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L9[00:33:53] <hch12907> is block.getRegistryName() equivalent to ResourceLocation(modid + ":" + blockname)?
L10[00:34:25] <Ordinastie_> depends on the registry name you used
L11[00:35:03] <hch12907> used setRegistryName(blockname)
L12[00:35:21] <hch12907> is it equivalent to ResourceLocation(blockname) or the above?
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L14[00:37:26] <Ordinastie_> check setRegistryName
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L18[00:40:00] <zrneely> Can I use Java 8 features (lambdas, etc) in nightly forge targeting MC 1.10? I'm using the 1.8 JDK to build my code so things work for me, but I'm not sure if it'll work in the wild.
L19[00:40:23] <Ordinastie_> well it requires the users to have java 8 too
L20[00:40:42] <Ordinastie_> but they should anyway
L21[00:40:54] <zrneely> Ordinastie_, is that a reasonable assumption in your experience? I feel like most people should have it by now, it's been ages
L22[00:41:03] <zrneely> (since java 8 came out)
L23[00:41:27] <Ordinastie_> I force my users to use Java 8 regardless
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L28[00:47:32] <McJty> All my mods require java 8 too now
L29[00:48:46] <Ordinastie_> tbh, I think even Forge should require java8
L30[00:52:33] <minecreatr> does anyone know a good way to be able to use valid login credentials in my dev env for testing on public vannila servers?
L31[00:52:51] ⇨ Joins: Upthorn (~ogmar@75-101-109-195.dsl.dynamic.fusionbroadband.com)
L32[00:53:28] <Ordinastie_> --username and --password in your program args
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L34[00:54:57] <minecreatr> feel sorta unsafe having that in plaintext in my program args, I could easily accidentally paste that into a crash pastebin...
L35[00:56:13] <Ordinastie_> the password is not printed into the log
L36[00:56:19] <Ordinastie_> username is though
L37[00:56:38] <minecreatr> also, is there any "official" way to denote that a mod is clientside only?
L38[00:57:04] <Ordinastie_> yes, one of the fields of @Mod
L39[00:57:23] <Ordinastie_> acceptablRemoteVersion or something
L40[00:59:05] <minecreatr> actually, its clientSideOnly xD Ordinastie_
L41[00:59:27] <Ordinastie_> mehbe
L42[00:59:40] <Ordinastie_> acceptableRemotVersion might be for server side only
L43[00:59:58] <minecreatr> yeah
L44[01:00:23] <McJty> Is this the correct incantation to register a loot table for a mob?
L45[01:00:24] <McJty> public static final ResourceLocation LOOT = LootTableList.register(new ResourceLocation(ElementalDimensions.MODID + ":loot_tables/entities/dirt_zombie"));
L46[01:01:27] <McJty> Cause I'm getting no loot
L47[01:02:23] <McJty> I might have to add .json
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L49[01:03:39] <minecreatr> huh, for some reason it apears FMLDeactivationEvent dosn't exist....
L50[01:05:16] ⇨ Joins: alekso56 (~znc@2001:464b:c2aa:0:745d:45ff:fe3b:a098)
L51[01:17:08] <zrneely> What should the dimensions for an item texture file be?
L52[01:17:27] <Ordinastie_> square and size multiple of 16
L53[01:17:41] <McJty> Preferably 16x16 btw
L54[01:17:50] <McJty> Because higher res textures are typically done in resource packs
L55[01:21:00] <zrneely> Will Minecraft always scale it to fit in an "item sized" area, regardless of the dimensions? Obviously it's easier to just have a smaller texture but I'm curious :)
L56[01:21:27] <Ordinastie_> UVs determine how it fits
L57[01:21:31] <McJty> Well all vanilla blocks + items use a 16x16 texture
L58[01:21:40] <McJty> To have modded items fit in well with that you should also use that
L59[01:21:44] <McJty> Most of the times that is
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L61[01:25:17] <hch12907> System.out.println(Blocks.GRASS.getRegistryName() == Blocks.GLASS.getRegistryName());
L62[01:25:22] <hch12907> shows false
L63[01:25:35] <Ordinastie_> obviously
L64[01:25:35] <hch12907> it makes no sense whatsoever
L65[01:25:51] <Ordinastie_> you expected glass and grass to be the same ?
L66[01:26:00] <hch12907> typed wrongly when posted here <.<
L67[01:26:15] <hch12907> but in code it is two grass
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L69[01:27:52] <McJty> Don't use ==
L70[01:27:58] <McJty> That's identity comparison
L71[01:28:09] <McJty> It might give another reference to something that is essentially identical
L72[01:28:10] <Ordinastie_> well, it's the same object anyway
L73[01:28:37] ⇨ Joins: codahq (~codahq@c-73-65-219-228.hsd1.ut.comcast.net)
L74[01:28:40] <hch12907> there goes java for me..
L75[01:28:49] <Ordinastie_> hch12907, double check you're actually wrote the same blockName twice
L76[01:28:59] <Ordinastie_> because it's true for me and it should be for your too
L77[01:30:39] <hch12907> now it returns true... weird.
L78[01:31:19] <hch12907> btw, if "dont use ==", then use what?
L79[01:31:28] <Ordinastie_> .equals()
L80[01:32:39] <Tazz> lol I remember when I mentioned that someone shouldnt use == to compare objects (or in their case strings) in java and they said they dont care because it works
L81[01:32:43] <Tazz> maybe in that case
L82[01:32:51] <Tazz> but Im sure it wouldnt be easily broken XD
L83[01:33:51] <zrneely> hch12907, never use == to compare two non-primitives, always use .equals(). == compares the memory addresses, but .equals() can be overridden to do whatever the programmer wants.
L84[01:34:05] <zrneely> If only Java had operator overloading *sigh*
L85[01:34:09] <Tazz> ikr
L86[01:34:27] <sham1> If only == was mapped to equals for objects that override equals
L87[01:34:28] <Tazz> although to defend java
L88[01:34:38] <Tazz> operator overloading can get pretty bad
L89[01:34:39] <Tazz> XD
L90[01:34:42] <Tazz> like look at C++ XD
L91[01:34:58] <sham1> Well, in C++ it can be used for good stuff
L92[01:35:08] <Tazz> and can be completely abused
L93[01:35:10] <sham1> Stuff like matrix and vector libraries for instance
L94[01:35:18] <Tazz> and make everything more complicated than it needs to be XD
L95[01:35:25] <Tazz> like console output...
L96[01:35:25] <Tazz> XD
L97[01:35:28] ⇨ Joins: BordListian (~BordListi@chello213047142014.32.11.vie.surfer.at)
L98[01:35:33] <sham1> Well, the only abuse I can tell is the whole thing with istream and ostream
L99[01:35:48] <Tazz> honestly streams in C++ are kinda bad anyways XD
L100[01:35:59] <Sandra> what abuse in C++?
L101[01:36:07] <Sandra> is iostream bad?
L102[01:36:13] <Tazz> terribly XD
L103[01:36:16] <zrneely> I'm curious what defines 'abuse' of operator overloading
L104[01:36:24] <zrneely> as long as it's intuitive and documented
L105[01:36:31] <McJty> Exactly
L106[01:36:36] <McJty> You answered your own question :-)
L107[01:37:00] <sham1> operator>>(std::istream& stream, your_thing& obj)
L108[01:37:06] <sham1> That's how it is abused
L109[01:37:32] <zrneely> don't forget that it returns a reference to itself
L110[01:37:42] <sham1> ya
L111[01:37:47] <zrneely> if (!cout << "foobar") { // error handling }
L112[01:37:52] <zrneely> I hate that pattern ^
L113[01:37:54] <sham1> Instead of just having the stream object be modified
L114[01:38:06] <zrneely> since you don't learn anything about the error without calling some other function
L115[01:38:09] <sham1> which would be a possibility because it is a FUCKING REFERENCE
L116[01:38:13] <Sandra> so.... the issue is that it makes clean code?
L117[01:38:21] <sham1> "clean"
L118[01:38:25] ⇨ Joins: Drullkus (~Dru11kus@2601:646:8301:ead3:7139:b013:454f:7da9)
L119[01:38:38] <Tazz> lol not to mention that dealing with pointers in C++ and trying to use overloaded operators on them pointer references are a syntactic nightmare XD
L120[01:38:57] <BordListian> >complaining about objects returning themselves
L121[01:38:59] <BordListian> oy vey
L122[01:39:06] <Tazz> like you cant do normal operations on them you have to dereference them: (*ref) + (*other_ref)
L123[01:39:13] <Sandra> uh...
L124[01:39:17] <Sandra> what.
L125[01:39:17] ⇨ Joins: killjoy (~killjoy@cpe-2606-A000-1118-C0C8-1D20-987A-19BF-9EE3.dyn6.twc.com)
L126[01:39:19] <Sandra> yes?
L127[01:39:24] <zrneely> Sandra, there's always a tradeoff between explictness and cleanliness. I think a lot of people wish that C++ operators were a bit more explicit, and a bit less clean.
L128[01:39:37] <zrneely> *C++ streams, sorry
L129[01:39:47] <killjoy> I guess anything can get on Netflix now. I found a 7 hour video of a train ride from Bergen to Oslo
L130[01:39:48] <sham1> Yeah, operators in c++ are fine
L131[01:40:06] <killjoy> There's another of some men chopping firewood then watching it burn
L132[01:40:13] <Sandra> well cout << "blah" << endl; is better than System.out.println("blah");
L133[01:40:19] <Sandra> you're just appending stuff to cout.
L134[01:40:19] <Tazz> not really XD
L135[01:40:20] <BordListian> why is literally every site like this
L136[01:40:26] <Tazz> semantically maybe
L137[01:40:27] <sham1> what about printf("blah\n")
L138[01:40:30] <BordListian> Twitch, Steam, Netflix
L139[01:40:44] <Tazz> but who wants to std::cout << "Hello World" vs like printf("Hello World\n");
L140[01:40:44] <Tazz> Xd
L141[01:40:48] <zrneely> println!("blah") is pretty good too :p
L142[01:41:03] <sham1> I really wish more languages had printlnf
L143[01:41:04] <Sandra> I prefer cout << "Hello World" << endl; tbh.
L144[01:41:10] <BordListian> oh yeah we offer x specific thing but you can also put everything that isn't x on our website because we want your money and the money of everyone around you
L145[01:41:13] <Sandra> I'm not even a C++ coder.
L146[01:41:15] <Tazz> XD
L147[01:41:17] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L148[01:41:17] <Sandra> I mostly use C.
L149[01:41:22] <Sandra> if I wanna do that.
L150[01:41:26] <sham1> Print a formatted string with a linefeed
L151[01:41:27] <Sandra> lowlevel stuff.
L152[01:41:28] <Tazz> I prefer to use C
L153[01:41:32] <hch12907> have anyone here used Rust?
L154[01:41:40] <Tazz> but like I do mostly C++ stuff right now because like Eschelle is written in it XD
L155[01:41:44] <sham1> I have used Rust
L156[01:41:46] <sham1> It's weird
L157[01:41:49] <Tazz> I have too
L158[01:41:52] <Tazz> and I concurr XD
L159[01:41:58] <Sandra> just because in C you are fully aware of the way your program is structured.
L160[01:42:07] <Sandra> while in C++ you just have no idea.
L161[01:42:10] <Tazz> XD
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L163[01:42:12] <Sandra> or well, it's more complex.
L164[01:42:41] <hch12907> am familiar with C++ and liked its operator overloading(thus i am biased towards == instead of equals() :p ), familiar with C syntax but didnt know much about C's std though
L165[01:42:44] <Tazz> actually the majority of people that arent familiar with C and are familiar with the majority of other more modern/popular languages would say the exact opposite
L166[01:42:47] <Tazz> in fact I did myself
L167[01:43:06] <Tazz> C makes sense logically yes
L168[01:43:11] <Sandra> about the structuredness?
L169[01:43:19] <zrneely> hch12907, Did you see my println!() statement above?
L170[01:43:23] <Tazz> but as a programmer the facilities that we have completely make C seem redundant
L171[01:43:28] <Sandra> it's like... in C you're dealing with low level things.
L172[01:43:35] <hch12907> zrnessly, just saw it
L173[01:43:39] <Sandra> that's why I would use it.
L174[01:43:42] <sham1> And you can do that with c++ as well
L175[01:43:45] <Tazz> ^^
L176[01:43:52] <Tazz> and easily why I chose to use C++ over C to write Eschelle
L177[01:43:56] <Sandra> C++ is really.... too high level for that.
L178[01:43:59] <Sandra> imo.
L179[01:44:02] <sham1> C++ can be plenty useful with low-level stuf
L180[01:44:06] <hch12907> in C++ it's new, in C it's malloc(bytes)
L181[01:44:06] <Tazz> you can keep the performance benifits that compiled languages like C/C++ have
L182[01:44:19] <sham1> Classes as built-in construct are great
L183[01:44:25] <Sandra> really?
L184[01:44:25] <hch12907> indeed C++ is more high level
L185[01:44:27] <sham1> Well, it can be malloc(bytes) in c++
L186[01:44:28] <Sandra> reaaaaaaally?
L187[01:44:30] <Tazz> but trade off of the obvious pitfalls that C has when structuring this type of projects
L188[01:44:34] <zrneely> C++ is mostly a superset of C, so you *should* be able to use C++ wherever you would use C. They both compile to machine code anyway.
L189[01:44:42] <Sandra> classes as built-in construct are great?
L190[01:44:53] <Sandra> you sure about that m8?
L191[01:44:56] <sham1> Yes
L192[01:44:56] <Tazz> sham1, but dont ever really use malloc unless you are positive you know what your doing XD
L193[01:45:11] <Tazz> its like using free over delete Xd
L194[01:45:12] <BordListian> why would builtin classes not be grat
L195[01:45:15] <BordListian> *great
L196[01:45:25] <zrneely> calloc is strictly better than malloc
L197[01:45:31] <BordListian> wow already showcasing illiteracy at 9 in the morn
L198[01:45:38] <Tazz> calloc is not better than malloc
L199[01:45:39] <Tazz> XD
L200[01:45:41] <Sandra> because classes aren't... great? imo?
L201[01:45:52] <sham1> Like I guess that if you use in embedded systems, classes might be kind of bloaty
L202[01:45:53] <BordListian> what would you rather use?
L203[01:46:07] <killjoy> but... school is boring
L204[01:46:10] <Tazz> Sandra, has a point though classes arent that great the obvious benifits are like inheritence and encapselation
L205[01:46:15] <hch12907> why is classes not great? i mean, in C++ its the same as structs but private
L206[01:46:17] <Tazz> or however they are spelled cant be arsed to check Xd
L207[01:46:32] <Tazz> hch12907, classes have to be packed differently than structs
L208[01:46:37] <Sandra> yeah.
L209[01:46:43] <sham1> Well, depends on if they are POD
L210[01:46:49] <sham1> or not
L211[01:46:51] <Sandra> possibly?
L212[01:46:53] <Tazz> structs can be useful for minimizing memory usage
L213[01:46:53] <zrneely> Tazz, why not? Sure it could be slower if you don't need to zero-init stuff, but the fact that it takes a size and count rather than just a number of bytes makes it much more readable
L214[01:47:06] <Tazz> zrneely, calloc is bad XD
L215[01:47:16] <Tazz> theres a lot more tricks you can do with malloc than calloc
L216[01:47:25] <hch12907> never saw people using calloc()
L217[01:47:28] <Sandra> is C++'s classes just syntactic sugar?
L218[01:47:30] <Tazz> plus assume one has an unsigned byte that is packed to one byte
L219[01:47:41] <sham1> Well, kinda
L220[01:47:41] <Tazz> like struct{ unsigned char x: 1; }point;
L221[01:47:45] <Sandra> or does it actually move the memory around within the thing.
L222[01:47:47] <sham1> I think
L223[01:47:53] <Tazz> plus calloc calls memset internally
L224[01:48:00] <Tazz> which is another call befor the object is returned
L225[01:48:13] <sham1> muh slow
L226[01:48:20] <Tazz> allocation should be as fast as possible and malloc isnt that fast compared to like jemalloc or something
L227[01:48:31] <Sandra> I mean sure.
L228[01:48:41] <Tazz> and adding more bloat to a call just makes it slower
L229[01:48:59] <sham1> But how noticeable is it
L230[01:49:00] <Sandra> why do you need to allocate things during fast stuff though?
L231[01:49:16] <Tazz> sham1, can get noticeably slower sometimes
L232[01:49:25] <Tazz> mostly when fragmentation is occuring
L233[01:50:11] <Tazz> Sandra, well coming from a designer of languages/compilers fast allocation is a must, noone wants something thats gonna take like 3s compared to like 1s
L234[01:50:22] <Sandra> I mean sure.
L235[01:50:26] <zrneely> readability > speed in 90% of cases
L236[01:50:36] <Tazz> zrneely, theres a median
L237[01:50:54] <Sandra> allocation shouldn't take longer than like 0.01s.
L238[01:51:00] <zrneely> Yes, design for performance, but never optimize until you've profiled!
L239[01:51:03] <Sandra> idk.
L240[01:51:14] <Tazz> Sandra, allocation can be variable tbh
L241[01:51:25] <Tazz> totally depends on the allocation methods used
L242[01:51:46] <zrneely> Sandra, 10 milliseconds is absurdly long for allocation - should be much quicker than that for most OS's
L243[01:52:20] <Sandra> absolutely.
L244[01:52:35] <Tazz> like for instance with my garbage collector/allocator it had a faster allocation speed than ruby's VM due to the technology I used but it also came at a cost XD
L245[01:52:43] <Tazz> like collection of garbage was slower than ruby's VM
L246[01:52:58] <Tazz> and since it was a stop the world collector them pauses could rack up
L247[01:53:33] <Tazz> but since the only way collection would happen was when the heap was full it wasnt that much of a concern for average use
L248[01:53:42] <Sandra> ruby's VM is not the greatest anyway.
L249[01:53:43] <Sandra> :P
L250[01:53:47] <Tazz> ik
L251[01:53:55] <Tazz> but it has some interesting code in it
L252[01:54:02] <Tazz> at least the current GH repo
L253[01:54:04] <sham1> "ruby was not the greatest anyway" FIFY
L254[01:54:18] <Tazz> and MRB is actually pretty decent
L255[01:54:27] <Sandra> that is true.
L256[01:54:36] <Sandra> ruby was the first language I ever learned.
L257[01:54:40] <Tazz> like the collector is quite interesting to study because its simple
L258[01:54:41] <Sandra> it's total garbage.
L259[01:54:48] <Tazz> but powerful
L260[01:54:59] <sham1> People just overhype ruby because OMG rails
L261[01:55:04] <Tazz> like its incremental and supports generation and mark-sweep collection
L262[01:55:11] <Tazz> generational*
L263[01:55:20] <Tazz> all in a smallish .c file
L264[01:56:03] <Tazz> its literally < 2k lines of code
L265[01:56:46] <Tazz> oh and not to mention the docs on the GC are quite good
L266[01:57:42] <sham1> You know what I also like about C++
L267[01:57:48] <sham1> Templates (somewhat)
L268[01:57:55] <Tazz> lol
L269[01:58:01] <Tazz> templates in C++ are awesome
L270[01:58:14] <Sandra> Rails is actually garbage.
L271[01:58:20] <Sandra> like really it's terrible.
L272[01:58:42] <Tazz> you can literally create a bit field using template classes in C++
L273[01:58:42] <sham1> I never understood people who like dynamically typed languages
L274[01:58:54] <sham1> What they need is some type inference
L275[01:58:59] <Tazz> XD
L276[01:59:26] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160806 mappings to Forge Maven.
L277[01:59:29] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160806-1.10.2.zip (mappings = "snapshot_20160806" in build.gradle).
L278[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/
L279[02:01:29] <Sandra> I mean, I can somewhat agree about the dynamic typing?
L280[02:01:41] <Sandra> types are fun.
L281[02:01:48] <Sandra> I enjoy dealing with types.
L282[02:01:51] <Sandra> in general.
L283[02:02:18] <Tazz> I prefer to have my types Xd
L284[02:02:23] <Tazz> so I know what shit is going where XD
L285[02:03:41] <Sandra> I mean I also think dynamic typing is alright.
L286[02:04:00] <Sandra> like... that's what your variable names are for. :P
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L295[02:25:17] <Sandra> dynamic typing is particularly alright when you have a limited number of types.
L296[02:25:33] <sham1> Tell that to Javascript
L297[02:28:24] <Sandra> no.
L298[02:28:28] <Sandra> not javascript.
L299[02:28:32] <Sandra> anything but javascript.
L300[02:28:40] <Sandra> it has ludicrous type coercion.
L301[02:28:48] <Sandra> that's it's problem.
L302[02:29:31] <Sandra> a language where you can have an expression entirely composed of {} and +, and get hello world out is not something I want in my life.
L303[02:31:27] <BordListian> oh my god
L304[02:31:46] <BordListian> is that the thing about how stupid the typing on the + operator is
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L306[02:31:56] <BordListian> null + null is empty string or something
L307[02:32:17] <sham1> [] + {} is an object while {} + [] is 0
L308[02:32:18] <Sandra> https://www.destroyallsoftware.com/talks/wat
L309[02:32:28] <sham1> Like, that makes no mathematical sense
L310[02:32:31] <Sandra> that basically covers why js is terrible.
L311[02:32:57] <BordListian> that's the one
L312[02:33:10] <BordListian> i watched that back in highschool/technical college
L313[02:33:17] <BordListian> and i never used javascript
L314[02:33:23] <sham1> Good man
L315[02:33:42] <Ordinastie_> well, I used JavaScript and I liked it
L316[02:34:20] <sham1> People overhype it
L317[02:34:36] <sham1> Like yes, it is the only choice for webdev
L318[02:34:43] <Ordinastie_> yeah, I never heard anybody even hype it a little
L319[02:34:46] <sham1> Why do I have to have it on my server
L320[02:34:51] <Ordinastie_> everybody trashes it
L321[02:35:04] <sham1> Node, angluar, fucking jQuery
L322[02:35:25] <Ordinastie_> meh, I never liked jquery, I prefered MooTools :p
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L324[02:37:20] <Sandra> that's the thing.
L325[02:37:22] <Sandra> about JS.
L326[02:37:26] <hch12907> did RegisterModel(new ItemBlock(block), block.getRegistryName()), aaaand the block's missing texture in MC
L327[02:37:34] <hch12907> *inventory, not MC
L328[02:37:35] <Sandra> it's the only choice for webdev.
L329[02:37:42] <Sandra> which is garbage because it shouldn't be.
L330[02:37:48] <Sandra> it's terrible.
L331[02:38:19] <Sandra> but then people decide to use it on the backend because people want to only learn one language.
L332[02:38:23] <Sandra> so then you get WORSE.
L333[02:38:47] <McJty> MC is complaining about a missing name in my loot table
L334[02:38:57] <McJty> But I basiclally copied this from the vanilla zombie loot table
L335[02:38:57] <McJty> https://github.com/McJty/ElementalDimensions/blob/master/src/main/resources/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L336[02:39:02] <sham1> Yes
L337[02:39:10] <sham1> Javascript should only be in wdev
L338[02:39:13] <sham1> And stay there
L339[02:39:29] <hch12907> but JS+V8 is fast
L340[02:39:34] <Sandra> ...
L341[02:39:38] <sham1> I don't care
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L343[02:39:44] <Sandra> y'know what's faster? C.
L344[02:39:46] <sham1> It is outside of its intended domain
L345[02:39:47] <Sandra> use C.
L346[02:39:48] <Sandra> :P
L347[02:39:52] <sham1> You know what is even faster than C?
L348[02:39:55] <sham1> Assembly
L349[02:40:16] <sham1> My god will it go fast
L350[02:40:37] <Sandra> alert(typeof NaN); // number
L351[02:40:45] <Sandra> the type of not a number is number. :P
L352[02:40:49] <sham1> Well, technically
L353[02:41:09] <sham1> It is defined as a number that comes from illegal operations as far as real numbers are concerned
L354[02:41:37] <Ordinastie_> Sandra, what type do you think Double.NaN is in java ?
L355[02:41:44] <sham1> Like the square root of -1
L356[02:42:20] <Sandra> it is also given as an error for other illegal operations I think.
L357[02:43:03] <sham1> Looking at my javascript console on firefox, 1/0 is Infinity, as it is defined that way
L358[02:43:37] <Sandra> wat.
L359[02:43:41] <Sandra> no it isn't.
L360[02:43:45] <Sandra> it's undefined.
L361[02:43:54] <Sandra> that's different to infinity.
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L363[02:44:28] <Sandra> http://i.imgur.com/6aclmM6.png
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L366[02:46:28] <sham1> javascript pls
L367[02:46:35] <Sandra> I mean at least it's better than PHP.
L368[02:46:44] <Sandra> mysql_real_escape_string
L369[02:46:48] <sham1> First of all, that's not hard
L370[02:46:49] <Sandra> god fucking damn it.
L371[02:47:04] <sham1> snake_case annoys
L372[02:47:22] <zrneely> sham1, just fyi JS isn't the ONLY choice for webdev anymore. You can theoretically compile any LLVM language (C/C++, Rust, others) to webassembly, and there's ongoing work to let it interact with the DOM. Everything's still a WIP, buf maybe soon the age of js will be over :D
L373[02:47:57] <sham1> Most of the web will still use javascript as they cannot be arsed to not to
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L375[02:48:36] <sham1> Companies do not want to change
L376[02:48:59] <sham1> And all the hipsters with their Macs and starbucks will still be using Javascript because reasons
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L385[03:15:31] *** kroeser|away is now known as kroeser
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L389[03:25:18] <Naiten> Hello \o
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L391[03:35:38] <Rushmead> If i want to add a block which when you right click, the whole block physically rotates by x degrees, how should i do that?
L392[03:36:07] <killjoy> use blockstates
L393[03:36:18] <Ordinastie_> just change the state
L394[03:36:21] <Rushmead> http://uploads.rushmead.xyz/uploader/share/rushmead/2016-08-06_09-27-13.gif
L395[03:36:22] <Rushmead> Like that
L396[03:36:27] <Rushmead> thats a render of what i want
L397[03:36:37] <Ordinastie_> then you need a TESR
L398[03:36:43] <killjoy> Yeah, use blockstates with a rotated model
L399[03:37:38] <killjoy> So um.... is that a recording of media player playing a recording?
L400[03:38:15] <Naiten> Is anybody here good at Blender? I have some basic questions which i can't finds answers for in google
L401[03:38:59] <Ordinastie_> alternatively, if you don't want to use a TE with TESR, you can do it the same way as sand falling
L402[03:39:16] <Ordinastie_> Naiten, I'm not good at it, but ask anyway
L403[03:39:53] <Rushmead> killjoy, it was a render in C4d. COuldnt find any Good AVI -> Gif converters
L404[03:39:57] <Rushmead> so that was my solution
L405[03:40:21] <killjoy> could just upload the avi
L406[03:40:27] <Rushmead> E.h
L407[03:40:39] <killjoy> convert to h.264
L408[03:40:42] <Rushmead> TBH didnt think of that.
L409[03:40:42] <Rushmead> :P
L410[03:41:06] <Ordinastie_> at first I was making gifs too
L411[03:41:18] <Ordinastie_> until I realise that they were even heavier than the mp4
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L413[03:41:47] <Naiten> Ordinastie_, is there a shortcut for disabling grid view? I mean planar grid in orthographic views, and no, google is not helpful
L414[03:42:08] <Ordinastie_> the visibility or the snapping?
L415[03:42:37] <Ordinastie_> or do you mean disable the quad view ?
L416[03:43:38] <Naiten> i mean visibility
L417[03:43:42] <Naiten> of the grid
L418[03:44:27] <Naiten> snapping is done via ctrl or shift-tab and it's type via ctrl-shift-tab
L419[03:44:40] <Ordinastie_> N > Display > Grid Floor ?
L420[03:45:15] <Ordinastie_> or maybe only render
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L422[03:45:31] <Naiten> it toggles grid floor
L423[03:45:35] <Naiten> not the planar grid
L424[03:46:14] <Ordinastie_> Only render seems to do what you want
L425[03:47:15] <Naiten> It's surprising how such old and constantly-updated software can miss such basic feature
L426[03:47:21] <Naiten> :/
L427[03:47:33] <Ordinastie_> the Only render checkbox doesn't do what you want ?
L428[03:48:27] <Naiten> it does, but i want to disable grid while editing, not while rendering
L429[03:49:03] <Ordinastie_> you can still edit with it activated
L430[03:49:52] <Naiten> yeah, but my pc won't handle that
L431[03:50:06] <Ordinastie_> handle what ?
L432[03:51:15] <Naiten> dynamic rendering
L433[03:51:24] <Ordinastie_> I'm not talking about rendering
L434[03:51:27] <Ordinastie_> http://puu.sh/qrDSQ.png
L435[03:51:42] <Ordinastie_> I'm talking about the checkbox "Only render" in Display
L436[03:52:05] <Naiten> ouups o3o
L437[03:52:26] <Naiten> sorry, misunderstood that
L438[03:55:01] <Naiten> welp, do you know how to fill a ring? i mean, like this http://i.imgur.com/77RtBP0.png
L439[03:55:44] <Naiten> F key does fill, but it creates two circle faces if all vertice are selected
L440[03:56:15] <Naiten> like this http://i.imgur.com/KAmZZWT.png
L441[03:57:01] <Ordinastie_> I'd remove the inner layer and extrude
L442[03:57:29] <Naiten> Well, i gonna to extrude this afterward, so it should to be a ring.
L443[03:58:43] <Ordinastie_> select all the outer vertices extrude, then scale down
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L446[03:59:39] <Naiten> Erm, what? What will it give?
L447[04:00:06] <Ordinastie_> what you want
L448[04:00:21] <Naiten> btw, the final shape i want http://i.imgur.com/uwlYu5Y.png i know it can be done via tons of boxes, but its not the best way
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L450[04:02:01] <BordListian> you only need
L451[04:02:09] <BordListian> 3 boxes for that shape
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L453[04:02:26] <Ordinastie_> http://puu.sh/qrEeU.png
L454[04:03:55] <Naiten> BordListian, oh heavens, this is a reference shape. it can be done via 3 boxes, but i want to master the method so i can create more complex shapes
L455[04:04:30] <Ordinastie_> you take the outer layer of vertexes only, connected with edges of course
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L457[04:05:03] <Ordinastie_> then you extrude, but instead of translating it, you scale it
L458[04:05:59] <BordListian> my autism triggered when you said it can be done via tons of boxes
L459[04:06:47] <Ordinastie_> I actually don't know how you would do that with 3 boxes only
L460[04:07:12] <Naiten> BordListian, well, actually i did that via 3 boxes back in techne long ago and forgot about that way
L461[04:07:31] <Naiten> BordListian, and the reference ring was made by another guy
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L463[04:08:49] <BordListian> Ordinastie_, texture with a hole
L464[04:09:10] <Rushmead> is it pop then push?
L465[04:09:10] <Rushmead> or push then pop?
L466[04:09:12] <BordListian> right, you need like a few more boxes for the inside
L467[04:09:13] <Naiten> Ordinastie_, http://i.imgur.com/Hvqz8f0.png
L468[04:09:27] <Ordinastie_> Rushmead, push pop
L469[04:09:44] <Rushmead> Thanks
L470[04:09:45] <Ordinastie_> then the shape is not hollow
L471[04:10:06] <Ordinastie_> you'd need 3 more
L472[04:10:58] <Naiten> Ordinastie_, BordListian, well, 6 boxes then. But not what that dude made http://i.imgur.com/5bw5t5z.png
L473[04:11:39] <Ordinastie_> well, 6 boxes with the hollow modifier, I don't now how many faces it would actually result
L474[04:12:05] <Naiten> why would it need hollow modifier?
L475[04:12:19] <Ordinastie_> to make the hole in the middle
L476[04:12:21] <Naiten> only inner ones will need
L477[04:12:23] <BordListian> 6*3 + 6*4
L478[04:12:34] <BordListian> errr
L479[04:12:38] <BordListian> 3*3 + 3*4
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L481[04:13:31] <Ordinastie_> but anyway, what you need is to extrude twice
L482[04:13:46] <Naiten> Btw, for the ring fill, i guess this will do http://i.imgur.com/kCrLDzV.png
L483[04:13:56] <Naiten> box selection + Fill twice
L484[04:14:34] <Ordinastie_> if you don't plan to draw it as a block
L485[04:15:15] <Naiten> yep
L486[04:15:28] <Naiten> just for in-blender rendering purposes
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L489[04:24:21] <OrionOnline> Can somebody tell me how to prevent it from thworing this exception: https://gist.github.com/OrionDevelopment/216ac0f707f785871438354c65aff665 when using a CustomMeshDefinition?
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L491[04:26:30] <ghz|afk> OrionOnline: you have to registerVariantName for all variants you will use
L492[04:26:46] <OrionOnline> I have, but is is looking for the default one......
L493[04:26:50] <OrionOnline> And i donnot use that one.
L494[04:26:55] <OrionOnline> Is there a way to remove it
L495[04:27:13] <ghz|afk> uh?
L496[04:27:29] <ghz|afk> there's no default one
L497[04:27:40] <ghz|afk> did yo ucall setCustomModelResourceLocation too?
L498[04:27:43] <OrionOnline> https://github.com/SmithsGaming/Armory/blob/15d1ac447aeab74d8d75aba25197f0cac6b64605/src/main/com/smithsmodding/armory/client/logic/ArmoryClientInitializer.java#L107-L138
L499[04:28:18] <OrionOnline> ghz|afk, am i missing something here?
L500[04:28:23] <ghz|afk> oh it's a block
L501[04:28:30] <ghz|afk> no idea if/how it works with blocks
L502[04:28:33] <ghz|afk> never used it with a block
L503[04:29:14] <Ordinastie_> god, that's such a mess :x
L504[04:29:22] <OrionOnline> Ordinastie_, i am testing
L505[04:29:23] <OrionOnline> .....
L506[04:29:30] <OrionOnline> It is supposed to be a mess... :P
L507[04:29:45] <Ordinastie_> I didn't imply you were at fault
L508[04:29:49] <Ordinastie_> I blame the models
L509[04:29:53] <ghz|afk> OrionOnline: jsut to confirm, are you calling setCustomModelResourceLocation for it?
L510[04:29:56] <OrionOnline> I do too...
L511[04:30:06] <OrionOnline> ghz|afk, does not ring a bell
L512[04:30:18] <ghz|afk> I mean, you shouldn't.
L513[04:30:21] <OrionOnline> The only thing iu am doing to those models is what i just send you
L514[04:30:57] <ghz|afk> yeah no idea
L515[04:31:04] <OrionOnline> weird i will debug it a bit
L516[04:31:06] <ghz|afk> the only mesh definition I have used is this
L517[04:31:28] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L287
L518[04:32:37] <OrionOnline> No clue what i am doing wrong here , might not reallky support doing this for blocks
L519[04:32:51] <Ordinastie_> to me it sounds odd you need to use both ModelLoader.setCustomMeshDefinition and ModelBakery.registerItemVariants
L520[04:33:01] <ghz|afk> nono you do not
L521[04:33:02] <OrionOnline> Ordinastie_, that is what i am doing...
L522[04:33:04] <ghz|afk> wait
L523[04:33:05] <ghz|afk> yes you do
L524[04:33:13] <ghz|afk> the idea is
L525[04:33:21] <ghz|afk> setCustomMeshDefinition works at runtime
L526[04:33:29] <OrionOnline> I am calling the setCustomMeshDefintion and directly afterwards the registerItemVariants
L527[04:33:34] <ghz|afk> so mc does not know which models it will have to load
L528[04:33:43] <OrionOnline> Yet it still tries to lookup that one variant that is registered by default
L529[04:33:48] <ghz|afk> so you need registerItemVariants
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L531[04:33:56] <ghz|afk> in order to add those model locations to the list of dependencies
L532[04:34:00] <ghz|afk> keep in mind Ordinastie_
L533[04:34:04] <OrionOnline> i have that: https://github.com/SmithsGaming/Armory/blob/15d1ac447aeab74d8d75aba25197f0cac6b64605/src/main/com/smithsmodding/armory/client/logic/ArmoryClientInitializer.java#L121
L534[04:34:18] <ghz|afk> you used to have to call addVariantName for EACH model you wanted to load
L535[04:34:18] <OrionOnline> It is just not removing the original location
L536[04:34:25] <ghz|afk> before setCustomModelResourceLocation was introduced
L537[04:34:28] <ghz|afk> it now calls that for you
L538[04:34:45] <ghz|afk> but it can't call it for you, if there's no explicit list to add
L539[04:35:00] <ghz|afk> so when you work with ItemMeshDefinition, you have to provide the model list manually
L540[04:35:06] <Ordinastie_> hum, I only use setCustomMeshDefinition but maybe that's because I don't load models
L541[04:35:28] <OrionOnline> I am doing this cuase i am using a custom state mapper: https://github.com/SmithsGaming/Armory/blob/15d1ac447aeab74d8d75aba25197f0cac6b64605/src/main/com/smithsmodding/armory/client/logic/ArmoryClientInitializer.java#L149-L150
L542[04:35:34] <ghz|afk> OrionOnline: what
L543[04:35:44] <ghz|afk> wait
L544[04:35:45] <ghz|afk> wtf
L545[04:35:49] <ghz|afk> that's not how it works, OrionOnline
L546[04:35:55] <Ordinastie_> actually, not really, I do insert the model into the registry on the bakeEvent
L547[04:35:59] <ghz|afk> you haveto provide the names that ItemMeshDefinition will use
L548[04:36:23] <OrionOnline> ghz|afk, what?
L549[04:36:29] <ghz|afk> wait nevermind
L550[04:36:33] <ghz|afk> sorry I just woke up
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L554[04:37:17] <ghz|afk> OrionOnline: yeah as I said, I don't know if you can change the file that's used for models in blocks.
L555[04:37:34] <Wuppy> lol... I'm looking through some freelancing projects
L556[04:37:40] <Rushmead> Whats wrong with this blockstate? because its not finding it.. http://pastebin.com/28984cxQ
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L558[04:37:43] <Wuppy> someone wants a game similar to pokemon, budget: 10 to 30 dollars
L559[04:37:49] <ghz|afk> OrionOnline: can't you go through the blockstates file? just providing variant strings from the blockstates file?
L560[04:37:53] <Wuppy> bids: around 20.000 :P
L561[04:38:10] <ghz|afk> oh I see
L562[04:38:19] <ghz|afk> your state mapper IS changing the filename, too
L563[04:38:22] <OrionOnline> ghz|afk, nope, to many parameters for Forge and way to many for vanilla type
L564[04:38:59] <OrionOnline> ghz|afk, so i use the state mapper to take one variable out and spread it to many files which then use Forges Submodel system to load a particular version of the OBJ model
L565[04:39:07] <Ordinastie_> ^ and that's why I keep saying the system is really bad
L566[04:39:14] <Ordinastie_> everybody struggles to make it work
L567[04:39:16] <OrionOnline> Ordinastie_, it really is
L568[04:39:22] <ghz|afk> Rushmead: "inventory" has to be a standalone variant string
L569[04:39:27] <ghz|afk> that means it needs [] around it
L570[04:39:34] <ghz|afk> "inventory" [{ ... }]
L571[04:39:40] <ghz|afk> otherwise
L572[04:39:45] <ghz|afk> the loader things there's an "inventory" property
L573[04:39:48] <OrionOnline> It is broken as hell, if somebody tells me differently they are wrong. It works but is not user friendly
L574[04:39:48] <ghz|afk> with "model" as a value
L575[04:39:51] <ghz|afk> and it will generate
L576[04:40:05] <ghz|afk> "brightness=0,facing=north,inventory=model"
L577[04:40:07] <ghz|afk> rather than
L578[04:40:11] <Ordinastie_> that's why I made an alternative, but nobody wants hard dep :(
L579[04:40:14] <ghz|afk> "brightness=0,facing=north", with "inventory" on the side
L580[04:40:37] <ghz|afk> Ordinastie_: the system is simply not designed for a block that uses different filenames for different blockstates.
L581[04:40:50] <ghz|afk> I'm not saying it's good, just not THAT bad
L582[04:41:06] <ghz|afk> people simply find ways to twist the system into doing things it was not supposed to do
L583[04:41:20] <ghz|afk> in that case
L584[04:41:34] <Ordinastie_> it's the system's fault not to be flexible enough
L585[04:41:44] <ghz|afk> if he has so many blockstate variants, that he can't possibly have them all in one blockstates json... may have been worth splitting them into different actual blocks.
L586[04:42:37] <Ordinastie_> forge should have introduced a complete separate hook that would have permeitted better API instead of trying to piggy back on the vailla system
L587[04:43:21] <OrionOnline> ghz|afk, no it can handle different blockstate files, that is what vanilla is doing
L588[04:43:42] <OrionOnline> I am just missing a call somewhere to make it remove that first one
L589[04:43:52] <ghz|afk> that's the thing
L590[04:44:00] <ghz|afk> there is not supposed to be a "first one"
L591[04:44:09] <ghz|afk> you should simply call setCustomMeshDefinition
L592[04:44:20] <ghz|afk> and registerVariantNames(<allthe model variants used here>);
L593[04:44:32] <ghz|afk> at least for non-block items, that works.
L594[04:44:47] <OrionOnline> Look at what my model guy just made: http://imgur.com/a/tJ1Qr
L595[04:44:48] <ghz|afk> can you do me a favor?
L596[04:44:55] <OrionOnline> Finally 3D models for my Armors
L597[04:44:59] <OrionOnline> ghz|afk, sure
L598[04:45:10] <ghz|afk> register a new useless item
L599[04:45:24] <ghz|afk> uselessItem = new Item().setRegistryName("useless").setUnlocalizedName("useless");
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L601[04:45:34] <ghz|afk> GameRegistry.register(uselessItem);
L602[04:45:36] <ghz|afk> and then
L603[04:45:48] <ghz|afk> call that setCustomMeshDefinition, on the useless item
L604[04:45:51] <ghz|afk> see if it works then
L605[04:46:00] <ghz|afk> we'll remove variables that way
L606[04:46:07] <ghz|afk> we'll know it's not the itemblock's fault
L607[04:46:10] <ghz|afk> or we will know it is
L608[04:46:29] <OrionOnline> Give me a sec
L609[04:46:29] <Rushmead> Keep getting this http://pastebin.com/0BgLEyfz even though all my variants are in the blockstate and the blockstate is there... http://uploads.rushmead.xyz/uploader/share/rushmead/2016-08-06_10-46-36.png
L610[04:46:41] <ghz|afk> Rushmead: did you read what I said?
L611[04:46:45] <Rushmead> Yeah
L612[04:46:47] <Rushmead> i added that
L613[04:47:09] * Naiten just have finally learnt basic blender opengl rendering, yay http://i.imgur.com/E4muzdn.png
L614[04:47:11] <ghz|afk> can you show me your blockstates file again?
L615[04:47:15] <ghz|afk> (the updated one)
L616[04:47:23] <Rushmead> http://pastebin.com/s58bW3Kd
L617[04:48:36] <ghz|afk> "model":"cube_all" is useless inside the "inventory" variant, btw
L618[04:48:43] <ghz|afk> since it's already in "defaults"
L619[04:48:44] <Rushmead> Oh ok
L620[04:48:46] <ghz|afk> but that's not your issue
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L622[04:50:45] <ghz|afk> Rushmead: what's the path/filename of the blockstates file?
L623[04:50:57] <ghz|afk> wait nevermind
L624[04:51:01] <Rushmead> src/main/resources/assets/stagelights/blockstates
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L626[04:51:31] <OrionOnline> ghz|afk, with the uselessitem it does NOT throw the exception
L627[04:51:41] <OrionOnline> So it is ItemBlock that is doing something weird
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L629[04:52:36] <ghz|afk> OrionOnline: though so... sorry can't help with that
L630[04:52:45] <ghz|afk> Rushmead: I have no idea what's going on
L631[04:52:45] <OrionOnline> It is okey
L632[04:52:51] <OrionOnline> I will wait for fry untill he is back
L633[04:53:33] <Rushmead> Not sure if this helps: https://github.com/Rushmead/Stagelights/blob/master/src/main/java/xyz/rushmead/stagelights/blocks/BlockBase.java#L20
L634[04:55:26] <BordListian> really
L635[04:55:37] <BordListian> i have no idea why i'm making myself so busy with trying to copy redstone wire
L636[04:55:42] <BordListian> when i can just write a weaker variant
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L642[05:25:49] <Aroma1997> umm, what do I need to do to have a in-world-block have a texture?
L643[05:26:08] <Aroma1997> This has all changed since I last used to do things like that.
L644[05:26:45] <BordListian> need a model and a blockstate
L645[05:27:09] <BordListian> the model defines the textures
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L656[05:48:55] <CsokiCraft> How do I get a list of all entities within a chunk?
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L660[05:59:10] <JakesDen> Anyone here able to help with the development of our minecraft mod?
L661[06:00:18] <ghz|afk> yes that's what the channel is about
L662[06:00:28] <ghz|afk> so far as "help" means, you ask questions
L663[06:00:41] <ghz|afk> if you want help as in "someone program this for me", then that's another story ;P
L664[06:01:04] <ghz|afk> and generally requires that either the idea be really interesting, or you start waving money around ;P
L665[06:01:14] <ghz|afk> but yeah
L666[06:01:15] <ghz|afk> just ask
L667[06:01:36] <ghz|afk> CsokiCraft: don't feel ignored, I just don't know the answer to your question ;P
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L670[06:02:30] <JakesDen> as in we need a few people to help with the development of our minecraft mod, wiki writers and bug testers and programmers
L671[06:02:43] <JakesDen> here is a link to the github so far: https://github.com/IlmrynX/JakesCraftingEssentials
L672[06:02:47] <ghz|afk> in th at case
L673[06:02:53] <ghz|afk> you should explain what your mod is about
L674[06:02:58] <ghz|afk> and see if anyone's interested
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L676[06:03:20] <ghz|afk> people will not bother clicking the link
L677[06:03:23] <ghz|afk> unless you give them a reason to
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L679[06:04:49] <JakesDen> It is to add some handy crafting recipes to modded minecraft packs like ftb infinity, it will hopefully have some cool intergrations with other mods like thermal expansion for crafting and rf/eu/whatever powered blocks and items.
L680[06:05:04] <Koward> Just to be sure, there's nothing that allows to add components to any block or item and query them later ?
L681[06:05:22] <ghz|afk> Koward: what do you mean by components?
L682[06:05:33] <BordListian> CsokiCraft, build an AABB based on the chunkpos
L683[06:05:43] <ghz|afk> Forge 1.8.9 and newer has the Capability system
L684[06:06:00] <ghz|afk> which lets you attach "components" to Entities, TileEntities, and ItemStack
L685[06:06:00] <ghz|afk> s
L686[06:06:09] <JakesDen> the mod is for minecraft 1,10 btw
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L688[06:06:12] <ghz|afk> so it may be what you want
L689[06:06:20] <Koward> Imagine I want to add some weight value to all items. Obviously I won't extend every single item to add this behavior.
L690[06:06:39] <BordListian> you can use getXStart() and getXEnd() and analog for z and for y you can just put 0 and 255
L691[06:06:39] <ghz|afk> ah well
L692[06:06:50] <ghz|afk> if that's the case
L693[06:06:58] <ghz|afk> then you probably want a lookup
L694[06:07:12] <ghz|afk> a Map<ItemStack, Integer> or similar
L695[06:07:22] <ghz|afk> that tells you what the weight is
L696[06:07:31] <ghz|afk> for each Item+meta pair
L697[06:07:45] <ghz|afk> (or Item+meta+nbt -- it's up to the mods how they define what a subitem is)
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L699[06:07:57] <BordListian> JakesDen, i'm primarily wondering how you're going to support Thermal Expansion on 1.10
L700[06:08:36] <JakesDen> Bordlistian, ?
L701[06:08:50] <BordListian> JakesDen> the mod is for minecraft 1,10 btw
L702[06:08:58] <ghz|afk> Thermal Expansion hasn't been updated past 1.7.10
L703[06:09:04] <Koward> And the capability system do not allow that ?
L704[06:09:05] <JakesDen> 1.7.10
L705[06:09:06] <ghz|afk> and the CoFH team seem to be reluctant to upgrading
L706[06:09:14] <JakesDen> arg i keep typing the wrong thing :)
L707[06:09:38] <ghz|afk> Koward: the capability system allows attaching data to one specific stack or tileentity
L708[06:09:43] <ghz|afk> not to "all of them that share a subitem"
L709[06:09:55] <ghz|afk> it may still be useful to you
L710[06:10:16] <ghz|afk> if you want to allow modifying the weight somehow
L711[06:10:30] <ghz|afk> then you could have a "WeightCapability" that stores this value
L712[06:10:47] <ghz|afk> but you WILL still need a lookup table
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L714[06:11:09] <ghz|afk> where you store the weight that corresponds to each item/subitem
L715[06:11:20] <sham1> <ghz|afk> and the CoFH team seem to be reluctant to upgrading
L716[06:11:24] <sham1> What else is new
L717[06:11:40] <ghz|afk> nothing, I'm just explaining it to someone who hasn't been around he past 2 yaers
L718[06:11:40] <ghz|afk> ;P
L719[06:11:49] <Koward> ^correct
L720[06:12:15] <Koward> Future is so cool.
L721[06:12:51] <JakesDen> anyone interested in helping developing our mod?
L722[06:13:07] ⇨ Joins: abab9579 (~abab9579@175.117.182.109)
L723[06:13:12] <sham1> Sure
L724[06:13:14] <sham1> What will you pay
L725[06:13:30] <JakesDen> I have no money sorry
L726[06:13:55] <ghz|afk> JakesDen: side note: you can easily add recipes to a pack using Minetweaker/modtweaker
L727[06:13:58] <JakesDen> i just want people who would be able to do it for free
L728[06:14:02] <JakesDen> i know
L729[06:15:00] <JakesDen> we have just crafting recipies for now but have ideas for tools, items and armour and usefull blocks
L730[06:15:19] <BordListian> would you like to make all this stuff for me for free?
L731[06:15:51] <ghz|afk> then there's mods like https://minecraft.curseforge.com/projects/customitems
L732[06:16:25] <ghz|afk> I'm saying that because
L733[06:16:36] <ghz|afk> "adding recipes and such" is the boring part of modding ;P
L734[06:16:40] <JakesDen> But can that intergrate with other mods like thermal expantion
L735[06:16:44] <JakesDen> ?
L736[06:16:46] <ghz|afk> so you won't find a lot of people interested
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L738[06:17:03] <ghz|afk> what do you mean "integrate with"?
L739[06:17:08] <ghz|afk> adding a custom item is just a custom item
L740[06:17:11] <JakesDen> it isnt going to be mostly recipies
L741[06:17:12] <ghz|afk> it's the recipes that are the integration
L742[06:17:25] <BordListian> no it won't store RF, if that's what you're trying to do
L743[06:17:34] <JakesDen> and rf powered blocks/items that do cool stuff
L744[06:17:40] <ghz|afk> well
L745[06:17:41] <ghz|afk> then
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L747[06:17:44] <ghz|afk> you should start from what
L748[06:17:47] <ghz|afk> ;P
L749[06:17:52] <ghz|afk> that*
L750[06:17:57] <ghz|afk> you did say
L751[06:18:05] <ghz|afk> [13:05] (JakesDen): It is to add some handy crafting recipes to modded minecraft packs like ftb infinity, it will hopefully have some cool intergrations with other mods like thermal expansion for crafting and rf/eu/whatever powered blocks and items.
L752[06:18:24] <ghz|afk> that's why I said you can just do that with minetweaker and modtweaker
L753[06:18:43] <ghz|afk> but if you want actual machines that do things
L754[06:18:53] <ghz|afk> then that's what you should be advertising ;P
L755[06:19:57] <JakesDen> i am discussing a name change to make it sound more like something that would have machines
L756[06:20:24] <JakesDen> unfortuantly the mod develpor on the team is at a complitly diffrent time zone from me
L757[06:20:29] <ghz|afk> What is the theme of the mod? What kinds of machines? Why is it better than similar mods that already exist? Do you want just people to program? In that case, will you be providing textures and icons?
L758[06:23:55] <JakesDen> I will be doing the textures and icons, we just need people to program.
L759[06:26:03] <sham1> Who is this "we"
L760[06:26:17] <sham1> I thought you already had a programmer
L761[06:28:01] <JakesDen> We do but we need another as our current one doesnt have too much time atm
L762[06:28:04] <JakesDen> gtg
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L765[06:28:42] <hch12907> are there changes to block-in-inventory model in 1.10?
L766[06:29:09] <hch12907> all my blocks is missing texture in inventory
L767[06:29:36] <BordListian> did you register the itemblock model?
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L769[06:33:01] <OrionOnline> I need to improve the rendering of my fluid conduits.....
L770[06:34:52] <ghz|afk> hch12907: not from 1.9.4
L771[06:35:01] <ghz|afk> so WHAT are you upgrading from?
L772[06:35:09] <ghz|afk> we don't have superpowers
L773[06:35:16] <ghz|afk> provide the full context
L774[06:35:20] <ghz|afk> you know what your mod was before
L775[06:35:21] <ghz|afk> we do not.
L776[06:35:57] <BordListian> redstone wire produces strong power in the block below it and the block it's facing, right?
L777[06:36:07] <BordListian> or is it weak power?
L778[06:36:28] <ghz|afk> it provides strong power to the block it's pointing at, but I don't think it powers the block below strongly
L779[06:36:45] <ghz|afk> if that was the case, it would also affect the block below that
L780[06:36:51] <BordListian> ah
L781[06:36:55] <BordListian> wait
L782[06:36:57] <BordListian> does it not?
L783[06:37:13] <ghz|afk> does it?
L784[06:37:16] <BordListian> if you put a piston on the side of the block the redstone wire is on
L785[06:37:18] <ghz|afk> my redstone knowledge is rather lacking
L786[06:37:23] <BordListian> it should activate
L787[06:37:24] <hch12907> ghz, updating from 1.9.4
L788[06:37:32] <ghz|afk> yes but pistons activate diagonally even if there isn't a block
L789[06:37:37] <ghz|afk> so dunno
L790[06:37:44] <BordListian> ???????
L791[06:37:55] <ghz|afk> read about quasi-connectivity
L792[06:37:57] <ghz|afk> that whole thing is a mess
L793[06:38:20] <BordListian> it does power it strongly
L794[06:38:42] <BordListian> the block beneath the block the wire rests on will also be powered
L795[06:39:09] <ghz|afk> uh not here
L796[06:39:16] <ghz|afk> in vanilla
L797[06:39:19] <ghz|afk> I placed
L798[06:39:30] <BordListian> was that changed recently???
L799[06:39:32] <ghz|afk> redstone, solid block, redstone, redstone torch
L800[06:39:39] <ghz|afk> the redstone below does NOT power
L801[06:39:44] <ghz|afk> so the block below is NOT strongly powered
L802[06:39:58] <BordListian> a redstone lamp will power though, will it?
L803[06:40:03] <ghz|afk> dispensers and pistons activate dueto quasi-connectivity
L804[06:40:05] <BordListian> okay do consumers accept weak power then?
L805[06:40:09] <ghz|afk> NOt due to strong powering
L806[06:40:26] <BordListian> mojang why
L807[06:41:10] <ghz|afk> redstone is a mess.
L808[06:42:03] <ghz|afk> hmm actually I may be wrong on this
L809[06:42:04] <ghz|afk> dunno
L810[06:42:06] <ghz|afk> it's all messy
L811[06:42:28] <ghz|afk> yeah nevermindw hat I said
L812[06:42:30] <BordListian> http://image.prntscr.com/image/72159158df6e470eb73ba028c98dae9e.png
L813[06:42:34] <BordListian> this is completely retarded
L814[06:42:37] <ghz|afk> redstone doesn't activate by weak power, it seems
L815[06:42:44] <BordListian> yeah
L816[06:42:57] <ghz|afk> the block IS strongly powered
L817[06:43:06] <sham1> You mean redstone lamps do not activate by weak power?
L818[06:43:12] <ghz|afk> no, redstone dust
L819[06:43:14] <BordListian> they do
L820[06:43:23] <BordListian> redstone dust doesn't activate on weak power
L821[06:43:24] <BordListian> honk
L822[06:43:54] <BordListian> pistons actvate on even less than weak power lmao
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L824[06:44:09] <ghz|afk> pistons activate if the block ABOVE THEM is being weakly powered
L825[06:44:14] <BordListian> meme power
L826[06:44:19] <ghz|afk> even if the block above is AIR!
L827[06:44:27] <sham1> Wat
L828[06:44:31] <ghz|afk> yup
L829[06:44:33] <BordListian> kill me
L830[06:44:36] <ghz|afk> that's the concept of quasi-connectivity
L831[06:44:37] <sham1> Okay
L832[06:44:45] <ghz|afk> a weakly-powered air block on top of a piston STILL POWERS THE PISTON
L833[06:44:50] * sham1 shoots a shotgun at BordListian
L834[06:45:48] <BordListian> i have armor, pagan
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L836[06:47:11] <sham1> Well why not take it off
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L839[06:47:28] <BordListian> because that would leave me vulnerable to bullets and heretics
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L841[06:49:56] <sham1> <BordListian> kill me
L842[06:49:59] <sham1> This does not add up
L843[06:50:31] <ghz|afk> you have to smite him wit hall the power of your beliefs
L844[06:50:37] <ghz|afk> that's the only thing that will bypass the armor
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L851[06:57:28] <MalkContent> everything but redstone dust activates on weak power
L852[06:57:47] <Intektor> how can I do a blurred effect in 2D?
L853[06:58:15] <MalkContent> you mean like a screenwide blur?
L854[06:58:19] <Intektor> yes
L855[06:58:30] <MalkContent> pretty sure there's shaders for that
L856[06:58:40] <BordListian> your beliefs are worthless in my world normie
L857[06:58:49] <Intektor> how can activate these shaders?
L858[06:58:57] <MalkContent> if not you can look in thaumcraft code. he's got a potioneffect that blurs the screen
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L861[07:00:30] <MalkContent> ghz: how do you apply weak power to an air block?
L862[07:00:45] <ghz|afk> MalkContent: you don't apply it
L863[07:00:46] <ghz|afk> it's like
L864[07:00:52] <MalkContent> redstonewire->fullblock->air ?
L865[07:00:54] <MalkContent> dust*
L866[07:01:06] <ghz|afk> "isWeaklyPowered" is a function, that checks if any neighbour is strong powered
L867[07:01:28] <ghz|afk> oh you mean how you make it happen
L868[07:01:32] <ghz|afk> http://minecraft.gamepedia.com/Tutorials/Quasi-connectivity#Activation_by_quasi-connectivity
L869[07:04:11] <MalkContent> interesting
L870[07:04:26] <ghz|afk> wat .... I just realized comparators can BUD
L871[07:04:59] <ghz|afk> I didn't know that was a thing ;P
L872[07:05:21] <BordListian> didn't know non-transparent could be powered
L873[07:06:00] <MalkContent> you mean transparent i recon
L874[07:06:29] <BordListian> yes
L875[07:06:40] <MalkContent> i gotta play around with this
L876[07:06:43] <BordListian> my inability to form coherent anything today is amazing
L877[07:06:48] <MalkContent> but i doubt it works with anything but air in that sense
L878[07:07:12] <MalkContent> as long as your poop is still coherent, don't worry about it ^^
L879[07:08:09] <BordListian> aw hell naw man that's disgusting
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L884[07:19:19] <Intektor> I dont want the player to swing when he left clicks my item
L885[07:19:24] <Intektor> how can I do this?
L886[07:19:27] <Naiten> Meanwhile, yet another modder plans on creating his 'very own' power system too
L887[07:19:29] ⇨ Joins: alekso56 (~znc@2001:464b:c2aa:0:745d:45ff:fe3b:a098)
L888[07:19:30] <Naiten> https://xkcd.com/927/
L889[07:20:17] <luacs1998> lol
L890[07:20:18] <OrionOnline> Can somebody tell me if i can improve this: https://github.com/SmithsGaming/Armory/blob/2ff26d6e9603ed902ca18d8ff37e4a37df074bc6/src/main/com/smithsmodding/armory/client/render/tileentity/TileEntityRendererConduit.java#L45-L45
L891[07:20:22] <luacs1998> they're all over the place
L892[07:20:43] <luacs1998> on a side note i'm lurking in the pokemongodev discord watching people reverse engineer the PoGo API
L893[07:20:55] <LatvianModder> lol
L894[07:20:57] <luacs1998> i wonder if this was what the initial days of mcp felt like
L895[07:22:02] <ghz|afk> Naiten: that's not necessarily bad
L896[07:22:19] <ghz|afk> maybe it's time for a whole bunch of new power systems to pop up
L897[07:22:20] <sham1> Wait
L898[07:22:34] <sham1> Are some people trying to reverse engineer Pokémon Go?
L899[07:22:40] <Intektor> ghz|afk, do you know how to stop the player from swinging
L900[07:22:51] <ghz|afk> Intektor: not really
L901[07:23:10] <Naiten> ghz|afk, welp. I consider no power system will suit my demands, thus I want to implement my wery own one
L902[07:23:39] <ghz|afk> and that's ok
L903[07:23:42] <ghz|afk> i have my own power api
L904[07:23:44] <ghz|afk> and my own item api
L905[07:24:10] <ghz|afk> what are your needs, though?
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L907[07:24:28] <Naiten> problem is, I'm not that good at programming to make API yet -.-
L908[07:24:29] <Naiten> well
L909[07:25:04] <Subaraki> hey guys, problem with linux, it doesnt detect the mod I put it my eclipse
L910[07:25:15] <Subaraki> is there something special i need to de ?
L911[07:25:17] <Subaraki> do*
L912[07:25:22] *** V is now known as Vigaro
L913[07:25:30] <ghz|afk> openjdk or oracle jdk?
L914[07:25:35] <sham1> What do you mean detect
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L916[07:25:48] <sham1> Also, oracle JDK is a pain in the ass
L917[07:25:53] <sham1> For Linux
L918[07:26:17] <Naiten> i don't have exact list atm, 'cause i'm not going to do that right now. Got to implement more basic features first... It will involve different energy types though, mechanical and steam at first.
L919[07:26:54] <Intektor> I dont want, that every time the nbt tag changes this swing starts again
L920[07:27:00] <Intektor> or whatever this is called
L921[07:27:14] <Intektor> how can I prevent the player from doing this
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L923[07:28:26] <ghz|afk> Intektor: wait
L924[07:28:27] <sham1> I really do wonder how the human race has survived this far with having people not realise that "dihydrogen monoxide" is water
L925[07:28:42] <sham1> Some people not realise*
L926[07:28:52] <ghz|afk> Intektor: if you want it to stop from re-swinging when the nbt changes
L927[07:28:55] <ghz|afk> I did do that in my mod
L928[07:29:01] <ghz|afk> it's not pretty.
L929[07:29:14] <Intektor> i don't case :
L930[07:29:16] <Intektor> care :D
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L933[07:29:47] <ghz|afk> Intektor: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/TickEventWandControl.java
L934[07:29:57] <ghz|afk> ignore the name
L935[07:30:02] <ghz|afk> that file has two purposes
L936[07:30:15] <ghz|afk> first, the spell input
L937[07:30:31] <ghz|afk> (while in use, the hotbar slots become spell input keys)
L938[07:30:49] <ghz|afk> and the second, is to avoid reequip/reswing when NBT changes
L939[07:31:19] <ghz|afk> if you take that code and remove everything that makes use of the key interceptors
L940[07:31:28] <ghz|afk> what remains should be the reswing prevention
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L943[07:32:40] <Intektor> hm
L944[07:32:45] <Intektor> is this only client side?
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L946[07:33:13] <Subaraki> ghz|afk, sham1 , i got a modfile, with @mod annotation, right ? and when i launch the game, it detects forge, mcp, etc, but not my mod
L947[07:33:21] <Subaraki> aaha, whispy is here !
L948[07:33:26] <Subaraki> she has the linix problem ^
L949[07:33:31] <sham1> Show your repository and how it is laid out
L950[07:33:31] <Subaraki> linux *
L951[07:33:43] <Subaraki> it works for me really x)
L952[07:33:48] <Subaraki> she just cloned my git
L953[07:33:59] <sham1> One does not simply clone git
L954[07:34:07] <sham1> One clones a repository using git
L955[07:34:08] <sham1> But not git
L956[07:34:12] <Subaraki> xD
L957[07:34:14] <Subaraki> sorry, my bad x)
L958[07:34:16] <sham1> If we want to be pedantic
L959[07:34:36] <Subaraki> you can be pedantic all you want ^w^
L960[07:35:07] <Subaraki> wait, whisp can't talk in this channel ? ._.
L961[07:35:46] <sham1> They are using webchat
L962[07:35:54] <sham1> WebChats are muted.
L963[07:36:00] <sham1> From the /topic
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L965[07:37:36] <Naiten> is there a way to force the client to reload my assests (.json forgeblockstates especially) without actually restarting it? for development purposes
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L967[07:38:26] <luacs1998> sham1, yep /r/pokemongodev
L968[07:38:42] <raoulvdberge> Naiten: yup in intellij press ctrl f9 and do F3+T ingame
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L970[07:41:19] <Naiten> raoulvdberge, you da reel mvp!
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L973[07:46:57] <BordListian> >recursive fonts
L974[07:47:01] <BordListian> what fresh hell is this
L975[07:47:29] <sham1> Wait until you hear about turing complete fonts
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L977[07:49:11] <BordListian> >music notation is turing complete
L978[07:49:20] <BordListian> well then
L979[07:49:32] <ghz|afk> uhm
L980[07:49:43] <ghz|afk> I don't believe music notation has the facility to write values?
L981[07:50:06] <BordListian> http://programmers.stackexchange.com/questions/136085/is-musical-notation-turing-complete/136179#136179
L982[07:50:16] <sham1> The pressure changes in a medium ;)
L983[07:50:28] <sham1> That could be said to be writing values to something
L984[07:50:29] <ghz|afk> sham1: but you don't read that as part of the notation
L985[07:50:37] <ghz|afk> "if someone is playing a B#7, do X"
L986[07:50:57] <diesieben07> "The John Cage instruction"
L987[07:50:59] <diesieben07> i'm dying
L988[07:51:02] <BordListian> CSS is apparently also turing complete
L989[07:51:19] <ghz|afk> ahhh
L990[07:51:27] <sham1> CSS3 paired with HTML5
L991[07:51:30] <ghz|afk> they ADD a "turning fork" instruction that knows if something is being played
L992[07:51:31] <ghz|afk> pff
L993[07:51:33] <ghz|afk> cheaters.
L994[07:51:57] <sham1> C++ templates are turing complete
L995[07:52:03] <diesieben07> uh
L996[07:52:08] <sham1> Yes they are
L997[07:52:14] <diesieben07> i would do the musical notation stuff differently
L998[07:52:22] <diesieben07> if it sounds good in the end => true
L999[07:52:25] <diesieben07> if it sounds shit => false
L1000[07:52:34] <Subaraki> SO, i've read up on capabilties
L1001[07:52:40] <diesieben07> Quantum computing 2.0
L1002[07:52:45] <diesieben07> now based on personal opinion
L1003[07:52:54] <Subaraki> and I do not know now how I need to register my class that extends itemstackhandler
L1004[07:52:56] <Subaraki> o.O
L1005[07:53:00] <ghz|afk> what
L1006[07:53:11] <ghz|afk> that means you did not understand capabilities, lol
L1007[07:53:14] <diesieben07> Subaraki, you make a field of type Capability<YourClass>
L1008[07:53:15] <BordListian> also, here's CSS3
L1009[07:53:16] <BordListian> http://my-codeworks.com/blog/2015/css3-proven-to-be-turing-complete
L1010[07:53:16] <diesieben07> static
L1011[07:53:20] <Subaraki> yeah, i said i just read them x)
L1012[07:53:21] <diesieben07> you put @CapabilityInject on it
L1013[07:53:28] <diesieben07> then you call CapabilityManager.register
L1014[07:53:40] <BordListian> apparently the mov instruction in x86 is also turing complete
L1015[07:53:42] <ghz|afk> Subaraki: what are you trying to do?
L1016[07:53:51] <diesieben07> your mom is turing complete
L1017[07:53:57] <Subaraki> register it.
L1018[07:54:01] <ghz|afk> no I mean
L1019[07:54:04] <Subaraki> this is th eclass
L1020[07:54:04] <diesieben07> > then you call CapabilityManager.register
L1021[07:54:04] <Subaraki> public class RpgPlayerInventory extends ItemStackHandler implements ICapabilityProvider, INBTSerializable<NBTTagCompound>{
L1022[07:54:04] <Subaraki>
L1023[07:54:08] <ghz|afk> are you creating your own capability?
L1024[07:54:09] <diesieben07> oh god
L1025[07:54:23] <diesieben07> dont implement ICapProvider on the capabiulity itself...
L1026[07:54:26] <ghz|afk> Subaraki: that looks wrond in many levels
L1027[07:54:28] <Subaraki> okay .8.
L1028[07:54:30] <ghz|afk> wrong*
L1029[07:54:32] <Subaraki> yeah, ikr !
L1030[07:54:35] <ghz|afk> Subaraki: as I said
L1031[07:54:38] <ghz|afk> WAHT areyou trying to achieve?
L1032[07:54:39] <diesieben07> the provider is what *provides* the capability
L1033[07:54:41] <ghz|afk> WHAT*
L1034[07:54:52] <Subaraki> an extended player inventory D:
L1035[07:55:03] <ghz|afk> okay
L1036[07:55:06] <diesieben07> you need ICapabilityProvider + INBTSerializable on a different class
L1037[07:55:08] <Subaraki> so basicly an iextendedentityproperties, but for 1.9+
L1038[07:55:13] <ghz|afk> so you want to have your own capability, that has stacks in it
L1039[07:55:16] <diesieben07> which you then regisrter using AttachCapabilitiesEvent
L1040[07:55:35] <Subaraki> but i extend itemstackhandler ? :s
L1041[07:55:39] <ghz|afk> Subaraki: do not
L1042[07:55:42] <Subaraki> okay ._.
L1043[07:55:44] <ghz|afk> you'll have your ItemStackHandler inside
L1044[07:55:45] <ghz|afk> as a field
L1045[07:55:47] <ghz|afk> it's easier that way
L1046[07:55:58] <ghz|afk> less headaches and confusion
L1047[07:56:11] <ghz|afk> make your class, any random class
L1048[07:56:32] <ghz|afk> class InventoryExtension { public ItemStackHandler getAddedSlots() }
L1049[07:56:47] <ghz|afk> then
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L1052[07:57:03] <ghz|afk> you'll want a static field to hold the reference to the capability itself
L1053[07:57:16] <ghz|afk> @CapabilityInject(InventoryExtension.class)
L1054[07:57:19] <ghz|afk> Capability<InventoryExtension> INSTANCE;
L1055[07:57:23] <ghz|afk> do not give it a value, forge will.
L1056[07:57:31] <ghz|afk> then make some registration method or whatever you want
L1057[07:57:42] <ghz|afk> and call CapabilityManager.register
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L1059[07:57:56] <ghz|afk> with the appropriate data in the call
L1060[07:58:00] <ghz|afk> that's the capability part
L1061[07:58:08] <ghz|afk> nowyou want this capability to be attached to players
L1062[07:58:12] <ghz|afk> so
L1063[07:58:15] <ghz|afk> on the side
L1064[07:58:30] <ghz|afk> make an event handler for AttachCapabilityEvent.Entity
L1065[07:58:35] <ghz|afk> AttachCapabilities*
L1066[07:58:42] <ghz|afk> and in it
L1067[07:58:44] <Subaraki> yeah, read about the injection
L1068[07:58:50] <Subaraki> that was the simpelest part imo ._.
L1069[07:58:59] <Subaraki> but explain anyway ^w^
L1070[07:59:20] <ghz|afk> you will want to attach an ICapabilitySerializable<some NBT thing probrably NBTTagCompound>
L1071[07:59:39] <ghz|afk> (ICapabilitySerializable is ICapabilityProvider+INBTSerializable in one, useful for anonymous classes)
L1072[07:59:47] <Subaraki> ooh nice
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L1074[08:00:09] <ghz|afk> something like
L1075[08:00:11] <ghz|afk> ev.addCapability(KEY, new ICapabilitySerializable<NBTTagCompound>()
L1076[08:00:14] <ghz|afk> {
L1077[08:00:32] <ghz|afk> final IventoryExtension theInstance = new InventoryExtension();
L1078[08:00:48] <ghz|afk> final EntityPlayer thePlayer = (entityPlayer)ev.getEntity();
L1079[08:00:56] <ghz|afk> and then the implementaiton of the methods for the interface
L1080[08:00:57] <ghz|afk> }
L1081[08:01:18] <ghz|afk> eh nevermind the player line, that's not useful to you there
L1082[08:01:27] <ghz|afk> the interface will have 4 methods
L1083[08:01:29] <ghz|afk> hasCapability
L1084[08:01:42] <ghz|afk> where you'll return true only if the passed capability is == INSTANCE
L1085[08:01:56] <ghz|afk> getCapability where you'll return theInstance if the passed capability is == INSTANCE
L1086[08:02:10] <ghz|afk> and serializeNBT and deserializeNBT where you'll handle saving and loading of this data
L1087[08:02:22] <ghz|afk> and that's it.
L1088[08:02:27] <ghz|afk> that's all you need.
L1089[08:02:31] ⇦ Quits: covers1624_ (~covers162@ppp122-232-6.static.internode.on.net) (Ping timeout: 190 seconds)
L1090[08:02:51] <ghz|afk> jsut make sure that you only attach the capabilities to players
L1091[08:02:56] <ghz|afk> also
L1092[08:03:01] <ghz|afk> if you want to synchronize the data with the clients
L1093[08:03:04] <ghz|afk> that's a separate task ;P
L1094[08:03:10] <Naiten> why aren't hands rendered when the item has custom forgeblockstate? can that be fixed? http://i.imgur.com/XM7zzbV.png
L1095[08:03:21] ⇨ Joins: yopu (~yopu@184-89-191-67.res.bhn.net)
L1096[08:04:04] <TehNut> The hand isn't rendered if something is being held...
L1097[08:04:07] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-108-184.buckeyecom.net)
L1098[08:04:09] <BordListian> yeah
L1099[08:04:14] <BordListian> the hand doesn't render on any item
L1100[08:04:24] <zid> could anyone help? Say I want intellij to auto complete code from an api (if for example I want to use an interface of the Tesla power api), do I use the deobf-jar, or the normal jar as the library to import?
L1101[08:04:26] <TehNut> It's been like that since... forever?
L1102[08:04:43] <Naiten> sudden realization
L1103[08:04:50] <TehNut> zid: deobfCompile in your build.gradle instead of compile
L1104[08:04:52] <TehNut> Use the normal jar
L1105[08:04:57] <zid> thanks
L1106[08:04:59] <Naiten> BordListian, but maps?
L1107[08:05:01] <ghz|afk> Naiten: I dont' believe the hand ever exists in firstperson ;P
L1108[08:05:06] <TehNut> Naiten: Custom renderer
L1109[08:05:13] <Naiten> ah, okay
L1110[08:06:01] <Naiten> also, i guess i'll have to use custom renderer to make my item have different models in gui and in other views, right?
L1111[08:06:15] <TehNut> no, that's in the blockstate
L1112[08:06:28] <Naiten> erm, uh
L1113[08:06:45] <Naiten> a minute of silly questions from trainguy
L1114[08:07:54] <TehNut> ForgeBlockStateV1, search for something like "thirdperson" or "firstperson"
L1115[08:08:08] <TehNut> There's a bunch of possible values in a row
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L1117[08:08:25] <Naiten> TehNut, i have those, but they are under "transform" inside "inventory" variant
L1118[08:09:17] <TehNut> well, yeah? I guess I'm confused by the question
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L1120[08:09:38] <Subaraki> what does the T stand for ???
L1121[08:09:50] <TehNut> It's a generic
L1122[08:10:04] <Naiten> am i allowed to put "model" tag inside "transform"? that's not logical
L1123[08:10:07] <Subaraki> oky
L1124[08:10:08] <Subaraki> great
L1125[08:10:12] <ghz|afk> no you can't
L1126[08:10:15] <ghz|afk> you have to sue a custom model
L1127[08:10:21] <ghz|afk> with IPerspectiveAwareModel
L1128[08:10:23] <ghz|afk> use*
L1129[08:10:27] <TehNut> oh, *model*
L1130[08:10:31] <ghz|afk> thne oyu can return a different model for firstperson
L1131[08:12:36] <ghz|afk> or oyu know
L1132[08:12:42] <ghz|afk> you chould just transform it so that you only seep art of it
L1133[08:12:44] <ghz|afk> and not the hand
L1134[08:12:49] <ghz|afk> like it happens for everything else in the game
L1135[08:13:30] <Naiten> ghz|afk, oh, that's a good idea, thanks
L1136[08:13:34] <TehNut> Subaraki: http://tehnut.info/share/dLHdnEk1ae.txt
L1137[08:14:06] <Subaraki> i know that
L1138[08:14:16] <Subaraki> i just can't figure out what i'm doing wrong here
L1139[08:14:24] <Subaraki> i'm trying to register my class to capabilities
L1140[08:14:32] <TehNut> Ah
L1141[08:14:39] <Subaraki> myabe i need to read again what ghz wrote me
L1142[08:14:42] <Subaraki> might have missed something
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L1144[08:15:42] <Naiten> ghz|afk, wait. Actually, if i put 16 meter long model of the rail there, i can make it render good in hand, but not in the gui
L1145[08:15:51] <Naiten> gotta use IPerspectiveAwareModel :c
L1146[08:17:04] <ghz|afk> can't you jsut scale it down by a lot? ;P
L1147[08:17:08] <ghz|afk> it may look tiny, though ;P
L1148[08:17:32] <Subaraki> i got this ... but it tells me i'm wrong
L1149[08:17:32] <Subaraki> CapabilityManager.INSTANCE.register(RpgPlayerInventory.class, getStackHandler(), new RpgInventory());
L1150[08:17:34] <Subaraki> :s
L1151[08:17:48] <Subaraki> getstackhandler returns the ItemStackHandler
L1152[08:17:55] <ghz|afk> nop that's not how it works
L1153[08:17:56] <Subaraki> which is an IStorage, right ?
L1154[08:18:01] <ghz|afk> no
L1155[08:18:05] <Subaraki> god darnit
L1156[08:18:10] <ghz|afk> the second parameter should be a custom IStorage class
L1157[08:18:13] <Subaraki> oooh
L1158[08:18:15] <ghz|afk> that, in your case, doesn't needto do anything
L1159[08:18:17] <ghz|afk> and the last parameter
L1160[08:18:21] <ghz|afk> shoudl be a custom factory class
L1161[08:18:25] <diesieben07> it should do something ...
L1162[08:18:27] <ghz|afk> that in your case, doesn't need to do anything
L1163[08:18:37] <ghz|afk> it's an internal capability, not for public use, fuck the default instance system
L1164[08:18:43] <diesieben07> if done properly the IStorage saves, the ICapabilitySerializable just delegates :PÜ
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L1166[08:19:11] <ghz|afk> sure
L1167[08:19:17] <ghz|afk> you can move the code from ICapabilitySerializable into the IStorage
L1168[08:19:22] <ghz|afk> and the constructor into the factory
L1169[08:19:34] <ghz|afk> the result is idential, since no one is meant to call getdefaultinstance
L1170[08:19:46] <ghz|afk> so I'd rather have those methods throw an exception
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L1172[08:19:53] <diesieben07> :D
L1173[08:20:43] ⇨ Joins: Hawaii_Beach (~Hawaii_Be@c80-216-156-69.bredband.comhem.se)
L1174[08:21:13] * Subaraki 's head explodes
L1175[08:21:17] <ghz|afk> I understand why it exists, but it simply does not fit with Capabilties that exist only as replacements for IEEPs
L1176[08:21:33] <Subaraki> IStorage<T> what does it have to be D:
L1177[08:21:47] <diesieben07> empty
L1178[08:21:55] <LatvianModder> does it?
L1179[08:22:01] <diesieben07> in this case, yes.
L1180[08:22:04] <ghz|afk> Subaraki: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellcastEntityData.java#L190,L203
L1181[08:22:07] <ghz|afk> look at that one
L1182[08:22:09] <Subaraki> "Incorrect number of arguments for type Capability.IStorage; it cannot be parameterized with arguments <>"
L1183[08:22:13] <ghz|afk> that's how I did it
L1184[08:22:22] <LatvianModder> well it cant be null
L1185[08:22:27] <LatvianModder> it just has to be empty
L1186[08:22:29] <ghz|afk> no but it can be a noop
L1187[08:22:33] <Subaraki> () -> null
L1188[08:22:35] <Subaraki> dafuq ? ._.
L1189[08:22:38] <ghz|afk> java8
L1190[08:22:46] <ghz|afk> that's a lambda
L1191[08:22:47] <ghz|afk> ;P
L1192[08:23:01] <LatvianModder> that means new Callable<T>() { T call() { return null; } }
L1193[08:23:03] <LatvianModder> I think
L1194[08:23:12] <ghz|afk> https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/storage/PrivateInventoryCapability.java#L25,L45
L1195[08:23:12] <LatvianModder> all that shortened to () -> null
L1196[08:23:15] <ghz|afk> this one doesn't use lambdas
L1197[08:23:26] <ghz|afk> LatvianModder: lambdas can compile into *any* single-method interface
L1198[08:23:28] <ghz|afk> not just callable
L1199[08:23:35] <LatvianModder> I know, but in this case
L1200[08:23:47] <LatvianModder> I think capabilities use Callable there
L1201[08:23:53] <ghz|afk> yep
L1202[08:24:08] <LatvianModder> I use lambas all da time now
L1203[08:24:10] <ghz|afk> Subaraki: see my other link up there
L1204[08:24:13] <Subaraki> but can i save data in there ? because it's an inventory? and i need it to be saved
L1205[08:24:16] <LatvianModder> soooo useful for registries
L1206[08:24:21] <ghz|afk> Subaraki: you could
L1207[08:24:29] <ghz|afk> but you can just do it in the serializeNBT method in your ICapabilitySerializable
L1208[08:24:33] <LatvianModder> yes, your capabilitiy provider has to implement INBTSerializable
L1209[08:24:39] <LatvianModder> or that ^
L1210[08:24:50] <zid> hmm Error:Could not GET 'https://libraries.minecraft.net/net/darkhax/tesla/Tesla/1.10.2-1.2.1.42/Tesla-1.10.2-1.2.1.42.pom'. Why does it use the libraries.minecraft? and not the maven repository I defined in repositories {}?
L1211[08:25:04] <ghz|afk> Subaraki: this is how a GOOD capability looks like
L1212[08:25:04] <ghz|afk> https://github.com/gigaherz/CapabilityCore/blob/master/src/main/java/gigaherz/capabilities/api/energy/CapabilityEnergy.java
L1213[08:25:10] <ghz|afk> zid: it's a fallback
L1214[08:25:16] <ghz|afk> when something isn't found in another repository
L1215[08:25:21] <LatvianModder> I usualy prefer to have an external Storage class, which I use for both registry and cap provider, so its less data mixup, just in case
L1216[08:25:23] <ghz|afk> it eventually reaches the librearies.minecraft.net url
L1217[08:25:26] <ghz|afk> which is misconfigured
L1218[08:25:27] <zid> allright, must've messed up somewhere, thank you
L1219[08:25:30] <ghz|afk> and returns a wrong error
L1220[08:25:48] <ghz|afk> LatvianModder: check the Capabilityenergy link ;P
L1221[08:26:15] <LatvianModder> I do similar
L1222[08:26:37] <LatvianModder> expect i have enum Storage implements ...<>, INSTANCE;
L1223[08:26:54] <ghz|afk> ewh.
L1224[08:27:18] <LatvianModder> it looks nicer than public static final T t = new T();
L1225[08:27:47] <ghz|afk> sure
L1226[08:27:50] <ghz|afk> but it's still semantically ugly
L1227[08:27:56] <ghz|afk> it's like using tables for layout, in html
L1228[08:28:06] <diesieben07> uhm
L1229[08:28:10] <diesieben07> enum singletons are fine :P
L1230[08:28:14] <diesieben07> they are even in effective java :P
L1231[08:28:18] <ghz|afk> no they are ugly, they don't enumerate anything ;P
L1232[08:28:26] <ghz|afk> I don't care what other people think
L1233[08:28:32] <diesieben07> lol
L1234[08:28:36] <zid> ghz|afk, https://gyazo.com/ec4164fb6dbac8d1e627ea42f42c91b4 is that not how it's supposed to look?
L1235[08:28:52] <Naiten> why? why not? http://i.imgur.com/0iLBJ6n.png http://i.imgur.com/shNX9so.png
L1236[08:28:53] <ghz|afk> no zid
L1237[08:28:59] <ghz|afk> the buildscript repositories are only for plugins
L1238[08:29:06] <ghz|afk> your added ones for dependencies go outside buildscript
L1239[08:29:14] <zid> ah, I see!
L1240[08:29:25] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle#L19
L1241[08:29:27] <ghz|afk> like that
L1242[08:29:38] *** TTFT|Away is now known as TTFTCUTS
L1243[08:29:55] <LatvianModder> Naiten: compensating something there, eh? :P
L1244[08:30:42] <Naiten> LatvianModder, y just -______-
L1245[08:30:48] <Naiten> u*
L1246[08:30:53] ⇨ Joins: cpup (~cpup@32.218.113.98)
L1247[08:31:26] <LatvianModder> :3
L1248[08:31:29] <zid> you've been a great help! Is it then still neccesary to put the jar in the ./libs folder or does maven take care of that?
L1249[08:31:34] <Intektor> I dont want that the player can break blocks with my item, just like with the sword in creative mode, but with my item also in survival mode
L1250[08:32:12] <ghz|afk> zip: nope maven will link it for you
L1251[08:32:15] <LatvianModder> you dont, it will take care of it
L1252[08:32:33] <LatvianModder> it puts it in userhome/.gradle/cache/<very long path here>/tesla.jar
L1253[08:32:53] <LatvianModder> but it automatically links it with idea and while building, so you are good
L1254[08:33:09] <zid> great!
L1255[08:33:15] ⇦ Quits: CoderPuppy (~cpup@32.218.112.253) (Ping timeout: 192 seconds)
L1256[08:34:10] <Hawaii_Beach> so.. how do you modify what drops when you mine a block?
L1257[08:34:34] <Hawaii_Beach> onBlockHarvested?
L1258[08:35:03] <LatvianModder> getDrops
L1259[08:35:04] <Hawaii_Beach> for example: when i drop x block i want it to drop something else
L1260[08:35:06] <RANKSHANK> List<ItemStack> getDrops
L1261[08:35:12] <ghz|afk> your own block, or another block?
L1262[08:35:23] <LatvianModder> or you can just check how BlockMinable does it
L1263[08:35:31] <LatvianModder> or was it BlockOre? I can never remember
L1264[08:35:32] <Hawaii_Beach> i would like the block to drop itself + a item
L1265[08:35:39] <ghz|afk> yes so
L1266[08:35:39] <LatvianModder> oh + something else
L1267[08:35:45] <ghz|afk> your own block, or someone else's
L1268[08:35:46] <LatvianModder> then yeah, check BlockFurnace
L1269[08:35:57] <ghz|afk> I feel ignored.
L1270[08:36:06] <LatvianModder> lol
L1271[08:36:17] <Hawaii_Beach> ghz: <3
L1272[08:36:29] <ghz|afk> incidently
L1273[08:36:29] <LatvianModder> public void breakBlock(World worldIn, BlockPos pos, IBlockState state)
L1274[08:36:30] *** ghz|afk is now known as gigaherz
L1275[08:36:46] <gigaherz> well given that you don't want to answer my question
L1276[08:36:50] <gigaherz> i'll just let other people help you.
L1277[08:37:07] ⇦ Quits: whispy (~whisp@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr) (Read error: Connection reset by peer)
L1278[08:37:29] <LatvianModder> what does that even mean, someone else's block? it doesnt really matter, does it?
L1279[08:37:42] <gigaherz> LatvianModder: of course it matters
L1280[08:37:46] <gigaherz> if it's your own block
L1281[08:37:48] <gigaherz> you just override getDrops
L1282[08:38:07] <gigaherz> if it's someone else's block you need the BlockEvent.HarvestDropsEvent
L1283[08:38:10] <LatvianModder> Oh like the block where its dropped From
L1284[08:38:19] <Hawaii_Beach> decide already
L1285[08:38:20] <LatvianModder> I though you were talking about the extra item dropped
L1286[08:38:28] <gigaherz> Hawaii_Beach: no YOU DECIDE
L1287[08:38:34] <gigaherz> is it your own block that you are creating
L1288[08:38:37] <Hawaii_Beach> YES
L1289[08:38:44] <gigaherz> WELL WHY DIDIN'T YOU ANSWER THEN?
L1290[08:38:44] <Hawaii_Beach> and YES the item is mine too
L1291[08:38:46] <gigaherz> XD
L1292[08:38:52] <Hawaii_Beach> because you've mindfucked me with stuff
L1293[08:38:56] <Hawaii_Beach> lol
L1294[08:38:59] <LatvianModder> then either getDrops or breakBlock
L1295[08:39:03] <gigaherz> all I didwas ask you if it was your own block!
L1296[08:39:04] <gigaherz> ;p
L1297[08:39:12] <Hawaii_Beach> i answered?
L1298[08:39:22] <gigaherz> no you did not
L1299[08:39:24] <gigaherz> not until now
L1300[08:39:25] <LatvianModder> "Hawaii_Beach> ghz: <3"
L1301[08:39:37] <Hawaii_Beach> oh
L1302[08:39:40] <Hawaii_Beach> ok maybe not
L1303[08:39:43] <LatvianModder> lol
L1304[08:39:45] <Hawaii_Beach> because i was testing lavtians stuff
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L1306[08:40:46] <gigaherz> so
L1307[08:40:47] <gigaherz> to clarify
L1308[08:40:52] <gigaherz> you want your block to drop different things
L1309[08:40:57] <gigaherz> depending on which item was used?
L1310[08:41:12] <Hawaii_Beach> no not depending on whatever item
L1311[08:41:42] <gigaherz> and, should it always drop, or only when harvesting?
L1312[08:42:01] <Hawaii_Beach> yes drop when mined
L1313[08:42:06] <gigaherz> (you know how stone can be broken with the hand, but it doesn't drop anything? that's broken, but not harvested)
L1314[08:42:13] <Hawaii_Beach> well harvested only*
L1315[08:42:17] <gigaherz> okay then
L1316[08:42:19] <Hawaii_Beach> yeah just thought about it
L1317[08:42:27] <gigaherz> breakBlock won't do
L1318[08:42:29] <gigaherz> and oyu said
L1319[08:42:35] <gigaherz> it should always drop when harvested?
L1320[08:42:38] <gigaherz> then override getDrops
L1321[08:42:45] <Hawaii_Beach> aight
L1322[08:42:53] <gigaherz> capp super first
L1323[08:42:57] <gigaherz> and then the returned list
L1324[08:43:00] <gigaherz> call .add on it
L1325[08:43:07] <gigaherz> with your extra item
L1326[08:43:46] <Hawaii_Beach> aight
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L1328[08:44:04] <Hawaii_Beach> "The method add(ItemStack) in the type List<ItemStack> is not applicable for the arguments (Item)"
L1329[08:44:11] <gigaherz> well
L1330[08:44:14] <Hawaii_Beach> i guess new ItemStack?
L1331[08:44:15] <gigaherz> you need an itemstakc, lol
L1332[08:44:26] <gigaherz> the Item class
L1333[08:44:30] <gigaherz> is only a manager for the itemstacks
L1334[08:44:39] <gigaherz> for any other use, you'll be using itemstacks
L1335[08:44:45] <Hawaii_Beach> oh
L1336[08:45:42] <gigaherz> (similarly, Block is only a manager for the blocks, the blocks themselves are stored as numeric IDs in the world grid, or as ItemStacks with an ItemBlock, while not in the world grid)
L1337[08:45:47] <Koward> Gentlemen, what would be your best bet to change the movement of entities in flowing water ?
L1338[08:46:06] <gigaherz> on vanilla water? hmm
L1339[08:46:24] <gigaherz> there's a LivingUpdateEvent
L1340[08:46:29] <BordListian> how the fuck can i have all these missing variants if they're right here in this blockstate json
L1341[08:46:31] <gigaherz> you chould check if the EntityLiving is in water
L1342[08:46:38] <BordListian> driving me nut
L1343[08:46:39] <Koward> Okay, that simple.
L1344[08:46:40] <BordListian> s
L1345[08:46:46] <Koward> Thank you giga.
L1346[08:47:14] <gigaherz> BordListian: I'm sure it's something silly ;P
L1347[08:47:24] <Koward> Now harder : it's not a living entity
L1348[08:47:33] <Koward> But a tossed item :D
L1349[08:47:39] <gigaherz> YOUR item?
L1350[08:47:45] <gigaherz> or any item?
L1351[08:47:48] <Koward> No, any item.
L1352[08:48:06] <Koward> Tho there is something in Item for that ?
L1353[08:48:22] <BordListian> it's probably something silly
L1354[08:48:35] <BordListian> like spelling pcb as pbc or something
L1355[08:48:41] <gigaherz> there's an onEntityItemUpdate or whatever it was
L1356[08:48:47] <gigaherz> in the Item class
L1357[08:48:52] <gigaherz> but I don't think it has an event
L1358[08:49:04] <zid> gigaherz, mind helping me one more time? It looks like I'm almost there, maven downloaded the jar correctly and after a quick search I found it in .gradle/... as well, but it doesn't seem to be linked correctly, it keeps searching in my project, and not in the gradle folder https://gyazo.com/73def56052ebd386477efad80ee72a97
L1359[08:49:36] <gigaherz> zid: did you click the blue refresh icon on the gradle panel?
L1360[08:49:43] <zid> yeah
L1361[08:49:43] <Koward> I may have to let the dark side flow again and become Captain Hook in this case
L1362[08:50:00] <zid> when removing the dependency everything runs fine
L1363[08:50:05] <gigaherz> hmmm
L1364[08:50:17] <gigaherz> it worked for me so dunno
L1365[08:50:27] <zid> hmm, I'll google some more, see if anything pops up
L1366[08:50:32] <gigaherz> yo ucould try running the clean task
L1367[08:50:36] <gigaherz> and re-running setupDecompWorkspace
L1368[08:50:40] <zid> will do
L1369[08:50:44] <gigaherz> and refreshing the gradle project again
L1370[08:50:48] <gigaherz> but dunno if it will make any difference
L1371[08:53:18] <BordListian> "north=false,east=false,south=false,west=false"
L1372[08:53:24] <BordListian> this is a valid variant name, right?
L1373[08:53:56] <BordListian> i don't have to sort the properties by name do i
L1374[08:53:57] <Hawaii_Beach> moment of truth
L1375[08:54:47] <gigaherz> no BordListian
L1376[08:54:52] <gigaherz> it has to be sorted alphabetically
L1377[08:54:57] <gigaherz> east first, then north
L1378[08:55:32] <BordListian> are you fucking with me
L1379[08:55:36] <BordListian> or is this really
L1380[08:55:39] <BordListian> rrrgh
L1381[08:55:54] <zid> gigaherz, got it working, was a dumb mistake on my part
L1382[08:55:58] <gigaherz> :)
L1383[08:56:27] <zid> I forgot to change my folder structure to the folder structure I put in my group = "" in build.gradle
L1384[08:56:28] <Subaraki> <ghz|afk> ev.addCapability(KEY, new ICapabilitySerializable<NBTTagCompound>()
L1385[08:56:32] <Subaraki> where does the KEY come from ?
L1386[08:56:35] <Subaraki> why a resourcelocation ?
L1387[08:57:06] <gigaherz> to uniquely identify your capability
L1388[08:57:08] <gigaherz> from otherp eople's
L1389[08:57:32] <gigaherz> it's just something you need when attaching providers
L1390[08:57:38] <BordListian> this is truly stupid if it works
L1391[08:57:42] <gigaherz> to uniquely identify your capability provider* from others
L1392[08:57:58] <gigaherz> BordListian: minecraft always sorts the variant strings alhabetically, that's how it is.
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L1394[08:58:57] <Subaraki> does it have to be an existing resource ??
L1395[08:59:02] <Subaraki> or is it just the string that matters ?
L1396[08:59:29] <Subaraki> and this shit is all over the place
L1397[08:59:34] <gigaherz> no just a string
L1398[08:59:36] <Subaraki> nothing is in the same class
L1399[08:59:41] <Subaraki> saving is another class
L1400[09:00:02] <Hawaii_Beach> http://pastebin.com/TkJuzP2v OK code i guess
L1401[09:00:03] <Subaraki> the binding gets the ICapabilitySerializable
L1402[09:00:08] <Subaraki> i mean wtf
L1403[09:00:18] <gigaherz> that's because when you attach things
L1404[09:00:23] <gigaherz> you could provide more than one capability
L1405[09:01:02] <gigaherz> yes, for most cases, you'd only provide one
L1406[09:01:07] <gigaherz> but if you happen to need to provide 2
L1407[09:01:11] <gigaherz> then you'd have to attach twice
L1408[09:01:14] <gigaherz> which would make the result slower
L1409[09:01:23] <gigaherz> since forge has to iterate through the attached providers
L1410[09:01:34] <gigaherz> so the least attached things, the better
L1411[09:02:21] <TehNut> Hawaii_Beach: no
L1412[09:02:32] <TehNut> Do not create a new ItemBlock
L1413[09:02:35] <Hawaii_Beach> yea you don't wanna spawn the itemblock
L1414[09:02:52] <TehNut> No, you do. You *don't* want to create a new ItemBlock instance
L1415[09:03:04] <Hawaii_Beach> Item.getItemFromBlock() ?
L1416[09:03:15] <TehNut> Yes
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L1419[09:04:13] <Hawaii_Beach> takes to long to run debugging clients..
L1420[09:04:20] <Hawaii_Beach> even with 4gb of ram dedicated
L1421[09:04:34] <gigaherz> what cpu?
L1422[09:04:42] <Hawaii_Beach> 4690k
L1423[09:05:05] <gigaherz> I have a 3770k, and it's not THAT slow
L1424[09:05:12] <Hawaii_Beach> gonna steal my dads i7 some day :D
L1425[09:05:22] <gigaherz> maybe because of my time in the ReactOS project
L1426[09:05:28] <gigaherz> where it takes around 5 minutes to test a little change ;P
L1427[09:05:41] <Hawaii_Beach> dud i really need to buy a new cpu cooler so i can do some overclocking
L1428[09:05:59] <gigaherz> it won't matter
L1429[09:06:11] <gigaherz> most of the time spent loading is reading files andstitching the atlas
L1430[09:06:28] <Hawaii_Beach> not oc'ing to debug minecraft faster lol
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L1432[09:06:40] <Hawaii_Beach> apparently my cpu is 100% when playing games at ultra
L1433[09:06:50] <Hawaii_Beach> my gpu cannot fully utilize itself
L1434[09:06:58] <Hawaii_Beach> i'm still using the stock cooler
L1435[09:07:12] <Lord_Ralex> i don't think OCing will get you enough of a boost there
L1436[09:07:26] <Lord_Ralex> although surprised those games max the cpu out... but not the gpu
L1437[09:07:34] <Hawaii_Beach> well it does, already tested on another system with same specs
L1438[09:07:44] <Hawaii_Beach> yeah weird
L1439[09:07:49] <Hawaii_Beach> well not really
L1440[09:07:54] <Subaraki> why on earth can i not call a super ???
L1441[09:08:23] <gigaherz> uh?
L1442[09:08:25] <gigaherz> where?
L1443[09:08:28] <Subaraki> http://paste.ubuntu.com/22449634/
L1444[09:08:43] <Subaraki> https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/#exposing-a-capability
L1445[09:08:45] <Lord_Ralex> i just have a slight OC on my 4690k, even with a (meh) water cooler
L1446[09:08:45] <gigaherz> becuse there's no super in an interface
L1447[09:08:47] <Subaraki> documentation says i should
L1448[09:08:56] <gigaherz> whenyou override it on the TileEntity or Entity itself
L1449[09:09:00] <gigaherz> if it's an ICapabilityProvider
L1450[09:09:02] <gigaherz> there's no super
L1451[09:09:04] <gigaherz> just return false/null
L1452[09:09:09] <Subaraki> okay
L1453[09:10:21] <Subaraki> i'm starting to hate these capabilities
L1454[09:10:25] <Subaraki> there's no consistency
L1455[09:10:32] <Subaraki> and i call new instances about everywhere
L1456[09:10:33] <Subaraki> wtf
L1457[09:10:43] <gigaherz> what's wrong with it?
L1458[09:10:51] <Subaraki> then again, i'm a java nub, but this doesnt seem like it's proper
L1459[09:11:00] <gigaherz> everything capabilities do, they do for a reason
L1460[09:11:06] <gigaherz> sure
L1461[09:11:12] <gigaherz> for YOUR situation, they are overkill
L1462[09:11:19] <gigaherz> but keep in mind
L1463[09:11:25] <gigaherz> capabilities are not just as replacement for IEEP
L1464[09:11:29] <gigaherz> they have a lot more uses
L1465[09:11:36] <Subaraki> yeah, indeed ...
L1466[09:11:41] <gigaherz> capabilities are a unified system for adding things to things
L1467[09:12:04] <gigaherz> so I have to disagree with consistency: the whole purpose of them is to add flexibility and consistency
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L1469[09:12:30] <Subaraki> i just don't have an easy overview of them
L1470[09:12:34] <gigaherz> yeah
L1471[09:12:44] <Subaraki> which is sad :/
L1472[09:12:49] <gigaherz> but my attempt at it wasn't too successful
L1473[09:12:50] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Caps.png
L1474[09:12:52] <Subaraki> i wish i could ram all of those classes in one
L1475[09:12:55] <Koward> They are closer to an entity component system view than standard hierarchy way MC uses
L1476[09:13:02] <gigaherz> Subaraki: that wouldn't improve anything
L1477[09:13:06] <gigaherz> it would just make it all messier
L1478[09:13:11] <gigaherz> each class has its own purpose
L1479[09:13:22] <gigaherz> and when all the individual things work together, the capability just works
L1480[09:14:29] <Hawaii_Beach> how about if the user has a silk touch pickaxe?
L1481[09:15:37] <Koward> I'd say he's right about it not being consistent. It is fundamentally different than the rest of the organisation.
L1482[09:15:49] <Koward> But IMHO it's far better.
L1483[09:16:22] <Subaraki> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/spells/SpellcastEntityData.java#L218
L1484[09:16:27] <Subaraki> and how does that even work ^ ??
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L1486[09:17:55] <BordListian> is EnumFacing not a constant?
L1487[09:18:08] <BordListian> can't switch it :v
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L1489[09:19:05] <Subaraki> do i need both ICapabilitySerializable and Istorage ??
L1490[09:19:10] <Subaraki> or are those basicly the same ???
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L1492[09:19:48] <Subaraki> why do i need two things saving data ?
L1493[09:19:52] <Subaraki> im so confused D:
L1494[09:20:44] <TehNut> BordListian: Code? I can switch it just fine
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L1498[09:26:47] <gigaherz> Subaraki: look
L1499[09:26:55] <gigaherz> not all capabilities need an ICapabilityProvider
L1500[09:26:59] <gigaherz> in fact
L1501[09:27:06] <gigaherz> users of a capability may not even know how to save and load
L1502[09:27:08] <gigaherz> so
L1503[09:27:18] <gigaherz> in order to provide a central way to have a save/load feature
L1504[09:27:26] <gigaherz> they included the IStorage system
L1505[09:27:35] <Subaraki> but i need it to register it ??
L1506[09:27:38] <gigaherz> yes
L1507[09:27:41] <Subaraki> in the event stuff
L1508[09:27:47] <gigaherz> what
L1509[09:27:54] <Subaraki> event.addCapability(RpgPlayerInventory.PROP_KEY, new SerializableInventory());
L1510[09:27:54] <gigaherz> the IStorage is only used in the .register call
L1511[09:27:57] <Subaraki> to bind it to the player
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L1513[09:28:02] <gigaherz> you don't care about IStorage anywhere else
L1514[09:28:24] <electrolitic> I must be losing my mind: itemStackHandler.getStackInSlot(0) = null; My IDE tells me "Variable expected"
L1515[09:28:35] <Subaraki> what about iCapabailitySerializable ?
L1516[09:28:43] <gigaherz> electrolitic: that's not valid Java
L1517[09:28:43] <Subaraki> i dont need it when i have istorage ?
L1518[09:28:50] <electrolitic> ???
L1519[09:28:51] <Subaraki> just icapabilityprovider ?
L1520[09:28:52] <gigaherz> you can't assign to a function's return value
L1521[09:29:13] <electrolitic> oh
L1522[09:29:16] <gigaherz> Subaraki: what
L1523[09:29:19] <gigaherz> yes you do need it
L1524[09:29:25] <gigaherz> IStorage DOES NOT REPLACE ICapabilityProviders
L1525[09:29:28] <gigaherz> it's an extra
L1526[09:29:33] <gigaherz> for when you don't have them
L1527[09:29:40] <gigaherz> they server different purposes
L1528[09:29:48] <gigaherz> yo uare confusing yourself
L1529[09:29:51] <Subaraki> YES
L1530[09:29:54] <Subaraki> i am
L1531[09:29:55] <Subaraki> very much
L1532[09:30:02] <Subaraki> i feel like crying tbh
L1533[09:30:11] <Subaraki> i have a hard time understanding this, mostly the why
L1534[09:30:22] <Subaraki> but i'm getting closer
L1535[09:30:29] <Subaraki> so imagine i have istorage
L1536[09:30:35] <Subaraki> in which i do nbt stuff
L1537[09:30:39] <gigaherz> yes
L1538[09:30:47] <Subaraki> i dont need iCapabailitySerializable then
L1539[09:30:52] <gigaherz> yes you do
L1540[09:30:53] <Subaraki> just iCapabailityProvider
L1541[09:30:57] <gigaherz> because IStorage isnot called automatically
L1542[09:31:01] <gigaherz> it's a "tool"
L1543[09:31:02] <Subaraki> ooh
L1544[09:31:03] <gigaherz> that you can use
L1545[09:31:08] <gigaherz> the idea is
L1546[09:31:15] <gigaherz> your ICapabilitySerializable
L1547[09:31:16] <Subaraki> so i need to make a call to the Istorage in the iCapabailitySerializable for the nbt
L1548[09:31:19] <gigaherz> has serializeNBT
L1549[09:31:26] <Subaraki> ^ yes indeed
L1550[09:31:28] <gigaherz> you CAN call ISNTANCE.writeNBT from it
L1551[09:31:35] <BordListian> TehNut, which java version are you using?
L1552[09:31:43] <Subaraki> yes, i do
L1553[09:31:49] <gigaherz> writeNBT
L1554[09:31:50] <TehNut> I have 8 installed, my project is set to 6
L1555[09:31:50] <Subaraki> so IStorage isnt called automaticly, i need to do it
L1556[09:31:53] <gigaherz> yup
L1557[09:31:54] <BordListian> weird
L1558[09:32:02] <Subaraki> yay ! i understand more \o/
L1559[09:32:03] <Subaraki> thanks x)
L1560[09:32:22] <gigaherz> the IStorage
L1561[09:32:28] <gigaherz> ends up stored inthe Capability<T> instance
L1562[09:32:30] <gigaherz> you can then use
L1563[09:32:37] <gigaherz> INSTANCE.getStorage() to obtain it
L1564[09:32:43] <gigaherz> or directly call writeNBT/readNBT
L1565[09:32:46] <gigaherz> which call IStorage for you
L1566[09:33:17] <gigaherz> what forge does
L1567[09:33:27] <gigaherz> is call the ICapabilitySerializable methods when it wants to save/load
L1568[09:33:33] <gigaherz> it's up to you how to implement them
L1569[09:33:38] <gigaherz> you can forward to IStorage
L1570[09:33:42] <gigaherz> or you can write it all there
L1571[09:33:59] <gigaherz> or you can make your ExtendedInventory implement INBTSerializable
L1572[09:34:04] <gigaherz> and then call those methods
L1573[09:34:12] <masa> where do people usually add their TEs into whatever grids and network they use?
L1574[09:34:15] <Subaraki> so i can just save whenever i want myself ?
L1575[09:34:22] <masa> and then where do they remove them?
L1576[09:34:26] <Subaraki> like opening/closing the inventory
L1577[09:34:28] <gigaherz> not whenever
L1578[09:34:30] <Subaraki> i save manually
L1579[09:34:36] <gigaherz> no
L1580[09:34:43] <Subaraki> with instance.getStorage.read / write
L1581[09:34:47] <gigaherz> no
L1582[09:34:52] <gigaherz> those just return an NBT tag
L1583[09:34:52] <Subaraki> then dangit >_<
L1584[09:35:04] <gigaherz> you can only save when forge calls ICapabilitySerializable#serializeNBT
L1585[09:35:18] <gigaherz> forge will then write the returned NBT tag into the save data
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L1588[09:43:59] <BordListian> http://image.prntscr.com/image/76e82932f4ac4afe91f95e6f015fa71a.png
L1589[09:44:01] <BordListian> getting closer
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L1594[09:53:39] <Subaraki> gigaherz, what if i wanted a specific inventory per pserson ? or would only the nbt rely on that ?
L1595[09:53:56] <RANKSHANK> nbt per cap
L1596[09:54:05] <Subaraki> per cap ?
L1597[09:54:09] <Subaraki> capacity you mean
L1598[09:54:14] <RANKSHANK> wait what sort of inventory?
L1599[09:54:21] <Subaraki> an extra inventory
L1600[09:54:24] <diesieben07> Subaraki, you have a new instance per player.
L1601[09:54:29] <Subaraki> oh okay
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L1603[09:55:19] <Subaraki> so event.addCapability gets called for every player ?
L1604[09:55:53] <diesieben07> AttachCapabilityEvent.Entity fires for every entity, yes
L1605[09:55:53] <Subaraki> which means i could just do specificPlayer.getCapabilities.mine or something like that, and it would be correct ?
L1606[09:55:58] <diesieben07> it is like EntityEvent.EntityConstructing
L1607[09:56:12] <diesieben07> yes
L1608[09:56:21] <McJty> Someone here who knows anything about loot tables?
L1609[09:56:23] <Subaraki> oh nice
L1610[09:56:26] <gigaherz> Subaraki: what? yes each player gets its own, of course.
L1611[09:56:37] <gigaherz> you jsut do
L1612[09:56:38] <McJty> I have this loot table for a custom mob: https://github.com/McJty/ElementalDimensions/blob/master/src/main/resources/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L1613[09:56:40] <Subaraki> wasn't like that with ieep iirc.
L1614[09:56:44] <McJty> And I get this error at runtime
L1615[09:56:45] <diesieben07> of course it was?!
L1616[09:56:49] <gigaherz> Subaraki: yes it was!
L1617[09:56:58] <Subaraki> *checks old code*
L1618[09:57:00] <gigaherz> you'd handle EntityConstructing
L1619[09:57:03] <McJty> [16:56:29] [Server thread/ERROR]: Couldn't load loot table elementaldimensions:entities/dirt_zombie from file:/home/jorrit/projects/mcmods/eldim/out/production/eldim/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L1620[09:57:04] <McJty> com.google.gson.JsonParseException: Loot Table "elementaldimensions:entities/dirt_zombie" Missing `name` entry for pool #0
L1621[09:57:07] <gigaherz> which is called for each entity
L1622[09:57:17] <diesieben07> McJty, your pools need a name
L1623[09:57:17] <gigaherz> and you'd attach the IEEP to each one independently
L1624[09:58:03] <McJty> Why is this different from vanilla? That's a copy from the vanilla loot table for zombies
L1625[09:58:09] <RANKSHANK> only the first pool needs a name
L1626[09:58:11] <McJty> Also how do I specify a name and what should that name be?
L1627[09:58:29] <gigaherz> McJty: they need a name because otherwise
L1628[09:58:34] <gigaherz> forge can'tdistinguish between mods
L1629[09:58:37] <RANKSHANK> "name":"poolName"
L1630[09:58:51] <RANKSHANK> first line in the pools object
L1631[09:59:00] <McJty> And what kind of name is usually done? Should my modid be in there?
L1632[09:59:41] <diesieben07> "modid:foobarbaz"
L1633[09:59:50] <diesieben07> goes into a ResourceLocation
L1634[10:00:16] <McJty> In my entity I do this:
L1635[10:00:17] <McJty> public static final ResourceLocation LOOT = LootTableList.register(new ResourceLocation(ElementalDimensions.MODID, "entities/dirt_zombie"));
L1636[10:00:18] <McJty> Is that right?
L1637[10:01:56] <gigaherz> I have lately added a new "pattern" to my mods
L1638[10:02:01] <gigaherz> where I have a .location function on my main mod class
L1639[10:02:02] <gigaherz> like
L1640[10:02:08] <McJty> I don't think it is right because it still crashes
L1641[10:02:12] <TehNut> So IIRC, you can't access the world in an IMessageHandler and have to add a task. Does that also apply to the client world?
L1642[10:02:12] <gigaherz> ElementalDimensions.location("entities/dirt_zombie");
L1643[10:02:16] <gigaherz> makes the code a lot cleaner ;P
L1644[10:02:20] <McJty> I can't find a good example on how to do these loot tables
L1645[10:02:28] <gigaherz> yeah I can't help with that -- never done it.
L1646[10:02:36] <McJty> Yes seems few people did
L1647[10:02:45] <gigaherz> TehNut: network is threaded
L1648[10:02:54] <gigaherz> so Minecraft.getMinecraft().addScheduledTask
L1649[10:02:58] <TehNut> Alright
L1650[10:02:59] <gigaherz> for the client
L1651[10:03:05] <gigaherz> my pattern for it
L1652[10:03:09] <gigaherz> is to have a method on clientproxy
L1653[10:03:10] <Hawaii_Beach> how should i get the current player?
L1654[10:03:15] <gigaherz> that handles the scheduling for me
L1655[10:03:26] <Hawaii_Beach> inecraft.getMinecraft().thePlayer.getName() or something else?
L1656[10:03:37] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L152
L1657[10:03:38] <gigaherz> like this
L1658[10:03:48] <gigaherz> Hawaii_Beach: where from?
L1659[10:04:06] <Hawaii_Beach> setting a cooldown
L1660[10:04:14] <gigaherz> no I mean what METHOD
L1661[10:04:17] <gigaherz> is it being called from
L1662[10:04:19] <gigaherz> what context
L1663[10:04:20] <Hawaii_Beach> oh custom one
L1664[10:04:22] <gigaherz> what do you have available at the time
L1665[10:04:29] <gigaherz> is it called on the server?
L1666[10:04:41] <Hawaii_Beach> a modified version of https://gist.github.com/aadnk/5499140
L1667[10:05:01] <gigaherz> see how all the parameters have a Player?
L1668[10:05:11] <Hawaii_Beach> yeah?
L1669[10:05:19] <gigaherz> yeah you'll have to pass EntityPlayer instead
L1670[10:05:22] <gigaherz> but you'll have to pass it.
L1671[10:05:26] <gigaherz> you can't rely on Minecraft.getMinecraft
L1672[10:05:30] <gigaherz> because it may be running on the server
L1673[10:05:45] <gigaherz> and Minecraft.getMinecraft does not exist on the server
L1674[10:05:49] <gigaherz> and it wouldn't make sense
L1675[10:05:50] <Hawaii_Beach> ah ok
L1676[10:05:58] <gigaherz> because there's an undetermined number of players online
L1677[10:06:04] <gigaherz> so "thePlayer" would mean nothing
L1678[10:06:14] <gigaherz> you have to pass it on, explicitly.
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L1680[10:09:12] <Hawaii_Beach> .getName(), yes?
L1681[10:09:17] <Hawaii_Beach> if i want a string
L1682[10:09:34] <diesieben07> you don't want a string unless it's for displaying
L1683[10:10:01] <gigaherz> if oyu want to store it for later, get the uuid
L1684[10:10:08] <diesieben07> also that code you posted is horrible.
L1685[10:10:14] <diesieben07> use capabilities to attach stuff to a player
L1686[10:10:20] <diesieben07> not some random hashtable somewhere
L1687[10:10:38] <Hawaii_Beach> capabilities, how?
L1688[10:10:40] <Subaraki> what does that @Nullable mean ?
L1689[10:10:51] <Subaraki> can you null it ? or vise versa ?
L1690[10:10:57] <diesieben07> @Nullable means this parameter/field/etc can be null
L1691[10:10:58] <gigaherz> Null-able
L1692[10:11:01] <gigaherz> == able to be null
L1693[10:11:01] <diesieben07> @Nonnull means it cannot be
L1694[10:11:07] <Subaraki> okay, thanks :)
L1695[10:11:14] <gigaherz> it warns the IDE that the value may be null
L1696[10:11:15] <diesieben07> well, it cannot physically not be
L1697[10:11:26] <diesieben07> but your IDE will (try to) yell at you
L1698[10:11:30] <gigaherz> so it can warn you about missing null checks
L1699[10:11:36] <diesieben07> plus IntelliJ can generate runtime checks as well
L1700[10:11:42] <gigaherz> the opposite, @Nonnull hints the IDE that it shouldn't be
L1701[10:11:46] <McJty> I still have this:
L1702[10:11:52] <McJty> [17:11:05] [Server thread/ERROR]: Couldn't load loot table elementaldimensions:entities/dirt_zombie from file:/home/jorrit/projects/mcmods/eldim/out/production/eldim/assets/elementaldimensions/loot_tables/entities/dirt_zombie.json
L1703[10:11:52] <McJty> com.google.gson.JsonParseException: Loot Table "elementaldimensions:entities/dirt_zombie" Missing `name` entry for pool #0
L1704[10:12:01] * Naiten got his hands at blender http://i.imgur.com/r06SNbp.png \o/
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L1706[10:12:07] <diesieben07> show your loot table again
L1707[10:12:11] <McJty> But I added a name: { "pools": [ { "name": "elementaldimensions:dirt_zombie",
L1708[10:12:35] <McJty> https://bpaste.net/show/759f3915c9fb
L1709[10:12:40] <gigaherz> McJty: isn't it complaining that dirt_zombie itself is missing name?
L1710[10:12:54] <gigaherz> wiat nevermind
L1711[10:12:57] <gigaherz> brainfart
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L1713[10:13:45] <diesieben07> McJty, eh... that thing has 2 pools
L1714[10:13:56] <diesieben07> the 2nd one starts with the "conditions" key
L1715[10:14:00] <McJty> Well as I said. I copied this from the zombie loot table
L1716[10:14:09] <McJty> Didn't know that the vanilla loot tables can't be resued like that
L1717[10:14:14] <diesieben07> your 2nd pool has no name
L1718[10:14:24] <diesieben07> if you copied it, why don't you reference the vanilla one?
L1719[10:14:30] <McJty> Well I made changes to the items
L1720[10:14:35] <McJty> But not the overall structure
L1721[10:15:02] <McJty> Note that it is complaining about pool #0 though and not the second one
L1722[10:15:08] <McJty> And what name should that have then?
L1723[10:15:09] <gigaherz> uhhh o_O
L1724[10:15:13] <McJty> I'm a bit confused about all of this
L1725[10:15:13] <gigaherz> the loot table hook is confusing
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L1727[10:15:45] <gigaherz> McJty: looking at the code, the exception is only ever thrown if the json doesn't have a "name" in it
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L1729[10:16:06] <gigaherz> so try adding "name" to the other pools, too
L1730[10:16:10] <gigaherz> maybe like
L1731[10:16:12] <McJty> yes testing that now
L1732[10:16:18] <gigaherz> "name": "elementaldimensions:dirt_zombie#0"
L1733[10:16:21] <gigaherz> "name": "elementaldimensions:dirt_zombie#1"
L1734[10:16:26] <gigaherz> ;p
L1735[10:16:34] <McJty> It works
L1736[10:16:37] <McJty> At least the zombie flesh
L1737[10:16:43] <McJty> I hope I can also get that other item that I added
L1738[10:16:58] <gigaherz> make it 100%
L1739[10:17:00] <gigaherz> and check
L1740[10:17:00] <Subaraki> so, I just took a look at ItemStackHandler. really great class, does a lot for us. but is there a way to validate wether an item can or cannot be put into the itemstack array ? or do i have to copy and rewrite the insert and extract methods ?
L1741[10:17:21] <gigaherz> Subaraki: yup
L1742[10:17:25] <gigaherz> extend and override
L1743[10:17:33] <Subaraki> well dangit
L1744[10:17:35] <gigaherz> or actually
L1745[10:17:41] <gigaherz> you mean with GUI right?
L1746[10:17:55] <Subaraki> uhm, yeah, i think so
L1747[10:18:02] <gigaherz> yeah then that won't help much
L1748[10:18:03] <Subaraki> if you thought about containers and slots
L1749[10:18:05] <Subaraki> so did i
L1750[10:18:09] <Subaraki> oh ? xD
L1751[10:18:21] <gigaherz> gui doesn't use insertItem for working with the slots
L1752[10:18:26] <McJty> yes it works!
L1753[10:18:28] <McJty> Thanks :-)
L1754[10:18:38] <gigaherz> you should create custom Slot classes
L1755[10:18:40] <Dragroth> u might want to create a custom slot
L1756[10:18:44] <Subaraki> oooh, okay
L1757[10:18:59] <LatvianModder> it has isItemValid
L1758[10:19:07] <LatvianModder> Slot, that is
L1759[10:19:14] <Subaraki> do i still need the item stack handler then ?
L1760[10:19:16] <gigaherz> McJty: yay!
L1761[10:19:24] <LatvianModder> well, yeah
L1762[10:19:27] <gigaherz> Subaraki: extend SlotItemHandler
L1763[10:19:28] <LatvianModder> if you have IItemHandler
L1764[10:19:31] <McJty> First time I'm working with mobs. And then for the modding trials
L1765[10:19:33] <gigaherz> it takes an IItemHandler as input
L1766[10:19:37] <McJty> Learning new stuff while on a deadline :-)
L1767[10:19:42] <gigaherz> McJty: best way.
L1768[10:19:44] <Subaraki> aah, okay thanks gigaherz :o
L1769[10:19:46] <LatvianModder> daheck is minecraft trials, and why did I miss that
L1770[10:19:58] <gigaherz> I think I have never learned better
L1771[10:20:02] <gigaherz> than when on a deadline
L1772[10:20:11] <LatvianModder> hah, true
L1773[10:20:15] <gigaherz> it's when you don't have time to worry about meaningless stuff
L1774[10:20:18] <gigaherz> and you just focus on what matters
L1775[10:20:30] <gigaherz> so you don't confuse yourself trying to understand "why"
L1776[10:20:43] <gigaherz> which incidently, often means you do understand why better
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L1795[10:56:49] <BordListian> calculateCurrentChanges has two BlockPos arguments
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L1797[10:56:56] <BordListian> but they're ALWAYS without failure the same
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L1799[10:57:53] <BordListian> either something didn't decompile or you can safely remove a quarter of redstone related code
L1800[10:59:44] <Subaraki> what triggers Duplicate Capability Key: subaraki:rpgInventoryPlayer subaraki.rpginventory.gui.inventory.SerializableInventory@3bb5a364 ?
L1801[11:00:03] <Subaraki> i only call for it once, and register it with the AttachEvent o.O
L1802[11:00:33] <diesieben07> show your code
L1803[11:00:44] <diesieben07> the event handler
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L1805[11:01:39] <Hawaii_Beach> hm, getting crash errors for my log blockstate
L1806[11:01:58] <Hawaii_Beach> can someone send me a basic blockstate .json file for a tree log?
L1807[11:02:19] <diesieben07> see vanilla?
L1808[11:02:37] <Hawaii_Beach> i don't even know how anymore
L1809[11:02:41] <Hawaii_Beach> they new launcher got me
L1810[11:02:43] <Hawaii_Beach> the*
L1811[11:02:49] <diesieben07> whats the launcher got to do with that?!
L1812[11:02:56] <shadowfacts> lol
L1813[11:03:08] <shadowfacts> just look at the assets/minecraft/models/block folder in the Forge jar in your IDE
L1814[11:03:09] <Hawaii_Beach> then how do i see the vanilla assets? in the workspace?
L1815[11:03:13] <shadowfacts> yes
L1816[11:03:19] <Hawaii_Beach> oh ofc
L1817[11:03:30] <gigaherz> in IDEA press double-shift, or ctrl-shift-n
L1818[11:03:33] <gigaherz> and enter the filename
L1819[11:03:49] <Hawaii_Beach> dir insteaD?
L1820[11:04:22] <gigaherz> no that dialog only shows files
L1821[11:04:38] <gigaherz> but you can use the (X) icon to unfold the folder containing the file
L1822[11:04:52] <Hawaii_Beach> so.. you can search for vanilla assets in the IDE
L1823[11:04:54] <Hawaii_Beach> ?
L1824[11:04:56] <gigaherz> yup
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L1826[11:05:06] <Subaraki> event handler :
L1827[11:05:06] <Subaraki> https://github.com/ArtixAllMighty/Rpg-Inventory-2016/blob/master/subaraki/rpginventory/mod/hooks/EventHooks.java
L1828[11:05:09] <gigaherz> just double-shift, enter block/block.json
L1829[11:05:12] <gigaherz> and it will open the file
L1830[11:05:22] <gigaherz> or doubleshift, apple.png
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L1832[11:05:53] <diesieben07> Subaraki, you are registering your event handler twice...
L1833[11:05:54] <Hawaii_Beach> ty
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L1836[11:07:10] <Subaraki> ooooh
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L1839[11:07:17] <Subaraki> i didnt read that they are the same now
L1840[11:07:19] <Subaraki> duuuhuuu
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L1842[11:07:40] <diesieben07> thats why you dont ignore deprecations...
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L1846[11:10:15] <Subaraki> didnt even notice it was deprecated ...
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L1848[11:11:31] <diesieben07> hwo?!
L1849[11:12:19] <gigaherz> IDEa marks it very clearly with a strightthrough line
L1850[11:12:30] <gigaherz> it's rather hard to miss
L1851[11:12:36] <diesieben07> eclipse does the same afaik
L1852[11:12:47] <Hawaii_Beach> how about registering the textures, as i got Exception loading model for variant jerrysmod:OliveLog#normal for item "jerrysmod:OliveLog", normal location exception:
L1853[11:13:02] <Hawaii_Beach> still using ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "normal")); to register blocks
L1854[11:13:12] <Hawaii_Beach> something i'm missing?
L1855[11:13:18] <gigaherz> you don't register "textures" you register models ;P
L1856[11:13:50] <gigaherz> a model is shape+texture combined
L1857[11:13:58] <Hawaii_Beach> wat, the code above works for my generic blocks
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L1859[11:14:01] <BordListian> >that's why you don't ignore deprecations
L1860[11:14:05] <gigaherz> yes
L1861[11:14:19] <BordListian> if only deprecation didn't mean don't call from outside
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L1863[11:14:30] <gigaherz> Hawaii_Beach: does that block have blockstate properties?
L1864[11:14:32] <TehNut> The only Deprecations you should be ignoring are in Block
L1865[11:14:38] <Hawaii_Beach> yes
L1866[11:14:50] <gigaherz> yep then "normal" doesn't exist in the blockstates file, does it?
L1867[11:14:51] <TehNut> Listen to all the others
L1868[11:14:55] <Hawaii_Beach> yeah it doesn't
L1869[11:15:00] <gigaherz> so....
L1870[11:15:10] <Hawaii_Beach> oh
L1871[11:16:16] <Hawaii_Beach> but why doesn't the vanilla code include it?
L1872[11:16:57] <williewillus> include what
L1873[11:17:04] <williewillus> vanilla code does it's own thing
L1874[11:17:15] <Hawaii_Beach> aight
L1875[11:19:10] <Hawaii_Beach> http://pastebin.com/RkZp9k5M crashes..
L1876[11:19:30] <Hawaii_Beach> when i place the block
L1877[11:19:50] <williewillus> show your block class
L1878[11:20:18] <Hawaii_Beach> http://pastebin.com/gZaUD9qc
L1879[11:20:25] <Hawaii_Beach> am i missing code?
L1880[11:21:03] <Hawaii_Beach> should i extend BlockRotatedPillar instead?
L1881[11:21:37] <williewillus> oh
L1882[11:21:42] <williewillus> you haven't implemented createdBlockState
L1883[11:21:47] <williewillus> or getMetaFromState/getStateFromMeta
L1884[11:22:06] <Hawaii_Beach> no, i haven't
L1885[11:22:32] <williewillus> blocklog doesn't do that for you but it expects the axis proeprty to be declared
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L1887[11:23:02] <Hawaii_Beach> how do i declare a axis proeprty?
L1888[11:23:37] <williewillus> are you familiar with how the blockstate system works?
L1889[11:23:43] <williewillus> if not http://mcforge.readthedocs.io/en/latest/blockstates/states/ will be good help
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L1893[11:26:18] <Noc7is> Are entities supposed to be registered in pre, post, or just standard init? Also does orespawn just beyond screw up every mod or am I alone on that opinion?
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L1895[11:26:56] <williewillus> preinit
L1896[11:26:59] <williewillus> and no idea :P
L1897[11:27:28] <Noc7is> My mod's mobs cant even spawn with orespawn installed because it screws up all their entity IDs, all of which are automatically assigned using EntityRegistry.
L1898[11:27:43] <diesieben07> uhhh
L1899[11:27:48] <diesieben07> are you using global entity ids?
L1900[11:27:54] <diesieben07> if so, stop
L1901[11:28:28] <williewillus> ^
L1902[11:29:00] <Noc7is> My answer to that appears to be yes: EntityRegistry.findGlobalUniqueEntityId()
L1903[11:29:04] <Noc7is> What do I replace it with?
L1904[11:29:13] <diesieben07> start at 0
L1905[11:29:14] <diesieben07> and increment
L1906[11:29:21] <diesieben07> provided you are using registerModEntity
L1907[11:29:25] <diesieben07> (and nothing else)
L1908[11:29:30] <williewillus> EntityRegistry.registerModEntity with mod-unique id's
L1909[11:29:33] <Noc7is> Was using registerGlobalEntity
L1910[11:29:34] <diesieben07> if not: you should fix that
L1911[11:29:39] <diesieben07> yeah stop.
L1912[11:29:43] <Noc7is> Alright.
L1913[11:29:45] <williewillus> yeah global ids have been deprecated for years :D
L1914[11:29:52] <Noc7is> I was unaware.
L1915[11:29:53] <diesieben07> this is why global IDs suck ;)
L1916[11:29:58] <diesieben07> you just discovered
L1917[11:30:39] <Noc7is> So I just use registerModEntity() instead and start from 0? Simple as that?
L1918[11:30:52] <gigaherz> yup
L1919[11:30:58] <Noc7is> Awesome. Thanks guys.
L1920[11:31:09] <diesieben07> note
L1921[11:31:17] <diesieben07> this will break existing worlds
L1922[11:31:19] <diesieben07> if you are not careful
L1923[11:31:27] <Noc7is> Break in what terms?
L1924[11:31:42] <Noc7is> Missing entities or worse?
L1925[11:31:53] <diesieben07> entities previously registered with the global stuff will disappear
L1926[11:31:58] <diesieben07> which is fixable
L1927[11:32:05] <diesieben07> and existing spawn eggs will no logner work
L1928[11:32:10] <diesieben07> which is not fixable (easily)
L1929[11:32:22] <Noc7is> I use my own type of spawn egg, so Im covered there
L1930[11:32:51] <Noc7is> How would one go about fixing the dissapearing entities?
L1931[11:33:00] <diesieben07> 1 sec
L1932[11:33:27] <diesieben07> what name did you used to register your entity?
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L1934[11:34:56] <Noc7is> Sec
L1935[11:35:11] <Noc7is> "SpaceJockey" is one of them.
L1936[11:35:30] <diesieben07> i am asking because these things do not get a ModID prepended at all
L1937[11:35:40] <diesieben07> so you might have conflicts
L1938[11:35:44] <Noc7is> Ah, I see.
L1939[11:35:52] <diesieben07> but
L1940[11:36:22] <diesieben07> the fix is: EntityList.NAME_TO_CLASS.put(<old name>, MyEntity.class)
L1941[11:36:25] <diesieben07> for every old entity
L1942[11:36:37] <diesieben07> because the mod entity versino prepends your ModID to the name
L1943[11:36:46] <diesieben07> so you need to push in the legacy name
L1944[11:37:17] <Hawaii_Beach> Cannot set property PropertyEnum at my onBlockPlaced code..
L1945[11:37:28] <Noc7is> That's gonna be useful. Got a lot of mobs, and Im sure people wouldnt like them simply dissapearing.
L1946[11:37:33] <Hawaii_Beach> http://pastebin.com/qy7c19RR
L1947[11:37:37] <Noc7is> Thanks again
L1948[11:37:57] <diesieben07> why do people think code snippets are helpful -_-
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L1950[11:38:00] <diesieben07> post the full class Hawaii_Beach
L1951[11:38:31] <Hawaii_Beach> http://pastebin.com/DPQUwNA2
L1952[11:38:58] <Hawaii_Beach> shouldn't that work..?
L1953[11:39:09] <williewillus> where is your createBlockState?
L1954[11:39:13] <williewillus> i just told you thats the problem :P
L1955[11:39:18] <williewillus> and getMetaFromState/getStateFromMeta
L1956[11:39:37] <williewillus> also LOG_Axis you should not be declaring, use the one from the superclass
L1957[11:39:57] <Subaraki> recap, using an ItemStackhandler, i can call the save method in ItemStackhandler from the iCapabilitySerializable, and do not need to call the IStorage, because apart from the stacks, i dont need to save anything
L1958[11:40:00] <Subaraki> is that correct ?
L1959[11:40:06] <diesieben07> yes
L1960[11:40:46] <williewillus> yeah if you were using a mod capability you'd probably use the IStorage, but ItemStackHandler directly implements serializable for convenience
L1961[11:42:03] <gigaherz> williewillus: it's not even used as a capability itself, he's using it as part of his own IEEP-like capability, to add slots to a player
L1962[11:42:22] <williewillus> oh :P
L1963[11:42:31] <gigaherz> but still
L1964[11:42:33] <gigaherz> it applies
L1965[11:42:44] <gigaherz> yo ucan choose to use the IStorage, but it's not needed for ItemStackHandler
L1966[11:44:04] <Hawaii_Beach> createBlockState should return a new IProperty or what?
L1967[11:44:42] <gigaherz> no
L1968[11:44:49] <diesieben07> Look at the vanilla examples.
L1969[11:44:49] <gigaherz> new BlockstateContainer(this, list of properties)
L1970[11:44:59] <gigaherz> don't look TOO MUCH at vanilla code
L1971[11:45:07] <gigaherz> the decompiler leaves the array initialization
L1972[11:45:08] <gigaherz> XD
L1973[11:45:13] <williewillus> read the doc that I linked :P
L1974[11:45:16] <williewillus> fully
L1975[11:45:21] <Hawaii_Beach> yeah just did lol
L1976[11:45:33] <williewillus> that was fast
L1977[11:48:11] <BordListian> ech
L1978[11:48:27] <BordListian> canConnectRedstone is a misnomer
L1979[11:48:45] <BordListian> it makes redstone visually connect but doesn't give it any sort of effect
L1980[11:49:26] <BordListian> http://image.prntscr.com/image/80083c3dd1c84ca9a4437bab52b1ebc4.png
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L1983[11:50:41] <diesieben07> what do you mean no effect? the target blcok has to check itself if its powered
L1984[11:51:36] <BordListian> not really
L1985[11:51:46] <BordListian> wait
L1986[11:51:52] <BordListian> unless it's only solid blocks
L1987[11:51:57] <BordListian> i suppose that'd make sense
L1988[11:52:14] <electrolitic> Dang, TileEntityFurnace.isItemFuel is always giving me false, even though I'm giving it wood planks
L1989[11:52:33] <BordListian> redstone wire ending in a solid block should provide strong power
L1990[11:52:48] <BordListian> speculating that it's only solid blocks here
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L1992[11:53:11] *** agowa339 is now known as agowa338
L1993[11:53:26] <diesieben07> electrolitic, impossiburu
L1994[11:53:37] <electrolitic> :/
L1995[11:53:59] <diesieben07> show code
L1996[11:54:13] <electrolitic> Uh, one sec.
L1997[11:55:55] <electrolitic> https://github.com/electrolitic/Extrafuels/blob/master/src/main/java/electrolitic/extrafuels/init/tile/TileEntityDualSmelter.java#L54-L55
L1998[11:56:02] <electrolitic> I know for a fact return is getting called.
L1999[11:56:14] <diesieben07> uh
L2000[11:56:16] <diesieben07> yeah of course it is
L2001[11:56:17] <williewillus> check your stack
L2002[11:56:17] <electrolitic> oh
L2003[11:56:18] <electrolitic> crap
L2004[11:56:22] <electrolitic> I just noticed
L2005[11:56:22] <diesieben07> it's an unconditional return...
L2006[11:56:27] <williewillus> lol
L2007[11:56:31] <diesieben07> thats why you always use braces!
L2008[11:56:31] <electrolitic> whoops, semicolon
L2009[11:56:39] <diesieben07> and why braces on newlines suck
L2010[11:56:40] <electrolitic> I don't like using braces when I don't need them.
L2011[11:56:42] <diesieben07> oh well
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L2013[11:57:10] <BordListian> so to get weak power, i do isBlockIndirectlyGettingPowered, right?
L2014[11:57:45] <BordListian> or is it just isBlockPowered/isSidePowered
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L2023[12:11:15] <Keridos> hm, if I already have tile entities that extend ISidedInventory, how can I add capability support to that without removing backwards compatability?
L2024[12:11:24] <williewillus> wrap it
L2025[12:11:29] <williewillus> see how furnaces implement getCap
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L2028[12:11:57] <IceDragon> Could I ask a quick question? How would I hook into the server main tick? (queue a runnable, some kind of forge event?) to run some bit of code (this is for 1.7.10)
L2029[12:12:07] <Corosus> lex, just tried that suggestion you gave about moving insertIntoChannel() into the NOOP area, so it looks like this now: https://gist.github.com/Corosauce/5f7171a745a6459efc5e6e62ad43512a - seems to have done the trick, i cant reproduce the issue anymore :D, thanks, i will do some more testing with forge and forgeless to make sure things are still solid there then PR it unless further suggestions given
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L2031[12:12:23] <diesieben07> IceDragon, a) stop using 1.7.10 b) ServerTickEvent
L2032[12:12:28] <Corosus> not seeing the dual thread packet processing either
L2033[12:12:33] <Keridos> thanks willie
L2034[12:13:48] <IceDragon> diesieben07: I'm still learning 1.8! ;-; gimme time man
L2035[12:13:55] <IceDragon> also thanks :)
L2036[12:14:09] <diesieben07> how are you learning it if you are developing for 1.7.10?
L2037[12:14:12] <williewillus> lol
L2038[12:14:14] <diesieben07> also 1.8 is old, 1.10.2 is da shit
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L2040[12:14:47] <RANKSHANK_mob1> ^
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L2042[12:15:19] <IceDragon> The jist is, I'm working on a 1.7.10 mod at the moment, however I'm learning 1.8 on the side since I have to port Growthcraft to 1.8 at some point
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L2044[12:15:29] <williewillus> *1.10
L2045[12:15:30] <IceDragon> once I get past the 1k+ errors...
L2046[12:15:34] <williewillus> lol
L2047[12:15:41] <IceDragon> orz understand my pain!
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L2049[12:16:12] <williewillus> if you go down the compile error list one by one to try to port you're not going to finish
L2050[12:16:17] <williewillus> it has to be super methodical
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L2052[12:16:40] <IceDragon> williewillus I've been through all stages of programmer grief so far
L2053[12:16:53] <williewillus> i should write a "how to port mods properly" guide
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L2055[12:17:04] <IceDragon> the second plan is to say screw it and just rewrite it for 1.8
L2056[12:17:13] <williewillus> 1st thing I write: don't rewrite for no reason
L2057[12:17:15] <williewillus> lol
L2058[12:17:15] <diesieben07> stop saying 1.8...
L2059[12:17:18] <IceDragon> too many places where I need to change x, y, z to BlockPos
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L2061[12:17:25] <diesieben07> lol
L2062[12:17:27] <williewillus> yes that's the easy part lol
L2063[12:17:33] <diesieben07> thats like a few minutes of search&replace
L2064[12:17:39] <williewillus> if you named your vars properly find-replace would wipe those out instantly
L2065[12:17:54] <IceDragon> yep... I know, then you have all the other nuances, like missing methods, methods that were obfuscated from 1.7..
L2066[12:17:57] <williewillus> so RIP the people who used useless names like par4/par5/par6
L2067[12:17:57] <diesieben07> i think DB @ Mojang did it that way
L2068[12:18:01] <diesieben07> Intellij structural replace
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L2070[12:18:17] <Keridos> i currently porting my second mod to 1.10
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L2072[12:18:27] <Keridos> first 1.8 roughly, then the patch to 1.9.4
L2073[12:18:40] <williewillus> I have done 3.5 ish 1.7->1.8+ :P
L2074[12:18:55] <IceDragon> williewillus: Ha, that's easy when you made the mod from the beginning, it's hard when the mod was taken over and it was resurrected from a decompiled version
L2075[12:19:00] <Hawaii_Beach> patch? you mean a update
L2076[12:19:01] <gigaherz> IceDragon: no
L2077[12:19:04] <gigaherz> he PORTED over 3 mods
L2078[12:19:07] <gigaherz> made by other people
L2079[12:19:18] <williewillus> well I'm on team for one of the three but still wasn't my original work
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L2081[12:19:40] <gigaherz> he single-handedly ported Botania from 1.7.10 to 1.8, then 1.8.9 then 1.9 etc
L2082[12:19:48] <williewillus> botania is not that bad :P
L2083[12:19:51] <Keridos> the mod I am currently porting is not entirely my original work either
L2084[12:19:59] <Keridos> but I am on the dev team since about a year already
L2085[12:20:40] <williewillus> my process is: 1. update forge 2. apply migration mappings if 1.8->1.9+ 3. update all signatures don't worry about impl
L2086[12:20:44] <williewillus> 4. fix all blockstates
L2087[12:20:58] <williewillus> 5. fix everything that uses blockstates (almost everything else)
L2088[12:21:01] <IceDragon> That's 1.8+ and forward
L2089[12:21:08] <IceDragon> this is 1.7 > 1.8
L2090[12:21:11] <IceDragon> the horrors
L2091[12:21:16] <williewillus> wat
L2092[12:21:22] <williewillus> I'm describing my 1.7->1.8+ process
L2093[12:21:28] <williewillus> 6. fix items, 7. try to compile 8. run and start fixing rendering
L2094[12:21:35] <gigaherz> 1.7 -> 1.8 = create json models in bulk
L2095[12:21:38] <gigaherz> replace x,y,z with BlockPos
L2096[12:21:43] <gigaherz> and then fix the little things afterward
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L2098[12:21:53] <Keridos> well I do it a bit differnt, first fix all the compile errors
L2099[12:21:58] <Keridos> then add the blockstates
L2100[12:22:06] <williewillus> "fix all the compile errors" is vague though
L2101[12:22:09] <Keridos> then fix rendering
L2102[12:22:12] <williewillus> some of those compile errors will rely on states
L2103[12:22:25] <Keridos> yeah the first 2 steps intermingle a bit
L2104[12:22:27] <gigaherz> BlockStates can be hackplemented using a single PropertyInt, if you want to avoid the initial mess
L2105[12:22:31] <williewillus> ew
L2106[12:22:33] <williewillus> don't do taht
L2107[12:22:43] <williewillus> I'd rather leave stuff uncompiling than put in a hack that compiles
L2108[12:22:44] <hch12907> during the update from 1.7 to 1.8, i just decided to throw away all the code and start all over again
L2109[12:22:47] <williewillus> that I might forget to fix
L2110[12:22:49] <Keridos> for me the most work is actually the whole json stuff
L2111[12:22:55] <williewillus> you can autogen those
L2112[12:22:57] <Keridos> though its mostly copy paste it still can get annoying
L2113[12:23:01] <gigaherz> hch12907: that's a bit drastic ;P
L2114[12:23:10] <williewillus> I didn't fully automate those, I just made a IntelliJ template forthe jsons
L2115[12:23:17] <IceDragon> hch12907: I'm still having that internal debate whether to call it quits on the port and just rewrite it
L2116[12:23:19] <williewillus> hch12907: that's the easy way out
L2117[12:23:21] <gigaherz> Keridos: you can easily make a script that outputs generic item/block jsons
L2118[12:23:24] <williewillus> or ratehr, the hard way out
L2119[12:23:29] <gigaherz> using the textures as inputs
L2120[12:23:31] <williewillus> ports are not hard if you are methodical. at all.
L2121[12:23:36] <williewillus> just tedious
L2122[12:24:41] <IceDragon> williewillus: Well, I'll go back to porting, maybe the compiler will finally say "99 errors" instead of 100 after every run...
L2123[12:24:55] <williewillus> if you are tracking the compile error count you're doing it wrong
L2124[12:25:03] <BordListian> just increase the number of errors it can show
L2125[12:25:05] <williewillus> :P
L2126[12:25:20] <IceDragon> BordListian: at that point, I think I'll be wailing
L2127[12:25:26] <gigaherz> IceDragon: be methodical
L2128[12:25:28] <gigaherz> don't count errors
L2129[12:25:28] <williewillus> focus on fixing subsystems, not compile errors. Do all the signatures, do all the class renames, do all the blockstates
L2130[12:25:29] <Keridos> the 1.8 port maybe hard once since you need to understand the jsons
L2131[12:25:30] <BordListian> tracking compile error count was how we used to port stuff after major byond updates
L2132[12:25:30] <williewillus> think in those terms
L2133[12:25:34] <gigaherz> open one class
L2134[12:25:38] <gigaherz> fix it
L2135[12:25:39] <Keridos> but unless you do some advanced rendering all should be fine
L2136[12:25:41] <gigaherz> open another clas,s fix it
L2137[12:25:42] <gigaherz> etc
L2138[12:25:46] <BordListian> fucking space station 13 source is ridculous
L2139[12:25:49] <gigaherz> don't count, don't think of errors, don't think of progress
L2140[12:25:49] <gigaherz> ;P
L2141[12:25:51] <williewillus> I think i'm starting to understand why community hates porting
L2142[12:25:56] <Keridos> though I had some sleepless nights over the jsons since I derped a bit in the beginning
L2143[12:25:56] <williewillus> because no one knows how to do it well 0.o
L2144[12:26:01] <gigaherz> williewillus: yeah
L2145[12:26:11] <IceDragon> gigaherz: Yes sensei! wish me luck!
L2146[12:26:23] * IceDragon walks off into the sunset with his laptop in hand
L2147[12:26:27] <williewillus> i bet most people just machine-gun on compile errors which is NOT the way to do it and probably leads to tons of bugs being introduced
L2148[12:26:31] <williewillus> because you stick whatever compiles in
L2149[12:26:38] <williewillus> instead of fixing from a subsystem point of view
L2150[12:26:43] * Keridos shutters, because openmodularturrets still needs to get the last bits of TESR fixed
L2151[12:26:49] <Keridos> shutter
L2152[12:26:53] <gigaherz> I'd rather wish you caffeine ;P
L2153[12:26:56] <williewillus> your TESRs sohuldn't need fixing though :P
L2154[12:26:56] <Keridos> shudder is more correct
L2155[12:26:57] <gigaherz> luck won't help much ;P
L2156[12:26:59] <IceDragon> Keridos: don't you mean shudders?
L2157[12:27:07] <Keridos> yeah
L2158[12:27:23] <Keridos> shuttering is the thing cameras do when taking pictures, isnt it?
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L2160[12:27:35] <gigaherz> or the blinds on a window
L2161[12:27:38] <williewillus> lol
L2162[12:27:49] <IceDragon> Keridos: or it could refer to closing windows, or curtains
L2163[12:28:12] <IceDragon> damn it, I keep getting ninjaed
L2164[12:28:45] <gigaherz> i wish I wasn't this busy/tired
L2165[12:28:59] <gigaherz> I'd consider asking people with 1.7.10 mods if they want me to port
L2166[12:29:06] <Keridos> But some positive thing for you: You might find working with forge in 1.9+ more convenient
L2167[12:29:13] <gigaherz> I'd givetwo conditions: the result has to be opensource, and they can't complain if I chooseto rewrite something
L2168[12:29:13] <gigaherz> XD
L2169[12:29:22] <Keridos> I rather like the changes made, just porting is a lot of work
L2170[12:29:44] <williewillus> heh same giga
L2171[12:29:49] <williewillus> but no time
L2172[12:29:55] <gigaherz> I do have time
L2173[12:29:58] <gigaherz> just no brainpower
L2174[12:30:10] <williewillus> I still have to get PE 1.10 into shape, spent the whole summer at work or on botania
L2175[12:30:16] <gigaherz> fulltime job + spanish summer heat
L2176[12:30:29] <IceDragon> gigaherz: And I'm out of both, my job drains me during the weekdays and my life drains me during the weekends
L2177[12:30:34] <gigaherz> 30C 60% humidity in my room, isn't fun.
L2178[12:30:59] <Koward> Is it normal that decompiling with MCP gives me the source in one huge package net.minecraft.src ?
L2179[12:31:16] <gigaherz> why are you "decompiling with MCP"?
L2180[12:31:37] <williewillus> if you need clean mc source don't use mcp just use the "Clean" subproject in a forge environment
L2181[12:31:48] <williewillus> clone forge, run `gradle setupForge` then use the "Clean" subproject
L2182[12:32:09] ⇨ Joins: JakesDen (~JakesDen@shell2012.plus.com)
L2183[12:33:12] <Koward> An old mod I had not put on any drive, I actually do not have the source. I had solved my problem (which is stopping the flow of items in a river) but I can't anymore. Even if forge has evolved I don't think any important event has been deleted so it should work in 1.10 too.
L2184[12:33:27] <williewillus> uh if its a forge mod
L2185[12:33:31] <williewillus> then you need a forge workspace? :P
L2186[12:33:53] <Koward> So my idea was to basically get this source and putting it over a clean forge workspace
L2187[12:34:02] <Subaraki> does my capability class need to extend ICapabilitySerializable ??
L2188[12:34:08] <Subaraki> or is that something apart ?
L2189[12:34:16] <williewillus> your provider does that
L2190[12:34:30] <williewillus> your Capability Implementation just implements your Capability Interface
L2191[12:35:47] <RANKSHANK_mob1> Damn my past-drunk self. I'm going to have to reflow the audio port on my phone now :P
L2192[12:36:05] <JakesDen> Can someone help debug my code? I added a recipe for quartz and then when i built it and ran the client and tried to start a new creative world to see if the recipe works the game just crashes when i try to join the world :( the code is https://github.com/jakesden/JakesCraftingEssentials/blob/master/src/main/java/us/raego/jakescraftingessentials/recipes/ModRecipes.java
L2193[12:36:21] <Subaraki> what willie ?
L2194[12:36:23] <Subaraki> extend or implement ?
L2195[12:36:31] <williewillus> implement
L2196[12:36:33] <gigaherz> you extend classes
L2197[12:36:35] <gigaherz> implement interfaces
L2198[12:36:40] <williewillus> JakesDen: log?
L2199[12:36:43] <gigaherz> if someone tells you the opposite, they just simply made a mistake
L2200[12:36:58] <Keridos> JakesDen: a crashlog would be nice
L2201[12:36:58] <williewillus> also I can always tell when a mod is structured by looking at botania, it's amusing heh
L2202[12:36:59] <JakesDen> will get log
L2203[12:37:12] <Hawaii_Beach> back from my break, should i override getMetaFromState and getStateFromMeta ?
L2204[12:37:17] <williewillus> both
L2205[12:37:23] <williewillus> and createBlockState
L2206[12:37:30] <Subaraki> so the thing that implements ICapabilitySerializable<NBTTagCompound> has to be an interface as well ?
L2207[12:37:30] <gigaherz> Hawaii_Beach: when the block is stored in the world grid
L2208[12:37:32] <williewillus> did you read the doc i linked?
L2209[12:37:33] <gigaherz> only the meta value is stored
L2210[12:37:38] <williewillus> Subaraki:....no?
L2211[12:37:38] <gigaherz> and then when someone reads it back
L2212[12:37:44] <gigaherz> getStateFromMeta is called
L2213[12:37:46] <Hawaii_Beach> oh
L2214[12:37:48] <Subaraki> then why do i need to implement it ??
L2215[12:37:50] <williewillus> ICapabilitySerializable is your Capability Provider
L2216[12:38:02] <williewillus> Subaraki: read this if you haven't https://gist.github.com/williewillus/c8dc2a1e7963b57ef436c699f25a710d
L2217[12:38:04] <Subaraki> yes, it's called SerializableInventory for now
L2218[12:38:13] <Subaraki> which is a class
L2219[12:38:14] <williewillus> well the provider is not the inventory
L2220[12:38:22] <williewillus> you are gettign mixed up :P read that gist
L2221[12:38:23] <Subaraki> i'll call it provider
L2222[12:38:31] <gigaherz> Subaraki: I thought I already got it?
L2223[12:38:47] <Subaraki> look, i'm just getting really confused
L2224[12:38:48] <Hawaii_Beach> should i keep the overrides at default, if not; what should i return?
L2225[12:38:50] <JakesDen> should u use -debug or -stacktrace for the log
L2226[12:38:51] <Subaraki> none of this is really clear to me
L2227[12:39:12] <JakesDen> or -info
L2228[12:39:16] <gigaherz> do you want me to give you an "alternative explanation"?
L2229[12:39:17] <williewillus> Hawaii_Beach: forreal read the doc I linked
L2230[12:39:18] <JakesDen> -- not -
L2231[12:39:24] <williewillus> if you understand the readthedoc you will know what to do
L2232[12:39:25] <gigaherz> of the whole capability system?
L2233[12:39:44] <williewillus> Subaraki: thats why i linked taht gist, read it :D
L2234[12:40:28] <JakesDen> williewillus:
L2235[12:40:55] <williewillus> I think i'll spend today writign another rtd, any suggestions? :P
L2236[12:41:04] <Subaraki> its not helping me
L2237[12:41:15] <williewillus> Subaraki: what are you confused about
L2238[12:41:15] <JakesDen> do you want the --debug --info or --stacktrace option on the log
L2239[12:41:21] <williewillus> JakesDen: wat
L2240[12:41:25] <gigaherz> Subaraki: want me to give you a conceptual explanation of the capability system?
L2241[12:41:33] <williewillus> ths gist gives that :P
L2242[12:41:34] <gigaherz> I'm thinking of a different way to explain them
L2243[12:41:36] <gigaherz> that may work
L2244[12:41:39] <Subaraki> yes, let's pm to not anoy people ?
L2245[12:41:43] <Hawaii_Beach> now why is getActualState deprecated
L2246[12:41:45] <gigaherz> yes
L2247[12:41:49] <williewillus> Hawaii_Beach: ignore that
L2248[12:41:54] <williewillus> its internal mojang markers
L2249[12:42:08] ⇦ Quits: Dragroth (~Dragroth@dslc-082-083-115-072.pools.arcor-ip.net) ()
L2250[12:42:18] <williewillus> JakesDen: just pastebin whatevedr your ide spits out when it crashes
L2251[12:42:26] <JakesDen> k
L2252[12:43:21] <Hawaii_Beach> so i need to return a IBlockState, the one i created?
L2253[12:43:37] <williewillus> no -.-
L2254[12:43:40] <williewillus> look at the signature
L2255[12:43:55] <williewillus> and did you read the doc?
L2256[12:44:03] <Hawaii_Beach> yes and it's tbh really confusing
L2257[12:44:11] <williewillus> what is?
L2258[12:44:16] <Hawaii_Beach> the damn wiki
L2259[12:44:22] <williewillus> no
L2260[12:44:23] <williewillus> what part of it
L2261[12:44:31] <williewillus> I wrote it so if you're confused I'm the one to ask right now
L2262[12:44:31] <williewillus> lol
L2263[12:44:38] <Hawaii_Beach> lol
L2264[12:44:41] <williewillus> are you new to the blockstate system?
L2265[12:44:46] <Hawaii_Beach> yes
L2266[12:44:52] <williewillus> okay so for now
L2267[12:44:55] <williewillus> forget meta even exists
L2268[12:45:03] <williewillus> Blocks are just a registry name + properties + values
L2269[12:45:12] <Hawaii_Beach> ok
L2270[12:45:23] <williewillus> a upper oak slab is simply "minecraft:wood_slab" with the property "half=upper" and "variant=oak"
L2271[12:45:25] <williewillus> make sense?
L2272[12:45:39] <Hawaii_Beach> yeah
L2273[12:46:01] <williewillus> cool, so the "properties" a block can have are represented in code as subclasses of IProperty<T>
L2274[12:46:05] <williewillus> and the values are T's
L2275[12:46:14] <williewillus> so for example wheat blocks
L2276[12:46:21] <williewillus> have a IProperty<Integer> that represents their age
L2277[12:47:01] <williewillus> so what createBlockState does, is you return a BlockStateContainer(<your block>, <all the properties you want your block to have>)
L2278[12:47:11] <williewillus> to let MC know what properties you have
L2279[12:47:14] <Hawaii_Beach> ah
L2280[12:47:31] <williewillus> now we're in a transition state where meta still kind of exists on disk
L2281[12:47:48] <williewillus> so you need to implement getMetaFromState and getStateFromMeta to teach mc how to translate to disk and back
L2282[12:47:59] <williewillus> but out side of those two methods its all in terms of states
L2283[12:48:11] <williewillus> an IBlockStaet is just a Block + values for all its properties
L2284[12:48:28] <JakesDen> getting paste ready now
L2285[12:48:30] <williewillus> so going with my above example minecraft:wood_slab[half=upper,variant=oak] is one IBlockState instance
L2286[12:48:40] <williewillus> and minecraft:wood_slab[half=lower,variant=oak] is another
L2287[12:48:41] <williewillus> etc.
L2288[12:48:48] <Hawaii_Beach> ah
L2289[12:49:28] <Hawaii_Beach> so i have to do the same with the axis?
L2290[12:49:42] <williewillus> you have to tell mc that your block has that property
L2291[12:49:54] <williewillus> whcih you do in the BlockStateContainer constructor
L2292[12:50:06] <williewillus> then you have to teach mc how to translate state to meta and vice versa
L2293[12:50:15] <Hawaii_Beach> ah
L2294[12:50:22] <JakesDen> here is paste https://pastenib.com/v/RPHODwJSMpUcqkMErxlp
L2295[12:50:29] <williewillus> I think normal logs use the upper 2 bits of meta for facing, and lower 2 bits for variant, but not sure about that
L2296[12:50:42] <williewillus> see the implementations in BlockOldLog/BlockNewLog for examples (though you won't need a variant property)
L2297[12:51:24] <Hawaii_Beach> wait i should extend BlockNewLog instead?
L2298[12:51:29] <williewillus> no
L2299[12:51:42] <Hawaii_Beach> oh
L2300[12:51:49] <Hawaii_Beach> beacuse i was looking at BlockLog instead the whole time
L2301[12:51:57] <JakesDen> on the paste find the time 18:49:23.747 i think thats where the crash starts
L2302[12:51:58] <williewillus> BlockNewLog is for dark oak + acacia logs
L2303[12:52:13] *** Vigaro is now known as V
L2304[12:52:15] <Hawaii_Beach> oh
L2305[12:52:30] <williewillus> but the ideas in their createBlockState/getMetaFromState/getStateFromMeta impls should be applicable
L2306[12:52:45] <JakesDen> k?
L2307[12:52:49] <Hawaii_Beach> aight
L2308[12:53:09] <williewillus> JakesDen: no idea because 1 you're using 1.7 and 2. it's cofh stuff crashing not yours
L2309[12:54:16] <JakesDen> k
L2310[12:54:42] <Hawaii_Beach> do i need to interfere with setDefaultState or not?
L2311[12:56:21] <Hawaii_Beach> wait i do for the default state?
L2312[12:56:37] <williewillus> does the superclass call setDefaultState?
L2313[12:56:40] <williewillus> if not you need to
L2314[12:56:48] <williewillus> its good practice to either way
L2315[12:57:03] <Hawaii_Beach> ok
L2316[12:57:10] *** V is now known as Vigaro
L2317[12:58:23] <Noc7is> How do I get the ID of a specific type of mob registered with registerModEntity()? For example if I wanted to send the entity ID through a packet and spawn the mob using the packet. The mob type has to be acquired through a packet.
L2318[12:59:10] <williewillus> and this thing needs to be clientside only?..
L2319[12:59:14] <Noc7is> Tried entity.getEntityId(), getPersistentId(), and getUniqueId(), but those are not what Im looking for.
L2320[12:59:19] <williewillus> yeah its not :P
L2321[12:59:28] <zid> is there a workaround for endercore crashing in dev environment?
L2322[13:00:02] <Noc7is> The client has to have the ID and then send it to the server.
L2323[13:00:50] <williewillus> wat
L2324[13:01:02] <williewillus> describe what you are trying to accomplish at a higher level not the impl details
L2325[13:01:10] ⇨ Joins: aidancbrady (~aidancbra@c-71-59-35-92.hsd1.ga.comcast.net)
L2326[13:01:58] <Noc7is> A spawn egg type thing.
L2327[13:02:13] <williewillus> and why does this have to do anything with the client?
L2328[13:02:15] <williewillus> server spawns mobs
L2329[13:02:19] <Noc7is> I know it does
L2330[13:02:20] <williewillus> and will let the client know by itself
L2331[13:02:51] <Noc7is> Hang on a sec, I know I had a reason.
L2332[13:03:16] <williewillus> also having custom spawn eggs makes no sense any more, the vanilla ones can take any entity ID and spawn it
L2333[13:03:23] <williewillus> any entity STRING id
L2334[13:04:17] ⇨ Joins: Meow-J (~Meow-J@45.32.34.121)
L2335[13:04:36] <Noc7is> Oh, because I'm raytracing.
L2336[13:04:43] <Noc7is> I dont want a vanilla spawn egg.
L2337[13:04:54] <Noc7is> I want my own, custom modeled item type spawn eggs.
L2338[13:05:02] <Noc7is> (1.7.10)
L2339[13:05:12] <williewillus> oh 1.7 forget what I said about string IDs
L2340[13:05:15] <williewillus> >.<
L2341[13:07:17] <Noc7is> Maybe I could just send the class name and package location.
L2342[13:07:21] <Noc7is> That might work.
L2343[13:07:34] <williewillus> please no
L2344[13:07:37] <williewillus> no nono onnonono :P
L2345[13:07:44] <Noc7is> Well, Im out of ideas.
L2346[13:07:47] <williewillus> what direction are you sending this?
L2347[13:07:50] <williewillus> and WHY?
L2348[13:07:51] <williewillus> :P
L2349[13:08:08] <Noc7is> Client -> Server, and as I said, because Im sending information that can only be obtained by raytracing
L2350[13:08:15] <williewillus> you can raytrace on the darned server
L2351[13:08:21] <Noc7is> Not this information
L2352[13:08:23] <williewillus> and having the client tell the server what to do is a terrible idea
L2353[13:08:29] <Noc7is> For whatever reason it only provides this info on the client
L2354[13:08:32] <williewillus> what info
L2355[13:08:34] <williewillus> specifically
L2356[13:08:49] <Noc7is> block X, Y, and Z
L2357[13:09:04] <williewillus> that is definitely on the server
L2358[13:09:04] <Noc7is> I dont know why, but it stays 0 on the server
L2359[13:09:15] <Noc7is> But the client does it successfully
L2360[13:09:20] <williewillus> what are you calling?
L2361[13:09:31] ⇨ Joins: Emris (~Miranda@62.178.245.147)
L2362[13:09:36] <Noc7is> player.rayTrace(50D, 1F);
L2363[13:10:34] <williewillus> this is from an item right?
L2364[13:10:36] <williewillus> try the item one
L2365[13:11:19] <williewillus> i remember 1.7 being broken in regards to some parts of \raytracing, 1.8 fixing it
L2366[13:11:25] <williewillus> another reason to update but whatever
L2367[13:11:45] <Noc7is> From an item, yes. Wheres the item one? In the item class?
L2368[13:11:49] <williewillus> yes
L2369[13:11:50] <JakesDen> whats the Items.*** name for nether quartz
L2370[13:11:53] <JakesDen> ?
L2371[13:11:58] <williewillus> your IDE should autocomplete it :P
L2372[13:12:05] <JakesDen> i dont have a ide
L2373[13:12:07] <williewillus> Items.QUARTZ
L2374[13:12:13] <williewillus> you should get one :P
L2375[13:12:18] <JakesDen> k
L2376[13:12:27] <JakesDen> all capitals for quartz?
L2377[13:12:34] <williewillus> depends on your mcp mappings
L2378[13:12:42] <RANKSHANK_mob1> ... no IDE? Whaaa are you masochistic?
L2379[13:12:43] <williewillus> though you're using an ancient version right so its probably lowercase
L2380[13:12:50] <JakesDen> k
L2381[13:12:53] <JakesDen> capital Q?
L2382[13:13:01] <williewillus> jesus just get an ide
L2383[13:13:05] <williewillus> or look yourself
L2384[13:13:07] <RANKSHANK_mob1> ^
L2385[13:13:17] <BordListian> >no IDE
L2386[13:13:29] <BordListian> [ nervous laughter ]
L2387[13:13:46] <Noc7is> Don't see anything about rayTracing in the Item class.
L2388[13:14:12] <williewillus> mustve been added in 1.8 then. either way I'm 100% certain that info is avilable serverside
L2389[13:14:18] <williewillus> how else would stuff like bucjkets
L2390[13:14:21] <williewillus> or normal spawn eggs
L2391[13:14:22] <Keridos> wow get an IDE guys
L2392[13:14:23] <williewillus> work properly
L2393[13:14:35] <JakesDen> changed it to capital Q now will see if it works now
L2394[13:14:41] ⇨ Joins: KnightMiner (~KnightMin@75.5.78.24)
L2395[13:14:46] <Keridos> elase you will probably need about 10 times as long for almost everything
L2396[13:14:46] <sham1> Who needs an IDE when you can have a text editor that uses Eclipse as its compilation engine
L2397[13:15:06] <BordListian> what.
L2398[13:15:11] <williewillus> sham1: anything where you have classpath-scanning autocomplete and primitive refactoring will do
L2399[13:15:18] <BordListian> so you're picking all the worst parts out of Eclipse?
L2400[13:15:26] <sham1> http://eclim.org/
L2401[13:15:33] <williewillus> blindly editing yuor text file and asking #minecraftforge about whether a field name is capitalized will not do
L2402[13:15:34] <sham1> While having a decent text editor
L2403[13:15:46] <BordListian> >vim
L2404[13:15:51] <williewillus> hey don't knock vim
L2405[13:15:54] <BordListian> you're a menace that needs to be stopped
L2406[13:15:58] <sham1> I actually use Eclim with Emacs
L2407[13:15:59] <sham1> Fight me
L2408[13:16:09] <sham1> They both start with E
L2409[13:16:11] <BordListian> this is getting more and more out of hand
L2410[13:16:15] <williewillus> lmao
L2411[13:16:27] <williewillus> whoever hasn't used chrome with cVim hasn't lived
L2412[13:16:37] <williewillus> i barely click webpages anymore
L2413[13:16:38] <sham1> That would require using chrome
L2414[13:16:40] <BordListian> i can feel the amount of years in my life decreasing due to anger
L2415[13:16:43] <JakesDen> why does this recipe not work?
L2416[13:16:56] <williewillus> your recipe is not broken
L2417[13:17:02] <williewillus> your environment is probably
L2418[13:17:03] <JakesDen> http://pastebin.com/2HHJRvwV
L2419[13:17:21] <williewillus> I said that's not the problem
L2420[13:17:25] <williewillus> your crash mentioned cofh asm stuff
L2421[13:17:39] <zid> I write my mod out on paper, then scan it and let the computer convert the text, if it contains mistakes I throw it all in the bin and start over, isn't that how all the big modders do it?
L2422[13:17:58] <JakesDen> i loaded it up on a normal modded ftb modpack and it worked fine apart from that one recipe
L2423[13:18:12] <MrKickkiller> zid: https://xkcd.com/378/
L2424[13:18:31] <sham1> I use M-x butterfly
L2425[13:18:39] ⇨ Joins: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi)
L2426[13:18:39] <williewillus> BordListian: i hope you were joking :P
L2427[13:18:55] ⇦ Quits: Noc7is (~Noc7is@cpe-76-85-180-43.neb.res.rr.com) (Ping timeout: 198 seconds)
L2428[13:19:19] <BordListian> joking about what
L2429[13:19:31] <sham1> When doing units, should I use seconds or ticks for stuff
L2430[13:19:47] <BordListian> you'll be happy to find out that yes, indeed
L2431[13:19:53] <BordListian> regardless of your answer, i was joking
L2432[13:19:57] <williewillus> hehe
L2433[13:19:59] <RANKSHANK_mob1> Send the client.sysTime to the server sham1
L2434[13:20:05] <williewillus> lol
L2435[13:20:12] <sham1> I mean as in metres per second
L2436[13:20:32] <williewillus> what kind of machine/thing is this unit for?
L2437[13:20:45] <JakesDen> anything wrong with the quartz recipe? http://pastebin.com/kT5Z3svR
L2438[13:21:20] <sham1> Well, the unit is radians per second
L2439[13:21:25] <sham1> But yeah
L2440[13:21:29] <sham1> For angular velocity
L2441[13:21:29] <JakesDen> apart from capital Q for items.quartz
L2442[13:21:32] <JakesDen> ?
L2443[13:21:41] <williewillus> if that was wrong it wouldn't compile
L2444[13:21:44] <williewillus> and it's quartz lowercase in 1.7
L2445[13:21:49] <JakesDen> k
L2446[13:21:51] <williewillus> for the love of god really get something with autocomplete
L2447[13:21:55] <williewillus> at least that
L2448[13:22:12] <williewillus> fumbling around with what an Items field name is is not a good use of your time :P
L2449[13:22:54] <JakesDen> how do i import https://github.com/jakesden/JakesCraftingEssentials into a ide? on linux?
L2450[13:23:18] <sham1> The same way you do on windows
L2451[13:23:34] <williewillus> get an ide -> import the gradle file
L2452[13:23:35] <JakesDen> i dont know
L2453[13:23:39] <JakesDen> what ide?
L2454[13:23:40] <sham1> Google it
L2455[13:23:42] <williewillus> after running setupdecompworkspace
L2456[13:23:52] <sham1> I'd suggest IntelliJ IDEA
L2457[13:23:53] <williewillus> eclipse or intellij pick one, I don't care which
L2458[13:23:54] <JakesDen> k
L2459[13:23:57] <williewillus> i use idea personally
L2460[13:23:58] <McJty> Hmm, how can you get a custom mob to spawn in water like a squid?
L2461[13:24:05] <JakesDen> idea then
L2462[13:24:11] <McJty> I can't find out how squids seem to do it
L2463[13:24:19] <RANKSHANK_mob1> Spam in water or spawn? Cuz they do both ;D
L2464[13:24:20] <williewillus> McJty: is it in the biome's spawn list entries?
L2465[13:24:21] <JakesDen> what does the .idea folder in it do?
L2466[13:24:36] <McJty> It spawns
L2467[13:24:41] <McJty> Just only when there is no water
L2468[13:24:47] <McJty> And I want it spawned in water
L2469[13:24:55] <williewillus> yeah i think you have to add it to the "aquatic" spawn list, lemme check
L2470[13:25:19] <KnightMiner> Try checking how guardians do it
L2471[13:25:34] <williewillus> public boolean getCanSpawnHere()
L2472[13:25:35] <williewillus> {
L2473[13:25:35] <williewillus> return this.posY > 45.0D && this.posY < (double)this.worldObj.getSeaLevel() && super.getCanSpawnHere();
L2474[13:25:35] <williewillus> }
L2475[13:25:38] <williewillus> ^squids
L2476[13:26:17] <williewillus> guardians use return (this.rand.nextInt(20) == 0 || !this.worldObj.canBlockSeeSky(new BlockPos(this))) && super.getCanSpawnHere();
L2477[13:26:34] <BordListian> wat
L2478[13:26:55] <BordListian> so guardians can technically spawn on land?
L2479[13:27:13] <BordListian> 1/21 chance
L2480[13:27:28] <sham1> is nextInt inclusive?
L2481[13:27:30] <sham1> I don't think so
L2482[13:27:44] <BordListian> yeah i might be thinking of some other lang
L2483[13:27:46] <BordListian> like lua or e2
L2484[13:27:47] <McJty> williewillus, yes that works but still not in water
L2485[13:27:58] <McJty> williewillus, something else prevents the water spawning
L2486[13:28:08] <McJty> Because I see it spawn below sealevel wherever I make a bubble of air
L2487[13:28:14] ⇦ Quits: hch12907 (~hch12907@175.140.26.236) (Quit: Leaving)
L2488[13:29:25] <McJty> Ok, a biome has a spawnableWaterCreatureList
L2489[13:29:34] <williewillus> yeah taht was what I was thinking of
L2490[13:30:31] <McJty> Ok, have to figure out how to do that without biome. Because this is in a custom dimension which just uses the default ocean
L2491[13:30:35] <williewillus> WorldEntitySpawner.findChunksForSpawning governs natural spawn rules so might wanna look at that
L2492[13:31:03] <williewillus> ah theres an event
L2493[13:31:38] <McJty> Oh, it is so easy
L2494[13:31:45] <McJty> CreatureType has to be WATER_CREATURE
L2495[13:31:54] <JakesDen> look how cool the cookies thing at botem right of the intellij website https://www.jetbrains.com/idea/
L2496[13:31:56] <primetoxinz> anyway to find what blockstate file a block is attempting to use?
L2497[13:32:06] <williewillus> if you are not statemapping
L2498[13:32:10] <williewillus> it should use the registry name
L2499[13:32:16] <primetoxinz> it's a sub alias
L2500[13:32:24] <williewillus> do you have a custom statemapper?
L2501[13:32:26] <primetoxinz> nope
L2502[13:32:31] <williewillus> then it's the registry name
L2503[13:32:32] <williewillus> :P
L2504[13:32:37] <primetoxinz> huh
L2505[13:32:57] <primetoxinz> it should use minecraft:beacon then, but it's a missing texture without a missing state error in the logs
L2506[13:33:39] ⇦ Quits: Hawaii_Beach (~Hawaii_Be@c80-216-156-69.bredband.comhem.se) (Quit: Hawaii_Beach)
L2507[13:33:48] <williewillus> see DefaultStateMapper.getModelResourceLocation for the default impl of how it gets from IBlockState -> MRL (blockstate json + variantname)
L2508[13:34:31] ⇨ Joins: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L2509[13:34:42] <BordListian> sub alias?
L2510[13:34:43] ⇦ Quits: jackmcbarn (jackmcbarn@gateway.insomnia247.nl) (Ping timeout: 192 seconds)
L2511[13:34:46] <BordListian> ??????
L2512[13:34:48] <primetoxinz> substitution alias
L2513[13:34:54] <BordListian> statemappers???
L2514[13:34:55] <primetoxinz> replacing existing blocks
L2515[13:34:59] <BordListian> ah
L2516[13:35:01] <williewillus> ah there might be some weirdness with the registry name
L2517[13:35:04] <primetoxinz> mmhmm
L2518[13:35:16] <primetoxinz> I know that sub alias are a mess
L2519[13:35:16] <Naiten> yay, getting better at mc train modelling \o/ http://i.imgur.com/rsRbSFJ.png
L2520[13:35:22] <BordListian> wait you can replace existing blocks?
L2521[13:35:28] <williewillus> BordListian: statemappers are how mc gets from IBlockState -> ModelResourceLocation
L2522[13:35:31] <williewillus> yes but it's hacky
L2523[13:35:38] <williewillus> and most of the time it's broken lol
L2524[13:35:41] <BordListian> yeah i'm not gonna do it
L2525[13:35:41] <JakesDen> nice train
L2526[13:35:50] <williewillus> damn that looks nice
L2527[13:35:54] <BordListian> if anything i would asm into grass growing
L2528[13:35:56] <primetoxinz> I was just trying to see if it would actually work
L2529[13:36:03] <williewillus> BordListian: wat...
L2530[13:36:04] <RANKSHANK_mob1> Train hnnng
L2531[13:36:09] <williewillus> if you need something pr it into forge
L2532[13:36:11] <williewillus> instead of using hacks
L2533[13:36:41] <BordListian> grass growing to arbitrary blocks lol
L2534[13:36:43] <primetoxinz> yet not everything gets accepted
L2535[13:36:48] <BordListian> it's not gonna work as a pr
L2536[13:36:52] <BordListian> because it's such a hacky idea
L2537[13:37:00] <BordListian> it only deserves a hack
L2538[13:37:08] <williewillus> i don't see how that's so hacky
L2539[13:37:14] <BordListian> okay consider this
L2540[13:37:18] <BordListian> i have a clay block
L2541[13:37:21] <williewillus> modify the grass method to check block.canGrassSpreadTo
L2542[13:37:23] <williewillus> or something
L2543[13:37:23] <BordListian> i have vanilla grass
L2544[13:37:27] <williewillus> and add that new method
L2545[13:37:40] <BordListian> and i have a custom vanilla grass block with clay texture
L2546[13:37:49] <BordListian> errr
L2547[13:37:50] <BordListian> oxymoron
L2548[13:37:54] <williewillus> "custom vanilla grass block"
L2549[13:37:55] <BordListian> just a custom grass block
L2550[13:37:56] <williewillus> :P
L2551[13:37:59] <BordListian> y'know
L2552[13:38:01] <williewillus> yes okay custom
L2553[13:38:11] ⇦ Quits: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net) (Ping timeout: 190 seconds)
L2554[13:38:19] <BordListian> I'm trying to get vanilla grass to spread onto vanilla clay to create my own custom grass
L2555[13:38:19] <williewillus> so add a method in Block with something like checkSpread or canGrassSpreadTo or spreadToBlock
L2556[13:38:28] <williewillus> oh
L2557[13:38:33] <BordListian> i told you
L2558[13:38:37] <BordListian> it was hacky
L2559[13:38:41] <BordListian> you understand
L2560[13:39:02] <williewillus> well if you're hacking I hope you do it cleanly unlike some other modders
L2561[13:39:02] <williewillus> :P
L2562[13:39:08] <BordListian> considering writing a custom ticker class for chunks
L2563[13:39:13] <BordListian> tbh
L2564[13:39:21] <williewillus> and break everything in the process :P
L2565[13:39:28] <BordListian> because i could use it for another idea i put on the backburner a little while back
L2566[13:41:43] ⇨ Joins: killjoy (~killjoy@cpe-2606-A000-1118-C0C8-3D66-9D03-2CA5-47BC.dyn6.twc.com)
L2567[13:42:16] <JakesDen> i tried seting up IDEA and where it asks for the Gradlew JVM JAVA_HOME is says its not defined and when i try to continue it askes me to click to open gradle settings and that wont open to add the java path
L2568[13:43:54] ⇨ Joins: jackmcbarn (jackmcbarn@gateway.insomnia247.nl)
L2569[13:43:56] <Naiten> <williewillus> damn that looks nice
L2570[13:44:01] <Naiten> was that on my model?
L2571[13:45:02] ⇨ Joins: Dimitriye98 (~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L2572[13:45:29] <JakesDen> ?
L2573[13:46:12] <RANKSHANK_mob1> Jakes did you follow sea pea double ewes youtube tut?
L2574[13:46:21] <JakesDen> nevermind seems to work now
L2575[13:46:40] <JakesDen> what?
L2576[13:47:03] <RANKSHANK_mob1> Cpw has a tutorial on the setup on youtube
L2577[13:47:14] <JakesDen> link?
L2578[13:47:39] <RANKSHANK_mob1> Sec
L2579[13:48:28] <RANKSHANK_mob1> https://youtu.be/yanCpy8p2ZE
L2580[13:48:41] <RANKSHANK_mob1> JakesDen ^
L2581[13:48:56] <JakesDen> k
L2582[13:49:28] <RANKSHANK_mob1> Wait wrong one
L2583[13:49:35] <RANKSHANK_mob1> -_-
L2584[13:49:49] <sham1> I have a question about making a new capability
L2585[13:49:50] <primetoxinz> I guess I won't use sub alias, the item model is grabbed just fine but the block just doesn't wanna
L2586[13:50:12] <sham1> When is the factory that I pass to CapabilityManager#register usedf
L2587[13:51:01] <primetoxinz> I never even made one for mine
L2588[13:51:10] *** Vigaro is now known as V
L2589[13:51:21] *** V is now known as Vigaro
L2590[13:51:42] <RANKSHANK_mob1> JakesDen https://youtu.be/PfmlNiHonV0 is the MDK one I linked you the forge dev one
L2591[13:52:52] <JakesDen> k
L2592[13:55:20] ⇨ Joins: adox (~adoxes@87.69.240.9)
L2593[13:55:35] <JakesDen> cant determin java version
L2594[13:55:54] <JakesDen> should i tyry eclipse instead
L2595[13:56:50] ⇨ Joins: Zireck (webchat@99.red-79-153-184.dynamicip.rima-tde.net)
L2596[13:56:59] <sham1> Should I register my capabilities in preInit
L2597[13:57:43] <RANKSHANK_mob1> JakesDen where's that printing? Have you set up your global JDK?
L2598[13:58:02] <JakesDen> didnt even get to that point
L2599[13:58:47] <RANKSHANK_mob1> sham1 yes
L2600[13:58:54] <sham1> Ah, okay
L2601[13:59:04] <RANKSHANK_mob1> JakesDen what point did you get to?
L2602[13:59:50] ⇦ Quits: Naiten (Naiten@5.143.35.156) (Quit: Leaving)
L2603[14:00:02] <JakesDen> well i installed idea and tried importing my project and it detects my jdk )its out of date tho) and when i coninu it says unable to detect java vbersion
L2604[14:00:18] <JakesDen> and gives this log 2016-08-06 19:33:17,800 [ 0] INFO - #com.intellij.idea.Main - ------------------------------------------------------ IDE STARTED ------------------------------------------------------
L2605[14:00:19] <JakesDen> 2016-08-06 19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - IDE: IntelliJ IDEA (build #IC-162.1447.26, 02 Aug 2016 00:00)
L2606[14:00:19] <JakesDen> 2016-08-06 19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - OS: Linux (4.4.0-33-generic, amd64)
L2607[14:00:19] <JakesDen> 2016-08-06 19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - JRE: 1.8.0_76-release-b216 (JetBrains s.r.o)
L2608[14:00:21] <JakesDen> 2016-08-06 19:33:17,804 [ 4] INFO - #com.intellij.idea.Main - JVM: 25.76-b216 (OpenJDK 64-Bit Server VM)
L2609[14:00:24] <JakesDen> 2016-08-06 19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - JVM Args: -Xbootclasspath/a:./../lib/boot.jar -Xms128m -Xmx750m -XX:ReservedCodeCacheSize=240m -XX:+UseConcMarkSweepGC -XX:SoftRefLRUPolicyMSPerMB=50 -ea -Dsun.io.useCanonCaches=false -Djava.net.preferIPv4Stack=true -XX:+HeapDumpOnOutOfMemoryError -XX:-OmitStackTraceInFastThrow -Dawt.useSystemAAFontSettings=lcd -Djb.vmOptionsFile=./idea64.vmoptions
L2610[14:00:29] <Kodos> Pastebin is your friend
L2611[14:00:30] <sham1> Holy shit
L2612[14:00:31] <JakesDen> -XX:ErrorFile=/home/jake/java_error_in_IDEA_%p.log -XX:HeapDumpPath=/home/jake/java_error_in_IDEA.hprof -Djb.restart.code=88 -Didea.paths.selector=IdeaIC2016.2 -Didea.jre.check=true
L2613[14:00:34] <JakesDen> 2016-08-06 19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - ext: /home/jake/Downloads/idea-IC-162.1447.26/jre/jre/lib/ext: [dnsns.jar, sunpkcs11.jar, zipfs.jar, sunec.jar, localedata.jar, meta-index, cldrdata.jar, nashorn.jar, sunjce_provider.jar, jfxrt.jar, jaccess.jar]
L2614[14:00:39] <JakesDen> 2016-08-06 19:33:17,806 [ 6] INFO - #com.intellij.idea.Main - JNU charset: UTF-8
L2615[14:00:40] <JakesDen> 2016-08-06 19:33:17,825 [ 25] INFO - #com.intellij.idea.Main - JNA library loaded (64-bit) in 19 ms
L2616[14:00:43] <sham1> Please don't flood
L2617[14:00:43] <JakesDen> 2016-08-06 19:33:21,312 [ 3512] INFO - llij.ide.plugins.PluginManager - Cannot find optional descriptor duplicates-groovy.xml
L2618[14:00:46] <JakesDen> 2016-08-06 19:34:16,353 [ 58553] INFO - .intellij.idea.IdeaApplication - WM detected: Metacity (Marco)
L2619[14:00:49] <JakesDen> 2016-08-06 19:34:16,667 [ 58867] INFO - llij.ide.plugins.PluginManager - Cannot find optional descriptor duplicates-groovy.xml
L2620[14:00:52] <JakesDen> 2016-08-06 19:34:16,874 [ 59074] INFO - llij.ide.plugins.PluginManager - 32 plugins initialized in 355 ms
L2621[14:00:55] <JakesDen> 2016-08-06 19:34:16,874 [ 59074] INFO - llij.ide.plugins.PluginManager - Loaded bundled plugins: Android Support (10.2.0), Ant Support (1.0), Bytecode Viewer (0.1), CVS Integration (11), Copyright (8.1), Coverage (162.1447.26), Eclipse Integration (3.0), EditorConfig (162.1447.26), Git Integration (8.1), GitHub (162.1447.26), Gradle (162.1447.26), Groovy (9.0), I18n for Java (162.1447.26), IDEA CORE (162.1447.26), IntelliLang (8.0),
L2622[14:01:03] <JakesDen> JUnit (1.0), Java Bytecode Decompiler (162.1447.26), JavaFX (1.0), Kotlin (1.0.3-release-IJ2016.1-120), Maven Integration (162.1447.26), Plugin DevKit (1.0), Properties Support (162.1447.26), Settings Repository (162.1447.26), Subversion Integration (1.1), Task Management (1.0), Terminal (0.1), TestNG-J (8.0), UI Designer (162.1447.26), XPathView + XSLT Support (4), XSLT-Debugger (1.4), YAML (162.1447.26), hg4idea (10.0)
L2623[14:01:03] <Kodos> make it stop D=
L2624[14:01:08] <JakesDen> 2016-08-06 19:34:17,575 [ 59775] INFO - ellij.vfs.persistent.FSRecords - Marking VFS as corrupted: '/home/jake/.IdeaIC2016.2/system/caches/names.dat' does not exist
L2625[14:01:08] <sham1> ^D
L2626[14:01:10] <JakesDen> 2016-08-06 19:34:17,577 [ 59777] INFO - ellij.util.io.PagedFileStorage - lower=100; upper=500; buffer=10; max=705
L2627[14:01:14] <JakesDen> 2016-08-06 19:34:17,603 [ 59803] INFO - pl.local.NativeFileWatcherImpl - Starting file watcher: /home/jake/Downloads/idea-IC-162.1447.26/bin/fsnotifier64
L2628[14:01:17] <JakesDen> 2016-08-06 19:34:17,604 [ 59804] INFO - pl.local.NativeFileWatcherImpl - Native file watcher is operational.
L2629[14:01:18] ⇦ Quits: Zireck (webchat@99.red-79-153-184.dynamicip.rima-tde.net) (Killed (NickServ (GHOST command used by Zhireck!~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)))
L2630[14:01:20] <JakesDen> 2016-08-06 19:34:17,973 [ 60173] INFO - .history.utils.LocalHistoryLog - local history version mismatch (was: 0, expected: 6), rebuilding...
L2631[14:01:23] <JakesDen> 2016-08-06 19:34:17,973 [ 60173] INFO - .history.utils.LocalHistoryLog - FS has been rebuild, rebuilding local history...
L2632[14:01:26] <JakesDen> 2016-08-06 19:34:18,108 [ 60308] ERROR - ij.components.ComponentManager - Cyclic component initialization: class com.intellij.ide.ui.LafManager [Plugin: com.intellij]
L2633[14:01:31] <JakesDen> com.intellij.diagnostic.PluginException: Cyclic component initialization: class com.intellij.ide.ui.LafManager [Plugin: com.intellij]
L2634[14:01:34] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:500)
L2635[14:01:35] ⇨ Joins: Zireck (~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)
L2636[14:01:37] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl.getComponent(ComponentManagerImpl.java:179)
L2637[14:01:40] <JakesDen> at com.intellij.ide.ui.LafManager.getInstance(LafManager.java:29)
L2638[14:01:42] <JakesDen> at com.intellij.openapi.editor.colors.impl.EditorColorsManagerImpl$1.onCurrentSchemeChanged(EditorColorsManagerImpl.java:112)
L2639[14:01:43] <RANKSHANK_mob1> JakesDen you have git, gist that
L2640[14:01:45] <JakesDen> at com.intellij.configurationStore.SchemeManagerImpl.setCurrent(SchemeManagerImpl.kt:839)
L2641[14:01:47] <JakesDen> at com.intellij.openapi.options.SchemesManager.setCurrent(SchemesManager.java:61)
L2642[14:01:49] <JakesDen> at com.intellij.openapi.editor.colors.impl.EditorColorsManagerImpl.setGlobalScheme(EditorColorsManagerImpl.java:259)
L2643[14:01:50] <Zireck> hello!
L2644[14:01:52] <JakesDen> at com.intellij.ide.ui.laf.darcula.DarculaInstaller.performImpl(DarculaInstaller.java:48)
L2645[14:01:54] <JakesDen> at com.intellij.ide.ui.laf.darcula.DarculaInstaller.install(DarculaInstaller.java:36)
L2646[14:01:56] <JakesDen> at com.intellij.ide.ui.laf.LafManagerImpl.initComponent(LafManagerImpl.java:220)
L2647[14:01:58] <primetoxinz> um
L2648[14:01:59] <RANKSHANK_mob1> -_-
L2649[14:02:00] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:518)
L2650[14:02:03] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl.createComponents(ComponentManagerImpl.java:119)
L2651[14:02:06] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.lambda$createComponents$8(ApplicationImpl.java:430)
L2652[14:02:09] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager$3.run(CoreProgressManager.java:170)
L2653[14:02:11] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.registerIndicatorAndRun(CoreProgressManager.java:494)
L2654[14:02:11] <primetoxinz> stop
L2655[14:02:12] <sham1> ANYONE WITH KICK CAPABILITIES HERE?
L2656[14:02:14] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.executeProcessUnderProgress(CoreProgressManager.java:443)
L2657[14:02:17] <JakesDen> at com.intellij.openapi.progress.impl.ProgressManagerImpl.executeProcessUnderProgress(ProgressManagerImpl.java:54)
L2658[14:02:20] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.runProcess(CoreProgressManager.java:155)
L2659[14:02:22] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.createComponents(ApplicationImpl.java:443)
L2660[14:02:25] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl.init(ComponentManagerImpl.java:103)
L2661[14:02:27] <sham1> ^C
L2662[14:02:27] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.load(ApplicationImpl.java:393)
L2663[14:02:29] <sham1> ^C
L2664[14:02:30] <sham1> ^C
L2665[14:02:31] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.load(ApplicationImpl.java:385)
L2666[14:02:33] <JakesDen> at com.intellij.idea.IdeaApplication.run(IdeaApplication.java:193)
L2667[14:02:35] <JakesDen> at com.intellij.idea.MainImpl$1.lambda$null$0(MainImpl.java:47)
L2668[14:02:37] <JakesDen> at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:311)
L2669[14:02:39] <JakesDen> at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
L2670[14:02:41] <JakesDen> at java.awt.EventQueue.access$500(EventQueue.java:97)
L2671[14:02:43] <JakesDen> at java.awt.EventQueue$3.run(EventQueue.java:709)
L2672[14:02:45] <JakesDen> at java.awt.EventQueue$3.run(EventQueue.java:703)
L2673[14:02:47] <JakesDen> at java.security.AccessController.doPrivileged(Native Method)
L2674[14:02:49] <JakesDen> at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:76)
L2675[14:02:49] ⇨ Joins: Flenix (~Flenix@static.227.9.251.148.clients.your-server.de)
L2676[14:02:52] <JakesDen> at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
L2677[14:02:54] <JakesDen> at com.intellij.ide.IdeEventQueue.dispatchEvent(IdeEventQueue.java:358)
L2678[14:02:56] <JakesDen> at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
L2679[14:02:57] <sham1> ^C
L2680[14:03:00] <JakesDen> at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
L2681[14:03:02] <JakesDen> at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
L2682[14:03:04] <JakesDen> at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
L2683[14:03:06] <JakesDen> at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
L2684[14:03:08] <JakesDen> at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
L2685[14:03:10] <JakesDen> 2016-08-06 19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - IntelliJ IDEA 2016.2.1 Build #IC-162.1447.26
L2686[14:03:13] <JakesDen> 2016-08-06 19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - JDK: 1.8.0_76-release
L2687[14:03:15] <JakesDen> 2016-08-06 19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - VM: OpenJDK 64-Bit Server VM
L2688[14:03:18] <JakesDen> 2016-08-06 19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - Vendor: JetBrains s.r.o
L2689[14:03:21] <JakesDen> 2016-08-06 19:34:18,113 [ 60313] ERROR - ij.components.ComponentManager - OS: Linux
L2690[14:03:23] <JakesDen> 2016-08-06 19:34:18,570 [ 60770] INFO - rains.ide.BuiltInServerManager - built-in server started, port 63342
L2691[14:03:26] <JakesDen> 2016-08-06 19:34:18,604 [ 60804] INFO - gs.impl.UpdateCheckerComponent - channel: release
L2692[14:03:27] <sham1> Learn to IRC
L2693[14:03:30] <JakesDen> 2016-08-06 19:34:18,725 [ 60925] INFO - il.indexing.FileBasedIndexImpl - Index exts enumerated:111
L2694[14:03:31] <Flenix> ...really?
L2695[14:03:31] <BordListian> i swear
L2696[14:03:33] <JakesDen> 2016-08-06 19:34:18,730 [ 60930] INFO - il.indexing.FileBasedIndexImpl - Index scheduled:5
L2697[14:03:33] <BordListian> t christ
L2698[14:03:35] <JakesDen> 2016-08-06 19:34:18,796 [ 60996] INFO - tellij.psi.stubs.StubIndexImpl - All stub exts enumerated:34
L2699[14:03:37] <BordListian> stop
L2700[14:03:38] <JakesDen> 2016-08-06 19:34:18,797 [ 60997] INFO - tellij.psi.stubs.StubIndexImpl - stub exts update scheduled:0
L2701[14:03:38] <RANKSHANK_mob1> D:
L2702[14:03:39] <Kodos> Flenix, it's been going on for a bit
L2703[14:03:39] ⇦ Quits: Dimitriye98 (~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net) (Remote host closed the connection)
L2704[14:03:41] <JakesDen> 2016-08-06 19:34:18,834 [ 61034] INFO - j.ide.script.IdeStartupScripts - 0 startup script(s) found
L2705[14:03:44] <JakesDen> 2016-08-06 19:34:19,299 [ 61499] INFO - ij.psi.stubs.StubUpdatingIndex - Following new file types will be indexed:KJSM,HTML,Properties,CLASS,XML,JAVA,Kotlin,Groovy,kotlin_builtins
L2706[14:03:46] <JakesDen> 2016-08-06 19:34:19,568 [ 61768] INFO - pl$FileIndexDataInitialization - Initialization done:837
L2707[14:03:48] <BordListian> close your fucking irc client
L2708[14:03:49] <JakesDen> 2016-08-06 19:34:19,776 [ 61976] INFO - exImpl$StubIndexInitialization - Initialization done:208
L2709[14:03:52] <JakesDen> 2016-08-06 19:34:20,087 [ 62287] INFO - il.indexing.FileBasedIndexImpl - Rebuild requested for index org.jetbrains.kotlin.idea.versions.KotlinMetadataVersionIndex
L2710[14:03:55] <Flenix> Anyone dare to ping the one who can solve this?
L2711[14:03:55] <JakesDen> java.lang.Throwable
L2712[14:03:57] <sham1> Should I ping Lex to make him kick this guy
L2713[14:03:58] <gigaherz> JakesDen: when something like that happens, LEAVE THE CHANNEL ASAP
L2714[14:03:59] <JakesDen> at com.intellij.util.indexing.FileBasedIndex.requestRebuild(FileBasedIndex.java:72)
L2715[14:04:01] <JakesDen> at org.jetbrains.kotlin.idea.versions.KotlinUpdatePluginComponent.initComponent(KotlinUpdatePluginComponent.kt:62)
L2716[14:04:04] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl$ComponentConfigComponentAdapter.getComponentInstance(ComponentManagerImpl.java:518)
L2717[14:04:07] <JakesDen> at com.intellij.openapi.components.impl.ComponentManagerImpl.createComponents(ComponentManagerImpl.java:119)
L2718[14:04:10] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.lambda$createComponents$8(ApplicationImpl.java:430)
L2719[14:04:11] <primetoxinz> @LexManos, ^
L2720[14:04:13] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager$3.run(CoreProgressManager.java:170)
L2721[14:04:15] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.registerIndicatorAndRun(CoreProgressManager.java:494)
L2722[14:04:18] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.executeProcessUnderProgress(CoreProgressManager.java:443)
L2723[14:04:19] <Flenix> I think it's worth a try sham, I'd say it's "nessasary"
L2724[14:04:21] <sham1> Lex, there's a great flood
L2725[14:04:21] <JakesDen> at com.intellij.openapi.progress.impl.ProgressManagerImpl.executeProcessUnderProgress(ProgressManagerImpl.java:54)
L2726[14:04:24] <JakesDen> at com.intellij.openapi.progress.impl.CoreProgressManager.runProcess(CoreProgressManager.java:155)
L2727[14:04:25] <Zireck> wow
L2728[14:04:26] <JakesDen> at com.intellij.openapi.application.impl.ApplicationImpl.createComponents(ApplicationImpl.java:443)
L2729[14:04:30] ⇦ Quits: JakesDen (~JakesDen@shell2012.plus.com) (Remote host closed the connection)
L2730[14:04:31] ⇦ Quits: Cooler (~CoolerExt@36.255.14.147) (Ping timeout: 198 seconds)
L2731[14:04:32] <Kodos> I haven't seen a flood this great since 1993
L2732[14:04:39] <sham1> Oh, he left
L2733[14:04:43] <sham1> NVM
L2734[14:04:46] <Flenix> tfft
L2735[14:04:58] <RANKSHANK_mob1> Lordy
L2736[14:05:03] <sham1> Someone who does not know how to use pastebin
L2737[14:05:04] <Flenix> I'm amazed there's not a bot here designed for that kinda stuff o.o
L2738[14:05:11] <BordListian> remove normies
L2739[14:05:22] <primetoxinz> raging because setting up idea is too hard xD
L2740[14:05:27] <sham1> We are programmers here, yet there is no anti-spam bot
L2741[14:05:30] <sham1> The fuck is this shit
L2742[14:05:43] <BordListian> there should be an automated kick system for repeated "2016-" or " at"
L2743[14:05:52] <sham1> Or just line flood
L2744[14:06:01] <sham1> In general
L2745[14:06:05] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L2746[14:06:07] <BordListian> dunno
L2747[14:06:14] <BordListian> some people enjoy talking in multilines
L2748[14:06:26] <sham1> Like me
L2749[14:06:28] <sham1> Apparently
L2750[14:06:28] <RANKSHANK_mob1> Yeah I've seen classes posted here. Imports and all
L2751[14:06:41] <Flenix> Yeah but if you post 10+ lines in a row like that, then it should kick at least
L2752[14:06:42] <sham1> But this would not trigger a line flood kick
L2753[14:06:54] <sham1> Only if you post like 5-10 lines in a short amount of time
L2754[14:07:00] <Flenix> After all if it's happening that fast we can all just stfu for a sec to let them hit the 10
L2755[14:07:04] <RANKSHANK_mob1> Or a vote kick :D
L2756[14:07:12] <sham1> !votekick
L2757[14:07:21] <Kodos> Vote kick's too easy to abuse, imo
L2758[14:07:24] ⇨ Joins: Dimitriye98 (~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L2759[14:07:26] ⇨ Joins: Cooler (~CoolerExt@59.96.1.243)
L2760[14:07:30] <sham1> "Not enough chatters voted" Vote failed
L2761[14:07:33] <sham1> FFS
L2762[14:07:35] ⇨ Joins: JakesDen (~JakesDen@shell2012.plus.com)
L2763[14:07:38] <sham1> Did Valve design this vote system
L2764[14:07:45] <RANKSHANK_mob1> Lol
L2765[14:07:53] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-108-184.buckeyecom.net) (Ping timeout: 186 seconds)
L2766[14:07:54] <sham1> The fuck was that
L2767[14:08:23] <JakesDen> Sorry about that.
L2768[14:08:43] <sham1> You just caused a flood that even Noah could have not escaped
L2769[14:08:47] <RANKSHANK_mob1> Use your gist for logs :P
L2770[14:08:53] <BordListian> or pastebin
L2771[14:08:55] <sham1> Or just any pastebin
L2772[14:08:58] <BordListian> or like a million other things
L2773[14:09:20] <JakesDen> whats a gist
L2774[14:09:34] <primetoxinz> http://gist.github.com
L2775[14:10:05] * LexManos smacks JakesDen Seriously dude...
L2776[14:10:52] <JakesDen> https://gist.github.com/jakesden/33ba8794f9cc3080d670e9994d09878a
L2777[14:11:01] <sham1> Thank you
L2778[14:11:01] <JakesDen> Sorry...
L2779[14:11:16] <sham1> What did you think was going to happen
L2780[14:11:31] <JakesDen> My clipboard to pastebin was broken
L2781[14:11:47] <sham1> And this is why I don't resort to cheap tricks like that
L2782[14:11:52] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 186 seconds)
L2783[14:12:04] <sham1> 1,4k lines
L2784[14:12:13] <sham1> Speaking of that
L2785[14:12:25] <sham1> Why don't we have a bot to autokick people who flood the chat
L2786[14:13:25] <JakesDen> also i didnt know that if i still had irc open the flood would keep going, it stopped for me
L2787[14:13:57] <Zireck> better question yet: why don't we have a slack group instead of irc?
L2788[14:14:15] <sham1> "Better" messaging formats would be interesting
L2789[14:14:31] <sham1> Although stuff like Discord would be annoying as people would hear each other's voice
L2790[14:14:35] <JakesDen> There should be a discord group for minecraft forge
L2791[14:14:44] <RANKSHANK_mob1> JakesDen your gradle install is wrong for the first part
L2792[14:14:45] <sham1> And also, as far as discord goes, no native Linux client
L2793[14:14:47] <sham1> Yet
L2794[14:14:51] <primetoxinz> because irc is here and it works
L2795[14:14:55] <primetoxinz> not need for something different
L2796[14:15:06] <JakesDen> it set it up automaticly
L2797[14:16:18] <Subaraki> does a capability need to extend something ???
L2798[14:16:31] <Subaraki> or can it just be any class that just gets promoted to capability
L2799[14:16:31] ⇦ Quits: Cooler (~CoolerExt@59.96.1.243) (Ping timeout: 198 seconds)
L2800[14:16:54] <primetoxinz> what do you mean?
L2801[14:17:11] <primetoxinz> the interface?
L2802[14:17:20] ⇨ Joins: Intektor (~Intektor4@p5B2768DD.dip0.t-ipconnect.de)
L2803[14:17:23] <RANKSHANK_mob1> Where did you port from? We should start getting intellij newbies to use the Minecraft pluggin ;P
L2804[14:17:25] <Subaraki> something i make
L2805[14:17:37] <Subaraki> no interface
L2806[14:17:45] <sham1> Wait
L2807[14:17:49] <Subaraki> i need a class that acts as an inventory
L2808[14:17:51] <sham1> There is a Minecraft plugin
L2809[14:17:52] <sham1> What
L2810[14:18:06] <JakesDen> i confuzed...
L2811[14:18:07] ⇨ Joins: zrneely (~zrneely@205.175.98.119)
L2812[14:18:22] <primetoxinz> explain more Subaraki
L2813[14:18:34] <Subaraki> i'm trying to make an extended player inventory
L2814[14:18:38] <Subaraki> 6 extra stacks
L2815[14:18:40] ⇨ Joins: Cooler (~CoolerExt@59.97.203.13)
L2816[14:18:40] <primetoxinz> ok
L2817[14:18:48] ⇦ Quits: zid (~zid___@d51a5f7f0.access.telenet.be) (Ping timeout: 186 seconds)
L2818[14:18:48] <Subaraki> i need to bind those to the player
L2819[14:18:52] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.183.252)
L2820[14:18:53] <Subaraki> trough a capability
L2821[14:18:58] <Intektor> my container seems to be a bit offset, I mean in the gui everything is shown the right way, but the mosue position seems to be wrong calculated in the container, not in the gui, because the buttons work fine, but you can't click the slots because they are a bit left and up shifted, I think it is the amout how big the gui is
L2822[14:19:08] <sham1> Well, use the IItemHandler
L2823[14:19:16] <Subaraki> i got the ItemStackHandler
L2824[14:19:20] <Subaraki> i know how to use that
L2825[14:19:25] <Subaraki> its the binding part that riddles me
L2826[14:19:26] <primetoxinz> yeah, but you need to make your own instance
L2827[14:19:28] <sham1> And then you attach that IItemHandler to the entity by using an event
L2828[14:19:34] <sham1> No you don't
L2829[14:19:39] <sham1> You can just use the default impl
L2830[14:19:45] <Subaraki> just an iitehandler ?
L2831[14:19:52] <primetoxinz> why not? if you use getCap it will give you the normal player inventory
L2832[14:19:55] <Subaraki> thats it ?
L2833[14:20:00] <RANKSHANK_mob1> Sham1 pretty much automates the install and has some snazzy highlighting. Can autogen evemthandlers and checks @SideOnly calls
L2834[14:20:02] <zrneely> Why is Block::getStateFromMeta deprecated? It's still used throughout Block, and I'm not sure how else we should describe that functionality.
L2835[14:20:08] <Intektor> http://pastebin.com/idPDftmd
L2836[14:20:15] <primetoxinz> because mojang is dumb, use it anyways zrneely
L2837[14:20:28] <sham1> They don't understand what deprecated means
L2838[14:21:45] <RANKSHANK_mob1> https://github.com/DemonWav/MinecraftDevIntelliJ the pluggins git
L2839[14:21:56] <diesieben07> they use it to mean "don't call me"
L2840[14:21:59] <diesieben07> not "don't use me at all"
L2841[14:22:17] <primetoxinz> stupi
L2842[14:22:18] <primetoxinz> d
L2843[14:22:31] <sham1> I know, right
L2844[14:22:38] <primetoxinz> grr, sub alias why you do this?!?!?
L2845[14:22:52] <primetoxinz> how can literally everything work but the blockstate model?
L2846[14:22:52] <Subaraki> ?
L2847[14:22:57] <zrneely> That's weird... good thing @SuppressWarnings exists
L2848[14:24:35] ⇦ Quits: killjoy (~killjoy@cpe-2606-A000-1118-C0C8-3D66-9D03-2CA5-47BC.dyn6.twc.com) (Ping timeout: 192 seconds)
L2849[14:29:35] ⇨ Joins: Drullkus (~Dru11kus@50.242.88.3)
L2850[14:30:42] <primetoxinz> weird error that only happens sometimes? as soon as I try to breakpoint to find it never happens again
L2851[14:35:07] ⇦ Quits: Cooler (~CoolerExt@59.97.203.13) (Ping timeout: 198 seconds)
L2852[14:35:10] ⇨ Joins: Arctic_Wolfy (~SnuWuff@71-8-85-40.dhcp.leds.al.charter.com)
L2853[14:35:59] <Arctic_Wolfy> Is there a way to load a class w/o calling a method from it?
L2854[14:36:21] <primetoxinz> huh
L2855[14:37:03] <Arctic_Wolfy> primetoxinz: Is that "huh" to what I said?
L2856[14:37:06] <primetoxinz> yes
L2857[14:37:37] <zrneely> Arctic_Wolfy, You can invoke the ClassLoader directly - not sure of the exact functions to call, but it's definitely possible
L2858[14:37:40] <Arctic_Wolfy> Okay, never know if there was a conversation going on before I joined.
L2859[14:37:48] ⇨ Joins: Cooler (~CoolerExt@103.194.65.0)
L2860[14:38:10] <diesieben07> Class.forName? but really... what? why?
L2861[14:39:23] <Arctic_Wolfy> I need to have static {} called before I can really make an object from the class b/c of stuff.
L2862[14:39:25] ⇨ Joins: Girafi (~Girafi@0x555178eb.adsl.cybercity.dk)
L2863[14:39:30] <Intektor> my container seems to be a bit offset, I mean in the gui everything is shown the right way, but the mosue position seems to be wrong calculated in the container, not in the gui, because the buttons work fine, but you can't click the slots because they are a bit left and up shifted, I think it is the amout how big the gui is http://pastebin.com/idPDftmd
L2864[14:39:51] <diesieben07> Arctic_Wolfy, calling the cstr causes clinit to run before that
L2865[14:39:59] <diesieben07> you cannot have a class loaded without clinit being run
L2866[14:40:12] <diesieben07> clinit meaning static block
L2867[14:40:28] <primetoxinz> then move the slots Intektor?
L2868[14:41:07] <Arctic_Wolfy> diesieben07: Come again?
L2869[14:41:24] <diesieben07> Arctic_Wolfy, you want to ensure static { } is called before any constructor is run, yes?
L2870[14:41:34] <diesieben07> Intektor, is your gui 176x166? if not, did you set the size in the gui class?
L2871[14:41:37] <Arctic_Wolfy> Yes.
L2872[14:41:46] <diesieben07> that is guaranteed by default
L2873[14:41:48] <diesieben07> thats how java works.
L2874[14:41:51] <Intektor> it is
L2875[14:42:01] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L2876[14:42:04] <diesieben07> shwo your gui class
L2877[14:42:59] <Arctic_Wolfy> Well. It won't call the constructor until static {} is called b/c it adds the class to a list.
L2878[14:43:09] <diesieben07> uhhh wat.
L2879[14:43:25] <Intektor> http://pastebin.com/52ePkcR6
L2880[14:43:30] <Arctic_Wolfy> It's complicated.
L2881[14:43:51] <diesieben07> just post your class
L2882[14:43:57] <diesieben07> i have a feeling you are talking about horrible things
L2883[14:44:18] <Arctic_Wolfy> I have several classes involved.
L2884[14:45:28] <diesieben07> the class with the static block
L2885[14:46:04] <diesieben07> Intektor, uh... your slot positions are hardcoded... line 73 and following
L2886[14:46:07] <adox> can someone think of a way to make item invisible only on thirdperson?
L2887[14:46:17] <electrolitic> It's there any reason my Gui would display an ItemStack's stack size as 0 if I set it to null?
L2888[14:46:28] <Arctic_Wolfy> There are several, but I'll show one since it's all pretty much the same.
L2889[14:46:45] <diesieben07> adox, you need to make a custom baked model implementing IPerspectiveAwareModel
L2890[14:46:55] <diesieben07> electrolitic, code.
L2891[14:47:37] <electrolitic> https://github.com/electrolitic/Extrafuels/blob/master/src/main/java/electrolitic/extrafuels/init/tile/TileEntityDualSmelter.java#L163-L164
L2892[14:47:40] <electrolitic> That's the tileentity
L2893[14:47:44] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L2894[14:47:59] <diesieben07> temp is a local variable
L2895[14:48:03] <diesieben07> you set it to null
L2896[14:48:08] <diesieben07> and then immediately forget about it
L2897[14:48:15] <electrolitic> It's an alias of the stack in slot 0, isn't it?
L2898[14:48:18] <diesieben07> No.
L2899[14:48:24] <diesieben07> it's a reference to an object
L2900[14:48:29] <diesieben07> you set the reference to now point ot null
L2901[14:48:35] <electrolitic> Oh
L2902[14:48:35] <diesieben07> that does not change any other reference
L2903[14:48:45] <zrneely> Why are the flags to World::setBlockState not constants?! Crazy magic numbers everywhere...
L2904[14:48:52] <diesieben07> zrneely, because compiler inlining
L2905[14:49:08] <diesieben07> we live in a world of horrible decompiled code.
L2906[14:49:15] <Rushmead> Do i need a packet handler to send a SPacketPlayerListItem
L2907[14:49:33] <diesieben07> Not really, no
L2908[14:49:35] <zrneely> diesieben07, that actually makes a lot of sense... I'm starting to see why so many modders make their own "helper" libraries
L2909[14:49:48] <Rushmead> How would i do it diesieben07?
L2910[14:49:53] <diesieben07> do what?
L2911[14:49:54] <Arctic_Wolfy> diesieben07: http://pastebin.com/CSNLh4kg
L2912[14:50:02] <Intektor> diesieben07, where line 73?
L2913[14:50:09] <Rushmead> Sorry, i thought you were replying to me.
L2914[14:50:19] <diesieben07> i was.
L2915[14:50:26] <diesieben07> Arctic_Wolfy, wtf is checkers?
L2916[14:50:32] <diesieben07> Intektor, in your paste, where else?
L2917[14:50:40] <Intektor> ah ok
L2918[14:50:41] <Intektor> sorry
L2919[14:50:49] <Rushmead> oh. well how would i send the packet without a packet handler?
L2920[14:51:04] <diesieben07> it's a vanilla packet.
L2921[14:51:09] <diesieben07> look at how vanilla sends packets.
L2922[14:51:20] <Arctic_Wolfy> diesieben07: It checks to see if a player should have the layer added to them.
L2923[14:51:39] <diesieben07> yeah don't add layers in static { }
L2924[14:51:43] <Intektor> yeah, but that has nothing to do with my slot problem, this only renderes items into my gui, not the slots
L2925[14:52:03] <Arctic_Wolfy> I'm not. adding layers in there.
L2926[14:52:25] <diesieben07> uh, err yeah
L2927[14:52:33] <Arctic_Wolfy> It adds a checker to a HashMap.
L2928[14:52:35] <diesieben07> so... what is your problem?
L2929[14:52:39] <Intektor> http://i.imgur.com/GiwtPfQ.png this is my problem , the mouse is there, but the hovered slot is somewhere else
L2930[14:53:15] ⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 202 seconds)
L2931[14:53:16] <Arctic_Wolfy> I need to have the class loaded so that the checker is put into the HashMap.
L2932[14:53:34] <primetoxinz> why does my breakpoint for all NPEs not catch this NPE!?!?!?
L2933[14:53:56] <diesieben07> Intektor, you are overriding isPointInRegion
L2934[14:54:02] <diesieben07> don't do that
L2935[14:54:17] <diesieben07> Arctic_Wolfy, static dependencies like that are bad.
L2936[14:54:21] <Arctic_Wolfy> primetoxinz: Maybe some thing catches it before you?
L2937[14:54:32] <primetoxinz> then it wouldn't crash
L2938[14:54:34] <diesieben07> Reflection.initialize will do it for you but it is a horrible code-smell
L2939[14:54:51] <Arctic_Wolfy> diesieben07: It is?
L2940[14:54:56] <diesieben07> Yes.
L2941[14:55:13] <diesieben07> Read the javadocs on that method.
L2942[14:55:22] <diesieben07> it's brittle, it's hard to maintain
L2943[14:55:26] <diesieben07> hard to test
L2944[14:55:30] <diesieben07> hard to understand
L2945[14:55:35] <diesieben07> it's just a horrible practice
L2946[14:55:44] <Arctic_Wolfy> Well... It's hard to do it other wise since static methods cannot be overridden.
L2947[14:55:56] <diesieben07> uhhh
L2948[14:56:04] <diesieben07> don't do so much statically.
L2949[14:56:14] <Arctic_Wolfy> Hmm?
L2950[14:56:28] <diesieben07> do the initialization somewhere else.
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L2952[14:56:33] <diesieben07> not statically
L2953[14:56:59] <diesieben07> the proper way would be to have a LayerRegistry
L2954[14:57:03] <Weareverylucky> Does anyone need a Dev in their Developement Team??
L2955[14:57:05] <diesieben07> that takes a LayerFactory
L2956[14:57:18] <diesieben07> the LayerFactory then has a check for if it should be applied or not
L2957[14:57:23] <diesieben07> and a "create layer" method
L2958[14:57:26] <Arctic_Wolfy> Hmm...
L2959[14:57:38] <diesieben07> less static, more flexibility
L2960[14:57:40] <Weareverylucky> Whats the upcoming issue here?
L2961[14:57:51] <Arctic_Wolfy> Not sure how to properly do that.
L2962[14:58:01] <BordListian> this is embarassing
L2963[14:58:12] <BordListian> but how do i set a block in the world to a specific block?
L2964[14:58:18] <Weareverylucky> Whaaa?
L2965[14:58:25] <primetoxinz> world.setBlockState()
L2966[14:58:35] <BordListian> i know
L2967[14:58:39] <BordListian> but how do i get the parameter
L2968[14:58:46] <Weareverylucky> Can somebody give me the proper updating mod usuage please?
L2969[14:58:49] <primetoxinz> world.setBlockState(pos,block.getStateFromMeta())
L2970[14:58:52] <diesieben07> Arctic_Wolfy, interface LayerFactory { boolean applies(EntityPlayer); LayerRender createLayer(EntityPlayer player); }
L2971[14:58:56] <diesieben07> and then a registry that uses those
L2972[14:59:06] <BordListian> so i need to write my own helper method, gotcha
L2973[14:59:09] <diesieben07> primetoxinz, no. bad.
L2974[14:59:13] <primetoxinz> why?
L2975[14:59:14] <diesieben07> don't call getStateFromMeta
L2976[14:59:23] <primetoxinz> then how do you get the statE?
L2977[14:59:29] <diesieben07> use the withProperty methods to set the proeprties you want
L2978[14:59:42] <primetoxinz> what's the different?
L2979[14:59:45] <williewillus> everything
L2980[14:59:48] <diesieben07> e.g. Block.stone.getDefaultState().withProperty(BlockStone.VARIANT, FOO)
L2981[14:59:48] <williewillus> have you read the state doc?
L2982[14:59:51] <Weareverylucky> Then why dare to ask the question diesieben07?
L2983[14:59:56] <diesieben07> vs. Block.stone.getStateFromMeta(RANDOM NUMBER)
L2984[15:00:04] <diesieben07> the 1st says what you are doing
L2985[15:00:07] <williewillus> primetoxinz: mcforge.readthedocs.io/en/latest/blockstates/states/
L2986[15:00:10] <diesieben07> the 2nd just has a random meaningless number
L2987[15:00:14] <diesieben07> Weareverylucky, ??
L2988[15:00:34] <Weareverylucky> Nothing
L2989[15:00:50] <primetoxinz> unless it's user error neither of them are any different though
L2990[15:00:50] <BordListian> right
L2991[15:00:56] <williewillus> no it's not
L2992[15:00:56] <BordListian> ModBlocks.something
L2993[15:00:59] <williewillus> if you think they're the same
L2994[15:01:03] <BordListian> i tried to run it on the class
L2995[15:01:06] <BordListian> stupidity
L2996[15:01:06] <williewillus> you don't understand the motivation of the state system
L2997[15:01:31] <Arctic_Wolfy> diesieben07: So how do I do a registry then?
L2998[15:01:44] <primetoxinz> yeah, I understand why it's better. gonna have to go through and change all that :P
L2999[15:01:46] <diesieben07> in this case just a List would probably be fine
L3000[15:01:52] <primetoxinz> after I fix this crash
L3001[15:01:58] <williewillus> primetoxinz: think of it this way which is more meaningful: minecraft:stone_button@9 or minecraft:stone_button[facing=north,powered=false]
L3002[15:02:09] <primetoxinz> mmhmm
L3003[15:02:27] <Arctic_Wolfy> diesieben07: Me list?
L3004[15:02:28] <primetoxinz> it's just a lot more work to write the second one sometimes
L3005[15:02:38] <diesieben07> Arctic_Wolfy, yes that was for you
L3006[15:02:42] <williewillus> its more verbose but more meaningful
L3007[15:02:45] <primetoxinz> yeah
L3008[15:02:46] <Arctic_Wolfy> Okay.
L3009[15:02:48] <williewillus> so I'm willing to take it :P
L3010[15:02:48] <shadowfacts> someone is trying to port a mod back to 1.7.10 from 1.9.4: http://www.minecraftforge.net/forum/index.php/topic,41115.0.html
L3011[15:02:52] <shadowfacts> http://i.imgur.com/xrNYvj5.gif
L3012[15:02:56] <williewillus> shadowfacts: ignore em
L3013[15:03:08] <williewillus> drawing attention to it does no good :P
L3014[15:03:36] <williewillus> also that person seems clueless so they won't last long :P
L3015[15:03:54] <shadowfacts> heh
L3016[15:04:30] <Zireck> I need to render an image, ideally when the user clicks a button. Where is the right place for this button? I don't think the Mod Options -> Config menu is the right place
L3017[15:04:32] <RANKSHANK_mob1> The internet is dark and full of retards
L3018[15:05:33] <RANKSHANK_mob1> Zireck in what context? Gui? Hud overlay? World object?
L3019[15:05:59] <Zireck> GUI
L3020[15:06:32] <Zireck> well, maybe using a /command would be another way to do it
L3021[15:06:52] <williewillus> what is this button doing?
L3022[15:07:12] <Zireck> rendering a QR code
L3023[15:07:28] <RANKSHANK_mob1> A command in a GUI?
L3024[15:07:55] <Zireck> no, maybe using the command would render the image directly
L3025[15:08:06] <RANKSHANK_mob1> Render... where?
L3026[15:08:41] <RANKSHANK_mob1> Cuz it sounds like you want an overlay here
L3027[15:08:50] <williewillus> i'm confused as towhat you actually want
L3028[15:08:57] <williewillus> so you want to render a QR code, yes?
L3029[15:09:03] <Zireck> yes
L3030[15:09:12] <williewillus> and you're wondering if you should do it in a gui or through a command
L3031[15:09:20] <Zireck> yes
L3032[15:09:30] <williewillus> what kind of qr code is it- when will it appear?
L3033[15:10:01] <Zireck> whenever the player wants
L3034[15:10:20] <RANKSHANK_mob1> -_-
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L3036[15:10:25] <williewillus> but what is it?
L3037[15:10:28] <williewillus> where does it go/say?
L3038[15:10:59] <Zireck> it's the ip address of the computer within the QR code
L3039[15:11:15] <Zireck> so you can scan it with your phone
L3040[15:11:55] <williewillus> i'd say do it through a client command then and just render it an one of the overlay events
L3041[15:12:40] <Zireck> ok, I'll look into it
L3042[15:12:43] <Zireck> thank you!
L3043[15:13:01] <electrolitic> Every time my TileEntity finishes cooking an item, the output doubles. if 0 in output, goes to 1, then 2, 4, 8... Code: https://github.com/electrolitic/Extrafuels/blob/master/src/main/java/electrolitic/extrafuels/init/tile/TileEntityDualSmelter.java#L159-L166
L3044[15:13:04] <RANKSHANK_mob1> Or open a GUI with a close button and draw it in there. Depends how you want it implemented
L3045[15:13:32] <williewillus> first of all get rid of that terrible setField crap
L3046[15:13:38] <electrolitic> And replace it with?
L3047[15:13:42] <williewillus> that's a terrible mojang pattern
L3048[15:13:44] <williewillus> normal setters and getters
L3049[15:14:18] <electrolitic> The only purpose of the setFields is for the Container. The container gives me an ID every time. I have to associate it with something.
L3050[15:14:30] <williewillus> every time?
L3051[15:14:32] <williewillus> what do you mean by that
L3052[15:14:42] <electrolitic> the updateProgressBar thing.
L3053[15:14:52] <electrolitic> I have to override it, meaning I accept the id.
L3054[15:14:56] <williewillus> but thats not the problem rn so don't worry about it
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L3056[15:15:07] <williewillus> why are you accessing your inv using both a handler and the array
L3057[15:15:10] <williewillus> just pick one
L3058[15:15:19] <electrolitic> How would I set it to null without the array?
L3059[15:15:29] <Weareverylucky> just do null
L3060[15:15:38] <williewillus> ItemStackHandler has a method that lets you set slots directly...
L3061[15:15:46] <williewillus> setStackInSlot
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L3063[15:16:15] <electrolitic> setStackInSlot is said to be used for general use or other mods in the comments
L3064[15:16:22] <electrolitic> not to be used*
L3065[15:16:22] <williewillus> no it's not
L3066[15:16:26] <williewillus> it's for internal use
L3067[15:16:29] <electrolitic> Oh
L3068[15:16:29] <williewillus> which is exactly what this is
L3069[15:16:30] <williewillus> :P
L3070[15:16:35] <electrolitic> Crap, whoops
L3071[15:16:47] <electrolitic> Still, doesn't solve the problem though.
L3072[15:16:55] <williewillus> just get rid of it first
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L3074[15:17:30] <electrolitic> Alright, fixed
L3075[15:18:44] <zrneely> This is a bit of a long shot - I'm using intellij on a laptop. Can I make intellij use integrated graphics and minecraft (when I start it from in intellij) use discreet graphics? Has anyone solved this before?
L3076[15:19:00] <electrolitic> Of course, it still doubles :/
L3077[15:19:07] <williewillus> printlns or debugger :D
L3078[15:19:13] <williewillus> oh
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L3080[15:19:27] <sham1> Optional.ofNullable(placer).map(Entity::getHorizontalFacing).orElse(EnumFacing.NORTH);
L3081[15:19:31] <sham1> Beautiful piece of code
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L3083[15:20:35] <williewillus> or placer == null ? EnumFacing.NORTH : placer.getHorizontalFacing();
L3084[15:20:50] <sham1> That would work too
L3085[15:20:56] <williewillus> i love functional but that's overkill lol
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L3088[15:24:34] <sham1> No kill like overkill
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L3090[15:33:37] <Arctic_Wolfy> While I am here an thinking about it, in my tests, I'm having a weird syncing issue. I have data about a player, and when they log on I sync the data from the server to the clients, other clients will properly get the data, but the client the data belongs to won't get it.
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L3092[15:35:06] <williewillus> how are you syncing it?
L3093[15:35:33] <Arctic_Wolfy> Using the packets I think.
L3094[15:35:38] <electrolitic> I think I got it :/
L3095[15:37:21] <electrolitic> Kinda a bad idea to change the stackSize of the FurnaceRecipes recipes
L3096[15:37:56] <Arctic_Wolfy> williewillus: Ya, I'm using packets.
L3097[15:38:05] <williewillus> electrolitic: lol
L3098[15:38:10] <williewillus> Arctic_Wolfy: show where you do that
L3099[15:39:24] <Koward> Does the moment (preInit, init, postInit) when EventHandlers are registered still matter now ?
L3100[15:39:25] <Arctic_Wolfy> williewillus: You want the packet classes or the event where I do it?
L3101[15:39:41] <williewillus> Koward: anytime before the event that you want fires :P
L3102[15:39:44] <williewillus> Arctic_Wolfy: both i guess
L3103[15:42:17] <Koward> So basically, one could register them all in preInit and be fine.
L3104[15:42:17] <primetoxinz> this crash keeps happening inconsistently and I believe it's my substituion alias causing it, but when it sometimes loads successful the block still doesn't get the model. I really want to figure this out :? https://gist.github.com/primetoxinz/84bb7c29aa517cae531007101d2482eb
L3105[15:42:37] <williewillus> nullregistry name I'm betting
L3106[15:42:41] <williewillus> which is another substitution bug
L3107[15:42:45] <williewillus> take it to cpw when he's on :P
L3108[15:43:01] <williewillus> maybe not a bug but misuse but either way no one knows how they work lol
L3109[15:43:09] <primetoxinz> lol
L3110[15:43:32] <Arctic_Wolfy> williewillus: http://pastebin.com/1M6gsBsM
L3111[15:43:35] <primetoxinz> I could just add 2 blocks and disable the vanilla one, but I'd prefer this
L3112[15:44:41] <williewillus> hmmm
L3113[15:44:44] <williewillus> first glance looks fine
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L3115[15:44:57] <gudenau> 'Ello
L3116[15:44:57] <williewillus> though unrelated note you can pass a Runnable directly in no need to do Callable<Object>
L3117[15:45:26] <sham1> Kello
L3118[15:45:28] <Arctic_Wolfy> williewillus: whose looks fine?
L3119[15:45:29] <gudenau> Written dirrections for a PR idea setup?
L3120[15:45:46] <williewillus> Arctic_Wolfy: yours, i didn't look in detail though
L3121[15:46:01] <minecreatr> does anyone know why FMLDeactivationEvent dosn't seem to exist?
L3122[15:46:07] <primetoxinz> not written but cpw's video is good gudenau
L3123[15:46:10] <williewillus> gudenau: check cpw's video
L3124[15:46:17] <gudenau> Can not watch a video ATM
L3125[15:46:27] <Arctic_Wolfy> Okay. I'm unsure why it has a problem.
L3126[15:46:34] <williewillus> minecreatr: deactivating mods was never implemented
L3127[15:46:36] <sham1> 'Is it just me or is there a lot more mouse sensitivity in 1.10.2
L3128[15:46:43] <williewillus> just you
L3129[15:46:56] <minecreatr> oh, so canModBeDeactivated=true does nothing? williewillus
L3130[15:47:03] <williewillus> yup
L3131[15:47:14] <williewillus> well it sets some metadata
L3132[15:47:21] <williewillus> but the actual mechanism that uses it was never made
L3133[15:47:27] <minecreatr> huh
L3134[15:47:59] <minecreatr> also, does anyone know what event I would want to listen for on a clientside only mod if I want to send a chat message as soon as a player joins a server automatically?
L3135[15:49:28] <Arctic_Wolfy> Which even get triggered first, net.minecraftforge.event.AttachCapabilitiesEvent.Entity, or net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent?
L3136[15:49:29] <sham1> Look at me, I came
L3137[15:49:32] <sham1> To the server
L3138[15:49:53] <williewillus> Arctic_Wolfy: the first is fired in the Entity() constructor
L3139[15:49:58] <williewillus> so I'm pretty sure the first
L3140[15:50:29] <Arctic_Wolfy> Hmm... so it makes no sense...
L3141[15:51:00] <williewillus> print out the name of each player you send a packet to and whose data it is
L3142[15:51:23] <williewillus> see if it's actually being sent or ont so you know if its a sending or processing issue
L3143[15:52:37] <gudenau> I hope I do not screw up the PR so bad this time...
L3144[15:52:45] <Arctic_Wolfy> Should I check to see if it's received also?
L3145[15:52:49] <williewillus> sure
L3146[15:52:59] <williewillus> gudenau: did you not use genpatches last time? :P
L3147[15:53:08] <gudenau> I did.
L3148[15:53:32] <gudenau> I just did every thing wrong formatting wise.
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L3150[15:53:50] <williewillus> the rule of thumb is touch as few vanilla lines as possible
L3151[15:54:11] <williewillus> stuff everything onto a line and don't indent and overall have shitty formatting, anything to touch fewer lines of vanilla
L3152[15:54:34] <gudenau> Seems kinda dumb, but whatever. :-/
L3153[15:54:46] <RANKSHANK> dumb until an update comes
L3154[15:54:56] <williewillus> yeah these are patches
L3155[15:55:11] <williewillus> if you reindent vanilla lines when the new version comes your patches won't apply cleanly
L3156[15:55:15] <williewillus> and it's a shitton of extra work
L3157[15:55:39] <Arctic_Wolfy> One thing is I'm using the send to all, so can't print out their names easily.
L3158[15:55:42] <gudenau> I thought they where binary patches?
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L3160[15:55:51] <williewillus> yes
L3161[15:55:56] <williewillus> but they're generated from source patches
L3162[15:56:00] <gudenau> .-.
L3163[15:56:02] <williewillus> and when porting we port source patches
L3164[15:56:12] <williewillus> that's what you're writing right now man :P
L3165[15:57:51] <gudenau> Well, waiting to do.
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L3168[15:59:03] <gudenau> Looks like it failed.
L3169[15:59:15] <gudenau> Why does this hate me?
L3170[16:00:30] <gudenau> Got a red circle with a ! on :decompileJar
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L3173[16:01:59] MineBot sets mode: +v on mezz
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L3175[16:04:15] <minecreatr> for some reason Minecraft.getMinecraft().thePlayer.getUniqueID() is giving me a null pointer exception in post init?
L3176[16:04:21] *** V is now known as Vigaro
L3177[16:04:35] <RANKSHANK> why would there be a player instance @postinit
L3178[16:04:39] <williewillus> yeah...
L3179[16:04:54] <gigaherz> minecreatr: player makes no sense until after entering a world
L3180[16:04:54] <williewillus> thePlayer only exists if the client is logged into something
L3181[16:05:06] <minecreatr> how do I get the UUID of the logged in player?
L3182[16:05:12] <williewillus> what you just posted
L3183[16:05:15] <gudenau> You *should* be able to get the session.
L3184[16:05:15] <minecreatr> before they are in game
L3185[16:05:20] <gigaherz> there's no "logged in player" until after entering the world
L3186[16:05:30] <williewillus> you can probably scan for their gameprofile
L3187[16:05:35] <williewillus> look at how the client player is constructed
L3188[16:05:37] <gudenau> Look for what instantiates the player, look at that.
L3189[16:05:43] <williewillus> there should be a profile passed in
L3190[16:05:46] <williewillus> and see how that's gotten
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L3192[16:06:34] <Zireck> RANKSHANK, williewillus , Thank you, guys! I ended up using GuiScreen. It was really easy, http://i.imgur.com/1mIOQcs.png
L3193[16:06:54] <williewillus> maybe scale it down a bitt... :P
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L3195[16:07:14] <gudenau> GUIs in MC suck. :-/
L3196[16:07:21] <gigaherz> yes
L3197[16:07:25] <Zireck> yeah, I need to tweak it a lot
L3198[16:07:25] <minecreatr> it looks like the player controller has a net handler that has the game profile
L3199[16:07:26] <gigaherz> don't think of them as GUIs
L3200[16:07:31] <gigaherz> it's just a flat canvas to draw on
L3201[16:07:42] <gudenau> Pretty much,
L3202[16:07:42] <gigaherz> mc only offers support for drawing the itemstack contained in Slots
L3203[16:07:44] <gigaherz> and Buttons.
L3204[16:07:50] <gigaherz> and editboxes
L3205[16:08:05] <gudenau> I want layout managers and crap like that...
L3206[16:08:24] <gigaherz> yeah then use a 3rdparty library
L3207[16:08:32] <gigaherz> I think a couple people have libraries with ui managers in them
L3208[16:08:52] <gigaherz> the closest I have is my guidebook rendering, and that only handles text
L3209[16:08:54] <gudenau> I do not want to depend on other things if I can help it.
L3210[16:09:00] <gigaherz> wel lthen write it yourself
L3211[16:09:03] <williewillus> ^
L3212[16:09:04] <williewillus> :P
L3213[16:09:06] <gigaherz> i mean
L3214[16:09:09] <gigaherz> there aren't any other options.
L3215[16:09:19] <gigaherz> MC doesn't have it, so:
L3216[16:09:21] <gigaherz> 1. write it yourself
L3217[16:09:23] <gigaherz> 2. use a lib
L3218[16:09:27] <gigaherz> 3. don't use it at all
L3219[16:09:27] <gudenau> Or just fight with them.
L3220[16:09:46] <williewillus> yeah except that doesn't solve the problem
L3221[16:09:49] <gudenau> And decompileJar died.
L3222[16:09:56] <gudenau> :-/
L3223[16:10:10] <RANKSHANK> my bets not enough memory
L3224[16:10:17] <gudenau> *facepalm*
L3225[16:10:22] <primetoxinz> how to run test mods in forge dev?
L3226[16:10:23] <williewillus> blurgh I hate early game
L3227[16:10:23] <gudenau> Frogot that.
L3228[16:10:30] <williewillus> just gonna cheat myself a bunch of starter stuff
L3229[16:11:14] <gudenau> How do I change that?
L3230[16:11:22] <RANKSHANK> intellij?
L3231[16:11:26] <gudenau> Yeah.
L3232[16:11:39] <williewillus> i run it out of intellij
L3233[16:11:55] <williewillus> and have never had to increase memory for decompiling
L3234[16:12:03] <williewillus> so i thought that mustve been it :P
L3235[16:12:26] <gudenau> -Xms8G -Xmx8G in VM args?
L3236[16:12:27] <RANKSHANK> right click on the gradle task and select 'create setupDecompWorkspace' and add the memory args to the vm options
L3237[16:12:50] <RANKSHANK> yeah I'd probably go down to 4g though
L3238[16:12:54] <williewillus> well he's doing forge proper dev
L3239[16:12:57] <williewillus> so do it for setupForge
L3240[16:13:01] <RANKSHANK> don't want GC hang
L3241[16:13:03] <RANKSHANK> ahh yeah
L3242[16:13:04] <gudenau> Pfft, I have 14GB.
L3243[16:13:06] <gudenau> :-P
L3244[16:13:08] <gudenau> Oh yeah
L3245[16:13:10] <gudenau> THe GC
L3246[16:13:11] <RANKSHANK> sorry was looking at my mdk :P
L3247[16:13:48] <gudenau> I did set the default as well.
L3248[16:13:56] <minecreatr> yeah, does anyone know an event thats fired on the client side when a player joins a server?
L3249[16:13:59] <gudenau> Sorry...
L3250[16:14:06] <gudenau> onWorldLoad or somthing?
L3251[16:14:11] <gudenau> Err.
L3252[16:14:17] <williewillus> how about entityjoinworld event checking for a player
L3253[16:14:18] <gudenau> EventWorldLoad
L3254[16:14:22] <williewillus> nah
L3255[16:14:29] <williewillus> use one of the join world events
L3256[16:14:34] <williewillus> and check instanceof entityplayersp
L3257[16:14:34] <gudenau> Just guessing...
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L3259[16:15:17] <gudenau> Yay, looks to be getting past that.
L3260[16:15:44] <gudenau> How do I add the forge project now?
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L3263[16:16:35] <RANKSHANK> https://www.youtube.com/watch?v=yanCpy8p2ZE gudenau
L3264[16:16:51] <gudenau> I can not.
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L3266[16:17:41] <RANKSHANK> ?
L3267[16:17:57] <gudenau> I can not watch a video right now, sorry. .-.
L3268[16:18:15] <RANKSHANK> ahh well its cpw's guide to setting up the forge dev :P
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L3270[16:19:17] <primetoxinz> anyone know how to run test mods on forge dev?
L3271[16:19:28] <williewillus> primetoxinz: cpw has a video for that
L3272[16:19:37] <primetoxinz> I looked :/
L3273[16:19:45] <williewillus> they work for me :P
L3274[16:19:50] <primetoxinz> ok
L3275[16:19:53] <RANKSHANK> it's in the desc of the video I posted
L3276[16:19:55] <primetoxinz> overlooked it
L3277[16:20:00] <RANKSHANK> shows exactly how to do it :P
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L3281[16:24:02] <minecreatr> is there any way for a clientside mod to run a command as the player, and intercept the response and cache it?
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L3283[16:24:10] ⇦ Quits: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com) (Quit: PitchBright)
L3284[16:24:29] <williewillus> send a chat packet to the server
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L3286[16:24:39] <williewillus> not sure if "intercepting the response" is possible though
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L3288[16:25:48] <minecreatr> hmm
L3289[16:25:51] <diesieben07> there isn't a way to distinguish "commadn response" from "other player told said 'Your Mom!' in chat"
L3290[16:25:56] <diesieben07> from the client's perspective
L3291[16:26:10] <diesieben07> told said? i am not drunk i swear!
L3292[16:26:28] <minecreatr> well, I guess intercept chat messages, and if it looks right cache it and prevent the player from seeing it?
L3293[16:26:38] <diesieben07> yeah
L3294[16:26:50] <minecreatr> also, how would I check the ip of the server the player is connected to?
L3295[16:27:03] <williewillus> thing is not sure something exists to do that intercepting
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L3297[16:27:08] <minecreatr> it will only do this on a specific server
L3298[16:27:13] <diesieben07> you could hack into the netty pipeline :D
L3299[16:27:16] <williewillus> there was a ClientReceiveChatEvent pr but the owner abandoned it
L3300[16:27:19] <williewillus> yeah no
L3301[16:27:19] <gudenau> makeJarForge died on genPatches
L3302[16:27:42] <diesieben07> for the server, Minecraft#getCurrentServerData
L3303[16:27:45] <minecreatr> I really dont want to have this be hacky xD
L3304[16:27:53] <diesieben07> it works fine, i do it :P
L3305[16:28:09] <williewillus> or you could finish the client chat received pr...
L3306[16:28:14] <diesieben07> its not even that hacky
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L3308[16:28:36] <gudenau> Not reflection, not ASM, not natives.
L3309[16:28:39] <gudenau> Not a hack.
L3310[16:29:04] <diesieben07> :D
L3311[16:30:08] <sham1> What about hacks
L3312[16:30:33] <minecreatr> it looks like ClientChatReceivedEvent exits
L3313[16:30:36] <minecreatr> *exists
L3314[16:30:57] <williewillus> okay then theres your solution :P
L3315[16:31:02] <minecreatr> yeah xD
L3316[16:31:11] <masa> is there any reasonable way to copy TE data to a new TE insatnce on the client side?
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L3318[16:31:22] <williewillus> masa: writeToNBT -> readFromNBT? :P
L3319[16:31:27] <williewillus> changing the coordinate tags
L3320[16:31:27] <masa> many things don't like it when write or readFromNBT is called on the client
L3321[16:31:37] <williewillus> uh
L3322[16:31:40] <williewillus> then said thing is broken
L3323[16:31:46] <williewillus> readFromNBT is called from the client when syncing
L3324[16:32:03] <masa> hmm riht, well the issue might then be writeToNBT
L3325[16:32:13] <diesieben07> is also called on the client
L3326[16:32:19] <diesieben07> when you shift-middle click in creative
L3327[16:32:33] <masa> oh
L3328[16:32:43] <masa> right...
L3329[16:32:59] <diesieben07> you always say these things
L3330[16:33:03] <diesieben07> "don't like it"
L3331[16:33:05] <diesieben07> what do you mean by that?
L3332[16:33:13] <gudenau> I need to mess with capabilities and entities soon.
L3333[16:33:15] <diesieben07> if there is an error, post it and we can help properly
L3334[16:33:33] <masa> "don't like it" == "they will crash"
L3335[16:33:44] <diesieben07> yes... with what exception??
L3336[16:34:03] <masa> well this time it was nosunchmethodexception
L3337[16:34:15] <williewillus> whoevers te it is is broken
L3338[16:34:31] <masa> it was enderio
L3339[16:34:46] <diesieben07> waht method?!
L3340[16:34:50] <diesieben07> jesus...
L3341[16:34:58] <diesieben07> do we need to ask every.single.thing
L3342[16:35:02] <diesieben07> individually? D:D
L3343[16:35:39] <masa> ??
L3344[16:35:39] <gudenau> sorry
L3345[16:35:53] <masa> wait who are you asking and what?
L3346[16:36:05] <diesieben07> i am asking YOU wnat method was not found
L3347[16:36:47] <masa> why do you care? it is due to me calling writeToNBT() and then readFromNBT() on the client side, and that enderio machine crashes, so I'll report this to them
L3348[16:37:00] <diesieben07> i am interested..
L3349[16:37:04] <diesieben07> because it might not be their fault? Idk
L3350[16:41:05] <masa> hm, ctrl + pick block works fine though, I guess it only happens on the server side then at least for these
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L3352[16:42:41] <Ordinastie_> So Avira just put minecraft.exe in quarantine...
L3353[16:42:54] <diesieben07> yep
L3354[16:42:57] <gudenau> Who uses that? :-P
L3355[16:43:04] *** williewillus is now known as willieaway
L3356[16:43:13] <gudenau> I use the Jar and Curse.
L3357[16:43:23] <diesieben07> it is getting a bit ridiculous so i am thinking of switching to another antivirus
L3358[16:43:31] <gudenau> Windows Defender?
L3359[16:43:39] <diesieben07> ehh no
L3360[16:43:48] <diesieben07> recently they also decided a random class file my mod compiles to is a virus
L3361[16:44:08] <gudenau> Hey willieaway would you mind checking my patches?
L3362[16:44:54] <Ordinastie_> that dumb shit doesn't even want to let me restore it :x
L3363[16:45:04] <gudenau> Use the Jar. :-D
L3364[16:46:09] <Ordinastie_> what jar
L3365[16:46:29] <diesieben07> THE JAR!!!
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L3367[16:46:37] <Ordinastie_> oh THAT JAR
L3368[16:46:38] <gudenau> http://s3.amazonaws.com/Minecraft.Download/launcher/Minecraft.jar
L3369[16:48:49] <RANKSHANK> gudenau there's a whole shark tank to check your patches here ;)
L3370[16:49:04] <diesieben07> is there a data structure that can effectively keep itself sorted while the sorting parameters change?
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L3372[16:50:23] <diesieben07> use case: i have a bunch of workers and i want to assign new tasks to the ones with the least work to do
L3373[16:50:40] <diesieben07> so really i just need some kind of queue, but i don't know of one that can do this
L3374[16:51:27] <BordListian> this redstone input stuff isn't working as i expected
L3375[16:51:34] <barteks2x> diesieben07, if you find one, tell me. I need that one too
L3376[16:51:38] <diesieben07> lol
L3377[16:51:42] <BordListian> what the fuck kinda redstone do repeaters even output
L3378[16:51:57] <diesieben07> the only thing i can think of is keep a list and re-sort it every time the load changes
L3379[16:51:58] <diesieben07> but that sucks
L3380[16:52:07] <Ordinastie_> diesieben07, sort your workers based only on the first task of their queue ?
L3381[16:52:32] <Ordinastie_> and resort workers when a task end
L3382[16:52:54] <diesieben07> ehhh
L3383[16:53:04] <diesieben07> how would that prefer a worker with 3 tasks over one wiht 5?
L3384[16:53:47] <Ordinastie_> I assume you had weight on your tasks
L3385[16:53:56] <diesieben07> no, weight is always 1.
L3386[16:54:02] <diesieben07> the tasks are all the same
L3387[16:55:08] <Ordinastie_> then you have to resort everytime a task is added and remove I think
L3388[16:55:43] <diesieben07> ew :D
L3389[16:56:22] <diesieben07> oh well, won't be too bad
L3390[16:56:31] <diesieben07> i probably will have like... < 20 workers at most
L3391[16:57:12] <barteks2x> That's nothing compared to me always sorting 1000-30000 elements
L3392[16:57:23] <diesieben07> :D
L3393[16:57:34] <gudenau> https://i.imgur.com/wxJs9AG.png
L3394[16:57:34] <diesieben07> i would just have liked a cleaner solution code-wise
L3395[16:57:58] *** kroeser|away is now known as kroeser
L3396[16:58:07] <gudenau> What do you recomend then?
L3397[16:58:18] <RANKSHANK> gudenau gist it at the very least, can't check whitespaces etc
L3398[16:58:20] <BordListian> world.getRedstonePower(thispos,enumfacing) should return any redstone power, right?
L3399[16:59:06] <RANKSHANK> brace formatting is off on getBeaconColor
L3400[16:59:31] <RANKSHANK> still don't need braces in the patch file
L3401[16:59:44] <RANKSHANK> on the else{} since it's a single line
L3402[16:59:51] <RANKSHANK> shorthanding reduces patch size
L3403[17:00:01] <zrneely> When loading an obj file, does the OBJLoader always look for a .mtl file with the same filename?
L3404[17:00:12] <gudenau> It is based on the obj iirc.
L3405[17:00:33] <gudenau> They OBJ calls for the mtl itself, just common to have the mtl be the same, I think.
L3406[17:00:54] <zrneely> gudenau, you're correct, the obj specifies the path to the mtl. My mistake, I should have just opened the obj in a text editor before asking :)
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L3408[17:01:49] <gudenau> Ok, in idea how do I unmake a local change in a git repo?
L3409[17:02:23] <zrneely> Did you add or commit the change?
L3410[17:02:26] <zrneely> Or neither
L3411[17:02:48] <RANKSHANK> rebase back to the base branch before your changes
L3412[17:02:58] <gudenau> I added commeted, but I did not sync.
L3413[17:03:14] <gudenau> RANKSHANK, what?
L3414[17:03:37] <RANKSHANK> wait wait nvm misread that. ignore me :P
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L3417[17:05:00] <zrneely> You can do "git checkout @~1 -- filename.ext"
L3418[17:05:16] <zrneely> That will checkout the previous version of the file "filename.ext"
L3419[17:05:26] <zrneely> @~1 means "head, but one commit earlier"
L3420[17:05:38] <gudenau> That is not the problem, I only want to have one commit.
L3421[17:06:10] <zrneely> Wait, so you have two commits that you want to combine into one?
L3422[17:06:22] <gudenau> That will basiccly be it.
L3423[17:06:34] <zrneely> "git rebase -i @~2"
L3424[17:06:37] <Koward> Has anyone ever seen something, like an entity tick hook.
L3425[17:06:56] <gudenau> There is an event for that.
L3426[17:07:27] *** kroeser is now known as kroeser|away
L3427[17:07:29] <zrneely> gudenau, that will start a text editor with the past 2 or 3 commits - there should be instructions in the file already.
L3428[17:08:04] <Koward> Someone told me that but I can't find it.
L3429[17:08:25] <Koward> No subclass of TickEvent at least
L3430[17:08:32] <zrneely> gudenau, You basically need to change the one you want to combine from "pick" to "squash", which will merge it with the commit one line above it
L3431[17:08:39] <gudenau> Give me a moment Koward
L3432[17:10:12] <Koward> I need something more efficient to access an EntityItem than getting the whole entity list of World ticks and iterate over it, it's too broad I don't get a nice result.
L3433[17:10:36] <Subaraki> I'm having a slight problem where for some odd reason i get a second instance of an array of itemstacks that foops up my code, because i expect 6 slots, an dnot 5
L3434[17:10:37] <Subaraki> http://pastebin.com/vpLi2b65
L3435[17:10:44] <gudenau> LivingUpdateEvent ?
L3436[17:10:58] *** minecreatr is now known as Mine|away
L3437[17:11:00] <Subaraki> there's one array that reflects the correct size, and one that reflects size-1
L3438[17:11:14] <Subaraki> I'm using itemstackhandler
L3439[17:11:24] <Subaraki> triple checked on double calls
L3440[17:11:39] <Subaraki> and made checks for client / server side while printing the std out's
L3441[17:11:56] <Koward> LivingUpdateEvent is only triggered for LivingEntities
L3442[17:12:05] <Subaraki> with (FMLCommonHandler.instance().getSide().isClient()) and isServer()
L3443[17:12:24] <Ordinastie_> that's wrong
L3444[17:12:47] <Ordinastie_> that checks phyisical side
L3445[17:12:55] <Ordinastie_> like dedicated server or not
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L3447[17:13:48] <gudenau> Ok, I have two pick lines, two diffrent numbers and the comment, should I just use squash on the bottom of the two?
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L3450[17:15:39] <zrneely> gudenau, squash the bottom one - that will merge it with the top one. It'll bring up another text editor too, which will let you change the commit message if you want to
L3451[17:16:08] <zrneely> so you'd change it from "pick commithash commitmessage" to "squash commithash commitmessage"
L3452[17:16:09] <gudenau> How do I exit the editor?
L3453[17:16:23] <zrneely> What editor is it, and what OS are you on?
L3454[17:16:33] <gudenau> No idea and Winderps 10.
L3455[17:17:26] <zrneely> Is it part of the terminal, or did it open another window? If it's part of the terminal, did you ever install either emacs or vim on that computer?
L3456[17:17:36] <gudenau> CMD
L3457[17:17:55] <gudenau> How about a screenshot? :-P
L3458[17:17:57] <diesieben07> git for windows comes with vim i think
L3459[17:18:22] <zrneely> If it's vim, hit ESC then type :wq
L3460[17:18:48] <gudenau> Nada.
L3461[17:19:00] <gudenau> https://i.imgur.com/r84NLAU.png
L3462[17:19:35] <Ordinastie_> looks like vim
L3463[17:19:53] <BordListian> phew, that worked
L3464[17:19:57] <Ordinastie_> ESC, should remove the INSERT at the bottom
L3465[17:20:03] <Ordinastie_> then :wq
L3466[17:20:08] <BordListian> getRedstonePower needs to be called on the block you expect redstone from
L3467[17:20:09] <gudenau> Ok, this time it worked.
L3468[17:20:11] <gudenau> Whatever,
L3469[17:20:22] <BordListian> now the only thing i need is repeater support D:
L3470[17:20:34] <diesieben07> you may scream at me, but, console-based text editors are fucking stupid
L3471[17:20:44] <gudenau> Nano is great.
L3472[17:20:55] <gudenau> How do I delete text?
L3473[17:21:15] <BordListian> and apparently redstone torches that are placed on the sides of blocks
L3474[17:21:16] <BordListian> WHY
L3475[17:21:32] <gudenau> Because Notch.
L3476[17:21:37] <BordListian> only on the away side
L3477[17:21:44] <BordListian> why x2
L3478[17:21:50] <gudenau> Ordinastie_, help me delete text please.
L3479[17:22:02] <BordListian> it works if the torch is 90° to the block that's taking the redstone input
L3480[17:22:04] <gudenau> NVM
L3481[17:22:13] <gudenau> Delete works, not backspace.
L3482[17:23:21] ⇦ Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi) (Quit: Veni, Vidi, Non reliquit in)
L3483[17:23:26] <gudenau> Now to push and have people destory me in the comments again.
L3484[17:24:01] <BordListian> also never trust canConnectRedstone
L3485[17:24:05] <BordListian> facing can be null
L3486[17:24:20] <BordListian> if the redstone wire is one block above or below
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L3488[17:24:27] <gigaherz> so!
L3489[17:24:36] <gigaherz> in trying to explain capabilities to Subaraki,
L3490[17:24:38] <gigaherz> I wrote this document
L3491[17:24:39] <gigaherz> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
L3492[17:24:48] <gigaherz> I'm open to comments and suggestions
L3493[17:27:32] <zrneely> gudenau, press ESC to exit insert mode, then you can move the cursor with hjkl and delete the current line with "dd". Press "i" to go back into insert mode.
L3494[17:27:56] <zrneely> Vim really isn't nice until you take the time to understand it
L3495[17:28:06] <gigaherz> :q and use a propereditor
L3496[17:28:07] <gigaherz> ;p
L3497[17:28:13] <gudenau> Yell away, and goodbye. https://github.com/MinecraftForge/MinecraftForge/pull/3168
L3498[17:28:20] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8000:134f:697a:7fc5:81c7:fb2a)
L3499[17:28:21] <gudenau> Like nano, that is propper.
L3500[17:28:24] <gigaherz> yep
L3501[17:28:28] <sham1> Emacs pls
L3502[17:28:33] <gigaherz> at least you don't have to reset your computer to exit it
L3503[17:28:39] ⇦ Quits: BordListian (~BordListi@chello213047142014.32.11.vie.surfer.at) (Ping timeout: 202 seconds)
L3504[17:28:41] <gigaherz> when you don't have a manual handy
L3505[17:28:41] <gigaherz> ;p
L3506[17:28:43] <sham1> ESC:q
L3507[17:28:46] <gigaherz> yeah
L3508[17:28:50] <gigaherz> try doing that in the blind
L3509[17:28:55] <gigaherz> without ever knowing wtf vim even is
L3510[17:28:56] <Ordinastie_> gudenau, first thing, why float ?
L3511[17:28:58] <sham1> It tells you when you ^C
L3512[17:29:04] <sham1> in normal mode
L3513[17:29:11] <gudenau> Ordinastie_, ask Mojang.
L3514[17:29:28] <gigaherz> does it now?
L3515[17:29:37] <gigaherz> it didn't some 15 years ago when it happened to me
L3516[17:29:41] <Intektor> does someone know how sounds work?
L3517[17:29:49] <gigaherz> superficially ;P
L3518[17:29:50] <Intektor> or has anyone ever done sounds?
L3519[17:30:00] <gigaherz> I haven't done sounds myself
L3520[17:30:01] <gigaherz> ;P
L3521[17:30:03] ⇦ Quits: gudenau (~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net) (Read error: Connection reset by peer)
L3522[17:30:21] <Intektor> maybe you can still help me
L3523[17:30:50] <diesieben07> start by reading the readthedocs article.
L3524[17:31:13] <Intektor> http://pastebin.com/e0XmHmyZ
L3525[17:31:17] <Intektor> I have
L3526[17:31:34] <Intektor> I've done it the same way as in the article
L3527[17:32:03] <Intektor> it doesn't play the sound
L3528[17:32:04] <diesieben07> why init?
L3529[17:32:09] *** MrKickkiller is now known as MrKick|Away
L3530[17:32:10] <diesieben07> use preInit
L3531[17:32:30] <gigaherz> rule of thumb: all GameRegistry.register should be in preinit
L3532[17:32:57] <gigaherz> also
L3533[17:33:04] <gigaherz> you don't need to pass the resource location to the register method
L3534[17:33:08] ⇨ Joins: Hink (~Hink@pool-108-20-224-164.bstnma.fios.verizon.net)
L3535[17:33:13] <gigaherz> it will call getRegistryName on it
L3536[17:33:22] <Intektor> so?
L3537[17:33:43] <Intektor> it doesn't work though
L3538[17:33:54] <gigaherz> that doesn't mean it was correct
L3539[17:34:44] <Intektor> so I place the location in GameRegistry.register?
L3540[17:35:01] <gigaherz> no I meant you don't have to at all
L3541[17:35:24] <gigaherz> sound_nova_shoot = new SoundEvent(new ResourceLocation(CounterGuns.MODID, "nova_shoot"));
L3542[17:35:24] <gigaherz> GameRegistry.register(sound_nova_shoot);
L3543[17:35:28] <gigaherz> likeyou do blocks/items
L3544[17:35:53] <RANKSHANK> gigz looks good ;D though it's not going to sate the swathe of copy-pastarians
L3545[17:35:58] <gigaherz> hmmm
L3546[17:36:03] <gigaherz> wait
L3547[17:36:06] <gigaherz> I'm wrong on that
L3548[17:36:17] <gigaherz> the constructor doesn't call setRegistryName
L3549[17:36:27] <gigaherz> RANKSHANK: ofc not
L3550[17:37:36] <Intektor> gigaherz, without that it crashes
L3551[17:37:40] <gigaherz> yep
L3552[17:37:42] <gigaherz> sorry about that
L3553[17:37:52] <gigaherz> see I just proved I don't know sounds. XD
L3554[17:37:56] <Intektor> anyway, it's still not working
L3555[17:37:57] *** amadornes is now known as amadornes[OFF]
L3556[17:38:14] <gigaherz> question
L3557[17:38:22] <gigaherz> have you looked at any 1.9+ mod that has sounds?
L3558[17:38:33] <Intektor> no
L3559[17:38:45] <gigaherz> I'd guess willie has implemented sounds in Botania and ProjectE
L3560[17:40:43] <gigaherz> https://github.com/williewillus/Botania/blob/master/src/main/java/vazkii/botania/common/core/handler/ModSounds.java
L3561[17:40:51] <gigaherz> so far that looks like yours
L3562[17:40:53] <gigaherz> and it's done in preinit
L3563[17:41:04] <gigaherz> https://github.com/williewillus/Botania/blob/master/src/main/java/vazkii/botania/common/core/proxy/CommonProxy.java#L104
L3564[17:41:49] <gigaherz> this is how it calls playSound
L3565[17:41:50] <gigaherz> https://github.com/williewillus/Botania/blob/master/src/main/java/vazkii/botania/common/block/tile/TileTinyPotato.java#L30
L3566[17:42:11] <gigaherz> and this is the resources
L3567[17:42:11] <gigaherz> https://github.com/williewillus/Botania/tree/master/src/main/resources/assets/botania/sounds
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L3569[17:42:28] <gigaherz> eep
L3570[17:42:29] <gigaherz> https://github.com/williewillus/Botania/blob/master/src/main/resources/assets/botania/sounds.json
L3571[17:42:33] <gigaherz> that one I wanted to link
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L3573[17:43:56] <gigaherz> the biggest difference is which playSound you chose
L3574[17:43:59] <gigaherz> it's a different override
L3575[17:44:49] <Subaraki> is diesieben07 around ?
L3576[17:44:56] <diesieben07> somewhat
L3577[17:44:58] <Subaraki> I / we need a proper working brain
L3578[17:45:11] <gigaherz> I gave up on it
L3579[17:45:14] <Subaraki> finally getting the capabilities to work, apart from one concept
L3580[17:45:28] <diesieben07> eh ok
L3581[17:45:36] <Subaraki> the itemstack lenght from ItemStackHandler returns the proper size in client side
L3582[17:45:47] <Subaraki> but on server side it returns 5
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L3584[17:45:55] <Subaraki> making it crash from oob
L3585[17:45:56] <gigaherz> actually, how do you knowwhich one is the client?
L3586[17:45:57] <gigaherz> XD
L3587[17:46:00] <gigaherz> you never said
L3588[17:46:08] <Subaraki> actually, i'm guessing
L3589[17:46:12] <Subaraki> cause it happens in the container
L3590[17:46:14] <diesieben07> code...
L3591[17:46:18] <Ordinastie_> ^
L3592[17:47:15] * Subaraki snors up code
L3593[17:47:21] ⇦ Quits: Abastro (~Abastro@175.117.182.109) (Ping timeout: 384 seconds)
L3594[17:47:31] <Subaraki> https://github.com/ArtixAllMighty/Rpg-Inventory-2016/tree/master/subaraki/rpginventory/capability
L3595[17:47:49] <Subaraki> might it be a question of init/post/pre ?
L3596[17:47:55] <Subaraki> i moved it around a bit in there
L3597[17:49:04] <diesieben07> and the OOB happens where?
L3598[17:49:25] <Ordinastie_> I don't know much about caps, but a lot of stuff doesn't look right
L3599[17:49:31] <gigaherz> ah se eanother thing I forgot to ask: a full stacktrace of the crash
L3600[17:49:31] <gigaherz> XD
L3601[17:49:37] <Subaraki> at net.minecraftforge.items.ItemStackHandler.getStackInSlot(ItemStackHandler.java:72) ~[ItemStackHandler.class:?]
L3602[17:49:45] <gigaherz> full ;P
L3603[17:49:47] <gigaherz> pastebin ;P
L3604[17:49:52] <Subaraki> x)
L3605[17:49:58] <Subaraki> it happens in the container class
L3606[17:50:03] <Subaraki> when adding the 5'th slot
L3607[17:50:03] <diesieben07> Subaraki, you override validateSlotIndex to allow indices 1-6 inclusive
L3608[17:50:10] <diesieben07> but you give it an array of size 6
L3609[17:50:15] <Subaraki> yeah, but that didnt solvet the problem
L3610[17:50:15] <diesieben07> which has indizes 0-5 inclusive
L3611[17:50:23] <Subaraki> forgot to remove it
L3612[17:50:53] <gigaherz> I already said it wouldn't solve anything
L3613[17:50:54] <gigaherz> ;P
L3614[17:50:58] <diesieben07> why does RpgStackHandler even exist?
L3615[17:51:04] <Ordinastie_> ^
L3616[17:51:31] <Subaraki> here's your log http://pastebin.com/YxPuzsgV
L3617[17:51:44] <Subaraki> to maybe override stuff if needed
L3618[17:51:46] <Subaraki> i didnt have it
L3619[17:52:04] <Subaraki> untill i wanted to override validateSlotIndex
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L3621[17:52:07] <Subaraki> for testing purposes
L3622[17:52:23] <Subaraki> which turned out to not help at all. but hey, at least i tried
L3623[17:52:46] <gigaherz> the rest is pretty much my own code, renamed ;P
L3624[17:53:53] <vox> aaand I just bought voxmods.xyz for a yea
L3625[17:53:57] <vox> *year
L3626[17:53:59] <gigaherz> which saddens me a little bit, becuase it means you copypasted it, rather than trying to do it yourself and reach a similar solution ;P
L3627[17:54:12] <gigaherz> but I expected that ;P
L3628[17:54:22] <vox> copypaste is a good way to learn tbh
L3629[17:54:32] <gigaherz> also a good way to avoid learning
L3630[17:54:33] <Ordinastie_> not really
L3631[17:54:35] <diesieben07> Subaraki, have you tried creating a new world?
L3632[17:54:42] <diesieben07> ItemStackHandler serializes the size
L3633[17:54:49] <diesieben07> so if there is an old 5-sized NBT there... it will break
L3634[17:54:55] <gigaherz> does it? o_O
L3635[17:54:58] <diesieben07> yep
L3636[17:55:03] <Subaraki> WELL THEN
L3637[17:55:04] <gigaherz> okay that's news, explains things
L3638[17:55:05] <gigaherz> XD
L3639[17:55:05] <Subaraki> lets try that
L3640[17:55:07] <Ordinastie_> why? ><
L3641[17:55:10] <diesieben07> idk
L3642[17:55:11] <diesieben07> seems stupid
L3643[17:55:23] <Subaraki> its sound very reasonable though
L3644[17:55:25] <diesieben07> means you can never grow your inventories
L3645[17:55:26] <gigaherz> nah
L3646[17:55:29] <Subaraki> because i had it set to 5 before
L3647[17:55:36] <gigaherz> only makes sense if the inventory is resizable
L3648[17:55:42] <Ordinastie_> remember when "seems stupid" was applied to mojang code only?
L3649[17:56:03] <Ordinastie_> guess it will another reason to stick with my own impl
L3650[17:57:25] <Ordinastie_> Subaraki, also, I'm pretty sure there is no point to @Capabitily inject in you own objects
L3651[17:57:37] <gigaherz> Ordinastie_: it's actually needed
L3652[17:57:44] <Subaraki> ask gigaherz
L3653[17:57:45] <Ordinastie_> wtf?
L3654[17:57:47] <Subaraki> i'm just a sheep
L3655[17:57:47] <Ordinastie_> why
L3656[17:57:59] <gigaherz> because you don't create the Capability instance
L3657[17:58:01] <gigaherz> forge does
L3658[17:58:04] <gigaherz> and doesn't return it in .register
L3659[17:58:05] <gigaherz> it's void
L3660[17:58:10] <gigaherz> so the only way to haveyourown instance
L3661[17:58:13] <Ordinastie_> wtf is that shit
L3662[17:58:14] <gigaherz> is to inject it
L3663[17:58:18] <diesieben07> yep, it sucks :D
L3664[17:58:26] <diesieben07> @CapabilityInject is stupid
L3665[17:58:42] <Ordinastie_> also naming sucks and is confusing
L3666[17:58:49] <diesieben07> public static final Capability<Foo> myCap = CapabilityManager.register(...);
L3667[17:58:51] <diesieben07> done
L3668[17:59:00] <Ordinastie_> what is called capability is just a key to a capability
L3669[17:59:11] <diesieben07> or psf Capability<Bar> someoneElses = CapabilityManager.get(...)
L3670[17:59:22] <gigaherz> it doubles up as a way to provide default implementation instances
L3671[17:59:27] <gigaherz> and default implementation storage
L3672[17:59:42] <Ordinastie_> (diesieben07, psf ?)
L3673[17:59:48] <diesieben07> public static final
L3674[17:59:51] <Ordinastie_> oh
L3675[17:59:56] <gigaherz> diesieben07: the issue with the latter is, WHEN do you do that?
L3676[18:00:03] <diesieben07> in your mod.
L3677[18:00:05] <Subaraki> oh my
L3678[18:00:07] <Subaraki> such miracle
L3679[18:00:08] <Subaraki> much wauw
L3680[18:00:11] <Subaraki> such workings
L3681[18:00:14] <gigaherz> @CapabilityInject happens "whenever the cap is registered"
L3682[18:00:16] <diesieben07> forge will give you a Cpaability object
L3683[18:00:30] <gigaherz> Subaraki: that sounds sarcastic?
L3684[18:00:35] <diesieben07> and if it's created before the actual cap, it will fill it in later through the magic of TADA: Objects.
L3685[18:00:59] <gigaherz> so you'd make Capability<T> a proxy?
L3686[18:01:09] <diesieben07> no?
L3687[18:01:25] <diesieben07> and if the actual registration never comes the Capability throws NotinitializedException
L3688[18:01:38] <gigaherz> oh you mean
L3689[18:01:41] <Subaraki> no
L3690[18:01:41] <gigaherz> you'd keep that one instance
L3691[18:01:42] <diesieben07> no stupid "oh i will set static final fields" hackery
L3692[18:01:43] <Subaraki> it really did work
L3693[18:01:44] <gigaherz> and return the same for everyone
L3694[18:01:47] <diesieben07> yes of course.
L3695[18:01:50] <gigaherz> just leave it uninitialized
L3696[18:01:51] <gigaherz> I see
L3697[18:02:00] <gigaherz> yeah that would have worked
L3698[18:02:05] <Subaraki> thats a note to add to your tutorial giga ^^
L3699[18:02:11] <diesieben07> i consider the current way not working :P
L3700[18:02:16] <diesieben07> it's absolutely broken and hackery
L3701[18:02:30] <diesieben07> it goes against every OOP design prinicple...
L3702[18:02:40] * Ordinastie_ still thinks the naming confuses the shit out of people
L3703[18:02:41] <diesieben07> it hacks into the JDK... it potentially breaks the JIT...
L3704[18:02:42] <diesieben07> its just awful
L3705[18:02:55] <diesieben07> </daily rant about capability inject>
L3706[18:03:01] <gigaherz> Ordinastie_: I wholeheartedly agree
L3707[18:03:06] <gigaherz> on both parts
L3708[18:03:10] <gigaherz> naming, and annotation
L3709[18:03:12] <vox> soooo
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L3711[18:03:28] <diesieben07> oh and joy
L3712[18:03:29] <gigaherz> but I'm not going to be the one to do the pull request to fix them ;P
L3713[18:03:36] <diesieben07> @CapabiltiyInject will ALSO explode in java 9
L3714[18:03:38] <Ordinastie_> on the bright side, the way Forge is going, diesieben07 will eventually recommend using MalisisCore :D
L3715[18:03:45] <vox> I'm thinking about writing a UI thing
L3716[18:03:49] <diesieben07> lol yeah no
L3717[18:03:51] <vox> that would let me design in html or something
L3718[18:03:56] <vox> *waits for hate*
L3719[18:03:57] <diesieben07> SevenCommons is coming!
L3720[18:04:20] <gigaherz> vox: make it json
L3721[18:04:20] <RANKSHANK> It will EXPLODE? :D
L3722[18:04:26] <vox> oh yeah json would be good
L3723[18:04:28] <gigaherz> so it can take PE GUI files
L3724[18:04:31] <vox> PE?
L3725[18:04:34] <gigaherz> portable edition
L3726[18:04:37] <diesieben07> explode in IllegalAccessError :P
L3727[18:04:42] <diesieben07> or exception or whatever
L3728[18:04:44] <vox> I've actually never seen those before
L3729[18:04:50] <gigaherz> also:
L3730[18:04:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/xml/guidebook.xml
L3731[18:04:56] <Ordinastie_> RANKSHANK, yes, java 9 will be shipped with a tiny amount of C4
L3732[18:04:57] <gigaherz> this is the file format for my Guidebook item
L3733[18:05:21] <RANKSHANK> Sign me right up for that then :D
L3734[18:05:21] <diesieben07> as such, java 9 will only be available ON CD
L3735[18:05:24] <gigaherz> it has explicit paging, but is inspired in html
L3736[18:05:56] <diesieben07> ok so... there is no way to have a mixed array (ints, longs, references) without boxing, right? :D
L3737[18:06:05] <diesieben07> just so i am not missing something
L3738[18:06:15] <gigaherz> not that i'm aware of
L3739[18:06:33] <diesieben07> now that i think of it
L3740[18:06:44] <diesieben07> i remember experimenting with this once and putting raw object pointers in a long[]
L3741[18:06:49] <diesieben07> that did not last long
L3742[18:07:00] <gigaherz> C# has union-like structs
L3743[18:07:05] <Ordinastie_> did it last int though ?
L3744[18:07:08] <gigaherz> but I don't believe Java has anything like that
L3745[18:07:16] <diesieben07> i knew that was coming ordi -_-
L3746[18:07:30] <diesieben07> hrm
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L3748[18:07:38] <diesieben07> i could make 2 arrays, long [] and Object[]
L3749[18:08:13] <diesieben07> but how does one then calculate the index... hrm
L3750[18:08:42] <Ordinastie_> does it have to be native arrays ?
L3751[18:08:48] <diesieben07> no
L3752[18:08:50] <diesieben07> i don't care what it is :D
L3753[18:09:09] <diesieben07> i just want to be able to have an efficient mixed data storage
L3754[18:10:43] <gigaherz> I can't think of anything better than boxing
L3755[18:11:07] <diesieben07> oh well
L3756[18:11:11] <diesieben07> thanks guys :D
L3757[18:11:17] <gigaherz> 3 arrays (boolean[], long[], Object[]) is horrible
L3758[18:11:25] <gigaherz> linked list isn't much better
L3759[18:11:30] <diesieben07> linked list? :O
L3760[18:11:36] <diesieben07> oh my own links
L3761[18:11:38] <gigaherz> yes
L3762[18:11:47] <diesieben07> that still means boxing :D
L3763[18:11:52] <Intektor> it's just not playing my sound
L3764[18:11:54] <gigaherz> no I meant like
L3765[18:11:56] <diesieben07> i'll have a ChangedValue[]
L3766[18:12:01] <Intektor> if I put in any other sound, it works just fine
L3767[18:12:03] <diesieben07> and ChangedValue.OfRef, OfInt, OfLong
L3768[18:12:06] <gigaherz> well yeah it means boxing
L3769[18:12:11] <gigaherz> then
L3770[18:12:12] <diesieben07> with float as int and double as long :D
L3771[18:12:15] <gigaherz> linked-runs
L3772[18:12:29] <gigaherz> if there's 5 longs in a row
L3773[18:12:44] <diesieben07> uh yeah tahts way too complciated :D
L3774[18:12:51] <gigaherz> you could have LongsRun { long[5] }
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L3776[18:13:00] <diesieben07> who cares, objects are fast, right? :D
L3777[18:13:06] <gigaherz> so... boxing.
L3778[18:20:27] <Ordinastie_> meanwhile, I need to find a way to make a JSON structure for my animations :s
L3779[18:22:08] <gigaherz> describeyour animations
L3780[18:22:26] <gigaherz> curve-based? frame-based?
L3781[18:23:10] <Ordinastie_> those are my animations : https://github.com/Ordinastie/MalisisCore/tree/1.9.4/src/main/java/net/malisis/core/renderer/animation
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L3783[18:24:57] <gigaherz> so curve-based, sortof
L3784[18:25:14] <Ordinastie_> no sure what you call curve-based
L3785[18:25:32] <gigaherz> there's two main ways to describe animation sequences
L3786[18:25:44] <gigaherz> one is to provide the exact values on a sampledway
L3787[18:25:50] <gigaherz> N frames/second
L3788[18:25:58] <gigaherz> and then interpolate between those
L3789[18:26:02] <Ordinastie_> it's start end and ticks
L3790[18:26:11] <gigaherz> another one is to describe each individual value as a curve
L3791[18:26:14] <Ordinastie_> https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8.9/source/net/malisis/demo/stargate/StargateRenderer.java#L102
L3792[18:26:21] <gigaherz> spline/polyline
L3793[18:26:28] <gigaherz> with arbitrary keyframes
L3794[18:26:35] <gigaherz> so like
L3795[18:27:13] <Ordinastie_> the animations are already working fine, what I need is a way to put them into a JSON
L3796[18:27:18] <gigaherz> "color.r": [ { "at": 25, "value": 0.5, "left": "smooth", "right": "sharp" }, ... ]
L3797[18:27:41] <gigaherz> smooth/sharp would distinguish between a linear interpolation, and a cubic interpolation
L3798[18:27:44] <Ordinastie_> animations are supposed to be applied to shapes (or OBJ groups in that case)
L3799[18:27:47] <gigaherz> (ifyou wanted that)
L3800[18:28:16] <gigaherz> ofc, that's a bit annoying to edit by hand
L3801[18:28:49] <gigaherz> so that's why I asked you to describe how the animation sequence works
L3802[18:28:53] <gigaherz> so from what I see
L3803[18:29:02] <gigaherz> you have a step type (color etc)
L3804[18:29:05] <gigaherz> and a step length (delay?)
L3805[18:29:16] <Ordinastie_> duration and delay
L3806[18:29:45] <Ordinastie_> but I think I know how I'll have them now
L3807[18:30:04] <gigaherz> oh I see, I missed the duration
L3808[18:30:30] <gigaherz> my best suggestion wouldn't match that
L3809[18:30:35] <gigaherz> so meh ;p
L3810[18:30:58] <Ordinastie_> "transforms" { "name" { "type" : "translation", "from": ..., "to" : }, "otherName" : {} }
L3811[18:31:33] <gigaherz> can you have more than one translation running at the same time?
L3812[18:31:37] <Ordinastie_> and "animations" : { "name" : { "object" : "someGroupInObj", "transform" : } }
L3813[18:32:21] <Ordinastie_> gigaherz, of course, but they're usually groupe in one ParallelTransformation
L3814[18:32:37] <Ordinastie_> if they're sequential, you have ChainedTransformation
L3815[18:32:50] <Ordinastie_> (not a big fan of that name though)
L3816[18:33:27] <Ordinastie_> the only thing is, I'll have to have custom deserializer for transforms
L3817[18:33:48] <Ordinastie_> because fields will differ based on the type
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L3820[18:39:56] <gigaherz> this owuld have been my suggestion for a curve-based animation system would have been something like https://gist.github.com/gigaherz/86c2e2024e5e5208b7a12c9f6c574522
L3821[18:40:00] <gigaherz> oops
L3822[18:40:06] <gigaherz> my suggestion for a curve-based animation system would have been something like https://gist.github.com/gigaherz/86c2e2024e5e5208b7a12c9f6c574522
L3823[18:40:22] <gigaherz> I didn't realize I had started typing the sentence already
L3824[18:40:42] <gigaherz> the idea is
L3825[18:40:46] <gigaherz> you provide keyframes
L3826[18:40:51] <gigaherz> but the components are optional on the keyframes
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L3828[18:41:14] <Ordinastie_> sounds a bit complicated too
L3829[18:41:19] <gigaherz> so thefirst one may have all of them, then some may update more often than others
L3830[18:41:31] <gigaherz> and at the end you may have all of them once again
L3831[18:41:49] <gigaherz> it's the closest representation to how you edit an animation on a modelling program
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L3833[18:42:12] <Ordinastie_> yes, but you have a program to edit them :)
L3834[18:42:24] <Ordinastie_> here they're supposed to be manually written
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L3837[18:42:40] <gigaherz> yeah
L3838[18:42:49] <gigaherz> but the thing is
L3839[18:42:51] <gigaherz> if I did have a program
L3840[18:42:56] <gigaherz> then I wouldn't havethe keyframes like that
L3841[18:43:03] <gigaherz> I'd have each curve on a separate thing
L3842[18:43:10] <gigaherz> with its own keyframes array
L3843[18:43:18] <gigaherz> but that's much harder to edit by hand
L3844[18:43:26] <gigaherz> since you don't see the whole picture at once
L3845[18:43:55] <vox> yo ghz
L3846[18:44:01] <vox> how do you actually render that book?
L3847[18:44:19] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/guidebook
L3848[18:44:30] <gigaherz> I mean
L3849[18:44:30] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/guidebook/GuiGuidebook.java
L3850[18:45:01] <gigaherz> I need to refactor that
L3851[18:45:02] <gigaherz> it's a mess.
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L3853[18:49:42] <zrneely> What does the checkSides flag do in BlockModelRenderer::renderModel?
L3854[18:50:01] <Ordinastie_> checks for culling
L3855[18:50:28] <Ordinastie_> like a block on the ground won't draw the bottom face
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L3857[18:51:07] <zrneely> Hmm... so it should in general be true, right? I'm following McJty's tutorials and he doesn't have it in his TESR example
L3858[18:51:17] <Ordinastie_> or the adjacent faces between 2 glass blocks
L3859[18:51:27] <zrneely> And I'm not super familiar with OpenGL/3d graphics in general
L3860[18:51:51] <Ordinastie_> depends on what you render
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L3862[19:04:13] <vox> So I have to figure out
L3863[19:04:20] <vox> Do I want to make the code pretty
L3864[19:04:24] <vox> or make it work :/
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L3866[19:04:43] <RANKSHANK> is that even a question?
L3867[19:04:48] <vox> yes :P
L3868[19:04:55] <RANKSHANK> :D
L3869[19:05:02] <vox> I've been seriously thinking about making a pretty GUI system for people to use
L3870[19:05:10] <vox> but also I could be working on my mod
L3871[19:05:35] <RANKSHANK> ehh libs means you'll enjoy a lot of whining about it not working
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L3873[19:08:28] <gigaherz> vox: incidently: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/guidebook/BookRenderer.java
L3874[19:08:35] <gigaherz> I refactored the book rendering code away from the gui class
L3875[19:08:39] <gigaherz> and parsing
L3876[19:08:41] <gigaherz> and navigation
L3877[19:08:46] <gigaherz> it's still a mess ;P
L3878[19:09:04] <vox> :P
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L3885[19:25:48] <zrneely> Is there a way to get warnings about strings that you forgot to localize? Other than checking every single item and block you add to the game by hand?
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L3887[19:26:30] <RANKSHANK> not that I know of. unless you want to print the lang table
L3888[19:26:38] <AnarchySage> for forge 1.10.2 versionb
L3889[19:26:44] <AnarchySage> err, didnt mean to hit enter
L3890[19:27:02] <AnarchySage> for forge 1.10.2 version 2046, where is the actual forge jar? i cant find it in .minecraft anywhere
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L3892[19:27:08] <TehNut> Ender(IO/Core) has something to print strings that haven't been localized
L3893[19:27:19] <TehNut> I'm not sure where they do it
L3894[19:27:22] <gigaherz> zrneely: what kind of "strings" do you have that could be like that?
L3895[19:27:50] <gigaherz> the item and block names should just be assigned through setUnlocalizedName
L3896[19:27:59] <gigaherz> so that leaves tooltips, and gui?
L3897[19:28:52] <zrneely> gigaherz, Anything that would normally be in the .lang files. If I have an item with unlocalized name "foobar", I want to get a compile-time (ideal) or during-init (still ok) warning if "tile.foobar.name" isn't defined in my language file
L3898[19:29:22] <gigaherz> oh so you want to know which translation keys are not found, I see
L3899[19:30:14] <RANKSHANK> AnarchySage %UserProfile%/.gradle/caches/minecraft/net
L3900[19:30:16] <zrneely> yep, I've seen too many mods with obscure/uncommon things not properly localized
L3901[19:30:19] <gigaherz> well the answer it still: I don't think so
L3902[19:30:19] <gigaherz> XD
L3903[19:30:42] <gigaherz> sleep time!
L3904[19:30:46] <zrneely> Maybe I'll write something for that... should be possible to dig through the GameRegistry, no?
L3905[19:30:46] *** gigaherz is now known as ghz|afk
L3906[19:30:49] <RANKSHANK> night
L3907[19:30:59] <ghz|afk> oh before I go
L3908[19:31:02] <ghz|afk> https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
L3909[19:31:05] <ghz|afk> comments welcome ;P
L3910[19:31:13] <ghz|afk> night"!
L3911[19:31:22] * ghz|afk poofs
L3912[19:32:11] <AnarchySage> RANKSHANK: i dont see it there, im talking about the one the client uses for loading mods
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L3914[19:32:49] <RANKSHANK> wait as in dev space jars or user jars?
L3915[19:33:08] <vox> latah ghz
L3916[19:33:24] <Intektor> there is always some kind of delay when I try to play my sound effects, how can I fix this
L3917[19:33:42] <AnarchySage> user
L3918[19:35:57] <RANKSHANK> .minecraft/libraries/net/minecraftforge maybe?
L3919[19:37:01] <AnarchySage> yep, thanks
L3920[19:38:46] <RANKSHANK> no clue Intektor, you don't have silence at the start of the track right?
L3921[19:38:54] <Intektor> no
L3922[19:39:12] <Intektor> I figured out, that the sound plays faster wehn you put in more pitch
L3923[19:39:17] <Intektor> but then it also sounds uglyx
L3924[19:40:14] * ghz|afk pokes head through door
L3925[19:40:23] <ghz|afk> that may mean your actual sound has a delay at the beginning, try to trim it
L3926[19:40:26] * ghz|afk poofs again
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L3928[19:44:28] <zrneely> ghz is not very good at this whole "sleeping" thing
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L3933[19:58:33] <vox> ghz|afk: I've decided what I'm doing
L3934[19:58:55] <vox> I'm going to write a program that you can graphically design GuiContainers in
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L3947[20:31:09] <Panda_> this is probably a stupid question but I want to make sure before I start writing stuff. The "length" in the header of chunk data in an mca file is the compressed or uncompressed length?
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L3958[20:54:59] <bspkrs> Cards Against Humanity! You know you want to! http://bspk.rs/CAH/
L3959[20:56:03] <RANKSHANK> wat
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L3972[21:12:11] <Lapiman> Hi there - i'm currently trying to spawn XP orbs by a player, like so:
L3973[21:12:19] ⇨ Joins: CoderPuppy (~cpup@32.218.119.252)
L3974[21:12:25] <Lapiman> world.spawnEntityInWorld(new EntityXPOrb(world, player.posX, player.posY, player.posZ, 5)); // the 5 is just a placeholder, btw
L3975[21:12:51] <Lapiman> When I trigger this line, I hear the dings and my XP goes up and all that, but it also creates kind of a ghost xp orb entity
L3976[21:13:08] <Lapiman> it follows me around and wobbles, but refuses to disappear, even after my XP has obviously been collected
L3977[21:13:21] <Ordinastie_> only spawn on the server
L3978[21:13:24] <Lapiman> and when I leave the world, head to the start screen, and start the world over again, the ghost xp orb disappears.
L3979[21:13:28] <Lapiman> oooooh.
L3980[21:14:08] <Lapiman> lemme give that a spin.
L3981[21:15:57] <Lapiman> that did it, thank you Ordinastie_
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L3985[21:19:10] <gudenau> Uhm, how do I VIM?
L3986[21:19:11] <gudenau> .-.
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L3989[21:20:48] <Lapiman> okay, sorry, another thing
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L3991[21:21:04] <Lapiman> I just switched it to use the position of the event that triggers the xp orbs
L3992[21:21:12] <Lapiman> world.spawnEntityInWorld(new EntityXPOrb(world, pos.getX(), pos.getY(), pos.getZ(), 5));
L3993[21:21:32] <Lapiman> Only the x, y, and z are different, but this time, at least four or five xp orbs are spawning from that location
L3994[21:21:50] <Lapiman> they're collecting and disappearing but not increasing my actual XP number
L3995[21:22:08] <Lapiman> any idea what this might be?
L3996[21:22:30] <Ordinastie_> make sure the event is called only once
L3997[21:22:58] <gudenau> Got it.
L3998[21:23:15] <Lapiman> it should be, because the same event was triggering the original line of code where i spawned the xp orbs at the player's coords.
L3999[21:23:57] <Ordinastie_> don't guess, debug
L4000[21:24:48] <Lapiman> yeah, just looked at my log, it is being called only once
L4001[21:24:58] <gudenau> BAH
L4002[21:25:01] <Ordinastie_> that's not really what "debug" means but ok
L4003[21:25:03] <gudenau> Goofed up my PR again.
L4004[21:25:43] <Lapiman> Oh sorry - I had a debug statement in there from previously and it was still there telling me that the event was happening only once
L4005[21:25:46] <Lapiman> shoulda said that, apologies
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L4007[21:27:28] <gudenau> This next try, should be it, I hope.
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L4009[21:28:18] <gudenau> I think I am understanding git more.
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L4011[21:28:40] <kenzierocks> do you git it
L4012[21:28:48] <Lapiman> I wrapped the spawnEntityInWorld() in println statements now, this should make it absolutely clear.
L4013[21:28:49] <gudenau> gud pun
L4014[21:29:05] <gudenau> Lapiman, debugger?
L4015[21:30:01] <Lapiman> Okay, that's ridiculous.
L4016[21:30:13] <Lapiman> XP orbs keep streaming from this place even though the printlns are not firing.
L4017[21:30:20] <Lapiman> Maybe this world is just fubar and if I create a new one it'll be ok.
L4018[21:31:55] <gudenau> When in doubt, blame the world.
L4019[21:32:17] <gudenau> I would recomend learning to use a debugger though, verry powerfull!
L4020[21:32:42] <Ordinastie_> Lapiman, show code
L4021[21:32:46] <gudenau> git push -f
L4022[21:33:44] <Lapiman> https://github.com/thinkplank/goldinthemtharhills/blob/master/java/us/thinkplank/goldinthemtharhills/ItemGoldPan.java
L4023[21:33:46] <Lapiman> It's line 51.
L4024[21:34:32] <gudenau> https://github.com/thinkplank/goldinthemtharhills/blob/master/java/us/thinkplank/goldinthemtharhills/ItemGoldPan.java#L51 *
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L4026[21:34:41] <Lapiman> Those print statements only get printed once. But then the XP orbs spawn at the same location every second or so - and restarting the world doesn't fix it
L4027[21:34:44] <Lapiman> gudenau: neat trick, thanks
L4028[21:34:58] <gudenau> Click on the margon where the line numbers are.
L4029[21:35:05] <gudenau> Try holding shift.
L4030[21:35:15] <Ordinastie_> first, if (itemStack == null) that should never be trye
L4031[21:35:16] <Ordinastie_> *true
L4032[21:35:43] <gudenau> Oh? Good to know!
L4033[21:36:15] <Ordinastie_> well, onItemUse is called for the item of the itemStack currently held
L4034[21:36:25] <Ordinastie_> and that's that itemStack that is passed
L4035[21:36:49] <gudenau> Lapiman: BlockPos.offset https://github.com/thinkplank/goldinthemtharhills/blob/master/java/us/thinkplank/goldinthemtharhills/ItemGoldPan.java#L60-L75
L4036[21:37:13] <Ordinastie_> that too
L4037[21:37:54] <gudenau> If you want to transform blockpos, there should be a method already.
L4038[21:37:56] <Lapiman> Oh, you're kidding :P
L4039[21:37:59] <Lapiman> Thank you
L4040[21:38:13] <gudenau> No problem!
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L4042[21:38:33] <Ordinastie_> the cast to double is unnecessary too
L4043[21:38:53] <Lapiman> Oh, right, automatic casting...
L4044[21:39:13] <gudenau> Never when using more bits, always when using less.
L4045[21:39:36] <Ordinastie_> also, that code has nothing wrong
L4046[21:39:53] <vox> yo
L4047[21:40:04] <vox> I'm making a designer for GuiContainers
L4048[21:40:09] <Lapiman> Ordinastie_: that's both a compliment and also what I didn't want to hear, lol
L4049[21:40:11] <gudenau> Try clicking the margin on the left of the code in your IDE and clicking the bug to run it.
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L4051[21:40:28] <Ordinastie_> well, by nothing wrong, I meant it should work
L4052[21:40:30] <vox> Like, you'll be able to design them graphically, it'll spit out json, and your mod can load it
L4053[21:40:33] <Ordinastie_> there is plenty wrong :p
L4054[21:40:48] <Lapiman> Oh boy
L4055[21:40:54] <Lapiman> what would you fix?
L4056[21:40:56] <vox> Anyone here use a non-windows platform? I can do most of this project multi-platform
L4057[21:40:56] <vox> but
L4058[21:41:08] <vox> The frickin' file picker is super hard to do in a cross-platform way
L4059[21:42:00] *** Mine|away is now known as minecreatr
L4060[21:42:04] <gudenau> JFileChooser?
L4061[21:42:07] <Lapiman> GOT IT!
L4062[21:42:14] <kenzierocks> JFileChooser is terrible gudenau
L4063[21:42:17] <Lapiman> I think it might have to do with the fact that I'm trying to spawn an orb inside a block?
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L4065[21:42:24] <Lapiman> world.spawnEntityInWorld(new EntityXPOrb(world, pos.offset(facing).getX(), pos.offset(facing).getY(), pos.offset(facing).getZ(), 5)); works
L4066[21:42:24] <kenzierocks> all the built-in file pickers are :|
L4067[21:42:27] <gudenau> Should go up.
L4068[21:42:37] <Lapiman> no weird ghost xp orbs.
L4069[21:42:47] <Lapiman> any way to write that line any cleaner?
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L4071[21:42:55] <gudenau> *facepalm*
L4072[21:43:05] <gudenau> I KEEP MESSING UP THIS PR
L4073[21:43:30] <vox> (using C# because I like it 1000000x more)
L4074[21:43:40] <vox> I hate Java graphics stuff
L4075[21:43:50] <gudenau> Swing is great though. .-.
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L4077[21:44:03] <Ordinastie_> Lapiman, spawning it in the block doesn't change anything
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L4079[21:44:12] <kenzierocks> anyways vox
L4080[21:44:17] <kenzierocks> i do run OSX and linux
L4081[21:44:20] <Lapiman> hmmm.
L4082[21:44:20] <kenzierocks> if you need that tested
L4083[21:44:27] <Ordinastie_> beside ejecting the orb faster because of collision
L4084[21:44:35] <vox> I don't have a way to do OSX so that would be appreciated
L4085[21:44:48] <kenzierocks> drop me something and i can run it
L4086[21:44:53] <vox> Awesome
L4087[21:45:05] <vox> Got some way I can contact you that's a little better than here?
L4088[21:45:16] <kenzierocks> you want email?
L4089[21:45:37] <vox> that works
L4090[21:45:59] <gudenau> Ok. This good now? https://github.com/MinecraftForge/MinecraftForge/pull/3168
L4091[21:46:06] <gudenau> Pun is not intended.
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L4093[21:47:59] <kenzierocks> gudenau: "Gets color this block adds to a beacon beam"
L4094[21:47:59] <minecreatr> does anyone know how impedding a github inside another github repository works?
L4095[21:48:04] <kenzierocks> "Gets the color" maybe?
L4096[21:48:16] <kenzierocks> minecreatr: you mean like git submodules?
L4097[21:48:30] <gudenau> Ooops, easy fix I suppose.
L4098[21:49:00] <gudenau> Is that it?
L4099[21:49:01] <minecreatr> well, like how the FML github repo used to have a link to the MinecraftForge repo inside of it
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L4101[21:49:09] <kenzierocks> that was a git submodule
L4102[21:49:16] <Lapiman> What would be a good recipe for a gold pan? Not like a pan made of gold, a pan you use for gold panning.
L4103[21:49:17] <kenzierocks> github just does fancy links for them
L4104[21:49:26] <gudenau> It is nice.
L4105[21:49:32] <Lapiman> v-shape of iron ingots is taken by bucket, u-shape is taken by minecart
L4106[21:49:34] <gudenau> But confusing when things do not work.
L4107[21:49:51] <gudenau> I I
L4108[21:49:53] <gudenau> P
L4109[21:49:59] <gudenau> I= ingot
L4110[21:50:06] <gudenau> P = Weighed plate?
L4111[21:50:20] <Vigaro> You could do it like a hopper but without the chest
L4112[21:51:02] <Lapiman> gudenau: I like that with the plates :D
L4113[21:51:26] <gudenau> How do I fix the detached head thing?
L4114[21:51:41] <kenzierocks> gudenau: what's the output of git status
L4115[21:52:08] <gudenau> HEAD detached from bc6b008
L4116[21:52:08] <gudenau> Untracked files:
L4117[21:52:11] <gudenau> Bla bla bla
L4118[21:52:27] <kenzierocks> doesn't say anything about rebase or merge in progress?
L4119[21:52:37] <kenzierocks> how'd you get it like this instead of on a branch?
L4120[21:52:37] <gudenau> Nope.
L4121[21:52:53] <gudenau> I went back a commit and pushed a new one.
L4122[21:53:02] <kenzierocks> how
L4123[21:53:04] <kenzierocks> exact commands
L4124[21:53:09] <kenzierocks> git checkout `commit` ?
L4125[21:53:29] <vox> oh legit
L4126[21:53:35] <gudenau> I used idea to go back a commit, then to make a commit, warned me, then I used git push origin HEAD:1.10.x -f
L4127[21:53:48] <kenzierocks> ehhh
L4128[21:53:49] <vox> I can use Windows Forms in Mono, so they theoretically work on Linux and OSX
L4129[21:53:51] <vox> nice
L4130[21:53:58] <kenzierocks> git checkout 1.10.x
L4131[21:54:01] <kenzierocks> git pull
L4132[21:54:12] <gudenau> Will that kill my changes?
L4133[21:54:23] <kenzierocks> if you have any commits you made after that git push, yes
L4134[21:54:26] <kenzierocks> other wise no
L4135[21:54:29] <gudenau> Ok, thanks.
L4136[21:54:41] <kenzierocks> since you pushed them to the remote `1.10.x` branch already
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L4139[21:55:37] <gudenau> Hmm, complaining about conflicts. .-.
L4140[21:55:48] <kenzierocks> pastebin the output
L4141[21:56:20] <gudenau> http://pastebin.com/raw/xJKVVjNV
L4142[21:56:34] <kenzierocks> i had a feeling this would happen....i think you can do `git reset --hard origin/1.10.x`
L4143[21:56:51] <gudenau> Cool, thanks!
L4144[21:56:59] <kenzierocks> what happened is your local 1.10.x didn't get the new commit you pushed to the remote 1.10.x
L4145[21:57:21] <kenzierocks> so you just needed to pull the remote branch down and rewrite your local branch to be the same
L4146[21:57:35] <gudenau> Although they should have been. .-.
L4147[21:57:48] <kenzierocks> idk, something IDEA did i guess
L4148[21:57:54] <kenzierocks> normally it would be
L4149[21:58:01] <kenzierocks> i never touch the IDE git controls :P
L4150[21:58:32] <gudenau> Ok, this good this time? https://github.com/MinecraftForge/MinecraftForge/pull/3168
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L4153[21:59:14] <kenzierocks> hmmm
L4154[21:59:31] <kenzierocks> is it ever defined what "add" means?
L4155[21:59:44] <kenzierocks> does it literally add the two colors together or is it blended like leather or ....
L4156[21:59:55] <gudenau> Blended, it is vinilla.
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L4159[22:00:56] <kenzierocks> might want to specify that
L4160[22:00:58] <kenzierocks> not sure
L4161[22:01:03] <gudenau> (old + new) / 2
L4162[22:01:15] <gudenau> I think not, as it is not Forge doing it.
L4163[22:01:39] <gudenau> I might visit this later and add a blend value for it.
L4164[22:02:05] <kenzierocks> no i mean
L4165[22:02:11] <gudenau> I get it.
L4166[22:02:13] <kenzierocks> specify how it is blended in the javadocs
L4167[22:02:30] <gudenau> I suppose I could.
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L4169[22:06:38] <gudenau> And yet again, the PR is screwed up.
L4170[22:07:55] <RANKSHANK> small patch man
L4171[22:08:39] <gudenau> It is, yet I keep screwing it up.
L4172[22:08:48] <gudenau> WHITESPACE!!!!!!!!
L4173[22:09:15] <RANKSHANK> yup and if the whitespace is messed up it'll fail to autoapply on the next update which means it has to be manually done
L4174[22:09:25] <gudenau> Fixing it now.
L4175[22:09:33] <RANKSHANK> <3
L4176[22:11:11] <gudenau> Ok, I think I got it now...
L4177[22:11:34] <gudenau> +30 change.
L4178[22:14:02] <gudenau> Would it be OK to change how the blending works, assuming it creates the same values if you do not set the blending value?
L4179[22:15:50] <howtonotwin> Shouldn't you also specify that this resolves #2949, and I believe you need to make an example of this thing's usage.
L4180[22:18:00] <RANKSHANK> blending works?
L4181[22:18:04] <howtonotwin> The "closes/resolves/etc. #2949" can be edited into the PR message without altering the commits btw
L4182[22:18:32] <RANKSHANK> what? like how vanilla uses ints for the majority of things and mashes in floats here and there?
L4183[22:19:14] <Lapiman> Dumb question: where in the decompiled workspace are the vanilla models and blockstates?
L4184[22:19:21] <gudenau> 2949?
L4185[22:19:34] <howtonotwin> Its an issue that asks for this feature
L4186[22:19:59] <gudenau> How do I do that?
L4187[22:20:01] <howtonotwin> yrsegal opened it 2 months ago, so you might not have seen it
L4188[22:20:03] <RANKSHANK> Lapiman you should have an assets folder in your forgesource
L4189[22:20:15] <gudenau> I did not look TBH.
L4190[22:20:15] <howtonotwin> Just edit "Closes #2949" into your PR mesg
L4191[22:20:25] <gudenau> I was like, "This is not here, I will add it".
L4192[22:20:55] <Lapiman> RANKSHANK: I see /bin, /build, /eclipse, /gradle, /run and /src
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L4194[22:20:58] <RANKSHANK> closing an issue, the fix didn't exist before you make it
L4195[22:21:09] <RANKSHANK> Lapiman should be under /src
L4196[22:21:11] <Lapiman> searching for something like "cactus.json" returns nothing
L4197[22:21:19] <gudenau> Which I did not know about, so... Thanks.
L4198[22:21:29] <gudenau> Lapiman, look at the vinilla jar for that.
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L4200[22:21:32] <Lapiman> RANKSHANK: nope, not there... only my mod's assets
L4201[22:21:47] <howtonotwin> Go into referenced libs and find the Forge jar
L4202[22:21:51] <RANKSHANK> Lapiman how are you searching? not in explorer I hope
L4203[22:22:03] <RANKSHANK> should show up in your ide's project window
L4204[22:22:10] <gudenau> What I did is extract the assets in the jar outside the workspace, great refrence.
L4205[22:22:25] <RANKSHANK> whay
L4206[22:22:32] <RANKSHANK> ^ mixture of what and why
L4207[22:22:35] <Lapiman> oh, found it in eclipse
L4208[22:22:51] <gudenau> So it will not get nuked, and I sometimes work on a resource pack.
L4209[22:23:06] <howtonotwin> thought you were talking about cheese and milk for a sec :P
L4210[22:23:08] <gudenau> Lapiman, use IDEA, it is slow for a few minutes, then it is FREAKING AMAZING
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L4213[22:23:46] <gudenau> Bye!
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L4215[22:23:53] <gudenau> I hope that PR is up to snuff now.
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L4219[22:27:28] <RANKSHANK> looks good to me :)
L4220[22:27:38] <RANKSHANK> ah he's gone :P
L4221[22:27:48] <howtonotwin> Why does it look like GH doesn't like issue refs from the title
L4222[22:29:33] <Lapiman> whee, my modding trials mod is shaping up
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L4225[22:30:03] <Lapiman> I've got a gold pan that gives you gold nuggets from water, a sluice that passively generates gold nuggets (but sloooooowly)
L4226[22:30:20] <Lapiman> and an iron sluice that generates them quicker, but requires flowing water (which means diddling with water streams!)
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L4229[22:31:41] <Lapiman> anything else that might go well with this?
L4230[22:32:26] <howtonotwin> A tool that makes gold useful? :P
L4231[22:32:38] <Lapiman> ouch :P
L4232[22:33:14] <howtonotwin> Perhaps some kind of upgraded Ench table with a GUI that channels the power of gold to improve enchants?
L4233[22:33:40] <howtonotwin> Can teach about GUIs and enchantments
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L4235[22:35:22] <Lapiman> ooh, that sounds like an entirely new mod altogether :O
L4236[22:36:04] <Lapiman> oh, and if you're wondering... can't i plonk down a water block anywhere and get gold out of it?
L4237[22:36:11] <Lapiman> you can do that for fish too. i'm consistent.
L4238[22:37:44] <howtonotwin> Doo de doo, just fishin' OH HEY THERE FORTOONE CCLV!
L4239[22:40:00] <Lapiman> Dumb question: where does the logo file go for mcmod.info?
L4240[22:45:30] <howtonotwin> I think you define it as "logoFile" and give the path relative to the classpath
L4241[22:46:04] <Lapiman> classpath?
L4242[22:46:25] <zrneely> Lapiman, that sounds interesting for a UHC-style game where the only health regen is golden apples
L4243[22:46:52] <Lapiman> zrneely: oh yeah, you're right - it'd have to be balanced much more harshly than I've made it though for that
L4244[22:46:55] <Lapiman> i went pretty generous
L4245[22:47:01] <howtonotwin> First of all, I'm getting this from an old wiki page from 2014, so I'm not too confident in this
L4246[22:47:51] <howtonotwin> Second: Forge automatically sticks your mod jars and stuff onto the classpath, so that's why library shading is a thing
L4247[22:48:31] <howtonotwin> Third: Because the logoFile is resolved on top of the classpath, you can't stick it in "/logo.png" and not expect it to conflict
L4248[22:48:54] <howtonotwin> Fourth: Here's the reference I dug up: https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file
L4249[22:49:08] <howtonotwin> As you can see, it's old because FML still existed :P
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L4251[22:53:15] <howtonotwin> </herpdederp> I read "modding trials" as "modding tutorials" *facepalm*
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L4269[23:30:03] <Lapiman> https://github.com/thinkplank/goldinthemtharhills/wiki
L4270[23:30:06] <Lapiman> I'm proud of myself
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