot.
L1482[15:01:22] <gudenau> Goodbye
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L1484[15:02:14] <Tombenpotter> And what's wrong with using IInventory instead of the capabilities?
L1485[15:02:24] <RANKSHANK> that's on it's way out
L1486[15:02:49] <Tombenpotter> Even in MC itself?
L1487[15:03:27] <Ordinastie_> forge patch it anyway
L1488[15:03:33] <RANKSHANK> yup that's already been ported over to caps
L1489[15:03:58] <RANKSHANK> ie look into TileEntityChest#getCapability
L1490[15:04:17] <Tombenpotter> I looked into furnace and it's still using IInventory
L1491[15:04:31] <diesieben07> yes but it also exposes a capability
L1492[15:04:34] <diesieben07> that wraps that iinventory
L1493[15:04:43] <diesieben07> and mods will probably not check for IInventory anymore but just for the cap
L1494[15:05:20] <Tombenpotter> Ah, ok
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L1496[15:12:05] <StormyMode> diesieben07, I didn't realise that updating forge was that easy in a dev-environment.
L1497[15:12:13] <diesieben07> :)
L1498[15:12:28] <StormyMode> Change the version number in build.gradle. Run client. Done. [I was expecting some buildDecomp shizzle]
L1499[15:12:37] <StormyMode> O.o XD
L1500[15:12:45] <Ordinastie_> you still have to resetup
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L1502[15:12:57] <gigaherz> StormyMode: it isn't that easy
L1503[15:13:08] <gigaherz> you have to run setup*Workspace again, AND refresh your workspace/project
L1504[15:13:16] <StormyMode> :S
L1505[15:13:19] <gigaherz> if you don't
L1506[15:13:21] <StormyMode> I just updated forge just fine?
L1507[15:13:24] <gigaherz> thenyou are effectively just using the old one
L1508[15:13:27] <StormyMode> oh..
L1509[15:13:29] <gigaherz> it didn't actually update
L1510[15:13:38] <StormyMode> Do what now then?
L1511[15:13:38] <gigaherz> steps to update forge:
L1512[15:13:43] <gigaherz> in idea:
L1513[15:13:45] <gigaherz> 1. edit build.gradle
L1514[15:13:50] <gigaherz> 2. run setupDecompWorkspace
L1515[15:13:59] <gigaherz> 3. click the blue refresh icon on the gradle panel
L1516[15:14:19] <gigaherz> in eclipse: run gradlew setupDecompWorkspace and someone else will have to tell you how to refresh the workspace because I don't useeclipse
L1517[15:14:19] <gigaherz> XD
L1518[15:14:32] <StormyMode> I use IDEA. No worries :)
L1519[15:14:40] <gigaherz> (dunno if it's just a matter of gradlew eclipse again or not)
L1520[15:14:53] <Ordinastie_> gradlew eclipse and then refresh the project
L1521[15:16:56] ⇨ Joins: Gil (uid147942@id-147942.brockwell.irccloud.com)
L1522[15:17:54] <RANKSHANK> In eclipse I'd just make sure I refreshed while the project was closed ;P
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L1524[15:20:01] <Ordinastie_> what
L1525[15:20:06] <Ordinastie_> no reason to close the project
L1526[15:20:27] <RANKSHANK> worked every time so never had a reason to find another way ;)
L1527[15:26:16] <StormyMode> I think I've officially updated forge properly now gigaherz?
L1528[15:29:38] <primetoxinz> is there away to do Containers with IItemHandler?
L1529[15:29:46] <primetoxinz> because slots all need IIventory
L1530[15:30:03] <diesieben07> SlotItemHandler
L1531[15:30:10] <primetoxinz> nice
L1532[15:30:35] <gigaherz> StormyMode: dunno, what shows up when you start mc and look at the main menu?
L1533[15:31:22] <StormyMode> .2045 Forge. No more flashing update symbol on Mods button.
L1534[15:31:35] <StormyMode> gigaherz *
L1535[15:31:54] <gigaherz> :)
L1536[15:31:57] ⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L1537[15:33:50] <BordListian> i overwrite so much of EntityFallingBlock that i might aswell make my own entity for it lmao
L1538[15:35:04] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192 seconds)
L1539[15:35:47] <geldorn> How to I turn of the normal block renderer for an TileEntitySpecialRenderer block in 1.10, because getRenderType/isOpaqueCube are both deprecated?
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L1541[15:37:08] <diesieben07> geldorn, getRenderType is the way to go
L1542[15:37:20] <gigaherz> geldorn: @Deprecated has a special meaning
L1543[15:37:23] <diesieben07> the deprecation is used by mojang in a funky way to say "overriding this is fine, but don't call it"
L1544[15:37:26] <gigaherz> Mojang decided to use it to mean "internal"
L1545[15:37:31] <gigaherz> as in, "do not call this directly"
L1546[15:37:41] <gigaherz> yo ucan still override them by adding @Deprecated to your own overrides
L1547[15:38:49] ⇨ Joins: Chupp4_Jo3 (~Joe@host31-49-133-160.range31-49.btcentralplus.com)
L1548[15:39:22] <geldorn> ah well this is not exactly what I would call deprecated, but good to know - is there any way to know if they meant deprecated instead of "internal"
L1549[15:39:31] <Chupp4_Jo3> Anyone know a good guide for self-diagnosing Crash-Reports?
L1550[15:40:11] <Chupp4_Jo3> Wow that sounded less rude in my head........
L1551[15:40:20] <vox> you're good :P
L1552[15:40:28] <gigaherz> it didn't sound rude to me
L1553[15:40:43] <Chupp4_Jo3> Well at least demanding... :/
L1554[15:40:45] <gigaherz> however, the answer may sound rude: learn java, learn how the exceptions work and what they mean
L1555[15:40:55] <gigaherz> that's all you need
L1556[15:40:56] <Chupp4_Jo3> Ehhhh
L1557[15:41:10] <Chupp4_Jo3> Best place to start learning?
L1558[15:41:23] <gigaherz> there's millions of books, tutorials, and online lessons
L1559[15:41:34] <gigaherz> choose whatever sounds good
L1560[15:41:34] <Chupp4_Jo3> (As in best resources)
L1561[15:41:43] <howtonotwin> oracle tutorials (official): https://docs.oracle.com/javase/tutorial/
L1562[15:41:48] <Chupp4_Jo3> ty
L1563[15:41:52] <howtonotwin> np
L1564[15:41:53] <gigaherz> I haven't learned from any online resources so I can't suggest anything ;P
L1565[15:42:12] <Chupp4_Jo3> Now to delve through this... See you all in a few years ;P
L1566[15:42:20] <howtonotwin> dont mind the slightly old web design, it's up to date :P
L1567[15:42:38] <vox> Anyone know how I can get rid of that annoying Yggdrasil error in dev env?
L1568[15:42:54] <vox> This one: [16:42:50] [pool-2-thread-1/WARN]: Couldn't look up profile properties for com.mojang.authlib.GameProfile@5c52cefd[id=7d246c97-157b-31d3-a8fc-0b0f5f437b63,name=Player989,properties={},legacy=false]
L1569[15:42:54] <vox> com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time
L1570[15:42:54] <vox> at com.mojang.authlib.yggdrasil.YggdrasilAuthenticationService.makeRequest(YggdrasilAuthenticationService.java:65) ~[YggdrasilAuthenticationService.class:?]
L1571[15:42:59] <BordListian> i did it
L1572[15:43:11] <BordListian> an EntityFallingBlock that doesn't crash
L1573[15:43:50] <diesieben07> vox, don't log in using --username and --password
L1574[15:43:58] <diesieben07> since you are not using a launcher it has to re-authenticate every time
L1575[15:44:01] <vox> I'm not
L1576[15:44:03] <diesieben07> which the auth servers don't like
L1577[15:44:11] <vox> It's the default PlayerXXX thing
L1578[15:44:12] <diesieben07> oh
L1579[15:44:15] <gigaherz> yeah that's normal
L1580[15:44:16] <diesieben07> hrm then maybe DO authenticate? :D
L1581[15:44:17] <gigaherz> ignore it
L1582[15:44:25] <vox> It's annoying, that's all :P
L1583[15:44:50] <gigaherz> you could try using the token from your normal login from the vanilla launcher? I think there was a way to do that
L1584[15:45:33] <geldorn> Again getRenderType, I'm a bit confused by the comment on it "The type of render function called. 3 for standard block models, 2 for TESR's, 1 for liquids, -1 is no render", the older tutorial I found returned -1 so should I still return null or ENTITYBLOCK_ANIMATED(2)?
L1585[15:46:02] <gigaherz> geldorn: ENTITYBLOCK_ANIMATED means you don't have a static model at all
L1586[15:46:09] <gigaherz> we recommend using the default value
L1587[15:46:13] <gigaherz> which allows having both a static part
L1588[15:46:15] <gigaherz> and a moving part
L1589[15:46:23] <gigaherz> this reduces the load on the dynamic rendering
L1590[15:47:03] <geldorn> gigaherz, Well i want to replace the static model with a user facing texture, creating something wisp like (but stationary)
L1591[15:47:26] <gigaherz> oh you want to draw a billboard?
L1592[15:47:34] <gigaherz> yeah i suppose that'd need a TESR
L1593[15:48:12] <geldorn> gigaherz, would I use -1 or 2 (ENTITYBLOCK_ANIMATED) for that?
L1594[15:48:21] <gigaherz> ENTITYBLOCK_ANIMATED
L1595[15:48:26] <gigaherz> I think
L1596[15:48:50] <gigaherz> i haven't actually used it myself
L1597[15:49:01] <gigaherz> all my TESRs have a static counterpart
L1598[15:49:12] <gigaherz> like https://dl.dropboxusercontent.com/u/743491/MC/2015-12-18-0221-30.mp4
L1599[15:49:19] <geldorn> and also return isOpaqueCube => false?
L1600[15:49:33] <gigaherz> that's unrelated to tesr
L1601[15:49:36] <gigaherz> but you probably want it
L1602[15:49:41] <gigaherz> since you want it to be see-through
L1603[15:50:43] <geldorn> So in your case only the animated parts are drawn by the TESR?
L1604[15:50:48] <gigaherz> yup
L1605[15:51:03] <gigaherz> the fixed part is a .obj model referenced by the blockstates json
L1606[15:51:12] <gigaherz> the moving parts are another .obj model drawn using TESR
L1607[15:51:29] <geldorn> But I guess your block also has to set isOpaqueCube to false?
L1608[15:51:44] <gigaherz> well
L1609[15:51:48] <gigaherz> my block emits light so...
L1610[15:52:03] <gigaherz> it does have to return false
L1611[15:52:06] <gigaherz> otherwise it would look weird
L1612[15:52:06] <gigaherz> ;P
L1613[15:52:29] <gigaherz> but yes
L1614[15:52:33] <gigaherz> it would be false either way
L1615[15:53:01] <geldorn> Can't an opaque block emit light?
L1616[15:53:09] <gigaherz> they look weird, I think
L1617[15:53:37] <gigaherz> anyhow it works the way I have it
L1618[15:53:44] <gigaherz> I never really tried too hard to discover why ;P
L1619[15:55:03] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 202 seconds)
L1620[15:55:24] <vox> So I never empty my downloads folder in case I need something again.... I just drop things in an "OLD" folder every once and a while
L1621[15:55:31] <vox> I have >11 gb of things in there
L1622[15:55:40] <vox> >8000 files
L1623[15:55:41] <gigaherz> only? ;P
L1624[15:55:47] <vox> yeah only
L1625[15:55:48] <gigaherz> last time I cleaned my download folder
L1626[15:55:49] <gigaherz> it was 800gb
L1627[15:55:55] <vox> holy shit dude
L1628[15:55:56] <gigaherz> most of it series and movies, though
L1629[15:56:00] <vox> Ah, gotchu
L1630[15:56:10] <vox> All of that stuff never makes it to my downloads folder
L1631[15:56:33] <gigaherz> I'd switch to Netflix, but i'm told the catalog in spain is rather lacking
L1632[15:57:37] <gigaherz> I'd check for myself, but you can't browse before subscribing ¬¬
L1633[15:59:26] <vox> :(
L1634[15:59:35] <vox> Okay, so this is progress
L1635[15:59:46] <vox> My energy gate now will connect to Tesla-compatible cables
L1636[15:59:57] <vox> But doesn't accept power yet
L1637[15:59:58] <vox> boom
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L1639[16:03:54] *** V is now known as Vigaro
L1640[16:06:26] <RANKSHANK> I'm doubting that cactus is meant to grow like this https://www.dropbox.com/s/g041b4kgceo9lll/Screenshot%202016-08-05%2007.06.04.png?dl=0
L1641[16:06:42] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-108-184.buckeyecom.net) (Ping timeout: 186 seconds)
L1642[16:06:59] *** Kolatra|away is now known as Kolatra
L1643[16:07:07] <vox> nope, it probably isn't
L1644[16:07:15] <vox> Ugh this is not working and it should :/
L1645[16:08:20] <BordListian> that's a sexy vase
L1646[16:08:55] <BordListian> my melons and pumpkins are falling and shattering into seeds as they should
L1647[16:08:57] <BordListian> :D
L1648[16:09:22] <vox> nice
L1649[16:09:55] *** kroeser|away is now known as kroeser
L1650[16:10:06] <RANKSHANK> Thanks BordListian ;D
L1651[16:12:46] <vox> Woot I officially have a block that does things
L1652[16:12:55] <vox> http://i.imgur.com/Ka2m2z3.png
L1653[16:13:06] ⇨ Joins: PBlock96 (~PBlock96@64.53.13.215)
L1654[16:14:05] <vox> Well, it's a little broken still
L1655[16:14:21] <BordListian> i was gonna add a block specifically for the splash particles on impact
L1656[16:14:34] <BordListian> but i'll just do that in a resource pack
L1657[16:14:42] <RANKSHANK>  (☞゚ヮ゚)☞ go vox
L1658[16:14:56] <BordListian> considering that json models let me specify a break texture
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L1660[16:15:07] <vox> I got none of those emojis or whatever btw :P
L1661[16:15:09] <vox> Using HexChat
L1662[16:15:17] <BordListian> same
L1663[16:15:19] <BordListian> lmao
L1664[16:16:17] <RANKSHANK> haha damn ascii
L1665[16:16:25] <BordListian> *unicode
L1666[16:16:31] <vox> hmm
L1667[16:16:36] <diesieben07> your hexchat be broke then
L1668[16:16:38] <diesieben07> it works fine here
L1669[16:16:44] <vox> I need to ask some questions about WorldSavedData
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L1671[16:16:49] <vox> Because mine isn't working correctly
L1672[16:17:08] <diesieben07> go ahead :D
L1673[16:17:53] <vox> why no work?
L1674[16:17:58] <vox> *sad puppy dog eyes*
L1675[16:18:14] <diesieben07> -_-
L1676[16:18:29] <gigaherz> vox: did you read my doc page on it?
L1677[16:18:35] <vox> Uh no
L1678[16:18:41] <vox> That would be helpful
L1679[16:18:45] <gigaherz> http://mcforge.readthedocs.io/en/latest/datastorage/worldsaveddata/
L1680[16:18:50] <vox> Thanks dude
L1681[16:19:10] <gigaherz> not much, but there isn't that much to it
L1682[16:19:18] *** kroeser is now known as kroeser|away
L1683[16:19:32] <vox> well I figured out at least one issue
L1684[16:19:58] <vox> freaking nbt spelling error
L1685[16:20:01] <vox> btwI have one of these things implemented already, but it wasn't working
L1686[16:20:03] <diesieben07> you could also post your code :D
L1687[16:20:18] <vox> github.com/VoxMods/NullAutomation is the repo
L1688[16:20:22] <vox> One sec for the file
L1689[16:20:48] <vox> https://github.com/VoxMods/NullAutomation/blob/master/src/main/java/com/voxmods/nullautomation/storage/FlawStorageWorldData.java
L1690[16:20:58] <vox> and https://github.com/VoxMods/NullAutomation/blob/master/src/main/java/com/voxmods/nullautomation/storage/FlawInventory.java
L1691[16:21:37] <diesieben07> doesn't look too bad
L1692[16:21:43] <vox> Yep, works now
L1693[16:21:49] <vox> that one tiny spelling error did it
L1694[16:21:57] <vox> Well, wasn't really a spelling error
L1695[16:22:12] <vox> It was me changing the tag name and forgetting to do it in both readNBT and writeNBT
L1696[16:22:16] <vox> Boom it works
L1697[16:22:32] <vox> Now I need a model that's not a stolen copy of the furnace
L1698[16:23:55] <vox> > [FML]: A TileEntity type com.voxmods.nullautomation.machine.gate.energygate.TileEnergyGate has throw an exception trying to write state. It will not persist. Report this to the mod author
L1699[16:23:55] <vox> java.lang.RuntimeException: class com.voxmods.nullautomation.machine.gate.energygate.TileEnergyGate is missing a mapping! This is a bug!
L1700[16:23:57] <vox> ummmmmmmm
L1701[16:23:59] <vox> whooops
L1702[16:24:07] <vox> What.... happened?
L1703[16:26:34] <vox> gigaherz or diesieben07, any idea?
L1704[16:26:58] <diesieben07> your TE threw an exception from writeToNbt
L1705[16:27:02] <vox> yeah
L1706[16:27:09] <vox> but I don't call anything there
L1707[16:27:12] <diesieben07> oh thats one exception..
L1708[16:27:16] <vox> I just retern the super
L1709[16:27:16] <diesieben07> you didnt register your TE
L1710[16:27:20] <vox> oh?
L1711[16:27:40] <vox> I wonder why this is working then :P
L1712[16:27:44] <vox> That's the first time it's done that
L1713[16:28:25] <vox> How do I do that?
L1714[16:29:50] <diesieben07> GameRegistry.registerTileEntity
L1715[16:32:52] <vox> I.... wonder why I just got this happening just now
L1716[16:32:59] <vox> Like, no code changes between it happening and not
L1717[16:33:00] <vox> huh
L1718[16:35:14] <vox> what's this "string ID"?
L1719[16:35:20] <vox> !help
L1720[16:35:47] <diesieben07> it's an ID for your TE
L1721[16:35:53] <diesieben07> include your ModID
L1722[16:36:00] <vox> so
L1723[16:36:23] <vox> is it okay to be the same as the block registry name?
L1724[16:36:39] <diesieben07> sure
L1725[16:36:43] <diesieben07> as long as it includes your ModID
L1726[16:36:43] <vox> cool
L1727[16:36:48] <vox> yep
L1728[16:41:37] <vox> aaaand now it works
L1729[16:41:39] <vox> Thanks dude
L1730[16:43:10] <vox> Now I have to do two things: actually make the GUI do things and replace this model
L1731[16:43:14] <vox> Oh, actually 3
L1732[16:43:34] <vox> I have to figure out the multiblock that I want to create Flaws with
L1733[16:43:46] <vox> And figure out how multiblocks work :P
L1734[16:49:28] <geldorn> Is there a new way to load a texture into a ResourceLocation in 1.10 or still just create it with new?
L1735[16:51:47] *** manmaed is now known as manmaed|AFK
L1736[16:52:09] <gigaherz> geldorn: what
L1737[16:53:12] <StormyMode> I have no idea how to even do items at all. It looks confusing. I've tried for two days looking at tutorials and other open-source 1.10.2 mods. Still no understanding or luck for function.
L1738[16:53:36] <gigaherz> uh?
L1739[16:53:40] <electrolitic> do items, like make them?
L1740[16:53:48] <StormyMode> code them.
L1741[16:53:52] <gigaherz> creating a new item is easy
L1742[16:54:01] <gigaherz> you don't even need code if you don't need the item to do anything
L1743[16:54:03] <gigaherz> I mean
L1744[16:54:05] <StormyMode> I used to have a ModItems class, an actual item class and bingo. [1.7]
L1745[16:54:06] <gigaherz> no custom classes
L1746[16:54:09] <electrolitic> Just extend Item, give it a registry name, an unlocalized name, and GameRegistry.register() them
L1747[16:54:10] <StormyMode> Now I have no idea.
L1748[16:54:17] <gigaherz> that part really hasn't changed that much
L1749[16:54:22] <gigaherz> replace
L1750[16:54:28] <gigaherz> GameRegistry.registerItem
L1751[16:54:31] <gigaherz> with GameRegistry.register
L1752[16:54:40] <gigaherz> having called .setRegistryName beforehand
L1753[16:54:42] <geldorn> gigaherz, I had in my 1.7 (or earlier) code something like normalTextureLocation = new ResourceLocation(ModInfo.ID, "textures/anim/animatedTexture.png"); to be used for Minecraft.getMinecraft().renderEngine.bindTexture(normalTextureLocation);
L1754[16:54:44] <StormyMode> gigaherz, I deleted all my item, block and creativetab classes because nothing would work.
L1755[16:54:45] <electrolitic> I wasn't around for registerItem :/
L1756[16:54:58] <gigaherz> geldorn: oh
L1757[16:55:01] <gigaherz> yeah that hasn't changed
L1758[16:55:32] <StormyMode> Do you have a clear example on git or pastebin? gigaherz
L1759[16:55:37] <electrolitic> It's usually easiest to just throw the items into an already made creative tab like CreativeTabs.MISC.
L1760[16:56:02] <electrolitic> I'd use my own creativetab if I knew how xD
L1761[16:56:21] <gigaherz> hmmm
L1762[16:56:25] <gigaherz> StormyMode: this one may do the trick
L1763[16:56:26] <gigaherz> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/items/ItemEnderLock.java
L1764[16:56:52] <gigaherz> no wait
L1765[16:57:06] <gigaherz> that one depends on superclasses
L1766[16:57:08] <StormyMode> gigaherz, Don't you have an item that literally does nothing? Like a crafting component?
L1767[16:57:27] <StormyMode> That would be much easier to understand XD
L1768[16:57:36] <gigaherz> sure but then it wouldn't need an Item class at all
L1769[16:57:44] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemTape.java
L1770[16:57:45] <StormyMode> O.o
L1771[16:57:50] <gigaherz> ignore the contents of onItemUse
L1772[16:58:08] <StormyMode> I have no idea what is life.
L1773[16:58:11] <StormyMode> oh wait.
L1774[16:58:17] <StormyMode> oh...
L1775[16:58:19] <gigaherz> that's an Item class
L1776[16:58:20] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L60,L61
L1777[16:58:24] <gigaherz> here is how I register the item
L1778[16:58:39] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java#L27
L1779[16:58:43] <gigaherz> here is how I apply for a model
L1780[16:58:53] <gigaherz> it calls the function below
L1781[16:59:10] <StormyMode> gigaherz, but all my code is referenced. Kinda
L1782[16:59:12] <gigaherz> and here is the corresponding model json
L1783[16:59:13] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/models/item/itemTape.json
L1784[16:59:27] <gigaherz> look, I'll be blunt
L1785[16:59:40] <gigaherz> if you can't figure out how to apply what I showed you to your own coding style
L1786[16:59:50] <gigaherz> you may need to learn more programming/java
L1787[17:00:21] <gigaherz> making an item really only has those 4 things:
L1788[17:00:25] <gigaherz> 1. the Item itself
L1789[17:00:31] <gigaherz> 2. registering the item into the game registry
L1790[17:00:36] <gigaherz> 3. applying for a model (client only)
L1791[17:00:40] <gigaherz> 4. the model json
L1792[17:00:54] <gigaherz> well, assuming you have a texture ready for it ;p
L1793[17:01:14] <gigaherz> and my model json is outdated
L1794[17:01:23] <gigaherz> I should remove the "display" section, and use "item/generated" as a parent
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L1796[17:02:30] <StormyMode> https://github.com/StormyMode/LightningAdditions - this is my work so far gigaherz.
L1797[17:03:03] <gigaherz> you are doing weird stuff
L1798[17:03:11] <gigaherz> why do you override getUnlocalizedNameInefficiently?
L1799[17:03:19] <gigaherz> just setUnlocalizedName in the constructor
L1800[17:03:43] <StormyMode> Oh..
L1801[17:03:52] <StormyMode> Press E and suggest that a second.
L1802[17:04:01] <StormyMode> Why can't I override Inefficiently?
L1803[17:04:07] <gigaherz> it's not that you can't
L1804[17:04:12] <gigaherz> it's about you shouldn't need to
L1805[17:04:23] <gigaherz> if you feel you need
L1806[17:04:28] <gigaherz> then you may be doing somethign else wrong
L1807[17:04:35] <gigaherz> and your override is covering up your other mistake
L1808[17:04:53] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/tape/ItemTape.java#L21,L27
L1809[17:05:01] <gigaherz> unless you item has "special needs"
L1810[17:05:08] <gigaherz> that constructor is ALL YOU NEED
L1811[17:05:17] <gigaherz> choose your own stack size
L1812[17:05:20] <gigaherz> your own creative tab
L1813[17:05:21] <StormyMode> Nope, just a test item to be honest. To experiment with 1.10.2 code.
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L1815[17:05:44] <gigaherz> I strongly recommend that you keep the part where the unlocalized name has the MODID in it
L1816[17:05:50] <gigaherz> because the translation tables are global
L1817[17:05:56] <gigaherz> so if you don't you could conflict with other mods
L1818[17:07:23] <StormyMode> gigaherz, why are you doing '.' instead of ':'?
L1819[17:07:25] <StormyMode> (ModPackingTape.MODID + "." + name);
L1820[17:08:07] <electrolitic> I think the : is used more for locations
L1821[17:08:10] <electrolitic> But I could be wrong
L1822[17:08:14] <StormyMode> And don't you need to register a different name rather than just 'name'?
L1823[17:08:36] <gigaherz> StormyMode: style.
L1824[17:08:41] <gigaherz> my translation strings end up as
L1825[17:08:43] <StormyMode> Oh..
L1826[17:08:52] <gigaherz> item.mymodname.itemname.name=Item Name Here
L1827[17:09:05] <StormyMode> So what could I in theory change the String name to?
L1828[17:09:12] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/lang/en_US.lang
L1829[17:09:20] <gigaherz> change to?
L1830[17:09:37] <gigaherz> I'd just leave that constructor parameter in it
L1831[17:09:44] <gigaherz> and just fill it in when you instantiate the item
L1832[17:10:04] <StormyMode> So how is there even an unlocalized name?
L1833[17:10:10] *** DarkevilAway is now known as Darkevilmac
L1834[17:10:11] <gigaherz> uh=?
L1835[17:10:12] <StormyMode> Oh wait.. Unless the class itself is the name?
L1836[17:10:16] <StormyMode> :O
L1837[17:10:17] <gigaherz> no?
L1838[17:10:18] <StormyMode> oh.
L1839[17:10:19] <gigaherz> i pass it in
L1840[17:10:22] <gigaherz> on the constructor
L1841[17:10:25] <gigaherz> as a paremeter
L1842[17:10:28] <gigaherz> which is a basic java thing
L1843[17:10:51] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L60
L1844[17:10:54] <StormyMode> I'm talking about this part?
L1845[17:10:55] <StormyMode> public ItemTape(String name)
L1846[17:11:03] <gigaherz> ....yes?
L1847[17:11:12] <StormyMode> That ItemTape is where the name comes in the whole time :o?!
L1848[17:11:18] <gigaherz> no?
L1849[17:11:22] <gigaherz> that's just the name of the class
L1850[17:11:22] <StormyMode> -.-
L1851[17:11:41] <StormyMode> So where on actual hell is the name specified?! -.-
L1852[17:11:41] <gigaherz> https://docs.oracle.com/javase/tutorial/java/javaOO/constructors.html
L1853[17:11:49] <gigaherz> when I CALL the constructor
L1854[17:11:53] <gigaherz> [00:11] (gigaherz): https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L60
L1855[17:11:54] <gigaherz> in here
L1856[17:11:58] <electrolitic> He makes a new ItemTape() and passes it the string
L1857[17:12:06] <electrolitic> new ItemTape(tape)
L1858[17:12:10] <electrolitic> well, with ""
L1859[17:12:23] <StormyMode> To be honest I never saw that gigaherz. I was expecting that inside the class or ModItems file?
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L1861[17:12:35] <gigaherz> I don't have a "moditems" file
L1862[17:12:40] <gigaherz> I don't see it being needed
L1863[17:12:43] <StormyMode> Oh.
L1864[17:12:47] <gigaherz> so I put all of that in my main @Mod class
L1865[17:14:15] <StormyMode> I hate doing it in my main class because Bleh..
L1866[17:14:19] <StormyMode> XD
L1867[17:14:20] <gigaherz> yeah sure
L1868[17:14:23] <StormyMode> Style.
L1869[17:14:24] <StormyMode> ;)
L1870[17:14:25] <gigaherz> as I said, adapt the knowledge
L1871[17:14:46] <gigaherz> for me, it's purpose
L1872[17:14:58] <gigaherz> the Block/Item class is self-contained in its implementation
L1873[17:15:04] <gigaherz> registering it is a separate step
L1874[17:15:08] <gigaherz> so I keep it separate
L1875[17:15:24] <gigaherz> I don't really like using "this" in external calls from inside the constructor
L1876[17:15:42] <gigaherz> if I were to abstract registrtaion
L1877[17:15:50] <gigaherz> I'd add a register() method to my base item class
L1878[17:15:52] <gigaherz> and then do like
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L1880[17:16:03] <gigaherz> theItem = new TheItem("name");
L1881[17:16:06] <gigaherz> theItem.register();
L1882[17:16:11] <gigaherz> but there's no benefit to that
L1883[17:16:38] <gigaherz> and I like passing the string from outside
L1884[17:16:45] <gigaherz> so yeah
L1885[17:16:51] <gigaherz> it's a matter of taste.
L1886[17:17:23] <gigaherz> some people like to have a ModItems/ModBlocks class, I do not
L1887[17:17:41] <gigaherz> some people like to have a class with item names and such, I do not
L1888[17:17:43] ⇦ Quits: BordListian (~BordListi@chello213047142014.32.11.vie.surfer.at) (Ping timeout: 198 seconds)
L1889[17:17:49] <gigaherz> some people like to call register from inside the item constructor, I do not
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L1891[17:18:14] <gigaherz> but none of those things really change the logic of what the required steps are
L1892[17:18:22] <gigaherz> and as I said, you don't even NEED a custom Item class at all
L1893[17:18:30] <gigaherz> you can add a new item by simply doing
L1894[17:18:59] <gigaherz> theItem = new Item().setRegistryName("namehere").setUnlocalizedName("modid.name");
L1895[17:19:10] <gigaherz> GameRegistry.register(theItem);
L1896[17:19:18] <gigaherz> and then in a client-only place
L1897[17:19:34] <gigaherz> ModelLoader.setCustomModelResourceLocation(theItem, new ModelResourceLocation(theItem.getRegistryName(), "inventory"));
L1898[17:20:21] <StormyMode> I'm using my "ItemLightningEssence" class. And using it to "extends ItemMod".
L1899[17:20:31] <gigaherz> sure that's ok
L1900[17:20:38] <StormyMode> Which if you saw in my GitHub, is that ModelResource etc.? [ItemMod]
L1901[17:20:48] <gigaherz> ?
L1902[17:20:53] <StormyMode> I said that wrong.
L1903[17:21:16] <gigaherz> I hope so ;P
L1904[17:21:20] <StormyMode> In my GitHub my ItemMod class had the ModelResourceLocation code etc.
L1905[17:21:47] <gigaherz> yes that should be ok
L1906[17:21:48] <StormyMode> Just saying that's what is being extended from "public class ItemLightningEssence extends ItemMod
L1907[17:22:37] <gigaherz> there's still some weirdness in your ItemMod class
L1908[17:22:41] <gigaherz> such as
L1909[17:22:41] <gigaherz> GameRegistry.register(this, new ResourceLocation(Reference.MOD_ID, name));
L1910[17:22:46] <gigaherz> you should change that to
L1911[17:22:57] <gigaherz> setRegistryName(name);
L1912[17:23:03] <gigaherz> GameRegistry.register(this);
L1913[17:23:14] <gigaherz> and I'm not sure what the point is of shouldRegister
L1914[17:23:40] <electrolitic> Tbh, I like passing setRegistryName a ResourceLocation.
L1915[17:24:03] <gigaherz> electrolitic: it's unnecessary
L1916[17:24:06] <gigaherz> it will be added by forge
L1917[17:24:07] <electrolitic> Does it make a difference?
L1918[17:24:11] <gigaherz> no
L1919[17:24:17] <gigaherz> jsut makes your code more verbose
L1920[17:24:22] <gigaherz> which means it takes more effort to read
L1921[17:25:12] <StormyMode> gigaherz, what?
L1922[17:25:25] <LatvianModder> I dont change that. Instead I just add a helper method to register stuff - https://github.com/LatvianModder/CommonResources/blob/master/src/main/java/com/latmod/commonresources/CRCommon.java#L31-L44
L1923[17:25:51] <gigaherz> StormyMode: what to what?
L1924[17:26:05] <StormyMode> The weirdness?
L1925[17:26:22] <gigaherz> https://github.com/StormyMode/LightningAdditions/blob/master/src/main/java/com/stormymode/lightningadditions/item/ItemMod.java
L1926[17:26:32] ⇦ Quits: PBlock96 (~PBlock96@64.53.13.215) (Ping timeout: 190 seconds)
L1927[17:26:42] <gigaherz> yes, most of that code looks weird to me
L1928[17:26:43] <LatvianModder> wow what
L1929[17:26:43] <gigaherz> ;Pç
L1930[17:26:57] <LatvianModder> why would you even register item itself.. its probably null at that point
L1931[17:26:59] <gigaherz> shouldRegister is pointless -- if you dont' want the item, don't instantiate
L1932[17:27:12] <gigaherz> LatvianModder: nah that's ok
L1933[17:27:13] <gigaherz> ugly but ok
L1934[17:27:32] <gigaherz> StormyMode: then, the GameRegistry.register call it unnecessarily verbose
L1935[17:27:37] <LatvianModder> still registry should be outside item
L1936[17:27:41] <gigaherz> you could replace that one call with
L1937[17:27:42] <gigaherz> [00:23] (gigaherz): setRegistryName(name);
L1938[17:27:42] <gigaherz> [00:23] (gigaherz): GameRegistry.register(this);
L1939[17:28:06] ⇦ Quits: Rated01010010 (~anon@c-73-216-213-80.hsd1.va.comcast.net) (Quit: Leaving)
L1940[17:28:18] <gigaherz> and the inefficiently override shouldn't be there
L1941[17:28:28] <gigaherz> overall, as I said, there's a lot of weirdness in that class
L1942[17:29:09] <StormyMode> I'm so idiotic.. I know.
L1943[17:29:18] <gigaherz> no, not idiotic
L1944[17:29:37] <StormyMode> That's what I get from working on an idea that originated from 1.5.2 code. And attempting it in 1.7. Then transferring my second attempt to 1.10.2 ://
L1945[17:29:43] <gigaherz> my guess is you just don't REALLY understand how things work
L1946[17:29:51] <gigaherz> just learned to copypaste from tutorials
L1947[17:30:22] <StormyMode> To be honest. I'm literally just f'ing around with MC and Forge code. Seeing how things work and what I can brake XD
L1948[17:30:43] <gigaherz> for reference
L1949[17:30:44] <gigaherz> https://gist.github.com/gigaherz/0da98391513ec58c9c58fe6e7f44ef2e
L1950[17:30:55] <gigaherz> this is how I believe your class should look like
L1951[17:31:06] <gigaherz> it's still using your code style, just with the weirdness un-weirdened
L1952[17:31:26] <gigaherz> it's not how I'd organize the code, but it's not wrong, and it doesn't have "bad code smells"
L1953[17:32:25] <gigaherz> (a code smell is something an experienced programmer will see, and immediately become suspicious)
L1954[17:32:46] <gigaherz> (something that stands out for being unusual or unclear, meaning it's possibly wrong)
L1955[17:33:09] <StormyMode> XD
L1956[17:35:34] ⇨ Joins: cpup (~cpup@32.218.113.83)
L1957[17:35:43] <mrkirby153> Is it worth my time to learn Scala?
L1958[17:36:06] *** amadornes is now known as amadornes[OFF]
L1959[17:36:07] <gigaherz> for modding? no
L1960[17:36:12] <gigaherz> as general knowledge? yes
L1961[17:36:31] <mrkirby153> Scala compiles to java, doesn't it?
L1962[17:36:37] <gigaherz> it compiles to bytecode
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L1964[17:36:44] <mrkirby153> Yeah, that's what I meant
L1965[17:36:46] <gigaherz> which can run alongside bytecode compiled from java
L1966[17:36:50] <gigaherz> point it
L1967[17:36:57] <gigaherz> if you DO learn scala because you like it
L1968[17:37:02] <gigaherz> and you decide to write mods in scala
L1969[17:37:04] <gigaherz> that's your choice
L1970[17:37:24] <gigaherz> but learning scala won't magically make you a better mode
L1971[17:37:33] <gigaherz> and it won't add anything to your mods that can't be done with java8
L1972[17:37:48] <gigaherz> it's just a different programming language
L1973[17:38:01] ⇦ Quits: CoderPuppy (~cpup@32.218.119.130) (Ping timeout: 192 seconds)
L1974[17:38:19] <gigaherz> a better modder*
L1975[17:38:24] <mrkirby153> Should I target 1.8 for my mods or still target 1.7 for compatibility?
L1976[17:38:36] <gigaherz> if oyu target anything > java6
L1977[17:38:38] <gigaherz> go java8
L1978[17:38:51] <gigaherz> targetting 1.7 is pointless
L1979[17:38:52] <mrkirby153> Has MC switched to > Java 6 yet?
L1980[17:38:55] <gigaherz> nope
L1981[17:39:03] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384 seconds)
L1982[17:39:08] <gigaherz> and so long as mc itself is compiled to java6 bytecode
L1983[17:39:15] <gigaherz> forge will remain java6 bytecode
L1984[17:39:23] <gigaherz> which means you have to meaningful choices
L1985[17:39:35] <gigaherz> 1. choose java6, and allow everyone who can play vanilla, to still be able to play your mod
L1986[17:39:38] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L1987[17:39:44] <gigaherz> 2. choose java8, and get all the features and program the way you want
L1988[17:39:54] <gigaherz> limiting yourself to java7 is the worst of both worlds
L1989[17:40:03] <gigaherz> you don't have all the nice java8 stuff, but you are not java6 either
L1990[17:40:29] <mrkirby153> What % of people are still using Java 6? It can't be that high
L1991[17:40:36] <gigaherz> no idea
L1992[17:40:38] <Necr0> i target java 8 because it has got some nice changes i don't wanna miss
L1993[17:40:38] <gigaherz> < 5%
L1994[17:40:46] <gigaherz> but reagardless
L1995[17:40:57] <gigaherz> if it's worth anything
L1996[17:41:04] <gigaherz> i have still not got any comment in any of my mods
L1997[17:41:07] <gigaherz> complaining about java8 compat
L1998[17:41:09] <gigaherz> eh
L1999[17:41:14] <gigaherz> java < 8
L2000[17:41:42] <mrkirby153> Interesting. According to mcstats 76% of all servers are using Java 8
L2001[17:41:50] <gigaherz> my mods are not the biggest
L2002[17:41:51] <gigaherz> https://minecraft.curseforge.com/members/gigaherz/projects
L2003[17:41:52] <mrkirby153> Not sure about users though, but that's still pretty high
L2004[17:42:02] <gigaherz> but a few of them are have decent download counts
L2005[17:42:23] <gigaherz> example
L2006[17:42:24] <gigaherz> https://minecraft.curseforge.com/projects/packing-tape/files
L2007[17:42:27] <gigaherz> over 50k downloads on this mod
L2008[17:42:29] <gigaherz> requires java8
L2009[17:42:32] <gigaherz> no one complained ;P
L2010[17:42:47] <gigaherz> over 50k on the LAST VERSION that is
L2011[17:42:49] <gigaherz> 108k total
L2012[17:42:53] <StormyMode> gigaherz, now my super(); is broken in ItemLightningEssence. XD
L2013[17:43:08] <StormyMode> I'll never get it right *SIGH*
L2014[17:43:29] <gigaherz> StormyMode: show it?
L2015[17:43:43] <StormyMode> I'll have to push broken code.. But here it goes.
L2016[17:43:53] <gigaherz> or you could pastebin ;p
L2017[17:44:01] <StormyMode> Too late
L2018[17:44:17] <StormyMode> Pushed
L2019[17:44:24] <gigaherz> well
L2020[17:44:28] <gigaherz> your ItemMod
L2021[17:44:32] <gigaherz> has a name parameter in the constructor
L2022[17:44:38] <gigaherz> so you need to pass it
L2023[17:44:45] <gigaherz> super("name");
L2024[17:44:53] <gigaherz> where "name" is the name you want for it
L2025[17:44:59] <gigaherz> or in your case
L2026[17:45:06] <gigaherz> since you have String name in the other constructor
L2027[17:45:12] <gigaherz> you could pass that same value to the super
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L2029[17:45:18] <gigaherz> meaning: super(name);
L2030[17:45:35] <gigaherz> and I repeat: this isn't modding knowledge, that's basic java concepts
L2031[17:45:42] <StormyMode> ://
L2032[17:45:45] <StormyMode> Stahp..
L2033[17:46:00] <StormyMode> This is for fun. Jesus :(
L2034[17:46:06] <gigaherz> yes
L2035[17:46:09] <LatvianModder> Fun != bad code
L2036[17:46:14] <gigaherz> but it's frustrating for us here trying to help
L2037[17:46:29] <LatvianModder> just like random != funny :P
L2038[17:46:47] <gigaherz> it's like those tech support calls
L2039[17:46:52] <gigaherz> "Help my screen doesn't turn on!"
L2040[17:46:56] <gigaherz> "Is it plugged in?"
L2041[17:46:57] <StormyMode> LatvianModder, fun = better interest. boring = #FML (F my life - not forge).
L2042[17:46:58] <gigaherz> "..... no."
L2043[17:47:02] <gigaherz> it feels like that.
L2044[17:47:20] <StormyMode> I'm a modpack dev. Not a mod dev. I wanted to experiment gigaherz.
L2045[17:47:35] <Ordinastie_> you can't experiment without learning first
L2046[17:47:40] <LatvianModder> its ok
L2047[17:47:40] <StormyMode> Add stuff to Minecraft that I want instead of ModDevs being absolute.. 'somethings'. These days.
L2048[17:47:44] <StormyMode> Not all, but some.
L2049[17:47:53] <gigaherz> yeah and that's good
L2050[17:47:58] <LatvianModder> just. ya know. actually listen to what they say to you and adapt to forge/java style
L2051[17:48:19] <LatvianModder> thats what support is for :P
L2052[17:48:27] <gigaherz> however, keep in mind: no one would let you into a chemistry lab, without having been to the classes first, and learn how to not kill yourself
L2053[17:48:51] <gigaherz> (ofc modding isn't that dangerous, but you know what I mean)
L2054[17:48:53] <LatvianModder> thats a pretty extreme comparation.. but I guess its close
L2055[17:48:57] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 186 seconds)
L2056[17:49:11] <StormyMode> To be honest - screw chemistry. If I wanna have fun. I'll get some dough-balls and fill them with bicarbonate soda for the bird species ;)
L2057[17:49:13] <LatvianModder> you couldnt kill yourself, but server might die :P
L2058[17:49:29] <electrolitic> It was an analogy he made :P
L2059[17:49:34] <gigaherz> we are overextending the purpose of this channel, every time we help someone with "mod issues" that turn out to be due to lack of java/programming knowledge
L2060[17:49:34] <RANKSHANK> More like don't take art class if you haven't even learned to color in the lines. Wasting everyone's time
L2061[17:49:36] <gigaherz> and don't take it personally
L2062[17:49:38] <gigaherz> it's not you
L2063[17:49:52] <StormyMode> :/
L2064[17:49:55] <gigaherz> it's the sheer amount of people trying to mod without proper base knowledge
L2065[17:49:59] <LatvianModder> or learn that actual base colors are Red Green and Blue not Red Yellow and Blue
L2066[17:50:00] <LatvianModder> :P
L2067[17:50:06] <gigaherz> and the fact that it's 1am and I'm tired
L2068[17:50:07] <gigaherz> ;P
L2069[17:50:15] <StormyMode> gigaherz.. Did you ever read that pastebin link I had? Or LatvianModder?
L2070[17:50:22] <gigaherz> no I was too busy ranting
L2071[17:50:37] <LatvianModder> its 10min before 2am. and im not going to sleep until todays SU episode is uploaded :P
L2072[17:50:38] <gigaherz> wait
L2073[17:50:38] <StormyMode> http://pastebin.com/NsFM9cAa
L2074[17:50:42] <gigaherz> you mean the one from a few days ago?
L2075[17:50:42] <StormyMode> There.
L2076[17:50:50] <StormyMode> This one yeah.
L2077[17:50:50] <Ordinastie_> StormyMode, it's you're right to say "screw chemistry", but then don't come banging on the door asking for us to let you into the lab
L2078[17:51:10] <StormyMode> *Kicks door down* Ordinastie_
L2079[17:51:10] <Ordinastie_> god I won't read that
L2080[17:51:28] <LatvianModder> or screw my cooking skills and mix up vinegar with rat poison
L2081[17:51:38] <RANKSHANK> lol life story in a pastebin
L2082[17:51:39] <StormyMode> Why not LatvianModder?
L2083[17:51:45] <LatvianModder> or.. rather.. basic observation skills lol
L2084[17:51:46] <RANKSHANK> ain't nobody got time for that
L2085[17:52:17] <StormyMode> Yes RANKSHANK. Don't take the mick. If you read what was in it, you wouldn't be laughing.
L2086[17:52:30] <gigaherz> depends
L2087[17:52:48] <gigaherz> i'm sure many of us had bad stuff happening during those times
L2088[17:52:51] <gigaherz> maybe not as bad
L2089[17:52:55] <StormyMode> In fact, it's actually f'd for someone to laugh about the contents include.. sexual harassment, abuse and r**e.
L2090[17:53:03] <RANKSHANK> If you did something worthwhile I may actually be interested in your story, otherwise I laugh at your narcissism
L2091[17:53:26] <StormyMode> Sorry to be blunt in the following messages but I'm gonna say it how it is.
L2092[17:53:30] <RANKSHANK> In fact it's sociopathic to think strangers should be THAT interested in you
L2093[17:53:41] <electrolitic> Doesn't this conversation seem a bit.... far away from where it should be?
L2094[17:53:45] ⇦ Quits: cpup (~cpup@32.218.113.83) (Ping timeout: 186 seconds)
L2095[17:53:49] <StormyMode> So you think it's funny RANKSHANK? Rape is funny to you? My mother being raped?
L2096[17:54:02] <RANKSHANK> No, what I'm saying is, I don't care
L2097[17:54:09] <RANKSHANK> and I find it funny that you think I do
L2098[17:54:13] <electrolitic> This isn't the place to talk about this stuff.
L2099[17:54:14] <StormyMode> Me has a child, and my mother as a young adult being beaten to death almost everyweek.
L2100[17:54:20] <StormyMode> So don't you dare.
L2101[17:54:26] <RANKSHANK> kk go see a shrink
L2102[17:54:40] <gigaherz> RANKSHANK: that's unnecessary, too
L2103[17:54:41] <StormyMode> Done. And done. No longer seeing.
L2104[17:54:48] <gigaherz> there'sn o need to be rude
L2105[17:54:55] <gigaherz> no one forced you to click on the link or anything
L2106[17:55:06] <RANKSHANK> ehh true :P
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L2109[17:59:53] ⇨ Joins: cpup (~cpup@32.218.113.142)
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L2112[18:03:02] *** Mine|away is now known as minecreatr
L2113[18:03:21] *** MrKickkiller is now known as MrKick|Away
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L2115[18:04:21] <RANKSHANK> have capabilities for chunks been discussed here?
L2116[18:05:26] ⇦ Quits: OrionOnline (~OrionOnli@ip-80-236-238-66.dsl.scarlet.be) (Read error: Connection reset by peer)
L2117[18:08:49] <StormyMode> KYS. Night
L2118[18:08:51] ⇦ Quits: StormyMode (~StormyMod@cpc94058-newt37-2-0-cust308.19-3.cable.virginm.net) (Quit: Leaving)
L2119[18:08:58] * gigaherz shrugs
L2120[18:09:11] <gigaherz> I tried being reasonable on PM, and explaining the situation
L2121[18:09:14] <gigaherz> apparently made it worse somehow
L2122[18:09:33] <gigaherz> my conclusion: whatever.
L2123[18:09:38] <RANKSHANK> he's been doing this for the past few days
L2124[18:09:41] <gigaherz> yes
L2125[18:09:47] <RANKSHANK> anyone questions him he posts that pastebin
L2126[18:10:05] <gigaherz> his response to my explanation was basically
L2127[18:10:17] <gigaherz> "everyone sucks, I'm going to kill myself" *quits*
L2128[18:10:46] <gigaherz> (no not literally that, but that's what it boils down to)
L2129[18:11:06] <wizjany> sounds like some bottom-tier drama
L2130[18:11:10] <gigaherz> yep
L2131[18:11:18] ⇦ Quits: Intektor (~Intektor4@p5B275CCF.dip0.t-ipconnect.de) (Quit: Leaving)
L2132[18:11:37] <wizjany> just skimmed over that pastebin and surprised i didn't see any "*holds up spork* xDDD"
L2133[18:11:39] ⇨ Joins: Dimitriye98 (~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L2134[18:11:56] <gigaherz> [01:02] (StormyMode): Fine whatever.
L2135[18:11:56] <gigaherz> [01:02] (StormyMode): Just so you know I drink bleach.
L2136[18:11:56] <gigaherz> [01:03] (StormyMode): So when I finally drink enough to kill me.
L2137[18:11:56] <gigaherz> [01:03] (StormyMode): I'll get someone to PM all you forge guys a video and address it directly to you.
L2138[18:12:04] <gigaherz> the conversation continued after that, though
L2139[18:12:25] <gigaherz> [01:08] (StormyMode): Night. Because I give up on life..
L2140[18:12:25] <gigaherz> [01:08] (StormyMode): Literally.
L2141[18:12:25] <gigaherz> [01:08] (StormyMode): I'm suicido already IRL no joke.
L2142[18:12:25] <gigaherz> [01:09] (StormyMode): Don't need FML/Forge bullshit.
L2143[18:12:25] <gigaherz> [01:09] (i) [QUIT] StormyMode
L2144[18:12:37] <gigaherz> so yeah as I was saying
L2145[18:12:38] * gigaherz shrugs
L2146[18:13:02] ⇨ Joins: CoderPuppy (~cpup@32.218.113.207)
L2147[18:14:33] <gigaherz> but here is what annoys me
L2148[18:14:35] <gigaherz> [01:04] (StormyMode): gigaherz, the mods in 1.10.2. Are shit. Words from multiple IRL friends and internet people.
L2149[18:14:44] <gigaherz> [01:07] (StormyMode): If everyone wants old 1.7. Obviously forge did something wrong.
L2150[18:15:12] ⇦ Quits: cpup (~cpup@32.218.113.142) (Ping timeout: 190 seconds)
L2151[18:15:18] <gigaherz> NO, 1.10.2 modpacks suck because people still keep adding new mods to 1.7.10 rather than making them on newer versions.
L2152[18:15:46] <Ordinastie_> it's an immature teen that is desesperate for attention
L2153[18:16:19] <RANKSHANK> ^
L2154[18:16:21] <gigaherz> yep.
L2155[18:16:35] <gigaherz> incidently
L2156[18:16:45] <gigaherz> my teenage years sucked.
L2157[18:16:45] <Ordinastie_> if the thinks he can get special treatment because his life sucked when he was little, guess what, life sucks for almost everybody
L2158[18:17:04] <gigaherz> I was bullied, shamed, isolated, and depressed
L2159[18:17:21] <gigaherz> even then
L2160[18:17:44] <gigaherz> I'd have never blamed it on anyone else but the ones doing it
L2161[18:18:27] <gigaherz> and I'm certainly not projecting that drama in here
L2162[18:18:49] <gigaherz> took me over 10 years to pick myself up and fix myself bit by bit
L2163[18:19:28] <RANKSHANK> generational difference
L2164[18:19:42] <gigaherz> no, there were already emos back then
L2165[18:20:02] <gigaherz> a friend of a friend did commit suicide after his gf left him
L2166[18:20:07] <gigaherz> those are just isolated cases
L2167[18:21:10] <gigaherz> I did however had a good family
L2168[18:21:28] <gigaherz> they are all good people
L2169[18:22:10] <gigaherz> and I do guess I may have possibly have ended up "broken" if I couldn't think of home as a safe place to return to
L2170[18:23:00] <gigaherz> but yeah
L2171[18:23:18] <gigaherz> if I think I'll like something
L2172[18:23:19] <gigaherz> I try
L2173[18:23:29] <gigaherz> if the community feels bad, I leave
L2174[18:23:52] <gigaherz> I don't try to make people pity me and feel bad about themselves
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L2176[18:24:17] <Ordinastie_> there just should be a "learn java or gtfo" emote kick/ban
L2177[18:24:47] <RANKSHANK> Yeah I'd back that.
L2178[18:24:59] <Necr0> ^
L2179[18:25:04] <gigaherz> Lex probably has a macro for it ;P
L2180[18:26:56] <RANKSHANK> Or maybe a big red button linked to his pc ;)
L2181[18:27:14] <gigaherz> nah taht one's for when people say his nickname in vain
L2182[18:30:30] <LexManos> The fuck is this bullshit
L2183[18:30:40] <LexManos> Fucking drama in my channel fuck that shit.
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L2186[18:34:02] <gigaherz> hmmmm
L2187[18:34:13] <gigaherz> I'm considering a change in one of my mods, but I'm not sure
L2188[18:34:26] <gigaherz> is there some way to have an item be unstackable only while damaged, but stackable when undamaged?
L2189[18:34:38] <Ordinastie_> don't think you can
L2190[18:34:50] <RANKSHANK> umm sec
L2191[18:34:54] <Ordinastie_> how is it damageable ?
L2192[18:35:06] <gigaherz> well I can make a second item
L2193[18:35:07] <gigaherz> the idea is
L2194[18:35:09] <gigaherz> my Packing Tape
L2195[18:35:16] <gigaherz> I was thinking about making the tape have N uses
L2196[18:35:24] <gigaherz> each time you pack a block, you reduce the durability by 1
L2197[18:35:27] <gigaherz> until it breaks
L2198[18:35:44] <gigaherz> but I still wanted it to be able to be stackable while unused, so existing stacks don't break
L2199[18:35:56] <RANKSHANK> getItemStackLimit(ItemStack stack) maybe?
L2200[18:35:56] <gigaherz> so i was considering my options
L2201[18:36:14] <RANKSHANK> The tough bit would be 'destacking' the used one
L2202[18:36:24] <Ordinastie_> don't think it's possible without having 2 different items
L2203[18:36:31] <RANKSHANK> though I guess you could refeed the rest of the stack to the inventory
L2204[18:36:35] <gigaherz> yeah, I could pop it on the ground at the feet of the player
L2205[18:36:38] <gigaherz> that's not really a problem
L2206[18:37:03] <gigaherz> i'm just wondering if it won't be annoying
L2207[18:37:24] <RANKSHANK> Yeah I think getStackItemLimit and then checking if the stack has been damaged should do it
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L2211[18:38:15] <gigaherz> sounds like that may work
L2212[18:38:31] <Ordinastie_> probably not
L2213[18:38:40] <Ordinastie_> stackability is not determined by getStackLimit
L2214[18:39:02] <Ordinastie_> it's determined by hasDurability() or something IIRC
L2215[18:39:26] <RANKSHANK> https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/java/mod/rankshank/arbitraria/common/item/spraybottle/ItemSprayBottle.java#L49
L2216[18:39:41] <RANKSHANK> I use it in one of my items to check if it has a stackTagCompound
L2217[18:40:18] <Ordinastie_> does that actually work?
L2218[18:40:20] <shadowfacts> you need to override getHasSubtypes
L2219[18:40:28] <shadowfacts> or call setHasSubtypes
L2220[18:41:04] <RANKSHANK> yeah I can stack the empty bottles :P
L2221[18:44:38] <gigaherz> well, let's see if this works ;P
L2222[18:44:57] <gigaherz> oops I didn't call setMaxDamage ;p
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L2224[18:47:14] <gigaherz> seems to work! :)
L2225[18:47:28] <gigaherz> damaged items don't stack, but non-dmaaged ones do
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L2229[18:48:41] <gigaherz> hmm
L2230[18:48:42] <Shambling> so note to self and others, before I get a chance to submit a bug report, don't try to break a tinkers casting block basin (whatever they are called) while it is part full
L2231[18:48:42] <gigaherz> nope
L2232[18:48:44] <gigaherz> it didn't work
L2233[18:48:54] <gigaherz> the items grouped themselves on the ground
L2234[18:49:08] <gigaherz> I think
L2235[18:49:11] <Ordinastie_> that's a different thing
L2236[18:49:12] <gigaherz> at least it's the only explanation
L2237[18:49:35] <gigaherz> there were less items when I picked them up
L2238[18:49:40] <gigaherz> from when I dropped them
L2239[18:49:59] <gigaherz> weird
L2240[18:50:04] <Ordinastie_> then don't drop them in the bermuda triangle ?
L2241[18:50:10] <gigaherz> hmf
L2242[18:50:13] <gigaherz> maybe they were lost some other way
L2243[18:50:16] <gigaherz> they aren't merging anymore
L2244[18:50:41] <Ordinastie_> and I need to fix that :( http://puu.sh/qq98n.jpg
L2245[18:51:09] <gigaherz> maybe I just miscounted..........
L2246[18:51:10] <Shambling> ok so does anyone know a way to break a half full casting basin in tinkers without crashing? lol
L2247[18:51:23] <gigaherz> report the issue?
L2248[18:51:27] <gigaherz> drain it?
L2249[18:51:33] <Shambling> yeah I'm thinking drain it, but its 1.10
L2250[18:51:45] <gigaherz> place a tank diagonally below it
L2251[18:51:45] <Shambling> and I don't know if mek pumps can drain it, and I'd need to make a power system
L2252[18:51:50] <gigaherz> and a faucet on the basin
L2253[18:51:52] <gigaherz> and click it?
L2254[18:51:52] <Shambling> oh oh I know, yeah
L2255[18:51:59] <Shambling> thanks, forgot about the faucets, rofl
L2256[18:52:08] <Shambling> was thinking with too many mods :P
L2257[18:52:27] <Shambling> is it just half full obsidian that causes this crash? Lets try science
L2258[18:52:28] <gigaherz> hmmm interesting
L2259[18:52:35] <gigaherz> I just packed a packed block -- 16 levels deep
L2260[18:52:36] <gigaherz> it worked.
L2261[18:52:36] <gigaherz> XD
L2262[18:52:39] <mrkirby153> If I run java through bash, I get access to all the bash commands?
L2263[18:52:50] <mrkirby153> Like I can start a bash command through java?
L2264[18:52:57] <gigaherz> ....unrelated?
L2265[18:53:11] <gigaherz> you could run a command from java -- no matter what bash it's from
L2266[18:53:17] <Shambling> is that a new mod you are working in gigaherz?
L2267[18:53:18] <gigaherz> but it won't really be inside the bash itself
L2268[18:53:22] <gigaherz> Shambling: no
L2269[18:53:28] <gigaherz> it's my Packing Tape mod
L2270[18:53:39] <gigaherz> https://minecraft.curseforge.com/projects/packing-tape
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L2272[18:54:44] <Shambling> ok so SCIENCE has determined that it wasn't the torcherino torch causing the crash. now to try it with 128ml of tin
L2273[18:55:05] <Shambling> packing tape can stack recursively? wow
L2274[18:55:40] <Shambling> eventually your nbt will either exceed the int value and crash, or you'll find the bottom of the turtles
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L2276[18:56:04] <gigaherz> OOOOH
L2277[18:56:14] <gigaherz> I didn't know the vanilla recipe for adding two dmaged items together
L2278[18:56:19] <gigaherz> worked for ANY damaged item
L2279[18:56:23] <gigaherz> I thought i'd have to do that myself
L2280[18:56:37] <Shambling> I just did that with some chainmail just now for the first time =P
L2281[18:56:51] <gigaherz> I just did it for two packing tape rolls!
L2282[18:57:38] <RANKSHANK> Does the LootTable check the conditions before reading the entries in a pool?
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L2286[19:00:27] <Shambling> ok so I'm going to go report that bug now, it crashes for all fluids
L2287[19:02:24] <Shambling> well already exists: Crash when breaking crafting station #2279
L2288[19:03:23] <RANKSHANK> nvm looks like it doesn't, which is unfortunate :P
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L2294[19:10:15] <Ordinastie_> damn, my MC is way too slow to load in dev :/
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L2299[19:19:50] <jamierocks> this is accidental
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L2350[22:24:00] <sweetpi> I'm currently using ModelLoader.setCustomMeshDefinition to change the model an item uses based on a tag value, is there a way to do this with vanilla items?
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L2352[22:27:09] <sweetpi> to change the texture i mean
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L2363[23:08:34] <Naiten> If i have an enum and want to make UnlistedProperty for it, is it better to make implements IUnlistedProperty<EnumMy> or implements IUnlistedProperty<String> ?
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L2365[23:11:05] <Ordinastie_> why would you use a String ?
L2366[23:16:35] <Naiten> Ordinastie_, idk, random idea i implemented yesterday in the end of my over12 hour coding day
L2367[23:17:05] <Naiten> Woke up this morning, took a look at the code and was like "wdf have i done yesterday"
L2368[23:19:52] <tterrag> http://c2.com/cgi/wiki?StringlyTyped
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L2373[23:31:38] <Naiten> tterrag, i guess that's how casual people feel shame for yesterday's booze up
L2374[23:31:42] <Naiten> ._.
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L2382[23:41:58] <mrkirby153> Is there a FG command to update mappings?
L2383[23:42:35] <TehNut> Change the mappings version in your build.gradle
L2384[23:42:47] <mrkirby153> Then what?
L2385[23:42:59] <TehNut> resetup your workspace
L2386[23:43:30] <mrkirby153> I also just noticed that MinecraftServer#getServer() isn't static anymore. Any way to get the current server instance?
L2387[23:43:41] <TehNut> FMLCommonHandler
L2388[23:44:29] <mrkirby153> Why'd it change?
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L2391[23:44:43] <TehNut> Because Mojang changed it?
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L2393[23:45:40] <tterrag> Mojang is likely planning on removing the static aspect of "the" server
L2394[23:45:51] <tterrag> so they removed static access, but not the actual singleton pattern
L2395[23:46:10] <mrkirby153> Interesting. What's going to replace it?
L2396[23:46:22] <tterrag> good question
L2397[23:47:45] <LexManos> It doesnt matter right now
L2398[23:47:53] <LexManos> Dont worry about it
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