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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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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 bit outdated, but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
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
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
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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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?
L237[07:27:29]
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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
L246[07:30:06]
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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
L261[07:38:32] ⇦
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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
L272[07:52:33]
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L273[07:53:00] ⇦
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L274[07:53:37]
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L275[07:53:37]
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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
L278[07:55:03]
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L279[07:55:03]
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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
L283[07:55:52] ⇦
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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
L289[07:57:32] ⇦
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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
L294[07:57:57]
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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
L315[08:06:03] ⇦
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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
L320[08:14:04]
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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)
L324[08:16:32]
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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?
L328[08:19:32]
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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
L331[08:23:09]
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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?
L338[08:32:04]
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L339[08:32:07] <raoulvdberge> Or do I have
to add my own handling
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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
L354[08:43:53] ***
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L355[08:44:06] ⇦
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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> ??
L358[08:44:30] ***
TTFT|Away is now known as TTFTCUTS
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
L386[08:52:21] ***
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L387[08:52:36]
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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/
L393[08:55:27] ⇦
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L394[08:59:47] ⇦
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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
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.
L415[09:10:47] ⇦
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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] ⇦
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L427[09:17:04] <vox> ...why?
L428[09:17:44] ⇦
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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
L434[09:23:52] *** V
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L436[09:30:43] <KnightMiner> Isn't
sharpness the weakest of the three?
L437[09:35:06]
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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
L442[09:41:28] ⇦
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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
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
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
L472[09:56:12] ⇦
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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
L477[09:57:51]
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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
L486[10:07:06]
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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
L490[10:09:36]
⇨ Joins: RANKSHANK
(~Michael@ppp121-44-158-225.lns20.syd7.internode.on.net)
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
L504[10:23:17]
⇨ Joins: Akkarin
(~Akkarin@ns391001.ip-176-31-102.eu)
L506[10:23:47] ***
Vigaro is now known as V
L507[10:27:44] ⇦
Quits: Akkarin (~Akkarin@ns391001.ip-176-31-102.eu) (Client
Quit)
L508[10:27:57]
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(~Akkarin@ns391001.ip-176-31-102.eu)
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
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
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
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
L582[10:45:57] <Subaraki> here's my log
you guys are so eager for
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
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
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
L627[10:51:12] ⇦
Quits: abab9579 (~abab9579@175.117.182.109) (Ping timeout: 190
seconds)
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
L657[10:55:31] <Naiten> cx
L658[10:56:37] <LatvianModder> it DOES
look cool
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
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
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
L689[11:02:01]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
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
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
L716[11:05:00] <vox> Biomes O'
Plenty
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 ;_;
L722[11:06:28]
⇨ Joins: CoderPuppy (~cpup@32.218.118.200)
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?
L726[11:07:19]
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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 ?
L729[11:08:00] ***
amadornes is now known as amadornes[OFF]
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
L736[11:08:44] ⇦
Quits: cpup (~cpup@32.218.113.69) (Ping timeout: 192
seconds)
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
L745[11:11:38]
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L747[11:15:14] ***
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L749[11:18:22] ***
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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
L755[11:20:24]
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L758[11:24:00] ***
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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
L768[11:33:05]
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L769[11:35:32] <RANKSHANK> has anyone
taken advantage of the jetbrains promo?
L770[11:35:43] ⇦
Quits: heldplayer (heldplayer@2001:1af8:2100:a006:1::1) (Quit:
Welp, there goes the bouncer \o/)
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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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
L814[12:05:48]
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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
L818[12:06:45] ***
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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
L829[12:10:42]
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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
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
L839[12:12:55] ⇦
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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?
L845[12:15:03]
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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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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
L864[12:27:49]
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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
L876[12:29:03] ⇦
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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
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
L957[12:59:44] ⇦
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L958[12:59:56] <gigaherz> i have some
Guis
L959[13:00:00] <gigaherz> but they all use
slots ;p
L961[13:00:26] <gigaherz> see GuiRack and
ContainerRack
L962[13:00:44] <gigaherz> and
L964[13:01:06] <gigaherz> and
L966[13:02:25] <vox> cool
L967[13:02:26] <vox> thanks dude
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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L975[13:05:44] <vox> gigaherz: how could
this ever not be fulfilled?
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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
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:
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?
L1046[13:28:04]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
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
L1067[13:32:50]
⇨ Joins: Akkarin
(~Akkarin@ns391001.ip-176-31-102.eu)
L1068[13:33:02] <vox> Amadornes is'
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?! ;)
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 :-)
L1097[13:37:03]
⇨ Joins: CoderPuppy (~cpup@32.218.119.130)
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
L1104[13:38:08]
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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?
L1124[13:41:09]
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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
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
L1142[13:46:35]
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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
L1155[13:52:34] <gigaherz> and a piece
got loose unexpectedly, and my finger got caught into some metal
cover
L1156[13:52:41]
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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
L1167[13:54:17]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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
L1180[14:00:18]
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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
L1185[14:01:31] <vox> ah thanks
L1186[14:01:36] <vox> missed that when I
was scrolling through
L1187[14:02:24] ***
minecreatr is now known as Mine|away
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(~Akkarin@ns391001.ip-176-31-102.eu)
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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
L1207[14:23:06]
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L1210[14:25:47] <Intektor> could it be
happending, because my mouse sensitivity is at 0?
L1211[14:25:49]
⇨ Joins: gudenau
(~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net)
L1212[14:26:36] <Ordinastie_> look for
what is null maybe ?
L1214[14:27:20]
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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
L1270[14:34:43]
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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.
L1279[14:36:11]
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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.
L1293[14:37:43]
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L1294[14:37:56] <gudenau> Ah, so you
calculate the delta of the largest and smallest and divide by
that?
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
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
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
L1353[14:44:36]
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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
L1361[14:45:20]
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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.
L1370[14:46:11]
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away Safely !)
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
L1387[14:47:05]
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L1388[14:47:05] <Tombenpotter> gigaherz:
okay, thanks
L1389[14:47:11]
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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
L1392[14:47:34]
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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 ^^
L1420[14:51:05]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L1421[14:51:05] <gigaherz>
notifyBlockUpdate will cause render chunk refreshes
L1422[14:51:10] <gigaherz> in that case
(client side)
L1423[14:51:16]
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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
L1435[14:52:14]
⇨ Joins: Benimatic
(~Benimatic@cblmdm72-241-108-184.buckeyecom.net)
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?
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.
L1467[14:58:41]
⇨ Joins: Akkarin (~Akkarin@irc.basinmc.org)
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
L1474[14:59:48]
⇨ Joins: StormyMode
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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]
L1478[15:00:31] ***
amadornes[OFF] is now known as amadornes
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
L1483[15:01:24]
⇦ Quits: gudenau
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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
L1495[15:09:45]
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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
L1501[15:12:50]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
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
L1523[15:18:55] ***
kroeser is now known as kroeser|away
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?
L1540[15:36:05]
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(Ping timeout: 384 seconds)
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)
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
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 ¬¬
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
L1638[16:01:14]
⇦ Parts: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
(Leaving))
L1639[16:03:54] ***
V is now known as Vigaro
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
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
L1659[16:14:59]
⇦ Quits: Chupp4_Jo3
(~Joe@host31-49-133-160.range31-49.btcentralplus.com) (Quit:
Leaving)
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
L1670[16:16:47]
⇨ Joins: RANKSHANK_mob1
(~RANKSHANK@pa49-195-24-195.pa.nsw.optusnet.com.au)
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
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
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
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
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
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
L1777[16:58:24] <gigaherz> here is how I
register the item
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
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
L1795[17:01:47]
⇨ Joins: Kodos
(~Kodos@2602:306:ce20:6c30:18dd:8f30:c97a:c645)
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
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.
L1814[17:05:34]
⇨ Joins: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
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?
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
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?! -.-
L1853[17:11:49] <gigaherz> when I CALL
the constructor
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?
L1860[17:12:29]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
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
L1879[17:15:55]
⇦ Quits: Dimitriye98
(~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net) (Read error:
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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
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198 seconds)
L1889[17:17:49] <gigaherz> some people
like to call register from inside the item constructor, I do
not
L1890[17:18:05]
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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?
L1923[17:25:51] <gigaherz> StormyMode:
what to what?
L1924[17:26:05] <StormyMode> The
weirdness?
L1926[17:26:32]
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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]
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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
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]
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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
L1963[17:36:42]
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error: Connection reset by peer)
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]
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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]
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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
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
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
L2028[17:45:13]
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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]
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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
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]
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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
L2107[17:57:01]
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L2108[17:59:37]
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L2109[17:59:53]
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L2110[18:00:17]
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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
L2114[18:04:10]
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L2115[18:04:21] <RANKSHANK> have
capabilities for chunks been discussed here?
L2116[18:05:26]
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L2117[18:08:49] <StormyMode> KYS.
Night
L2118[18:08:51]
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(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]
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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]
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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]
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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]
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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
L2175[18:24:10]
⇨ Joins: audiomodder
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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.
L2184[18:31:55]
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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
L2208[18:37:25]
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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
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
L2223[18:46:23]
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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
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
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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"
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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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L2390[23:44:33]
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L2391[23:44:43] <TehNut> Because Mojang
changed it?
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klingen und das T�ten angemessen wirkt. (George
Orwell))
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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L2400[23:52:04] ***
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