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L26[01:33:29] <SquareWheel> Hey, is it okay to ask novice-level questions in here? Or is there a more appropriate channel for that?
L27[01:34:16] <tterrag> if it's related to minecraftforge, it's fine
L28[01:35:17] <SquareWheel> Okay, thanks. I'm playing with the new universal bucket system and am not finding much documentation. I'll fiddle around with it a bit more before taking up anyone's time though.
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L34[01:59:25] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160807 mappings to Forge Maven.
L35[01:59:35] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160807-1.10.2.zip (mappings = "snapshot_20160807" in build.gradle).
L36[01:59:46] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L39[02:06:55] <zrneely> What's the gradlew command to run after adding a new dependency to the build.gradle file? I'm using Intellij.
L40[02:07:11] <kenzierocks> ./gradlew intellij ?
L41[02:07:13] <zrneely> gradlew setupDecompWorkspace failed
L42[02:07:16] <kenzierocks> not intellj
L43[02:07:17] <kenzierocks> idea
L44[02:07:23] <sham1> No don't
L45[02:07:30] <kenzierocks> also if setupDecompWorkspace failed you have problems
L46[02:07:33] <zrneely> kenzierocks, it's normally genIntellijRuns, but that fails too
L47[02:07:43] <kenzierocks> genIntellijRuns is something else
L48[02:07:45] <sham1> One should not run the idea task
L49[02:07:49] <kenzierocks> what
L50[02:07:57] <IoP> Does it give more log than one line?
L51[02:07:58] <sham1> that what I just said
L52[02:07:58] <kenzierocks> why wouldn't you run the idea task
L53[02:08:04] <kenzierocks> ???
L54[02:08:12] <kenzierocks> oh right it's total s***
L55[02:08:15] <kenzierocks> unlike the eclipse task
L56[02:08:19] <kenzierocks> i remember
L57[02:08:22] <sham1> Because you can refresh the project from inside IDEA that pulls all the dependencies
L58[02:08:31] <kashike> i've never needed to run the `idea` task, it's useless 99% of the time
L59[02:08:56] <kenzierocks> anyways
L60[02:09:00] <zrneely> I'm getting 403's from libraries.minecraft.net, which doesn't make sense - I didn't think I was trying to pull from there
L61[02:09:01] <kenzierocks> zrneely: pastebin your logs
L62[02:09:11] <kenzierocks> 403 from libraries.minecraft.net is normal
L63[02:09:14] <sham1> And your build.gradle
L64[02:09:19] <kenzierocks> if your dependencies are missing
L65[02:09:21] <IoP> gradle's idea task might support more featurews than idea itself but that's rare.
L66[02:09:33] <kenzierocks> IoP: it actually supports less, from when i use it
L67[02:09:40] <kenzierocks> doesn't mark resources folders properly
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L69[02:13:27] <zrneely> Here's the error from setupDecompWorkspace: http://pastebin.com/GdqNLRnQ
L70[02:13:35] <zrneely> And here's my build.gradle: http://pastebin.com/nSNJiz4n
L71[02:14:20] <kenzierocks> mcjty must not have stuff deployed to mavenCentral()
L72[02:14:25] <tterrag> zrneely: you are missing a maven entry for top
L73[02:14:29] <tterrag> I happen to know the maven it's hosted on
L74[02:14:32] <kenzierocks> you'll need to add the correct repository
L75[02:14:33] <tterrag> *cough*
L76[02:14:41] <tterrag> http://maven.tterrag.com/mcjty/theoneprobe/TheOneProbe/
L77[02:14:45] <zrneely> Isn't it at the top?
L78[02:14:57] <kenzierocks> nope
L79[02:14:59] <zrneely> And I'm honored to speak to the man himself :)
L80[02:15:02] <tterrag> no
L81[02:15:02] <kenzierocks> that only applies to the buildscript
L82[02:15:04] <tterrag> and I didn't make TOP
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L84[02:15:13] <tterrag> you need a repositories{} block
L85[02:15:17] <kenzierocks> you'll need to add it to a repositories {} block in the script itself
L86[02:15:23] <kenzierocks> after buildscript {}
L87[02:15:39] <tterrag> looks something like this https://github.com/SleepyTrousers/EnderCore/blob/master/build.gradle#L40
L88[02:15:50] <zrneely> Oh, I see - it's distinct from the buildscript and existing repositories block
L89[02:15:58] <kenzierocks> yes
L90[02:16:06] <tterrag> McJty made TOP, I just host it for him
L91[02:16:09] <tterrag> btw
L92[02:16:32] <McJty> Thanks for that btw :-)
L93[02:16:42] <tterrag> not a problem
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L95[02:16:49] <tterrag> means faster builds for EIO >_>
L96[02:16:54] <kenzierocks> lol
L97[02:16:59] <sham1> What is TOP
L98[02:17:02] <sham1> Exactly
L99[02:17:21] <McJty> The One Probe
L100[02:17:32] <McJty> More immersive and actively maintained variant of WAILA
L101[02:17:39] <zrneely> Well that's nice of you :D
L102[02:17:44] <kenzierocks> huh
L103[02:17:45] <sham1> A better WAILA
L104[02:17:47] <sham1> Sign me in
L105[02:17:53] <kenzierocks> McJty: how good is the mod integration
L106[02:18:15] <McJty> Several mods support it, like EnderIO (one of the major ones)
L107[02:18:34] <McJty> It has a flexible but not too hard API
L108[02:18:37] <sham1> It looks interesting
L109[02:19:07] <sham1> Although, one has to craft the probe itself
L110[02:19:32] <McJty> yes but that can be disabled in the config
L111[02:19:36] <McJty> So it acts like WAILA
L112[02:19:43] <sham1> And how many servers would do that?
L113[02:19:53] <McJty> No idea :-)
L114[02:20:03] * kenzierocks would
L115[02:20:15] <kenzierocks> my inventory space is precious
L116[02:20:30] <McJty> Well mods can add a probe to their helmets
L117[02:20:36] <McJty> EnderIO has a probe enabled helmet
L118[02:20:42] <zrneely> You can also hold it in your off hand, right?
L119[02:20:47] <McJty> TOP itself also has vanilla variants of probe enabled helmets
L120[02:20:50] <McJty> Yes that works too
L121[02:20:56] <zrneely> Nobody actually uses shields anyway
L122[02:21:00] <McJty> Well I do
L123[02:21:05] <kenzierocks> >beaing able to use anything >1.7.10 for large modpacks
L124[02:21:08] <McJty> If you fight skeletons they are REALLY essential :-)
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L126[02:21:11] <kenzierocks> being*
L127[02:21:39] <kenzierocks> kinda sad that thermal foundation isn't updated yet, it's a primary part of my setup
L128[02:21:58] <sham1> Well, there already is FTB unstable 1.19
L129[02:22:01] <sham1> 1.10*
L130[02:22:14] <sham1> Seems that I skipped a couple of versions there
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L136[02:29:38] <SirSpence> Hey can I get some help setting up a basic 1.10 mod? I seem to be having issues.
L137[02:30:27] <SirSpence> The problem I'm having seems to be that there is no code after doing the gradlew stuff.
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L139[02:30:44] <tterrag> why would there be code?
L140[02:31:00] <SirSpence> http://i.imgur.com/6WTL5Gi.png Thats what I get after importing into eclipse
L141[02:31:02] <tterrag> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L142[02:31:24] <kenzierocks> that looks about righ SirSpence
L143[02:31:27] <tterrag> you seem to have actually added forge as a project
L144[02:31:30] <tterrag> which is...no
L145[02:31:38] <tterrag> SirSpence: please read linked guide and follow it closely
L146[02:31:55] <SirSpence> I did also add it as a build path
L147[02:32:20] <SirSpence> sorry in the buildpath of my mod project
L148[02:32:35] <SirSpence> And that is what I was working off of.
L149[02:33:04] <tterrag> why is your project called "Forge" ?
L150[02:33:15] <tterrag> unless you developing a mod called "Forge"
L151[02:33:36] <SirSpence> I have another project with my mod stuff in it.
L152[02:34:07] <tterrag> ok...so why does this "Forge" project exist?
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L154[02:35:02] <SirSpence> The forge project is from me importing the stuff after running gradlew setupDecompWorkspace and gradlew eclipse
L155[02:35:23] <Ordinastie_> you don't need a forge project
L156[02:35:30] <tterrag> then I don't think you actually followed the guide
L157[02:35:43] <Ordinastie_> you have your mod project which has forge/mc jar in the classpath
L158[02:36:02] <SirSpence> Yes, I have that.
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L160[02:36:47] <Ordinastie_> then delete that forge project
L161[02:36:50] <Ordinastie_> it has no use
L162[02:36:53] <SirSpence> The problem is that something seems to be missing after running gradlew setup...
L163[02:37:34] <SirSpence> That doesn't solve my problem at all though.
L164[02:38:01] <Ordinastie_> well, identify what's missing and then eventually ask here about it instead of doing random stuff :)
L165[02:40:27] <zrneely> BTW thanks all, moving my repositories block to the top level fixed my gradle issues, just had to resync it from within intellij
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L167[02:42:59] <SirSpence> Alright so how am I suuposed to import the forge source for my mod then?
L168[02:43:32] <kenzierocks> SirSpence: did you run gradle setupDecompWorkspace ?
L169[02:43:41] <kenzierocks> that should give you minecraft + forge sources
L170[02:43:42] <SirSpence> Yes.
L171[02:43:49] <SirSpence> I ran it with no errors
L172[02:43:52] <kenzierocks> they are in the Referenced Libraries
L173[02:44:04] <kenzierocks> in the forgeSrc jar
L174[02:44:29] <SirSpence> And where does the forgeSrc jar end up by default?
L175[02:44:40] <kenzierocks> ..what do you mean?
L176[02:44:44] <kenzierocks> on the filesystem?
L177[02:44:56] <SirSpence> after running gradlew stuff
L178[02:44:58] <SirSpence> yes
L179[02:45:02] <kenzierocks> depends
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L181[02:45:14] <kenzierocks> either in ~/.gradle/caches/minecraft/<some path in there>
L182[02:45:30] <kenzierocks> or in PROJECT_DIRECTORY/.gradle/caches/minecraft/<some path>
L183[02:45:37] <kenzierocks> i think those are the two locations
L184[02:45:50] <SirSpence> there is no caches folder under .gradle
L185[02:46:00] <kenzierocks> under which .gradle
L186[02:46:05] <kenzierocks> the one in your home folder
L187[02:46:08] <kenzierocks> or the one in your project dir
L188[02:46:21] <SirSpence> home folder
L189[02:46:27] <SirSpence> the one where I run gradlew from
L190[02:46:30] <Ordinastie_> SirSpence, the best way to locate the file would be from the jar in your referenced libs
L191[02:46:36] <kenzierocks> that's not your home folder???
L192[02:46:59] <kenzierocks> i hope you do not build your mods in your home folder
L193[02:47:03] <kenzierocks> that would be very messy
L194[02:47:12] <SirSpence> I'm not going to...
L195[02:47:26] <kenzierocks> then you shouldn't be running gradlew there
L196[02:47:27] <SirSpence> I'm looking and finding no jar files at all
L197[02:47:59] <SirSpence> http://i.imgur.com/8Vf0pSK.png
L198[02:48:10] <kenzierocks> ok
L199[02:48:16] <SirSpence> I ran gradlew setupDecompWorkspace in that folder
L200[02:48:16] <kenzierocks> so go to your user's home folder
L201[02:48:30] <kenzierocks> look in .gradle/caches
L202[02:48:44] <SirSpence> that doesn't exist
L203[02:48:52] <kenzierocks> that's very unlikely
L204[02:48:56] <Ordinastie_> SirSpence, do you use eclipse ?
L205[02:49:01] <SirSpence> http://i.imgur.com/hKLR5OE.png
L206[02:49:02] <SirSpence> yes
L207[02:49:11] <Ordinastie_> did you do gradlew eclipse ?
L208[02:49:11] <SirSpence> that is what is inside of .gradle
L209[02:49:19] <SirSpence> yes
L210[02:49:19] <kenzierocks> SirSpence: i said your USER HOME
L211[02:49:26] <kenzierocks> this folder IS NOT YOUR USER HOME
L212[02:49:28] <Ordinastie_> did you refresh you project in eclipse ?
L213[02:49:36] <SirSpence> the hell is user home then?
L214[02:49:48] <kenzierocks> where your Documents folder is
L215[02:49:54] <kenzierocks> Downloads, Music, Pictures
L216[02:49:55] <kenzierocks> all that
L217[02:49:57] <SirSpence> The hell would anything be put there
L218[02:50:02] <kenzierocks> because that's how gradle works
L219[02:50:18] <kenzierocks> it stores caches outside the project directory to reduce duplicated files
L220[02:50:28] <SirSpence> there is no .gradle in my user home
L221[02:50:37] <Ordinastie_> stop looking manually
L222[02:50:42] <Ordinastie_> <Ordinastie_> did you refresh you project in eclipse ?
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L224[02:51:08] <SirSpence> I don't think I'm even at that point ordinastie
L225[02:51:14] <Ordinastie_> yes you are
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L227[02:51:36] <killjoy> try C:\Users\%username%\.gradle
L228[02:51:40] <SirSpence> mostly because apparently I don't even have anything to refresh yet
L229[02:51:56] * kenzierocks goes back to staring at C program compiliation
L230[02:51:57] <SirSpence> there it is.
L231[02:51:58] <Ordinastie_> make a project in eclipse that point to that folder then
L232[02:51:59] <SirSpence> Thank you
L233[02:52:18] <Ordinastie_> the one where you did setupDecompWorkspace
L234[02:52:39] <SirSpence> Alright now that I know where the missing files went I can at least make some progress.
L235[02:53:06] <Rushmead> If i want to render another name tag above a player, can i use the RenderLivingEvent.Specials.Post<EntityOtherPlayerMP> event and just use the EntityRenderer?
L236[02:53:39] <Ordinastie_> SirSpence, you shouldn't care about that
L237[02:54:11] <killjoy> Can't you add a layer?
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L239[02:54:18] <killjoy> Rushmead ^
L240[02:54:55] <Rushmead> Hmm didnt see that.
L241[02:55:09] <killjoy> playerrender event was removed in 1.8 in favor of layers
L242[02:55:43] <zid> Rushmead, you just solved a problem I had, thank you
L243[02:55:53] <Rushmead> No problems...
L244[02:56:50] <SirSpence> Are you saying to make a new project in the folder I ran decomp in? Or are you saying import a project from there?
L245[02:57:04] <killjoy> import the gradle project
L246[02:57:10] <SirSpence> ...
L247[02:57:23] <SirSpence> Mk I did that and everyone was freaking out about it.
L248[02:57:26] <SirSpence> I called it forge...
L249[02:57:45] <killjoy> freaking out about importing the gradle project? That's not like #minecraftforge
L250[02:57:52] <killjoy> they only freak out if you use the idea task
L251[02:58:27] <Ordinastie_> when you specify the folder in eclipse when making a java project, you will see it find stuff automatically
L252[02:58:31] <SirSpence> Alright
L253[02:58:48] <SirSpence> Now that I'm back to where I was when I came into this chat
L254[02:59:04] <killjoy> wait, so you have sources not in src/main/java?
L255[02:59:12] <SirSpence> how do I actually include the forge source in my mod?
L256[02:59:20] <killjoy> just apply the forge plugin
L257[02:59:21] <Ordinastie_> it's automatci
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L259[02:59:29] <SirSpence> so I can import stuff without errors
L260[02:59:32] <Ordinastie_> it's a jar in your Referenced Libraries
L261[02:59:47] <killjoy> gotta use a gradle project for every one of your mods
L262[02:59:52] <zid> Rushmead, does forge change something about player tags above their head or is that all minecraft?
L263[03:00:03] <SirSpence> Am I supposed to work directly out of that project?
L264[03:00:04] <Rushmead> i dont think so
L265[03:00:05] <Ordinastie_> SirSpence, like that : http://puu.sh/qsETe.png
L266[03:00:07] <killjoy> zid, check the patches
L267[03:00:11] <Ordinastie_> SirSpence, yes
L268[03:00:17] <Ordinastie_> that project is your mod
L269[03:00:19] <SirSpence> Oh.
L270[03:00:20] <SirSpence> :l
L271[03:00:27] <Ordinastie_> forge jar is on the classPath
L272[03:00:27] <killjoy> it's not mcp
L273[03:00:34] <killjoy> we haven't done it like that since 1.6
L274[03:00:36] <SirSpence> Well that explains things.
L275[03:00:40] <killjoy> perhaps earlier
L276[03:00:45] <SirSpence> I last tried in 1.6
L277[03:00:50] <SirSpence> or thereabouts
L278[03:01:03] <killjoy> all praise the #gradle overlords
L279[03:01:20] <EpixZhang> quick question, just encountered a weird crash, "IllegalArgumentException: Invalid dimension id" w/ forge 2046. But only under linux, same modpack under windows works fine. Any idea?
L280[03:01:24] <SirSpence> Seriously though why put things into your user folder?
L281[03:01:40] <zid> a lot of programs do that
L282[03:01:50] <SirSpence> That seems to me like it would get cluttered very quickly.
L283[03:01:54] <SirSpence> Well
L284[03:01:55] <killjoy> ready access, no admin creds needed
L285[03:02:02] <zid> that's why they mostly make those folders hidden :)
L286[03:02:02] <SirSpence> I mean I understand reg programs
L287[03:02:09] <killjoy> would you prefer %appdata%?
L288[03:02:22] <Ordinastie_> if you have another mod, it reuses the jars there
L289[03:02:27] <killjoy> Think of it like this.
L290[03:02:29] <SirSpence> but things like gradle I would think should stay relatively close to where you ran it from
L291[03:02:54] <killjoy> new File(System.env("user.home") + "/.gradle")
L292[03:03:02] <SirSpence> I mean I get the idea it just bugs me because I don't like to have a folder that has everything in it.
L293[03:03:07] <killjoy> that's not how it works, but my point stands
L294[03:03:18] <SirSpence> Yeah I know what you mean.
L295[03:03:19] <killjoy> You can change where it puts stuff
L296[03:03:36] <killjoy> see project/gradle/gradle.properties
L297[03:03:40] <SirSpence> I must have missed where I can change that then
L298[03:04:06] <killjoy> I mean gradle/wrapper/gradle-wrapper.properties
L299[03:04:08] <SirSpence> I think I have to make that file. :l
L300[03:04:13] <SirSpence> oh
L301[03:04:36] <SirSpence> And there it is
L302[03:04:45] <killjoy> distributionBase is where it downloads gradle.
L303[03:04:57] <killjoy> actually..
L304[03:05:04] <killjoy> that seems more like the wrapper's work dir
L305[03:05:20] <SirSpence> part of the problem is I cba to change it
L306[03:05:28] <SirSpence> thats why I like to do things right the first time
L307[03:05:57] <killjoy> there's 2 ways actually
L308[03:06:13] <killjoy> 3 really
L309[03:06:15] <SirSpence> Alright so I just put a src/java source folder right into that package?
L310[03:06:24] <killjoy> environemnt variable, system property, or commandline parameter
L311[03:06:25] <SirSpence> and work from there for my mod?
L312[03:06:34] <killjoy> src/main/java
L313[03:07:06] <EpixZhang> whops.. stupid fault... just not keeping java update under linux. but still weird :(
L314[03:08:09] <killjoy> SirSpence, http://stackoverflow.com/questions/12016681/how-to-change-gradle-download-location
L315[03:09:01] <SirSpence> thanks
L316[03:09:26] <SirSpence> I gurantee I won't use that until next time I set up this though. :p
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L318[03:09:54] <killjoy> the environment variable seems like the best solution
L319[03:11:37] <killjoy> I doubt you want to start gradle using -Dgradle.user.home=XXXX
L320[03:11:37] <SirSpence> so why src/main/java and not src/java?
L321[03:11:44] <killjoy> main is a sourceset
L322[03:11:59] <killjoy> there are 2 other sourcesets. test and api
L323[03:12:10] <killjoy> test is for unit tests
L324[03:12:20] <killjoy> api is for source files you want to depend on, but not include in the jar
L325[03:12:26] <SirSpence> oh ok
L326[03:12:28] <SirSpence> got it
L327[03:12:39] <SirSpence> do I also need a src/main/resources?
L328[03:12:49] <SirSpence> or did that change too?
L329[03:13:03] <kenzierocks> src/main/resources if you want any assets, yes
L330[03:13:07] <zid> say I want to render a name tag above a block (any block), how would I go about doing that? Put a tile entity there that renders the name tag?
L331[03:13:43] <killjoy> things like mcmod.info or assets/{modid}/textures/blocks/thing.png
L332[03:13:43] <SirSpence> Yes I probably want assets for my mod. :p
L333[03:13:56] <SirSpence> Thanks killjoy
L334[03:14:12] <SirSpence> I guess my problem was that I wanted to organise things my way. :(
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L336[03:14:34] <killjoy> zid, might be simpler to spawn an entity with a name ontop of the block
L337[03:14:56] <killjoy> no need to create a tileentity just for a special render
L338[03:15:27] <zid> I kind of want to accomplish what the enderIO teleporter does where it shows some kind of label on/above a block, but it should be usable on any block
L339[03:16:02] <SirSpence> Could you do an entity that renders over everything else?
L340[03:16:26] <killjoy> It'd be easier to use a TE
L341[03:16:54] <zid> that's what I thought, thanks
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L343[03:17:16] <killjoy> so.. any block?
L344[03:17:22] <zid> the idea is
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L346[03:17:28] <killjoy> so you can put it on a stone block and see it from a distance?
L347[03:17:34] <zid> pretty much
L348[03:17:41] <killjoy> use an entity
L349[03:18:02] <killjoy> maybe use a client-entity
L350[03:18:13] <killjoy> as in only the client can see their entities
L351[03:18:28] <zid> allright, I'll have to read up on how to do that then, thanks
L352[03:18:28] <killjoy> or will this be for everyone?
L353[03:18:37] <zid> hmm, I'll try client only first
L354[03:18:40] <zid> see how far I can get
L355[03:19:25] <zid> the idea is to have a "label maker" that replaces signs so you can name machines/chests etc
L356[03:19:27] <killjoy> You could hook the entity spawn event and check nbt for yourself
L357[03:19:36] <killjoy> if it's not yours, cancel it
L358[03:19:51] <zid> okay!
L359[03:21:36] <SirSpence> Hmm if you plan to have it stay for awhile you might need to be careful with entity counts and such
L360[03:22:12] <zid> I'll look into the minefactory code for the jailers net on how they're not letting entities dissapear
L361[03:25:00] <killjoy> could just use some custom packets and not use entities at all
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L363[03:25:16] <Subaraki> why is setArmorModel deprected in the RenderPlayerEvent ? :s
L364[03:25:21] <SirSpence> mk so I've got my Main.java inside of a a package inside of src/main/java and the line import cpw.mods.fml.common.Mod; doesn't want to work at all for me
L365[03:25:31] <killjoy> Mod is an annotation
L366[03:25:42] <SirSpence> thats just an example
L367[03:25:47] <killjoy> put @Mod above the class declaration
L368[03:25:51] <SirSpence> none of my import lines seem to recognise cpw
L369[03:25:52] <zid> To be fair, I'm just starting out on modding and I have no clue how to work with packets but a little bit with entities, I'll try it that way first, but thanks for the advice
L370[03:26:24] <Subaraki> packets is fariely easy really
L371[03:26:48] <killjoy> using the packets, you would just need to use a render event
L372[03:26:50] <Subaraki> packets are fairely easy *
L373[03:26:58] <SirSpence> http://i.imgur.com/i40Ghbk.png
L374[03:27:18] <SirSpence> I must have missed a step
L375[03:27:24] <killjoy> using 1.10?
L376[03:27:34] <SirSpence> yes
L377[03:27:35] <Subaraki> ctrl shift o
L378[03:27:39] <Subaraki> automatic imports
L379[03:27:42] <killjoy> the package moved to net.minecraftforge.fml
L380[03:27:51] <Subaraki> SirSpence, use ctrl shift o
L381[03:27:52] <killjoy> since 1.8
L382[03:28:21] <zid> packets are between the server and client, yes? So I have to send a packet to the server with a location and a string of the label, and then the client checks for that when looking at a block?
L383[03:28:25] <Subaraki> ctrl shift o automaticly manages imports and finds the correct ones
L384[03:28:29] <SirSpence> http://i.imgur.com/GsLd2oN.png
L385[03:28:35] <SirSpence> thats my project folder
L386[03:28:45] <Subaraki> zid something like that yes
L387[03:28:46] <SirSpence> also ctrl shift o did nothing. :l
L388[03:29:09] <zid> Subaraki, allright, time to read some more I guess :)
L389[03:29:11] <Ordinastie_> Exapnd Referenced Libraries
L390[03:29:14] <Ordinastie_> SirSpence, ^
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L392[03:29:26] <Ordinastie_> is there forgeSrc in there ?
L393[03:29:42] <SirSpence> http://i.imgur.com/dSocDHG.png
L394[03:29:45] <Subaraki> zid, https://mcforge.readthedocs.io/en/latest/networking/
L395[03:29:51] <Subaraki> all you need to know about networking ^
L396[03:30:03] <Subaraki> if you have any questions, feel free to pm or ping me :)
L397[03:30:17] <Ordinastie_> then Organize imports should work
L398[03:30:25] <zid> will do!
L399[03:30:44] <SirSpence> it says import cpw cannot be resolved
L400[03:30:51] <Subaraki> SirSpence, go to Source, and find 'organize imports'
L401[03:31:10] <Subaraki> click that, and it should organize all imports for your project
L402[03:31:33] <SirSpence> Nope.
L403[03:31:35] <Subaraki> now, Ordinastie_ for example, do you know why half of the render player events are deprecated ?
L404[03:31:44] <killjoy> just change it manually.
L405[03:31:45] <Subaraki> delete all your imports ?
L406[03:31:47] <Ordinastie_> nope
L407[03:31:51] <killjoy> cpw.mods -> net.minecraftforge
L408[03:31:53] <Subaraki> then it should give an error light bulb
L409[03:32:01] <Subaraki> click that, and it should suggest an import
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L411[03:33:03] <SirSpence> nah that imported correctly
L412[03:33:44] <SirSpence> Sweet thanks
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L415[03:38:12] <killjoy> I want to know whos idea it was to make annotations declared like an interface, but with @
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L417[03:38:35] <killjoy> did they just not want to ruin their perfect 50 keywords?
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L421[03:50:13] <Subaraki> killjoy, what are you talking aut ?
L422[03:50:24] <Subaraki> because the annotations can resolve a lot of compatibility problems sometimes
L423[03:50:31] <killjoy> the way you declare an annotation is @interface
L424[03:50:50] <Subaraki> oh
L425[03:50:57] <Subaraki> yeah, i knew that, but i see what you mea
L426[03:50:59] <Subaraki> mean *
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L430[03:57:30] <Sandra> that's because annotations are kinda interfaces. :P
L431[03:57:38] <killjoy> kinda
L432[03:57:40] <Sandra> kinda.
L433[03:58:40] <Sandra> and they sorta are interfaces, i.e. they sorta represent people doing it.
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L438[04:05:55] <SirSpence> Anyone know of a good open source mod I can learn off of?
L439[04:06:20] <SirSpence> for 1.10?
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L442[04:18:58] <zid> SirSpence, how I do it (and I've just started as well) is I try to write something, and once I'm stuck I look up a mod that does something similar-ish and go from there
L443[04:19:06] <zid> but getting started I just read some tutorials
L444[04:20:00] <zid> most mods source code can be found when googling the name and putting "github" or "source" behind it
L445[04:20:01] <SirSpence> I'm sick and tired of tutorials. I learn 10x better when I have something I can mess with and see how it changes things.
L446[04:20:55] <SirSpence> Plus I have yet to run into a tutorial that when followed to the letter doesn't completely mess things up.
L447[04:22:21] <zid> Subaraki, I have a question, I'm trying to get started with the packets, and how would I go about writing a string to the ByteBuf, I can find writeInt, but nothing about a string
L448[04:22:53] <Subaraki> bytebufutils
L449[04:23:00] <Subaraki> writeutf8 or something in the genre
L450[04:23:07] <zid> allright
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L454[04:27:11] <BordListian> what the fuck
L455[04:27:27] <BordListian> redstone torches don't provide any signal to the side opposite of the torch
L456[04:27:42] <BordListian> wait
L457[04:27:50] <BordListian> did i opposite the facing
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L459[04:31:31] <BordListian> so i did
L460[04:31:39] <BordListian> getRedstonePower is a disgusting function
L461[04:32:43] <Ordinastie_> what are you doing ?
L462[04:33:11] <BordListian> implementing a lobotomized version of redstone wire
L463[04:33:38] <BordListian> had a bunch of trouble getting input from repeaters and the like to connect up
L464[04:34:36] <BordListian> it's very nice and predictable now tho
L465[04:34:48] <BordListian> i just need it to output weak signal now
L466[04:34:50] <BordListian> should be easy
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L472[05:04:46] <ghz|afk> [11:06] (SirSpence): Anyone know of a good open source mod I can learn off of?
L473[05:04:46] <ghz|afk> [11:06] (SirSpence): for 1.10?
L474[05:05:00] <ghz|afk> if you don't mind my coding style, I have a few, and I like to think I program well (if you don't mind my coding style.)
L475[05:05:36] <SirSpence> I'm open to taking a look. I've been tinkering with progressive automation so far.
L476[05:05:48] <ghz|afk> https://github.com/gigaherz/Survivalist/
L477[05:06:12] <ghz|afk> hmm the simplest one in structure is actually
L478[05:06:13] <ghz|afk> https://github.com/gigaherz/PackingTape/
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L480[05:06:47] <ghz|afk> this one includes a multiblock structure, and is generally a lot more complex and messy
L481[05:06:48] <ghz|afk> https://github.com/gigaherz/Ender-Rift/
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L483[05:07:06] <SirSpence> Sweet, I'll look into those when it isn't 3AM and if I make some cool tweaks I'll show you.
L484[05:07:12] <SirSpence> Thanks.
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L486[05:07:16] <ghz|afk> heh
L487[05:07:35] <ghz|afk> this one may be the one that's most open to tweaking, thouhg: https://github.com/gigaherz/ElementsOfPower
L488[05:07:53] <ghz|afk> (because it's incomplete ;P)
L489[05:07:57] <SirSpence> :p
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L495[05:29:02] <BordListian> i almost completed this but there's a persistent off-by-one error
L496[05:29:18] <BordListian> the worst
L497[05:29:53] <gigaherz> nah if it's persistent it's the easy kind
L498[05:30:02] <gigaherz> corner-case off-by-one is horrible.
L499[05:32:42] <BordListian> it's an off by one on redstone input
L500[05:32:43] <BordListian> wait
L501[05:33:09] <BordListian> got it
L502[05:33:10] <sham1> off-by-one errors
L503[05:33:14] <sham1> That sounds wonderful
L504[05:33:21] <flappy> BordListian: redstone is a major pain on its own from what i've heard
L505[05:33:30] <BordListian> redstone is a disgrace
L506[05:34:17] <BordListian> i think i got it now though
L507[05:35:07] <BordListian> world.getRedstonePower takes the blockpos of the emitter and the opposite emitting face
L508[05:35:20] <BordListian> yes.
L509[05:35:35] <BordListian> the most idiotic method i've ever seen
L510[05:36:50] <BordListian> goddamnit
L511[05:36:53] <BordListian> i broke redstone blocks
L512[05:36:58] * BordListian breaks down crying
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L514[05:40:51] <SirSpence> Wouldn't that mean it takes the block at the face you are checking and the recieving face?
L515[05:41:19] <BordListian> yes
L516[05:41:24] <BordListian> which is stupid
L517[05:41:37] <SirSpence> It makes perfect sense to me.
L518[05:41:46] <BordListian> it would make more sense to have either the block that receives with the side that receives
L519[05:41:48] <SirSpence> I mean it could be better.
L520[05:41:57] <BordListian> or the block that emits with the side that emits
L521[05:41:58] <SirSpence> But it does make sense.
L522[05:42:05] <BordListian> not really
L523[05:45:04] <flappy> BordListian: at least you didn't break redstone completely
L524[05:45:17] <BordListian> did you do that?
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L526[05:52:32] <BordListian> http://image.prntscr.com/image/93d6dd2ee94046e1a53c6e024bbf7715.png
L527[05:52:35] <BordListian> i hate it so much
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L529[05:53:48] <BordListian> WHAT
L530[05:53:58] <BordListian> i inverted the power on one of these wires
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L533[05:57:29] <SirSpence> Thats impressively messed up.
L534[05:58:01] <BordListian> redstone junctions output weird signals
L535[05:58:19] <BordListian> like anytime you do canConnectRedstone, the redstone wire will face the block but it will output a weird signal
L536[06:03:42] <BordListian> it's pretty impressive how often you have to use getOpposite when dealing with redstone
L537[06:04:18] <SirSpence> this.dropApple((World)world, pos, state, chance); // Dammet mojang
L538[06:04:22] <SirSpence> Them comments
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L553[06:44:13] <geldorn> Can help me understand why the current orientation in ActiveRenderInfo is encoded as rotationX, rotationXZ, rotationZ, rotationYZ, rotationXY instead of just X, Y, Z rotations?
L554[06:44:47] <geldorn> +someone
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L556[06:46:39] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L557[06:48:11] <SirSpence> Wild guess that is likely wrong: With the extra rotations you can get the normal for rendering.
L558[06:48:58] <SirSpence> I don't know what ActiveRenderInfo does so take my guess with a large grain of salt.
L559[06:50:11] <geldorn> As I understand it it manages the current camera position (and these rotations are the roations of the camera)
L560[06:52:09] <BordListian> clearly, the camera is actually a 4D hypercamera
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L562[06:52:26] <BordListian> so it needs 5 axis instead of 3 to resolve
L563[06:52:41] <BordListian> (I'm not serious)
L564[06:52:43] <SirSpence> Duh, silly me.
L565[06:52:52] <SirSpence> I forgot about that.
L566[06:53:10] <SirSpence> I should have seen that right away.
L567[06:53:22] <BordListian> ikr
L568[06:54:05] <geldorn> And I was hoping for a normal 5D camera ...
L569[06:54:40] <BordListian> personally, i only ever work with 32D cameras
L570[06:55:16] <BordListian> It's much easier to transform the ywh axis that way
L571[06:56:02] <SirSpence> Can you list out the names of each axis? I can only get up to 26
L572[06:57:18] <BordListian> It's a secret to everybody
L573[06:59:24] <BordListian> god-diggity-damnit
L574[07:00:06] <SirSpence> Did you kill the comparator this time?
L575[07:00:28] <geldorn> Seriously, can anybody shed some light what ActiveRenderInfo.updateRenderInfo does or why the camera orientation is encoded so odd (I have seen it used in Praticle.renderParticle but doesn't help that much)
L576[07:00:28] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-108-184.buckeyecom.net)
L577[07:00:39] <BordListian> no surprisingly literally everything works
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L579[07:00:47] <SirSpence> I call bs
L580[07:00:52] <BordListian> except one error with redstone wire
L581[07:00:56] <BordListian> well, two errors
L582[07:01:11] <BordListian> one is related to direct connections giving one more strength than they should
L583[07:01:24] <BordListian> the other is indirect connections giving no strength
L584[07:01:39] <BordListian> this is unreasonable
L585[07:01:52] <BordListian> especially as i'm checking state.getValue(BlockRedstoneWire.POWER) directly
L586[07:02:13] <SirSpence> Hmm
L587[07:02:35] <BordListian> some other bad thing must be happening for this to be a problem
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L589[07:03:14] <SirSpence> Anyone know how you can get the actual block of something from progressive automation (for example Block.GRASS)
L590[07:03:54] <SirSpence> cause I'm messing around and want to make one of the blocks from it grow like grass
L591[07:04:38] <SirSpence> So I need to run worldIn.setBlockState()
L592[07:04:59] <SirSpence> but I can't figure out what I would put in there for this mod\
L593[07:04:59] <BordListian> ForgeRegistries.BLOCKS.getValue(new ResourceLocation(modid,name))
L594[07:05:07] <BordListian> equivalent for items
L595[07:05:12] <gigaherz> SirSpence: you are editing the mod, right?
L596[07:05:15] <SirSpence> yes
L597[07:05:17] <gigaherz> check on the main mod file
L598[07:05:20] <gigaherz> or in some ModBlocks class
L599[07:05:25] <BordListian> oh i see
L600[07:05:25] <gigaherz> that's usually where it is
L601[07:05:28] <gigaherz> if it's not there
L602[07:05:34] <BordListian> i thought you were trying to do integration
L603[07:05:36] <SirSpence> I've been looking and can't even find one
L604[07:05:42] <gigaherz> search for usages for the block class
L605[07:05:54] <SirSpence> Well ok
L606[07:05:57] <SirSpence> I found that
L607[07:06:03] <gigaherz> okay then
L608[07:06:04] <SirSpence> but no list like Blocks
L609[07:06:12] <BordListian> ?
L610[07:06:12] <gigaherz> no ofc not
L611[07:06:19] <SirSpence> so I'm not sure what the equivalent is
L612[07:06:28] <gigaherz> Whateverclass.theBlock.getDefaultState()
L613[07:06:35] <SirSpence> mk\
L614[07:06:41] <gigaherz> "Whateverclass" and "theBlock" depend on the mod and block
L615[07:06:47] <gigaherz> we can't just tell you stright out, since it's not our mod
L616[07:06:48] <SirSpence> yeah
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L619[07:06:58] <gigaherz> I know that all my mods
L620[07:07:03] <gigaherz> have the instances in the main mod file
L621[07:07:08] <gigaherz> I know many other mods use a Modblocks class
L622[07:07:19] <gigaherz> and I know some that use singleton-style patterns
L623[07:07:20] <gigaherz> with like
L624[07:07:23] <gigaherz> BlockWhatever.instance
L625[07:07:31] <BordListian> you wanna know what messed up my redstone?
L626[07:07:33] <BordListian> state instanceof BlockRedstoneWire
L627[07:07:35] <BordListian> there you go
L628[07:07:36] <gigaherz> hence why I said
L629[07:07:38] <gigaherz> look for usages
L630[07:08:00] <gigaherz> find the block's constructor and see where it's used
L631[07:08:05] <gigaherz> ans where the value is saved to
L632[07:08:09] <gigaherz> and*
L633[07:12:54] <BordListian> well then
L634[07:13:04] <BordListian> comparator secondary input is like the only thing that doesn't work
L635[07:13:06] <BordListian> ;_;
L636[07:13:53] <Subaraki> can anyone tell me why setArmorModel is deprecated ??
L637[07:14:46] <Subaraki> diesieben07 ? sorry to bother :s but ^
L638[07:14:49] <Subaraki> i need an answer on that
L639[07:15:34] <Naiten> Is there like no standalone world editor for 1.10.2 yet? .__.
L640[07:15:51] <gigaherz> standalone? as in like, mcedit?
L641[07:16:29] <Naiten> yep, mcedit is outdated though
L642[07:16:56] <gigaherz> I thought the program would still work, though
L643[07:17:07] <gigaherz> just showing the new blocks as "future block"
L644[07:17:35] <Naiten> or a way to somehow completely remove all my mod-added blocks from the world
L645[07:17:44] <BordListian> okay so comparators specifically need strong power on their sides to trigger
L646[07:17:48] <BordListian> >_>
L647[07:17:58] <gigaherz> Hmmmm
L648[07:18:16] <gigaherz> what things would make sense to have pipes/conduits/cables for?
L649[07:18:27] <sham1> fluids
L650[07:18:27] <gigaherz> Items, Fluids are the obvious
L651[07:18:35] <gigaherz> Energy too
L652[07:18:36] <Naiten> i was moving variables around my TE's and now my old world won't open at all .___.
L653[07:18:40] <BordListian> i'll just send strong power to anything that isn't a full block
L654[07:18:42] <BordListian> ble
L655[07:18:43] <BordListian> h
L656[07:18:52] <Naiten> gigaherz, steam?
L657[07:19:00] <sham1> steam is a fluid
L658[07:19:02] <gigaherz> I'd consider that a fluid
L659[07:19:08] <gigaherz> since it uses the fluid registry and all
L660[07:19:12] <Naiten> gigaherz, pneumatic post?
L661[07:19:27] <gigaherz> hmmm I suppose I could have data
L662[07:19:42] <Naiten> hyperloop transport tubes?
L663[07:19:47] <sham1> Make a better AE :P
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L665[07:20:07] <BordListian> player conduits
L666[07:20:21] <Naiten> BordListian, ^hyperloop
L667[07:20:55] <gigaherz> no I'm not going to make a transport system ;P
L668[07:21:10] <Naiten> Also, atmospheric railway by I. K. Brunel
L669[07:21:14] <Naiten> ah :C
L670[07:21:36] <BordListian> fine then
L671[07:21:44] <BordListian> i'm gonna make a transport system
L672[07:21:46] <BordListian> :V
L673[07:22:44] <geldorn> Particles work with player facing quads, right?
L674[07:23:00] <Naiten> https://en.wikipedia.org/wiki/Atmospheric_railway dude invented this crap like more than 170 years ago
L675[07:24:12] <BordListian> haha, i got it
L676[07:25:48] <SirSpence> hey gigaherz what all do you have in your elements of power project?
L677[07:25:55] ⇨ Joins: Coolway99 (~cway@66.212.212.2)
L678[07:26:05] <SirSpence> It's complaining that I'm missing Jei for example
L679[07:26:13] <BordListian> http://image.prntscr.com/image/530cff1ee61241538c27a53090360dd3.png
L680[07:26:15] <Naiten> http://i.imgur.com/Dcd3mdE.jpg like, you got colonialism all around, people still are afraid of regular railways and throw stones at steam locomotives, and then whoa, you see this
L681[07:26:40] <Naiten> a self-propelling (actually not) cart goes around the pipe
L682[07:28:11] <Naiten> i guess it was mind-blowing back in a time
L683[07:28:38] <BordListian> my 3 day project thus concludes successfully
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L685[07:30:16] <gigaherz> SirSpence: it's all in the build.gradle dependencies, so just running setupDecompWorkspace should be enough to get it up and running
L686[07:30:24] <SirSpence> mk
L687[07:30:38] <gigaherz> if you are in IDEA, you may need to click the blue refresh icon in the gradle panel
L688[07:30:49] <gigaherz> to get IDEA to synchronize the project with the gradle info
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L690[07:36:05] <BordListian> the original mod used stonebricks to make the pcbs
L691[07:36:23] <BordListian> might change it to andesite, considering i use it in the texture >_>
L692[07:44:28] <Naiten> gigaherz, mcedit lags and falls when i do anything with my modded blocks D: guess i just gotta use another one
L693[07:44:40] <Naiten> another world*
L694[07:46:26] <gigaherz> meh
L695[07:47:13] <gigaherz> So this is my next mod idea: https://dl.dropboxusercontent.com/u/743491/Everypipe-Logo.png
L696[07:47:41] <SirSpence> Alright I'm not figuring it out.
L697[07:49:02] <BordListian> can onBlockActivated also trigger on sneaking or do I need onBlockClicked or something
L698[07:49:02] <SirSpence> I'm not sure what files are supposed to go where in order to run setdecomp... if I add your mod into the mix gigaherz.
L699[07:50:31] <gigaherz> uh?
L700[07:50:43] <gigaherz> what do you mean "add my mod to the mix"?
L701[07:50:49] <gigaherz> are you trying to mash up two mods together?
L702[07:51:01] <SirSpence> I don't know the steps to import your mod
L703[07:51:02] <SirSpence> at all
L704[07:51:06] <gigaherz> uh
L705[07:51:09] <gigaherz> IDEA or eclipse?
L706[07:51:16] <SirSpence> eclipse
L707[07:51:42] <gigaherz> Ah well, I write them in IDEA, so I have never used any of my mods from eclipse
L708[07:51:44] <gigaherz> however
L709[07:51:50] <gigaherz> it should be straightforward
L710[07:52:01] <gigaherz> just open some console/terminal, cd to the mod's folder
L711[07:52:08] <gigaherz> run "gradlew setupDecompWorkspace"
L712[07:52:14] <gigaherz> then if it worked, run "gradlew eclipse"
L713[07:52:26] <SirSpence> There is no gradlew in the folder I downloaded from your github
L714[07:52:27] <gigaherz> and add the eclipse folder as a project into your workspace
L715[07:52:47] <gigaherz> oh I see
L716[07:52:49] <gigaherz> well
L717[07:52:55] <gigaherz> just get the latest MDK from the forge site
L718[07:53:03] <SirSpence> I got that
L719[07:53:04] <gigaherz> and use the gradle folder and the gradlew script from it
L720[07:53:11] <SirSpence> Oh, ok
L721[07:54:16] <SirSpence> mk it's running
L722[07:54:25] <Subaraki> what's the best modeler out there ? i want to make a 3d model for an item
L723[07:54:34] <Subaraki> or can i use my techne models ?
L724[07:54:38] <Subaraki> i doubt it ...
L725[07:55:40] <primetoxinz> chisels and bits :3
L726[07:55:52] <primetoxinz> best 3d modeler
L727[07:59:59] <BordListian> i wasn't aware that you could export chisels and bits into json models :P
L728[08:00:29] <primetoxinz> there is an ingame command for it
L729[08:00:42] <BordListian> huh
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L731[08:00:50] <BordListian> does it optimize the voxels?
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L733[08:00:58] <primetoxinz> pretty sure
L734[08:01:10] <BordListian> that's so sexy i don't even know where to start
L735[08:01:11] <Subaraki> https://mods.curse.com/mc-mods/minecraft/231095-chisels-bits
L736[08:01:11] <Subaraki> ?
L737[08:01:16] <primetoxinz> yeah
L738[08:01:29] <primetoxinz> I used it for the anvil model
L739[08:01:58] <BordListian> it has like
L740[08:02:01] <BordListian> some limitations
L741[08:02:06] <BordListian> but that's pretty cool
L742[08:02:06] <primetoxinz> of course
L743[08:02:17] <primetoxinz> it keeps it minecrafty
L744[08:02:27] <SirSpence> yo gigaherz I got a crash log for you http://pastebin.com/f4CccUPs :P
L745[08:02:44] <primetoxinz> https://imgur.com/a/AhIJr
L746[08:03:41] <BordListian> i made a vase model in cray's model maker if you want that btw
L747[08:03:49] <BordListian> like if you don't have one yet
L748[08:03:57] <primetoxinz> I don't, should add that
L749[08:04:03] <primetoxinz> don't know why it isn't in the original
L750[08:04:09] <BordListian> *shrugs*
L751[08:04:28] <primetoxinz> I got hardcore enderchests working perfectly yesterday
L752[08:04:34] <BordListian> :D
L753[08:04:45] <primetoxinz> and it will work for any dimension
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L755[08:07:13] <BordListian> http://pastebin.com/HDZF6sG1
L756[08:07:41] <primetoxinz> thanks
L757[08:07:47] <BordListian> np
L758[08:07:55] <primetoxinz> will get that in after this
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L760[08:09:23] <Subaraki> how the hell do shields work ?
L761[08:09:27] <primetoxinz> yes
L762[08:09:34] <Subaraki> there's nowhere a texture path precised
L763[08:09:36] <Subaraki> nor a model
L764[08:09:43] <Subaraki> just rotation and translation
L765[08:09:51] <primetoxinz> pretty sure their heavily hard coded
L766[08:09:54] <primetoxinz> they're*
L767[08:10:30] <BordListian> they have an entity model
L768[08:10:42] <BordListian> i made a shield that has an item model
L769[08:10:55] <BordListian> if you want the models
L770[08:11:10] <primetoxinz> cool, for mossy stone from mob spawers working propertly
L771[08:11:13] <primetoxinz> properly*
L772[08:11:36] <primetoxinz> bwm had it really weirdly done
L773[08:11:59] <BordListian> how do you do it?
L774[08:12:22] <primetoxinz> I do a sub alias on mob spawners and add a check to the tileentity
L775[08:12:36] <BordListian> bleh
L776[08:12:40] <primetoxinz> bwm had an event checking for mobs near a mob spawner and setting the block under the mob to mossy stone
L777[08:12:57] <BordListian> aliases are pretty bad tho aren't tey
L778[08:13:09] <primetoxinz> *shrug* this is for me
L779[08:13:13] <primetoxinz> it works
L780[08:13:13] <BordListian> like if another person overrides the same block, you're gonna have a bad time
L781[08:13:28] <primetoxinz> I doubt other people will ever use sub alias
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L783[08:13:36] <Subaraki> stop pinging me D:
L784[08:13:44] <Subaraki> say subalias or sub_alias x_x
L785[08:13:46] <gigaherz> [15:02] (SirSpence): yo gigaherz I got a crash log for you http://pastebin.com/f4CccUPs :P
L786[08:13:50] <gigaherz> must be what I did yesterday
L787[08:13:56] <gigaherz> I didn't get around to testing the changes ;P
L788[08:13:59] <primetoxinz> haha, then get rid of the sub as a nickname
L789[08:14:06] <BordListian> Subaraki, http://pastebin.com/riZ7Bc9U http://pastebin.com/XG25Tnv2
L790[08:14:16] <SirSpence> it is really odd
L791[08:14:39] <gigaherz> found the bug ;P
L792[08:14:41] <SirSpence> that one part that is seems to be referring to basically just sets a number
L793[08:14:45] <SirSpence> *float
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L795[08:15:46] <LatvianModder> turns out I can disable different unneded plugins in Idea.. shoudve thought of sooner lol. Much better now
L796[08:16:07] <BordListian> http://imgur.com/a/CSGYx here's the textures
L797[08:16:11] <gigaherz> SirSpence: feel free to pull the new commit ;P
L798[08:16:15] <BordListian> cause they're pretty weird
L799[08:16:21] <SirSpence> :l
L800[08:16:22] <BordListian> but you can probably figure stuff out from the model
L801[08:17:06] <LatvianModder> gigaherz: is using interface in Capabilities a rule or just something thats better than abstract class? Because I have this Cap that I only use within my mod, and I dont want to re-implement every method from interface, I want to use abstract class instead
L802[08:18:13] <LatvianModder> not even abstract class. just a regular class
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L805[08:20:23] <SirSpence> ooh thats shiny gigaherz
L806[08:20:24] <SirSpence> :p
L807[08:21:34] *** TTFT|Away is now known as TTFTCUTS
L808[08:21:56] <SirSpence> Oh also gigaherz for earth you could have the shape be an area of effect that sticks to the ground
L809[08:23:42] <gigaherz> LatvianModder: the "design contract" would be Interface, and working IStorage and working default implementations
L810[08:23:50] <gigaherz> but my opinion is, if you are doing an internal IEEP-like thing
L811[08:23:52] <gigaherz> who cares.
L812[08:24:09] <LatvianModder> right. I was just thinking, if it would mess with Capability system itself
L813[08:24:13] <gigaherz> no
L814[08:24:16] <gigaherz> it works just fine
L815[08:24:17] <LatvianModder> seems like it works fine
L816[08:24:18] <LatvianModder> ok
L817[08:24:32] <gigaherz> I use Class-based capabilities for IEEP-like data storage
L818[08:24:42] <gigaherz> the system doesn't care if it's an interface or not
L819[08:26:12] <LatvianModder> ok. I use interfaces in apis, and implementation in another package
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L823[08:33:48] <Intektor> I need the TextureAtlasSprite from my cusom texture
L824[08:34:01] <Intektor> how do I get it?
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L826[08:37:14] <diesieben07> TextureMap::getAtlasSprite
L827[08:37:57] <Subaraki> how do i add something to the TileEntityItemStackRenderer ?
L828[08:38:14] <Subaraki> i'm making a custom shield, and it uses that to render it's model
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L830[08:38:21] <Subaraki> (and iitemrender doesnt exist anymore)
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L832[08:39:23] <Intektor> where do I get the instance of texture map, or is texure map my new Resource location
L833[08:40:16] <Subaraki> ?
L834[08:40:27] <Subaraki> what texture map ?
L835[08:40:31] <Subaraki> from like one item ?
L836[08:40:35] <Subaraki> or one entity ?
L837[08:40:42] *** kroeser is now known as kroeser|away
L838[08:40:47] <LatvianModder> 16:37:53 D<diesieben07> TextureMap::getAtlasSprite
L839[08:40:50] <diesieben07> dude... use your ide... seriously
L840[08:40:58] <diesieben07> open TextureMap clas
L841[08:41:00] <diesieben07> search for references
L842[08:41:04] <LatvianModder> like cmon. Its double-shift to search in Idea
L843[08:41:05] <diesieben07> check where it's returned by a method
L844[08:41:47] <LatvianModder> I only ask where to find something when I have tried searching everything and I gave up
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L847[08:50:05] <geldorn> Everything I checked so far didn't really work, is there any easy way to obtain world space coordinates of the camera (after modifiers like third person view, nausea, etc have applied)?
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L849[08:51:12] <gigaherz> geldorn: uhm... eh... hmm... I have no idea how to do that with the old-style opengl mc uses.
L850[08:51:26] <gigaherz> thing is
L851[08:51:32] <gigaherz> to opengl using the matrix stack
L852[08:51:35] <gigaherz> it works backward
L853[08:51:41] <gigaherz> the camera position in world space coords... is 0
L854[08:51:48] <gigaherz> everything else is transformed in relation to that
L855[08:52:06] <gigaherz> so uh, you'd have to obtain the modelview matrix
L856[08:52:08] <gigaherz> and invert it
L857[08:52:30] <gigaherz> and thne input 0,0,0 into that matrix
L858[08:52:36] <gigaherz> to get the world-space coords
L859[08:53:17] <geldorn> The problem I try to solve is just to render a billboard, but if I only use the render entity (players) pitch and yaw, it is just wrong in third person mode
L860[08:53:36] <gigaherz> how does mc draw the nameplates?
L861[08:53:42] <gigaherz> although I think those ARE wrong, too
L862[08:53:43] <gigaherz> ;p
L863[08:53:45] <LatvianModder> 3d
L864[08:53:53] <gigaherz> at least when you are in a bed ;p
L865[08:53:56] <LatvianModder> translates 2d image and rotates
L866[08:54:04] <gigaherz> yeah I mean
L867[08:54:08] <gigaherz> those ARE billboards
L868[08:54:11] <gigaherz> so whatever mc does
L869[08:54:13] <gigaherz> you could replicate
L870[08:54:37] <Naiten> why i dont like .json and love hardcode render http://i.imgur.com/O0Fht5N.png
L871[08:54:42] <geldorn> you mean the standard player nameplates?
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L873[08:55:00] <gigaherz> Naiten: I don't see anything that can't be done with json?
L874[08:55:14] <gigaherz> geldorn: yes
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L876[08:56:11] <Naiten> gigaherz, parametric length of tracks! random sleeper placement!
L877[08:56:14] <geldorn> gigaherz, any idea how I can get something with a nameplate in the dev env (there are no other players there) to debug the nameplates?
L878[08:56:25] <gigaherz> Naiten: well
L879[08:56:29] <gigaherz> if you want random
L880[08:56:35] <gigaherz> you'd have to composite the models in code, yes
L881[08:56:38] <Naiten> **future stuff** player-inputed radius curves!
L882[08:56:42] <gigaherz> but you can still have model jsons for the different pieces!
L883[08:56:53] <gigaherz> geldorn: run a second mc instance
L884[08:56:54] <gigaherz> and connect
L885[08:56:58] <gigaherz> or give a mob a name
L886[08:57:10] <gigaherz> or give an item a name and put it on an item frame
L887[08:57:45] <Naiten> gigaherz, future plans -- bezier curves tracks (as parametric as only it can be possible), no json can handle that
L888[08:58:07] <gigaherz> well, not per se
L889[08:58:22] <gigaherz> but you can design the basic model in json, and put together short pieces of track
L890[08:58:27] <gigaherz> into a curve ;P
L891[08:58:39] <gigaherz> I'm not saying it's easy
L892[08:58:49] <gigaherz> or easier than in code -- in fact, it woould be more annoying to program
L893[08:59:09] <gigaherz> but it would still give the freedom to resourcepack authors to design different models
L894[08:59:10] <gigaherz> ;P
L895[09:00:01] <Naiten> .obj is easier to model, creates less unused quads, and allows not-just-box modelling :Г
L896[09:00:09] <gigaherz> yep
L897[09:00:10] <Subaraki> i'm having a hard time finding out how to render items in 3d like shields
L898[09:00:12] <gigaherz> and that's ok
L899[09:00:16] <gigaherz> I'm not against .obj
L900[09:00:20] <Subaraki> shields are hardcoded in tileentity item stack renderer
L901[09:00:25] <gigaherz> just saying counter-arguments to "can't be done with json" ;P
L902[09:00:33] <gigaherz> it's not that it can't be done
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L904[09:00:37] <gigaherz> it's that json is more practical
L905[09:00:40] <gigaherz> eh
L906[09:00:42] <gigaherz> obj is*
L907[09:01:08] <gigaherz> Subaraki: any item can take a 3d model
L908[09:01:13] <gigaherz> question is
L909[09:01:17] <Subaraki> how
L910[09:01:19] <Subaraki> and where
L911[09:01:25] <gigaherz> in your model json
L912[09:01:29] <Subaraki> no
L913[09:01:29] <gigaherz> you can have a 3d model
L914[09:01:31] <Subaraki> its Modelbase
L915[09:01:36] <gigaherz> uh fuck modelbase
L916[09:01:43] <Subaraki> shields are modelbase as well
L917[09:01:52] <gigaherz> that doesn't mean you have to copy from it
L918[09:01:55] <Subaraki> any way i can easely change modelbase to json ?
L919[09:02:08] <gigaherz> "easily" is relative
L920[09:02:15] <gigaherz> but you can convert the boxes defined in modelbase
L921[09:02:18] <gigaherz> into json elements boxes
L922[09:02:20] <Subaraki> modelbase is from minecraft itself. i've always used modelbase... for everything :/
L923[09:02:33] <gigaherz> yes and it has always been bad and discouraged
L924[09:02:37] <gigaherz> there just wasn't an alternative before
L925[09:02:41] <Subaraki> *cries in a corner*
L926[09:02:43] <gigaherz> now we have json models, obj models
L927[09:02:49] <gigaherz> b3d models
L928[09:03:00] <Subaraki> my models have a shitton of parts
L929[09:03:04] <Subaraki> i dont feel like remaking all of them
L930[09:03:14] <Subaraki> and without a proper editor, it's out of the question as well
L931[09:03:16] <gigaherz> so the IItemRenderer was dumped into the trash
L932[09:03:28] <gigaherz> oh there ARE proper editors
L933[09:03:32] <Subaraki> yeah, i noticed it's gone
L934[09:03:35] <gigaherz> check mrcrayfish's model editor
L935[09:03:42] <Subaraki> does it do items as well ?
L936[09:03:48] <LatvianModder> sure
L937[09:03:52] <gigaherz> yep
L938[09:03:54] <LatvianModder> all models work the same
L939[09:03:58] <gigaherz> item and block jsons are the same format
L940[09:04:01] <Subaraki> k, fair enough
L941[09:04:05] <LatvianModder> you can render blocks as items aswell :P
L942[09:04:08] <gigaherz> https://mrcrayfish.com/tools?id=mc
L943[09:04:09] <Subaraki> i'll remake them :(
L944[09:04:10] <LatvianModder> actually, lemme try that lol
L945[09:04:33] <LatvianModder> last time I checked, his model creator was the worst :P
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L947[09:04:52] <gigaherz> dunno I haven't tried it
L948[09:04:54] <LatvianModder> constant crashes, supa slow and weird controls. lets check it out now
L949[09:04:56] <gigaherz> my models are .obj
L950[09:04:57] <gigaherz> ;P
L951[09:05:18] <LatvianModder> what you use to make obj models?
L952[09:05:28] <gigaherz> I construct them with Rhinoceros
L953[09:05:39] <gigaherz> but it's not a free program
L954[09:05:44] <gigaherz> so I can't recommend it to others
L955[09:05:49] <gigaherz> I have just used it for a long time
L956[09:05:53] <gigaherz> so I know my way aroudn it
L957[09:05:57] <LatvianModder> ive never understood one thing. how do I get my UVs not to be some weird, rotated stuff, a.k.a "compact"
L958[09:06:09] <gigaherz> and it lets me build models up from lines and points
L959[09:06:22] <Abastro> What's animation embedded in current model system?
L960[09:06:23] <gigaherz> dunno I setup the UV mappings by hand, sortof
L961[09:06:42] <LatvianModder> I use Wings3D and used to use Blender but B is super crowded with weird buttons and its confusing
L962[09:07:00] <gigaherz> Abastro: AnimationTESR + .b3d or .json models -- don't ask how it works, no one but the author understands the system
L963[09:07:27] <Abastro> Wow, only author knows how it works?
L964[09:07:30] <LatvianModder> a.k.a someone who is in a vacation
L965[09:07:42] <gigaherz> I'm not aware of anyone who has successfully used the animation api
L966[09:07:44] <Abastro> Anyway does it need TESR?
L967[09:07:54] <gigaherz> I'm not sure
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L969[09:08:11] <gigaherz> for blocks, probably
L970[09:08:18] <gigaherz> since otherwise you'd be trashing the chunk rendering caches
L971[09:08:19] <Abastro> Hm.. =/
L972[09:08:33] <gigaherz> but for items, I think it can work by way of Itemoverrides
L973[09:08:35] <LatvianModder> so what IS FastTESR used for, if not GL stuff?
L974[09:08:37] <Subaraki> hey gigaherz !
L975[09:08:44] <Subaraki> feel like making me some models ? ._.
L976[09:08:56] <Subaraki> this program sucks :(
L977[09:09:02] <gigaherz> LatvianModder: FastTESR is a variant of TESR, that batches all the fastTESRs into one draw call
L978[09:09:06] <Subaraki> i want to use my modelbase :(
L979[09:09:07] <LatvianModder> I know I know
L980[09:09:08] <Abastro> FastTESR does not use GL?!
L981[09:09:09] <gigaherz> it doesn't support gl state changes
L982[09:09:20] <Abastro> Why?
L983[09:09:22] <LatvianModder> but does it support rotation / translation?
L984[09:09:32] <gigaherz> because it buffers all the vertices into the tesellator
L985[09:09:35] <gigaherz> no LatvianModder
L986[09:09:38] <gigaherz> you have to rotate yourself
L987[09:09:44] <LatvianModder> Then I can't think of any reason why its needed if you cant do GL operations
L988[09:09:45] <gigaherz> on cpu
L989[09:09:53] <gigaherz> because it saves DRAW CALLS
L990[09:10:04] <gigaherz> which are the #1 reason of games underusing the gpu and still saturating the fps
L991[09:10:08] <LatvianModder> like.. how do I rotate stuff then?
L992[09:10:12] <gigaherz> on cpu
L993[09:10:15] <gigaherz> editing the vertex positions
L994[09:10:21] <Abastro> Rotation access..
L995[09:10:23] <gigaherz> before sending them over to the tesellator for buffering
L996[09:10:36] <Abastro> Continuous vs Discrete..
L997[09:10:37] <LatvianModder> Isnt that way slower than calling glRotate?
L998[09:10:47] <gigaherz> generally speaking, yes
L999[09:11:01] <gigaherz> but the savings from batching CAN be greater than the slowdown from cpu transforms
L1000[09:11:10] <gigaherz> the idea is
L1001[09:11:11] <Abastro> To save the time of sending vertices data, if i remember correctly
L1002[09:11:14] <gigaherz> the more transforms you need
L1003[09:11:18] <gigaherz> the less FastTESR is useful
L1004[09:11:36] <gigaherz> if you have a lot of little models each transformed differently
L1005[09:11:38] <gigaherz> FastTESR sucks
L1006[09:11:44] <LatvianModder> https://i.imgur.com/Gt4ezYe.png
L1007[09:11:48] <Abastro> Well then, shaders would be necessary i think, but well.
L1008[09:11:54] <LatvianModder> probably cant do something like this, then?
L1009[09:12:00] <gigaherz> Abastro: yes but mc doesn't have a shader pipeline
L1010[09:12:03] <gigaherz> so we can't do that
L1011[09:12:25] <gigaherz> LatvianModder: the nameplates? no
L1012[09:12:27] <Abastro> Thats what I think MC is missing
L1013[09:12:31] <gigaherz> Abastro:yes
L1014[09:12:32] <gigaherz> but
L1015[09:12:41] <LatvianModder> how come mc uses OpenGL and doesnt support shaders, when Half Life 1 (1998) uses shaders and it works on all pcs? :P
L1016[09:12:41] <gigaherz> Mojang chose to keep compatibility with opengl 1.4 or so
L1017[09:12:46] <Abastro> Minecraft..
L1018[09:12:48] <gigaherz> adding shaders bumps it to 2.0 or newer
L1019[09:12:55] <gigaherz> and Forge refuses to do anything
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L1021[09:13:06] <gigaherz> that will not allow forge to run when vanilla does
L1022[09:13:25] <LatvianModder> yes, because those 7 people with computer from 2002 will be disappointed if Forge does that
L1023[09:13:29] <gigaherz> that's why forge doesn't have shaders
L1024[09:13:32] <gigaherz> an why forge uses java6
L1025[09:13:37] <Abastro> Wasn't it arb feature?
L1026[09:13:49] <gigaherz> you CAN use shaders, in your mod
L1027[09:13:52] <gigaherz> just like how you can use opengl
L1028[09:13:58] <gigaherz> you just can't go through the standard model pipeline
L1029[09:13:59] <Abastro> Remindes me Windows 98.
L1030[09:14:05] <Abastro> Yes I know.
L1031[09:14:11] <Abastro> I previously used it.
L1032[09:14:33] <Abastro> Ah so extension was still not the standard
L1033[09:15:30] <LatvianModder> actually we had our first computer in 2004. what a good time that was. didnt use it until 2010 because that was a nerd thing imo :D
L1034[09:16:47] <BordListian> you were a jock?
L1035[09:17:24] <LatvianModder> a what?
L1036[09:17:46] <LatvianModder> "Signs of a jock: Rude, arrogant, stupid, beats up people, dates only cheerleaders and hangs around other jocks"
L1037[09:17:58] <BordListian> basicly a not nerd
L1038[09:18:05] <LatvianModder> check, check, nope, nope, nope, check
L1039[09:18:08] *** Cway|Away is now known as Coolway99
L1040[09:18:25] <BordListian> that 3rd one in your opinion right
L1041[09:18:29] <LatvianModder> I was someone who spent his life outside. with friends :P
L1042[09:18:30] <BordListian> :3
L1043[09:18:41] *** unawayed is now known as unascribed
L1044[09:19:03] <BordListian> >spending time outside
L1045[09:19:12] <BordListian> whippersnappers
L1046[09:19:14] <iari> I'm still not entirely sure which advantage I would have from loading the Sponge API via forge
L1047[09:19:34] <BordListian> back in my days we couldn't even leave the house because the outside was radioactively contaminated
L1048[09:19:41] <LatvianModder> why would you? there are Forge mods that pretty much replace all plugins
L1049[09:20:03] <abab9579> I don't think so
L1050[09:20:26] <iari> that's my thoughts on that too. But many people seem to be pretty hyped about Sponge and I can't figure out why
L1051[09:20:39] <LatvianModder> do you live in chernobly, bord? :P
L1052[09:21:15] ⇨ Joins: BlueMonster (uid82864@id-82864.tooting.irccloud.com)
L1053[09:21:16] <gigaherz> or somewhere downwind from there ;P
L1054[09:21:16] <iari> It sounds like Sponge is some kind of API for bukkit-like plugins
L1055[09:21:25] <BordListian> no lol
L1056[09:21:28] <BordListian> i was joking
L1057[09:21:29] <gigaherz> iari: yep
L1058[09:21:39] <BordListian> but i was referencing chernobyl
L1059[09:21:45] <iari> gigaherz, that's all? just another plugin system?
L1060[09:21:48] <gigaherz> iari: and spongeforge is a forge mod that implements it
L1061[09:21:56] <gigaherz> the difference is
L1062[09:22:06] <gigaherz> the Sponge API was designed to work well with forge
L1063[09:22:11] <gigaherz> rather than sortof work against it
L1064[09:22:20] <abab9579> (Tried to say that there are tons of plugins since it is easy enough for those who don't know java)
L1065[09:22:21] <BordListian> chernobyl is only 1kkm away from here
L1066[09:22:32] <iari> mh, so I could rum a server with mixed content (fml mods + plugins)
L1067[09:22:37] <gigaherz> yep
L1068[09:23:00] <gigaherz> you'd run a forge server, with the spongeforge mod installed allowing sponge plugins in it
L1069[09:23:20] <LatvianModder> "rum a server" heh
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L1071[09:23:40] <iari> I never really understood why some people seems to like plugins so much. only advantage would be, that the client don't need them you be installed too. but you can't add blocks or items or anything and most of the time even hitboxes don't work propertly
L1072[09:24:04] <gigaherz> the idea about plugins
L1073[09:24:06] <BordListian> forge mods can be server-only too
L1074[09:24:09] <gigaherz> is that they don't require client changes
L1075[09:24:15] <gigaherz> everything is still vanilla
L1076[09:24:19] <gigaherz> just abused in weird ways
L1077[09:24:29] <gigaherz> it's supposed to be less invasive to the mechanics
L1078[09:24:37] <gigaherz> since even just having forge installed, already changes things
L1079[09:24:41] <gigaherz> but in practice, it isn't
L1080[09:24:47] <iari> yeah, once I saw a rekinned head as a eggplant
L1081[09:24:53] <gigaherz> since thy also have invasive changes in order to support plugins.
L1082[09:25:24] <gigaherz> it's also more attractive to people who only have basic coding knowledge
L1083[09:25:28] <gigaherz> and don't want to mess things up
L1084[09:25:36] <gigaherz> since the abstraction layer will "protect" you against some mistakes
L1085[09:25:51] <abab9579> Yes, it is nearly thought as 'script'
L1086[09:25:52] <gigaherz> but it has the huge flaw of not being able to define new blocks and items
L1087[09:26:18] <gigaherz> the best they can do
L1088[09:26:18] <iari> an easy way for people to change things without having to handle with modpacks
L1089[09:26:20] <abab9579> In perspective of forge, it has many flaws.
L1090[09:26:23] <gigaherz> is have server-provided resourcepacks
L1091[09:26:30] <gigaherz> reskinning things based on which area you are in
L1092[09:26:55] <gigaherz> which works, but it's far from optimal.
L1093[09:28:08] <iari> and since we're already talking: Did I understand it right, that Cauldron was supposed to be a forge replacement? heared of it a while ago but then suddenly nothing anymore
L1094[09:29:05] <sham1> I think it runs ontop of forge
L1095[09:29:54] <gigaherz> iari: well it lives on, in the for mof KCauldron
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L1097[09:30:46] <iari> that why I can't find anything atm
L1098[09:31:22] <gigaherz> but no
L1099[09:31:25] <gigaherz> it wasn't supposed to replace forge
L1100[09:31:51] <gigaherz> it was supposed to support both bukkit api plugins and forge mods in one server jar
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L1102[09:32:20] <iari> ah, a combination of forge and bukkit
L1103[09:32:46] <gigaherz> well not bukkit specifically
L1104[09:33:01] <gigaherz> just the API from it, I think
L1105[09:33:17] <gigaherz> anyhow I could be wrong
L1106[09:33:24] <gigaherz> my knowledge is only circumstantial
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L1108[09:35:58] <gigaherz> so, back to my previous topic
L1109[09:36:04] <gigaherz> what do you people think of the idea?
L1110[09:36:05] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Everpipe.png
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L1112[09:40:52] <abab9579> What is best way to iterate on enumeration?
L1113[09:41:06] <iari> reminds me at the conduits from enderio
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L1116[09:48:06] <SirSpence> I think it is a cool idea giga, though what would make it different from enderIO pipes other than it (maybe) defaults to having the pipes.
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L1118[09:48:47] <McJty> Is there some kind of event or something to detect if a player has thrown something in the water?
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L1120[09:49:22] <McJty> Ah ItemTossEvent
L1121[09:49:26] <McJty> That's exactly what I need :-)
L1122[09:49:42] <gigaherz> I assume that's when the item leaves the hand, rather than when it enters the water?
L1123[09:50:27] <McJty> true
L1124[09:50:28] <gigaherz> SirSpence: well my idea is that the pipes are generic
L1125[09:50:42] <gigaherz> and you choose what to transfer based on which "interfaces" you put on the block
L1126[09:50:56] <McJty> Hmm
L1127[09:51:03] <SirSpence> Mk
L1128[09:51:29] <SirSpence> So it would be closer to extra utils pipes? At least in that way?
L1129[09:51:40] <gigaherz> yeah
L1130[09:51:45] <gigaherz> with a bit of AE2 in them
L1131[09:51:54] <McJty> gigaherz, so anything that exists for finding out if an item enters water?
L1132[09:51:57] <gigaherz> you'd have to manually configure the pairing
L1133[09:51:58] <McJty> AE2 does it
L1134[09:52:03] <gigaherz> McJty: sorry I'm not aware of it
L1135[09:52:12] <McJty> ok np
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L1137[09:55:20] <LatvianModder> McJty: AE2 probably scans for item entities near those blocks
L1138[09:55:34] <SirSpence> So giga I've managed to make a new block and it works well enough. The next thing I'm trying to do is have it change it's texture based upon it's type.
L1139[09:56:01] <gigaherz> SirSpence: heh, see how the blockstate properties match up with the blockstate json variants
L1140[09:56:02] <gigaherz> ;p
L1141[09:56:06] <SirSpence> I've pulled from your GemstoneBlock and made it have 6 different types so far
L1142[09:56:17] <SirSpence> but I can't seem to get the texture to take
L1143[09:56:51] <gigaherz> check the registerModels method inside ClientProxy
L1144[09:57:03] <gigaherz> you needto apply for models when things are in item form
L1145[09:57:07] <gigaherz> and for block form
L1146[09:57:22] <gigaherz> mc looks for a blockstates json using the SAME name as the registry name of the block
L1147[09:57:31] <SirSpence> I actually got it to work with the first texture
L1148[09:57:40] <SirSpence> but all 6 variants share that tex
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L1150[10:01:07] <SirSpence> Wow.
L1151[10:01:12] <SirSpence> That was exactly it.
L1152[10:01:16] <SirSpence> Thanks giga
L1153[10:01:30] <McJty> LatvianModder, well it is just water
L1154[10:01:35] <McJty> LatvianModder, it can hardly scan all water?
L1155[10:01:47] <McJty> i.e. in AE2 you throw a seed in a pool of water and it grows
L1156[10:01:59] <McJty> hmm, maybe that's coded in the seed itself
L1157[10:02:04] <McJty> But I need it for a vanilla item
L1158[10:02:28] <LatvianModder> it has item override in quartz item, most likely
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L1160[10:02:51] <LatvianModder> no way around it? like, craft a new item, from that vanilla item
L1161[10:03:06] <McJty> I could do that maybe
L1162[10:03:28] <diesieben07> you could replicate forge's custom items hook
L1163[10:03:34] <diesieben07> all it does is check in EntityJoinWorldEvent
L1164[10:03:36] <diesieben07> you can do that, too
L1165[10:04:05] <McJty> And do what exactly? Not sure I understand that
L1166[10:04:22] <diesieben07> check if the EntityItem has the item you want in it
L1167[10:04:24] <SirSpence> Now I just need to figure out how to make it so that when I place them they retain their type
L1168[10:04:27] <diesieben07> if so, cancel the event
L1169[10:04:29] <diesieben07> spawn your own entity
L1170[10:04:38] <diesieben07> that entity can then do whatever "am I in water?" checks it wants
L1171[10:04:45] <McJty> Well I don't really want to cancel it. I want to detect when it falls in water
L1172[10:05:04] <diesieben07> you would cancel the spawning of the normal EntityItem
L1173[10:05:07] <diesieben07> and spanw your own instead
L1174[10:05:07] <McJty> I could do that perhaps
L1175[10:05:09] <diesieben07> which looks the same
L1176[10:05:12] <diesieben07> but beahves differently
L1177[10:05:26] <McJty> But when it doesn't fall in water you have to be able to pick it up again and it should return to the normal item
L1178[10:05:30] <McJty> Also possible I guess
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L1180[10:05:40] <McJty> But I think I'll just make my own item. In this case that actually makes sense
L1181[10:05:43] <diesieben07> extend EntityItem
L1182[10:05:46] <diesieben07> override onUpdate
L1183[10:05:47] <diesieben07> done :D
L1184[10:06:19] <diesieben07> you have to do the same thing if you make your own Item
L1185[10:06:33] <diesieben07> just the way to get it to use your custom Entity is different
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L1187[10:08:19] <McJty> Yes but after thinking about it it actually makes sense to make it a custom item in this case
L1188[10:08:40] <SquareWheel> Quick question here (hopefully). If I'm making a placeable fluid, should I be creating a new block that extends BlockFluidClassic?
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L1190[10:09:29] <diesieben07> uh not sure why you would need to extend it
L1191[10:09:40] <diesieben07> justr using BlockFluidClassic itself should be fine unless you need special behavior
L1192[10:10:17] <SquareWheel> Oh okay. Not a Java programmer so might have my terms wrong. Creating an object of it then.
L1193[10:10:36] <SquareWheel> Cheers, just wasn't sure if that was the right class.
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L1196[10:12:57] <Lapiman> Dumb question: once I've built my mod, I've got a release on Github all that fun stuff - how do I get my mod out there?
L1197[10:13:16] <SquareWheel> As in, promoting it?
L1198[10:13:40] <Lapiman> Yeah, promoting, making it easy to find, yadda yadda.
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L1201[10:14:09] <diesieben07> usually people make a post on the minecraft forums and put it on curse
L1202[10:14:23] <Lapiman> That works, thanks
L1203[10:14:41] <Lapiman> sieben is a feminine noun? huh, til
L1204[10:14:51] <SquareWheel> Some images and a useful description go a long way. The /r/FeedTheBeast subreddit is also good for posting new mods.
L1205[10:14:58] <diesieben07> what? :D
L1206[10:15:01] <diesieben07> i am a dude
L1207[10:15:14] <diesieben07> oh
L1208[10:15:16] <diesieben07> yes, it is
L1209[10:15:19] <diesieben07> german language is stupid
L1210[10:15:37] <Lapiman> SquareWheel: https://github.com/thinkplank/goldinthemtharhills/wiki :D
L1211[10:16:05] <SquareWheel> Your sluice is totally a boat.
L1212[10:16:31] <SquareWheel> But, you know, with seats.
L1213[10:16:34] <Lapiman> I just copy-and-pasted the flat panel into the center of the boat, lol.
L1214[10:16:48] <Lapiman> But that's what the smallest sluices kinda look like.
L1215[10:17:38] <Lapiman> diesieben07: sprichst du Deutsch? or is it just your username
L1216[10:17:39] <Weareverylucky> Lol
L1217[10:17:41] <SquareWheel> Not sure what the standard is, but you might have more luck with the introduction page in your readme, rather than in the wiki.
L1218[10:17:49] <diesieben07> I am 100% German :D
L1219[10:18:20] <Weareverylucky> lol what is How are You in German, diesieben07??
L1220[10:18:29] <Lapiman> :O
L1221[10:18:37] <diesieben07> "Wie geht's?" I guess
L1222[10:18:42] <Weareverylucky> XD
L1223[10:18:42] <Lapiman> Weareverylucky: how you say that depends on how well you know the person
L1224[10:18:46] <diesieben07> yeah
L1225[10:19:05] <Weareverylucky> What Do You Mean Lapiman?
L1226[10:19:05] <Lapiman> There's also Wie geht es Ihnen? which is if I met diesieben07 irl and wanted to be polite
L1227[10:19:28] <diesieben07> in german there is 2 words for "You"
L1228[10:19:36] <diesieben07> one for people you know well and one for formal use
L1229[10:19:36] <Lapiman> There's three you pronouns in German... du = informal, Sie = formal, ihr = y'all
L1230[10:19:38] <Weareverylucky> Oh
L1231[10:19:53] <Weareverylucky> Im part German
L1232[10:19:57] <diesieben07> Lapiman, you speak german? :D
L1233[10:20:37] <Lapiman> nein, aber ich habe seit ein paar Jahre Deutsch auf meine einige studieren // no, but I've studied German for a while :)
L1234[10:20:43] <Lapiman> (Jahren?)
L1235[10:21:19] <diesieben07> "Nein, aber ich studiere seit ein paar Jahren Deutsch" :P
L1236[10:21:24] <diesieben07> not sure what you meant with that last part
L1237[10:22:09] <Lapiman> auf meine einige = on my own, right...?
L1238[10:22:12] * Lapiman heads to dict.cc
L1239[10:22:15] <Intektor> how do I stop my sound from playing while already playing?
L1240[10:22:33] <Weareverylucky> Guys this is not German Minecraft Forge server.....
L1241[10:22:34] <diesieben07> oh you would say that differently
L1242[10:23:15] <SquareWheel> Ooh, think I just got what you meant diesieben. So I don't actually create a block class for the fluid. In my general "ModBlocks" class, I just instantiate BlockFluidClassic instead.
L1243[10:23:26] <diesieben07> I'd say that like "Nein, aber ich studiere (lerne would be better here) seit ein paar Jahren privat Deutsch"
L1244[10:23:33] <diesieben07> anyways... very OT :D
L1245[10:23:44] <diesieben07> yes SquareWheel
L1246[10:23:45] <Lapiman> dangit, I always forget studieren vs lernen
L1247[10:23:47] <BordListian> privat or selbst
L1248[10:23:55] <SquareWheel> Gotchya. Bit slow on the uptake.
L1249[10:27:42] <Lapiman> Intektor: What kinda code triggers the sound?
L1250[10:27:54] <Intektor> a item right click
L1251[10:28:06] <Intektor> and then a message gets send to the server, and there it plays
L1252[10:28:14] <Lapiman> got code?
L1253[10:29:14] <Intektor> http://pastebin.com/ZYiHpWin
L1254[10:29:25] <Lapiman> It's been a while since I have tinkered with sounds. But iirc you don't need to do any server / client shenanigans, I just called the method directly
L1255[10:29:35] <Lapiman> So that might be why, if you hear it twice...
L1256[10:29:46] <Intektor> no I dont
L1257[10:29:46] <Lapiman> could you be more specific as to what causes the problem and what the unexpected behavior is
L1258[10:30:00] <Intektor> I just want to stop it when the player stops leftclicking
L1259[10:30:25] <diesieben07> you need a custom ISound implementation for that afaik
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L1261[10:38:17] <Intektor> how would I do that?
L1262[10:38:36] <diesieben07> look at the vanilla examples?
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L1266[10:49:37] <Intektor> ah ok, I see
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L1269[10:52:24] <SquareWheel> It really bugs me that it's /textures/blocks, but /models/block.
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L1271[10:52:49] <Lapiman> Amen to that
L1272[10:55:08] <gudenau> Blame Mojang.
L1273[10:55:17] <gudenau> Why is that not the topic? :-P
L1274[10:56:14] <Naiten> What's the best way to implement multi-blocks? (in my specific case I have one main block which keeps all the data and has rendering, while all other blocks are gags used just for collision/interaction)
L1275[10:56:36] <Naiten> like, each gag having non-ticking TE with parent location
L1276[10:57:08] <Naiten> or gags not having any TE but the parent having a map with all child gags positions
L1277[10:59:21] <Naiten> I guess having a map of positions will require a ticking checker which will iterate through all positions and check if the block changed, and the overall performance will be lower than having a bunch of non-ticking TE with only one of them having a renderer
L1278[10:59:41] <Naiten> or am i understanding it wrong?
L1279[11:01:23] <gudenau> Why can't the block just tell the TE that stuff changed by overriding methods?
L1280[11:02:36] <Naiten> gudenau, which kind of block do you mean (parent/child) and which of the TEs?
L1281[11:02:59] <Naiten> erm, i don't get your idea :(
L1282[11:03:40] <gudenau> Well, make all the children tell the parent when they change, if it exists, then the parent can update the children if it needs to.
L1283[11:05:55] <Naiten> Well, that's the first variant i proposed (and that's how my old multiblocks worked on 1.7.10 and before), but i wanted to know if there's a better way
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L1285[11:07:01] <Naiten> But that will require children to have a TE with parent position, and i'm wondering if a TE can be made non-ticking and how much will it load the CPU/GPU/RAM/whatever
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L1290[11:12:35] <gudenau> Yeah, no idea.
L1291[11:13:04] <gudenau> The only multiblock I have so far uses vinilla blocks, so I have to check them. :-/
L1292[11:13:27] <gudenau> Should probabbly make the check every 20 ticks or somthing.
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L1300[11:32:40] <OrionOnline> >
L1301[11:32:44] <OrionOnline> >
L1302[11:32:59] <OrionOnline> Dang wrong channel.....
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L1304[11:35:10] <gudenau> Ok then OrionOnline
L1305[11:35:21] <OrionOnline> gudenau, ???
L1306[11:35:35] <gudenau> <OrionOnline> Dang wrong channel.....
L1307[11:35:57] <OrionOnline> Yes so what is your point? I wanted to level up in ForgeGradle, yet misclicked.....
L1308[11:36:23] <gudenau> I was just attempting to be nice and acknolage that...
L1309[11:36:31] <OrionOnline> Ah okey
L1310[11:36:34] <OrionOnline> Thank you
L1311[11:36:46] <OrionOnline> That is nice from you :D
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L1314[11:44:12] <masa> Naiten: a TE will be a non-ticking one if you don't implement ITickable in it
L1315[11:44:52] <Naiten> masa, so you're telling me every TE is non-ticking by default?
L1316[11:44:59] <diesieben07> yes.
L1317[11:45:10] <masa> and then it won't really require any CPU normally, but of course teh TE object will take some memory and needs to be synced to clients etc
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L1319[11:45:50] <masa> is this something that would exist in large quantities in the world?
L1320[11:45:55] <diesieben07> Yeah non-ticking TEs are better than TEs with just an empty onUpdate
L1321[11:46:24] <LatvianModder> update()*
L1322[11:46:49] <diesieben07> shaddap
L1323[11:46:55] <LatvianModder> :P
L1324[11:47:16] <LatvianModder> I can only fear what mapping name mojang has given it on their end
L1325[11:47:29] <diesieben07> probabyl tick
L1326[11:47:31] <gudenau> (.*[uU]date)
L1327[11:47:37] <LatvianModder> probably something like updateTileEntityOrEntityOrMaybeSomethingElseToo()
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L1329[11:47:42] <diesieben07> well, first of all
L1330[11:47:46] <diesieben07> they call them BlockEntities now
L1331[11:47:47] <BordListian> updateTileEntityOnTick
L1332[11:47:48] <masa> UUMatterdate
L1333[11:48:06] <diesieben07> also the method is from ITickable
L1334[11:48:11] <diesieben07> so... nothing to do with TEs.
L1335[11:48:16] <LatvianModder> I mean. makes sense, no idea why its called TileEntity in MCP
L1336[11:48:17] <diesieben07> and i have now run into the problem of glorious separate compilation... fuck my life
L1337[11:48:31] <diesieben07> it used to be called that in their code as wlel
L1338[11:48:37] <diesieben07> Blocks were Tiles in notch code
L1339[11:48:47] <BordListian> bruh
L1340[11:48:47] <gudenau> They are still called tiles.
L1341[11:48:51] <diesieben07> really?
L1342[11:48:54] <LatvianModder> World was Level in notch code
L1343[11:48:56] <gudenau> tile.blablabla.name
L1344[11:48:58] <BordListian> BRUH
L1345[11:49:01] <diesieben07> well thats the unlocalized name
L1346[11:49:10] <BordListian> this is why swedish people should be trusted with nothing
L1347[11:49:20] <LatvianModder> I mean, Blaze?
L1348[11:49:29] <LatvianModder> It sounds so stupid when translated
L1349[11:49:34] <diesieben07> but they have this: "Failed to create block entity"
L1350[11:49:56] <gudenau> This is what happens when you hace multiple people working on the same code base.
L1351[11:49:59] <BordListian> Blaze is pretty accurate tho
L1352[11:50:02] <Naiten> masa, idk how large quantities will be, but i cover my tracks with these non-rendering non-ticking collision gag block, and users tend to build hellameters of railways
L1353[11:50:09] <LatvianModder> it is accurate. but its a funny name
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L1355[11:50:20] <BordListian> now, Guardian
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L1359[11:50:28] <gudenau> Better than "dude that can set your butt on fire"
L1360[11:50:49] <BordListian> pretty surprised that Guardians aren't called Laserfish
L1361[11:50:51] <LatvianModder> Ghast. misspelled ghost :P
L1362[11:50:56] <gudenau> I need to make a language with stupid names for everything. :-D
L1363[11:50:56] <BordListian> and Shulkers Levitationturrets
L1364[11:51:07] <gudenau> Ghast was a thing before MC.
L1365[11:51:19] <BordListian> Ghast is not a mispelling :V
L1366[11:51:20] <LatvianModder> http://img02.deviantart.net/a396/i/2015/314/2/7/minecraft_shulker_dalek__doctor_who__by_pacchuart-d9g9ysv.jpg
L1367[11:51:21] <Naiten> gudenau, pirate speak?
L1368[11:51:29] <gudenau> Naiten, not quite.
L1369[11:51:48] <Naiten> gudenau, why not, yarrr
L1370[11:52:06] <gudenau> Because long and rediculuss names sounds like fun Naiten
L1371[11:52:06] <BordListian> Ghast is from olden language gǣstan
L1372[11:52:06] <LatvianModder> I speak pirate nativly
L1373[11:52:08] <BordListian> to frighten
L1374[11:52:34] <gudenau> Ghost is probably a mispelled ghast. :-D
L1375[11:53:18] <BordListian> it has the same etymology so i would assume so
L1376[11:54:11] <Intektor> can I draw a texture over a block, like the break texture?
L1377[11:54:32] <BordListian> there's probably an event for that
L1378[11:55:22] <BordListian> world.sendBlockBreakProgress
L1379[11:55:51] <BordListian> oh wait, you want any texture
L1380[11:55:53] <BordListian> right
L1381[11:56:03] <BordListian> not specifically the break texture
L1382[11:56:11] <Intektor> correct
L1383[11:57:17] <diesieben07> RenderWorldLastEvent probably
L1384[11:58:15] <Intektor> I dont like that, because when the player moves, the stuff I dro moves also a bit, that looks ugly, only when the player stands still it looks fine
L1385[11:58:22] <gudenau> How about this, how could I render the break texture on things in sync with a block being broken? :-D
L1386[11:58:33] <gudenau> Intektor, deltas?
L1387[11:58:48] <Intektor> deltas?
L1388[11:58:54] <gigaherz> !gm func_145891_a
L1389[11:58:58] <Naiten> masa, about the gags quantities http://i.imgur.com/VANak1D.jpg - just the small part
L1390[11:59:10] <Naiten> http://i.imgur.com/TuuYJUz.png - hellameters of railways
L1391[11:59:51] <Intektor> If you mean that, I calculate the difference between the world coord I want to draw and the player pos, and at this differnece I draw
L1392[11:59:54] <gudenau> It is a function of the amount of time that passes betwean frames, used to create a more smooth looking game than 10 ticks per second, at the cost of a one tick delay in showing the player thigs.
L1393[11:59:57] <Intektor> this would be a delta, yes
L1394[12:00:34] <Intektor> how does this work?
L1395[12:00:44] <LatvianModder> Naiten: what happened in last picture's top?
L1396[12:01:02] <LatvianModder> looks like giant explosion
L1397[12:01:26] *** cpw is now known as cpw|out
L1398[12:01:28] <Naiten> LatvianModder, idk. Possibly Worldpainter-made volcano or something
L1399[12:02:02] *** MrKickkiller is now known as MrKick|Away
L1400[12:03:04] <gudenau> I have not looked into the math exactly, but it basicly gives you the amount of ticks to render as a float, you then render somthing like last + new * ticks
L1401[12:03:15] <gudenau> Off the top of my head.
L1402[12:03:43] <Intektor> where can I find this method in the minecraft code
L1403[12:03:45] <gudenau> Errrr.
L1404[12:03:47] <diesieben07> you mean partial ticks?
L1405[12:03:55] <diesieben07> thats what that sounds like :D
L1406[12:04:01] <gudenau> That is a delta.
L1407[12:04:01] <Naiten> accidentally found an image using my mod to parody the historical event http://oi58.tinypic.com/hu4rgh.jpg (Montparnasse derailment)
L1408[12:04:03] <diesieben07> yeah i know
L1409[12:04:05] <diesieben07> just saying
L1410[12:04:34] <gudenau> I never understood why it was not called delta.
L1411[12:04:46] *** kroeser|away is now known as kroeser
L1412[12:05:08] <Intektor> player.prevPosX + player.posX * partialTicks?
L1413[12:05:12] <gudenau> Or even ?!
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L1415[12:05:21] <gudenau> Meh, somthing like that.
L1416[12:05:49] <gudenau> You need to calculate the diffrence betwean the two, then add that multiplied by the delta.
L1417[12:05:58] <diesieben07> not quite
L1418[12:06:01] <diesieben07> yeah that
L1419[12:06:10] <diesieben07> prevPos + (pos - prevPos) * partial
L1420[12:06:18] <gudenau> I swear I can math.,
L1421[12:07:26] <gudenau> Oh yeah, IRC does not Unicode well does it? .-.
L1422[12:07:37] <diesieben07> it does for me
L1423[12:07:46] <diesieben07> ☃
L1424[12:07:49] <diesieben07> SNOWMAN
L1425[12:07:54] <MalkContent> is it possible to add structures to villages/custom villagers again?
L1426[12:07:58] <BordListian> IRC is unicode agnostic
L1427[12:08:07] <gudenau> Did you not get a box with an invalid character a few messages ago?
L1428[12:08:11] <LatvianModder> ?
L1429[12:08:13] <diesieben07> Yes i did
L1430[12:08:14] <BordListian> it's up to the client to support it
L1431[12:08:18] <sham1> ^
L1432[12:08:20] <diesieben07> but that would be your fault then maybe? :D
L1433[12:08:24] <gudenau> Screw hexchat then.
L1434[12:08:29] <diesieben07> i have hexchat too
L1435[12:08:33] <diesieben07> does the snowman work for you?
L1436[12:08:38] <gudenau> It does.
L1437[12:08:38] <BordListian> hexchat doesn't support unicode i think
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L1439[12:08:44] <sham1> We need a better IRC client
L1440[12:08:44] <BordListian> it's never worked for me
L1441[12:08:46] <sham1> Yes it does
L1442[12:08:46] <gudenau> 50/50 that they work.
L1443[12:08:47] <LatvianModder> IRCCloud masterrace
L1444[12:08:49] <sham1> ö
L1445[12:08:50] <diesieben07> snowman is definitely unicode thoh
L1446[12:08:53] <sham1> That was me posting unicode
L1447[12:08:57] <sham1> And it works
L1448[12:09:04] <sham1> ä
L1449[12:09:05] <sham1> å
L1450[12:09:08] <sham1> ü
L1451[12:09:08] <BordListian> fair
L1452[12:09:13] ⇦ Quits: minot (~minot@pool-100-1-168-123.nwrknj.fios.verizon.net) (Quit: Leaving)
L1453[12:09:13] <gudenau> Maybe it needs to be in the first 0xFFFF code pages?
L1454[12:09:15] <LatvianModder> āōŗķļņ
L1455[12:09:22] <sham1> €
L1456[12:09:28] <LatvianModder> §
L1457[12:09:33] <diesieben07> ok can we stop?`:D
L1458[12:09:36] <sham1> Kay
L1459[12:09:37] <LatvianModder> ╧
L1460[12:09:38] <LatvianModder> ok
L1461[12:09:44] <gudenau> I love that I made unicode spam.
L1462[12:09:54] <sham1> Unicode is a lot more than just emojí
L1463[12:10:00] <LatvianModder> It's all your fault!
L1464[12:10:12] <LatvianModder> I didnt even know emoji are part of unicode until recently
L1465[12:10:19] <sham1> They are
L1466[12:10:20] <gudenau> I know sham1
L1467[12:10:26] <sham1> It's stupid in my mind
L1468[12:10:27] <LatvianModder> I always thought that chat programs just replace text with images
L1469[12:10:27] <sham1> But they are
L1470[12:10:36] <gudenau> That was supposed to be a lowercase delta.
L1471[12:10:40] ⇦ Quits: Lapiman (~tcmzeal@pool-108-31-94-45.washdc.fios.verizon.net) (Quit: lol bye)
L1472[12:10:53] <diesieben07> LatvianModder, everything you need to know about emoji: https://www.youtube.com/watch?v=5OPkGQoPeHk
L1473[12:10:54] <gudenau> I love that Unicode has Emoji!
L1474[12:10:56] <diesieben07> very funny to watch :D
L1475[12:11:20] <sham1> Except the fact that he did not make his emoji keyboard for linux
L1476[12:11:21] <sham1> FFS
L1477[12:11:32] <sham1> And his reason was "no"
L1478[12:11:33] <diesieben07> lol did you watch what he used? :D
L1479[12:11:47] <gudenau> Just use ctrl+shift+u
L1480[12:12:05] <diesieben07> its a hodge-podge of lua-macros, autohotkey and something else
L1481[12:12:07] <diesieben07> it is horrible :D
L1482[12:12:27] *** MrKick|Away is now known as MrKickkiller
L1483[12:12:36] <sham1> What does C-S-u do
L1484[12:12:45] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.183.252)
L1485[12:12:47] <gudenau> It allows you to enter any unicode point.
L1486[12:12:59] <sham1> No it doesn't
L1487[12:13:17] <gudenau> Interesting, works on arch and Ubuntu.
L1488[12:13:25] <sham1> What de and stuff
L1489[12:13:36] <sham1> Because I just use a bare bones xmonad
L1490[12:13:36] <gudenau> de?
L1491[12:13:43] <sham1> Desktop Environment
L1492[12:13:58] <gudenau> Oh, whatever Ubuntu uses and GTK I think.
L1493[12:14:07] <sham1> So Unity
L1494[12:14:21] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L1495[12:14:37] <gudenau> GNOME
L1496[12:14:57] <sham1> I'm pretty sure Ubuntu nowadays uses Unity per default
L1497[12:15:10] <sham1> Well, that does not matter to me, I am a Gentoo user'
L1498[12:15:10] <gudenau> GNOME on my Arch box.
L1499[12:16:19] <sham1> And before someone cries fowl, I use Gentoo because I actually like the compilation process
L1500[12:16:37] <gudenau> Once I attempted LFS.
L1501[12:16:47] <gigaherz> I looked at LFS once
L1502[12:17:04] <gigaherz> "you will need an existing linux installation to begin"
L1503[12:17:11] <gigaherz> and dropped the doc onto the trash bin
L1504[12:17:15] <gudenau> I had one.
L1505[12:17:25] <sham1> I should probably do an LSF install to a virtual machine one of these days
L1506[12:17:38] <gigaherz> ubuntu at least can bootstrap itself ;P
L1507[12:17:51] <sham1> So can every distro
L1508[12:18:01] ⇨ Joins: Zireck (~hackintos@99.red-79-153-184.dynamicip.rima-tde.net)
L1509[12:18:18] <sham1> Hell, I've used ubuntu live cd to bootstrap my gentoo install
L1510[12:18:33] <sham1> s/install/installs/
L1511[12:18:47] <Zireck> hi
L1512[12:18:56] <sham1> hello
L1513[12:19:15] ⇦ Quits: psxlover (~psxlover@athedsl-4412469.home.otenet.gr) (Ping timeout: 192 seconds)
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L1515[12:22:17] <LatvianModder> diesieben07: I watched it all lol
L1516[12:22:27] <LatvianModder> loved it
L1517[12:23:02] <gudenau> I will have a lot to do with my emoji thing. :-/
L1518[12:23:17] <LatvianModder> emojis in minecraft
L1519[12:23:23] <gudenau> Bingo.
L1520[12:23:31] <gudenau> Emojis is wrong by the way.
L1521[12:23:31] <sham1> Oh no
L1522[12:23:46] <LatvianModder> just emoji?
L1523[12:23:49] <gudenau> Yep.
L1524[12:23:55] <gudenau> It is Japanease.
L1525[12:23:58] <gudenau> No plural.
L1526[12:23:59] <sham1> ???? will invade MineCraft
L1527[12:24:09] <gudenau> Nice.
L1528[12:24:09] <sham1> Hide while you can
L1529[12:24:17] <diesieben07> LatvianModder, tom scott is great :D
L1530[12:24:55] ⇦ Quits: psxlover (~psxlover@athedsl-4417614.home.otenet.gr) (Ping timeout: 198 seconds)
L1531[12:25:34] <gudenau> It would be great fun to make an emoji keyboard with pages and a propper driver.
L1532[12:25:44] <sham1> And for Linux
L1533[12:25:53] <gudenau> Oh course.
L1534[12:25:58] <gudenau> Of*
L1535[12:26:08] <gudenau> I use that more than I do Winderps at this point.
L1536[12:26:17] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-108-184.buckeyecom.net) (Ping timeout: 186 seconds)
L1537[12:26:35] <shadowfacts> tom scott is hilarious
L1538[12:26:56] <diesieben07> "and nobody did care and then apple came along"
L1539[12:27:00] <diesieben07> is just... best quote ever
L1540[12:27:00] <gudenau> I thouhgt that was funny, but not hilarious.
L1541[12:27:25] <gudenau> Same thing happened with Google Wallet.
L1542[12:29:39] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.183.252) (Killed (NickServ (GHOST command used by theFlaxbeard2)))
L1543[12:29:46] <gudenau> Oooooh, stupid idea.
L1544[12:30:13] <gudenau> How fast can I push an image into the GPU's texture buffer?
L1545[12:30:26] <gigaherz> depends on how big
L1546[12:30:32] <gigaherz> mc does that for all animated textures
L1547[12:30:41] <gudenau> Let's say 1920x1080.
L1548[12:30:43] <gigaherz> which means, it keeps re-uploading at least part of the atlas, if not all of it
L1549[12:30:43] <gudenau> Max.
L1550[12:30:51] <sham1> "I have a real bad feeling about this" -Every star wars character ever
L1551[12:30:57] <gigaherz> well
L1552[12:30:59] <gudenau> Entire image, up to 60hz.
L1553[12:31:08] <gudenau> I would like.
L1554[12:31:21] <gigaherz> !!calc 1920*1080*4*60 / 1024 / 1024
L1555[12:31:22] <gigaherz> gigaherz: Result(s): 474.609375
L1556[12:31:29] <gigaherz> 474mbytes/s
L1557[12:31:54] <gudenau> Why not times 3, no transparency is needed.
L1558[12:31:54] <sham1> milibytes...
L1559[12:32:01] ⇨ Joins: psxlover (psxlover@ppp-2-87-118-14.home.otenet.gr)
L1560[12:32:05] <gigaherz> !!calc 1920*1080*3*60 / 1024 / 1024
L1561[12:32:05] <gigaherz> gigaherz: Result(s): 355.9570313
L1562[12:32:11] <gigaherz> thne it's 355
L1563[12:32:23] <gigaherz> which is not much
L1564[12:32:25] <gigaherz> I mean
L1565[12:32:26] <sham1> actually 356
L1566[12:32:37] <gigaherz> not much given the total bandwidth of a pci-express bus
L1567[12:32:41] <gudenau> So, for a stupid "because I can" and never released mod, feasable?
L1568[12:32:42] <gigaherz> but it's a lot if you have more than one
L1569[12:33:03] <gigaherz> but really think of it
L1570[12:33:11] <gigaherz> can your computer actually PLAY a 1080p video stream? ;P
L1571[12:33:13] <gudenau> The main thing is Java, right?
L1572[12:33:17] <gudenau> It can.
L1573[12:33:20] <gudenau> Most the time.
L1574[12:33:29] <gudenau> New GPU soon. :3
L1575[12:33:50] <gigaherz> well that doesn't work if you include gpu decoding
L1576[12:33:51] <gigaherz> ;P
L1577[12:33:53] <gudenau> Plus I think the compressed data is sent to the GPU.
L1578[12:34:06] <gigaherz> because in that case it doesn't actually have to transfer t he whole frame
L1579[12:34:16] <gigaherz> just a semi-decoded bitstream
L1580[12:34:20] <sham1> what are you trying to do
L1581[12:34:23] <gudenau> I <3 h.264
L1582[12:34:41] <gudenau> A monitor.
L1583[12:35:20] ⇦ Quits: psxlover (psxlover@ppp-2-87-118-14.home.otenet.gr) (Ping timeout: 186 seconds)
L1584[12:35:43] <sham1> a monitor, eh
L1585[12:35:55] <gigaherz> wat
L1586[12:36:16] <sham1> wat wat
L1587[12:36:29] <gudenau> Like I said, stupid idea that I want to do.
L1588[12:36:30] <howtonotwin> Doesn't OpenGL have a thing where you just render a texture and something else can keep altering it
L1589[12:36:40] <gigaherz> i'm wondering why 1080p for an ingame "monitor"
L1590[12:36:40] <gigaherz> ;p
L1591[12:36:46] <howtonotwin> Like LookingGlass?
L1592[12:36:48] <gigaherz> howtonotwin: uh?
L1593[12:36:53] <gudenau> So you can stick your face in it and it looks fine.
L1594[12:36:57] <gigaherz> I have no idea what you mean
L1595[12:37:16] <gudenau> howtonotwin, I think so. Froget the term though.
L1596[12:39:04] <howtonotwin> Well if XComp can do those renders interdimensionally, you can do it on a computer screen :P
L1597[12:40:04] <gudenau> Now to figure out how to steal the image from a diffrent application, API docs HO!
L1598[12:40:59] <gudenau> Err.
L1599[12:41:03] <gudenau> School work HO!
L1600[12:41:27] <howtonotwin> Try this (maybe???): http://stackoverflow.com/a/58326/5684257
L1601[12:41:53] <gudenau> Nah, it will not be on the screen.
L1602[12:42:05] <gudenau> But I do love the Robot class.
L1603[12:42:34] <McJty> The comment with ItemTossEvent is wrong
L1604[12:42:48] <McJty> It says that canceling the event will not prevent the item from being removed from the inventory
L1605[12:42:49] <McJty> But it does
L1606[12:43:09] <gudenau> PR ho?
L1607[12:43:31] <McJty> No time for that. Modding trials deadline :-)
L1608[12:43:39] <McJty> Not going to bother with forge which we are not allowed to update anyway
L1609[12:43:52] <gudenau> Just fix the docs later I mean.
L1610[12:44:04] <McJty> But I would have hoped the docs to be correct
L1611[12:44:10] <McJty> And the event handling wrong
L1612[12:44:13] <McJty> Because that's what I actually want
L1613[12:44:19] <McJty> So I can't use this event
L1614[12:44:25] <gudenau> Just add the item to the inventory after!
L1615[12:44:38] <McJty> How do I know what 'after' is?
L1616[12:44:45] <McJty> I mean the inventory can be full
L1617[12:44:49] <McJty> So I have no free spot to put it in
L1618[12:44:58] <gudenau> Hmmm.
L1619[12:45:01] <gudenau> Good luck!
L1620[12:45:03] <McJty> :-)
L1621[12:45:07] <gudenau> What are you up to?
L1622[12:45:33] <McJty> Trying to make an object that when you throw it in the water it spawns a mob
L1623[12:45:39] <McJty> Much harder then I thought :-)
L1624[12:46:25] <gudenau> Should be, make entity, add event handler.
L1625[12:47:07] <McJty> Yes but making the entity is a bit hard
L1626[12:47:17] <McJty> If I cannot properly detect when the item leaves the inventory
L1627[12:48:32] <gudenau> Why can you nut use the custom EntityItem feature in forge?
L1628[12:48:51] <McJty> Perhaps because I didn't know that existed?
L1629[12:48:57] <McJty> Where can I find that?
L1630[12:49:02] <gudenau> Ah, yeah it is a thing! Just a sec.
L1631[12:49:03] <gigaherz> there's a custom EntityItem feature?
L1632[12:49:37] <gudenau> hasCustomEntity and createEntity in the Item class.
L1633[12:49:47] <gudenau> Also onEntityItemUpdate.
L1634[12:49:53] <gudenau> ;-)
L1635[12:50:00] <McJty> oh nice thanks
L1636[12:50:15] <gudenau> Reading random code snippits has it's perks.
L1637[12:50:18] <gudenau> its*
L1638[12:52:56] <Keridos> how can i render a tooltip over a certain area in my gui?
L1639[12:53:13] <gudenau> forgroundLyaer or somthing.
L1640[12:53:32] <Keridos> well I mean when I mouseover it
L1641[12:53:53] <gudenau> Look at where the mouse is, then render or do not render.
L1642[12:54:21] <gudenau> I would create a function that renders it, then push translate render pop.
L1643[12:55:28] <McJty> Hmm it is creating my entity but for some reason when I throw away the item it is spawned exactly at my position and the player picks it up immediatelly
L1644[12:55:49] <McJty> I am probably missing something on my EntityItem subclass
L1645[12:55:51] <gudenau> Did you set the pickup timer?
L1646[12:55:58] <McJty> What and why?
L1647[12:56:00] ⇨ Joins: zrneely (~zrneely@205.175.98.119)
L1648[12:56:22] <McJty> I just want forge to use my entity item instead of the default one
L1649[12:56:28] <McJty> With same settings, pickup timer, whatever
L1650[12:56:29] <gudenau> delayBeforeCanPickup
L1651[12:56:53] <McJty> But why is that even needed?
L1652[12:56:58] <gudenau> setDefaultPickupDelay
L1653[12:57:10] <williewillus> because it's 0 by default
L1654[12:57:15] <williewillus> which emans it can be picked up immediately
L1655[12:57:16] <gudenau> Because it can be any entity, so it is not changed.
L1656[12:57:50] <McJty> ah ok
L1657[12:58:01] <williewillus> vanilla calls setDefaultPickupDelay before spawning it which sets it to 10 ticks (.5s)
L1658[12:58:03] <McJty> So I could have an item that becomes a zombie when you throw it away
L1659[12:58:05] <McJty> That's fun
L1660[12:58:09] <gudenau> Oh, williewillus did I fix my whitespace?
L1661[12:58:31] <williewillus> yes looks great
L1662[12:58:36] <McJty> Ok, thanks that works
L1663[12:58:38] <gudenau> Try the onEntityItemUpdate
L1664[12:58:41] <gudenau> Cool!
L1665[12:58:56] <williewillus> i personally would be fine with the if being on a new line but it doesnt matter
L1666[12:58:59] <HassanS6000> Any way to get if the server a client is on is running in online mode?
L1667[12:59:23] <gudenau> Should be in the Server object somewhere.
L1668[12:59:56] <HassanS6000> I am almost 90% sure MinecraftServer.getServer() will return null if on the client thread
L1669[13:00:28] <gudenau> There has to be a way to get the object, it exists, and should have a refrence.
L1670[13:00:36] <williewillus> yes but not on the client
L1671[13:00:55] <gudenau> Are there two instances of MC when in single player?
L1672[13:01:02] <williewillus> there are two threads
L1673[13:01:05] <williewillus> (basically)
L1674[13:01:07] <HassanS6000> in sp you can access the server and the client
L1675[13:01:09] <williewillus> logical client and server
L1676[13:01:14] <williewillus> but you should not
L1677[13:01:24] <gudenau> But you can!
L1678[13:01:26] <HassanS6000> I am trying to use a mod on the client to check the server for online mode
L1679[13:01:31] <HassanS6000> anyway to do that?
L1680[13:01:32] <williewillus> if your mod has stuff specficially to integrated server it is doing it comletely wrong
L1681[13:01:33] <diesieben07> that is not possible
L1682[13:01:37] <diesieben07> the client does not know
L1683[13:01:42] <HassanS6000> okay thanks
L1684[13:01:47] <gudenau> Try to login with bogus data I guess.
L1685[13:02:01] <gudenau> I thought you meant a LAN game. Sorry.
L1686[13:02:27] <gudenau> Anyway, bye for now!
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L1688[13:03:04] <williewillus> actually you could detect if online mode is *off* by monitoring packets :P
L1689[13:03:24] <HassanS6000> how to do
L1690[13:03:34] <williewillus> probably not possible
L1691[13:03:58] <HassanS6000> lol
L1692[13:04:18] <williewillus> if the server is dedicated and has online mode it will send SPacketEncryptionRequest and go to state KEY, otherwise it will transition directly to the READY_TO_ACCEPT state
L1693[13:04:29] <Subaraki> for rendering something to the player i need to add a layer right ?
L1694[13:04:30] <williewillus> so you could theoretically see if you ever get a SPacketEncryptionRequest but that's hacky and flaky
L1695[13:04:39] <williewillus> Subaraki: yes or use one of the events
L1696[13:04:42] <williewillus> depending on what you're rendering
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L1702[13:12:02] <Koward> I claim a mod like this : http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1281043-1-2-5-floaty-items-v1-1 could not be made today with Forge (without ASM or new hooks). Damn it.
L1703[13:13:44] <LexManos> You sir, are wrong.
L1704[13:13:47] <williewillus> wrong
L1705[13:14:15] <williewillus> events available today can achieve that
L1706[13:14:54] <Koward> The best I could achieve was the Items getting at surface, then sinking again in a buggy way (at tick pace of course)
L1707[13:14:57] <adox> https://minecraft.curseforge.com/projects/realistic-item-drops?gameCategorySlug=mc-mods&projectID=245620
L1708[13:15:13] <williewillus> adox: that's different
L1709[13:15:27] <williewillus> Koward: then use the join world events and replace the entity with your own
L1710[13:15:29] <williewillus> full control :P
L1711[13:15:49] <adox> why?
L1712[13:16:07] <Koward> Then I should replace every single god damn item. I feel this too often.
L1713[13:16:08] <williewillus> adox: nvm, i didn't read the float on liquids part :P
L1714[13:17:30] <Koward> And btw, I wonder why LivingEntityUpdateEvent exists and not EntityUpdate, but does not matter that much.
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L1717[13:20:42] <BordListian> same tbh
L1718[13:20:55] <BordListian> all entities have damage methods too
L1719[13:21:04] <BordListian> but only living has a damage event
L1720[13:21:10] <BordListian> *shrugs*
L1721[13:21:15] <williewillus> because either no one wants them
L1722[13:21:20] <williewillus> or no one wants to work to PR it
L1723[13:21:34] <BordListian> who wouldn't want popcorn smelting?
L1724[13:22:30] <Koward> I think maybe it's a legacy thing. Some features were handled at the living level, and now all entities have it. But the events stayed the same
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L1726[13:24:25] <BordListian> there's also a problem with performance, potentially
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L1728[13:24:40] <BordListian> i don't know how 'fast' events are
L1729[13:24:46] <Koward> RealisticDrops did something very weird, they extended EntityItems to make their custom one, but I wonder how they made it work, probably some reflection somewhere but it's interesting
L1730[13:24:46] <williewillus> pretty fast
L1731[13:24:52] <Koward> You have per tick events
L1732[13:24:59] <Koward> Even per rendering ticks events
L1733[13:25:09] <BordListian> yeah but tick events happen once per tick
L1734[13:25:14] <BordListian> (twice)
L1735[13:25:22] <BordListian> entity ticks happen once per entity
L1736[13:25:30] <BordListian> so n times per tick
L1737[13:25:32] <primetoxinz> hmm, how to get water to not disappear when there is no source block...
L1738[13:25:38] <williewillus> they're still fast
L1739[13:25:40] <howtonotwin> BordListian: Event handlers get asm'd into full on classes at runtime, so they're pretty fast after that happens.
L1740[13:25:49] <BordListian> hm
L1741[13:26:08] <williewillus> cpu wise an event is only as expensive as its handlers
L1742[13:26:09] <BordListian> oh you mean it literally asms the methodcall into a specific spot on the vanilla class?
L1743[13:26:16] <williewillus> no
L1744[13:26:22] <williewillus> we patch the posting in
L1745[13:26:33] <BordListian> hm
L1746[13:26:36] <williewillus> the handling itself is done by taking all @SubscribeEvent methods, and generating a class that calls taht method
L1747[13:27:02] <BordListian> kinda what i meant but it's like one class off :P
L1748[13:27:06] <williewillus> when you post to the bus all it does is loop through all handlers and invoke them
L1749[13:27:13] <howtonotwin> Which means no reflection after the registering is done.
L1750[13:27:16] <williewillus> so if an event has no handlers then it costs nothing
L1751[13:27:22] <williewillus> (except memory I guess)
L1752[13:28:27] <LexManos> if an event has no handlers it's cost is ~3 noop function calls.
L1753[13:28:37] <LexManos> so, nopthing
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L1755[13:29:34] <BordListian> noopthing?
L1756[13:36:43] <Koward> RD replace at EntityJoinEvent EntityItem by its own version and the new one keep a reference to the old one, overriding everything and calling the methods of the old. Except what he edits of course.
L1757[13:36:51] <Koward> That's way weirder than it should
L1758[13:37:04] <Koward> But I guess yeah, I was a bit wrong.
L1759[13:38:41] <Weareverylucky> Does anybody know a more advanced way to make a updater that is efficent???
L1760[13:39:11] <KR> What's that IRC bot command in here that converts from obfuscated names to readable ones from MCP?
L1761[13:39:16] <KR> I seem to recall something like that in here.
L1762[13:39:49] <Koward> Anyone tried the substitution feature since 1.10 ? cpw work on it for years and it still has always been buggy. But I saw a couple of issue tickets fixed
L1763[13:39:50] <howtonotwin> message the mcpbot with commands
L1764[13:40:02] <howtonotwin> give it help first
L1765[13:40:32] <Weareverylucky> I cant seem to do 'gradlew setupdecompworkspace' in 1.10.2 or in 1.10 forge
L1766[13:40:43] <KR> Cool, thanks.
L1767[13:40:45] <Weareverylucky> It comes up with an error
L1768[13:40:48] <howtonotwin> capitals?
L1769[13:40:48] <Koward> what error ?
L1770[13:41:02] <Weareverylucky> let me paste it 1 sec
L1771[13:42:02] <Weareverylucky> C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>gradlew setupdecompworkwspace
L1772[13:42:02] <Weareverylucky> org.gradle.api.internal.classpath.UnknownModuleException: Cannot locate JAR for module 'ant' in distribution directory 'C:\Users\bubby\.gradle\wrapper\dists\gradle-2.7-bin\4s0fcuuppw3tjb1sxpzh16mne\gradle-2.7'.
L1773[13:42:03] <Weareverylucky> at org.gradle.api.internal.classpath.DefaultModuleRegistry.getExternalModule(DefaultModuleRegistry.java:72)
L1774[13:42:03] <Weareverylucky> at org.gradle.api.internal.DefaultClassPathProvider.findClassPath(DefaultClassPathProvider.java:49)
L1775[13:42:05] <Weareverylucky> at org.gradle.api.internal.DefaultClassPathRegistry.getClassPath(DefaultClassPathRegistry.java:34)
L1776[13:42:08] <Weareverylucky> at org.gradle.launcher.bootstrap.ProcessBootstrap.runNoExit(ProcessBootstrap.java:46)
L1777[13:42:10] <Weareverylucky> at org.gradle.launcher.bootstrap.ProcessBootstrap.run(ProcessBootstrap.java:35)
L1778[13:42:12] <Weareverylucky> at org.gradle.launcher.GradleMain.main(GradleMain.java:23)
L1779[13:42:14] <Weareverylucky> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
L1780[13:42:16] <Weareverylucky> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
L1781[13:42:18] <Weareverylucky> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
L1782[13:42:20] <Weareverylucky> at java.lang.reflect.Method.invoke(Unknown Source)
L1783[13:42:22] <Weareverylucky> at org.gradle.wrapper.BootstrapMainStarter.start(BootstrapMainStarter.java:30)
L1784[13:42:24] <Weareverylucky> at org.gradle.wrapper.WrapperExecutor.execute(WrapperExecutor.java:127)
L1785[13:42:26] <Weareverylucky> at org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
L1786[13:42:28] <Weareverylucky> C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>gradlew setupDecompWorkspace
L1787[13:42:30] <Weareverylucky> org.gradle.api.internal.classpath.UnknownModuleException: Cannot locate JAR for module 'ant' in distribution directory 'C:\Users\bubby\.gradle\wrapper\dists\gradle-2.7-bin\4s0fcuuppw3tjb1sxpzh16mne\gradle-2.7'.
L1788[13:42:36] <Weareverylucky> at org.gradle.api.internal.classpath.DefaultModuleRegistry.getExternalModule(DefaultModuleRegistry.java:72)
L1789[13:42:39] <Weareverylucky> at org.gradle.api.internal.DefaultClassPathProvider.findClassPath(DefaultClassPathProvider.java:49)
L1790[13:42:42] <Weareverylucky> at org.gradle.api.internal.DefaultClassPathRegistry.getClassPath(DefaultClassPathRegistry.java:34)
L1791[13:42:45] <Weareverylucky> at org.gradle.launcher.bootstrap.ProcessBootstrap.runNoExit(ProcessBootstrap.java:46)
L1792[13:42:47] <Weareverylucky> at org.gradle.launcher.bootstrap.ProcessBootstrap.run(ProcessBootstrap.java:35)
L1793[13:42:49] <Weareverylucky> at org.gradle.launcher.GradleMain.main(GradleMain.java:23)
L1794[13:42:51] <Weareverylucky> at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
L1795[13:42:53] <Weareverylucky> at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
L1796[13:42:55] <Weareverylucky> at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
L1797[13:42:57] <Weareverylucky> at java.lang.reflect.Method.invoke(Unknown Source)
L1798[13:42:59] <Weareverylucky> at org.gradle.wrapper.BootstrapMainStarter.start(BootstrapMainStarter.java:30)
L1799[13:43:01] <Weareverylucky> at org.gradle.wrapper.WrapperExecutor.execute(WrapperExecutor.java:127)
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L1801[13:43:05] <Weareverylucky> at org.gradle.wrapper.GradleWrapperMain.main(GradleWrapperMain.java:61)
L1802[13:43:07] <Weareverylucky> C:\Users\bubby\Desktop\forge-1.10-12.18.0.2000-1.10.0-mdk>
L1803[13:43:09] <Weareverylucky> anyway to fix this ?
L1804[13:43:18] <howtonotwin> Por favor, use pastebin
L1805[13:43:29] <Weareverylucky> .....
L1806[13:43:52] <Weareverylucky> Have a solution for this error?
L1807[13:44:39] <Hunterz> use /topic - #ForgeGradle for gradle questions
L1808[13:44:56] <Weareverylucky> ok thank you
L1809[13:45:04] <McJty> Entity.onUpdate() is that only called server-side?
L1810[13:45:11] <Weareverylucky> No
L1811[13:45:19] <McJty> ok
L1812[13:48:43] <BordListian> what do i use to get which item the player is using to harvest a block?
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L1814[13:48:53] <BordListian> in a HarvestLevel event, that is
L1815[13:48:56] <BordListian> getActiveItemStack()?
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L1818[13:51:22] <StormyMode> Guys I think I broke all the things XD
L1819[13:52:35] <gigaherz> Weareverylucky: when pasting things, ALWAYS paste to pastebin
L1820[13:52:40] <gigaherz> (unless it's 1-2 lines)
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L1822[13:54:19] <Weareverylucky> ok here is the link gigaherz, http://pastebin.com/CM4km2Q6
L1823[13:54:51] <gigaherz> (doesn't have to be specifically apstebin, can be gist or whatever)
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L1825[13:55:03] <gigaherz> Weareverylucky: well too late this time ;P
L1826[13:55:30] <Weareverylucky> xD
L1827[13:56:01] <Weareverylucky> have a suggestion?
L1828[13:56:15] <gudenau> Two quick questions, can I make an MDK work with my PR branch, and how long would it take for a maintainer to aprove/disaprove?
L1829[13:57:09] <gigaherz> gudenau: forge PR?
L1830[13:57:17] <gigaherz> no you can't make MDKs for that
L1831[13:57:22] <gigaherz> since they use maven to download forge itself
L1832[13:57:33] <gudenau> Drat.
L1833[13:57:47] <gudenau> Guess I'll stick in some TODOs.
L1834[13:57:48] <gigaherz> you can, however, build a jar from your mod
L1835[13:58:01] <gigaherz> or dump a demo mod inside test/debug
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L1837[13:58:26] <Weareverylucky> So what is my forge problem??
L1838[13:58:40] <gudenau> Maybe I should add rainbow glass as a test. :3
L1839[13:59:36] <Weareverylucky> how do i solve this problem?????? http://pastebin.com/CM4km2Q6
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L1841[13:59:52] <gudenau> Delete C:
L1842[14:00:23] <Weareverylucky> Anybody???
L1843[14:00:41] <gigaherz> Weareverylucky: patience.
L1844[14:01:18] <Weareverylucky> gigaherz, I need it quick and fast.
L1845[14:01:19] <gigaherz> I'm not seeing any clear indication of the problem
L1846[14:01:21] <gudenau> How do I setup the client in the forge dev workspace?
L1847[14:01:59] <gigaherz> Weareverylucky: is your JAVA_HOME pointing to a JDK?
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L1849[14:02:12] <gigaherz> do you have the jdk\bin folder in PATH
L1850[14:02:25] <Weareverylucky> gigaherz, would i set it as a system variable????
L1851[14:03:14] <gigaherz> try if it works, first
L1852[14:03:15] <gigaherz> just
L1853[14:03:23] <Weareverylucky> ok
L1854[14:03:24] <gudenau> Humor us.
L1855[14:03:26] <gigaherz> set JAVA_HOME="C:\Program Files....\jdk_xxx"
L1856[14:03:36] <gigaherz> set PATH=%PATH%;"C:\Program Files....\jdk_xxx\bin"
L1857[14:03:42] <gigaherz> note that the home does NOT have bin
L1858[14:03:44] <gigaherz> but the path does
L1859[14:03:53] <gigaherz> if that works, thenyou can make them permanent
L1860[14:03:58] <Weareverylucky> ok
L1861[14:06:22] <gigaherz> do you plan on using IDEA by any chance?
L1862[14:06:40] <gigaherz> because if so, you can just configure the JDK in IDEA, and do all the gradle tasks from within
L1863[14:06:49] <gigaherz> without worrying about paths and homes
L1864[14:06:59] <Weareverylucky> is IDEA a download??
L1865[14:07:09] <gigaherz> IDEA is an IDE, a code editor and compiler
L1866[14:07:23] <gigaherz> alternative to eclipse
L1867[14:07:25] <Weareverylucky> IT still comes with a error
L1868[14:07:26] <gigaherz> many of us prefer it
L1869[14:07:26] <gudenau> It is great.
L1870[14:07:38] <gigaherz> same error, Weareverylucky?
L1871[14:07:47] <diesieben07> IDEA is not a compiler :D
L1872[14:07:48] <gigaherz> or a different one?
L1873[14:08:00] <gigaherz> diesieben07: does it not have its own compile like eclipse does?
L1874[14:08:04] <diesieben07> nope
L1875[14:08:06] <gigaherz> ah nice
L1876[14:08:07] <diesieben07> it uses the javac api
L1877[14:08:09] <gigaherz> code editor and debugger, then
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L1879[14:08:31] <diesieben07> the debugger itself is also in the jvm :P
L1880[14:08:36] <diesieben07> they just provide features on top :D
L1881[14:08:39] <diesieben07> </nitpick>
L1882[14:08:54] <Weareverylucky> ok :)
L1883[14:09:31] <gudenau> Interesting. Achievment(Ljava.lang.String;Ljava.lang.String;IILnet.minecraft.item.ItemStack;Lnet.minecraft.stats.Achievement) has the parent set to be not null?
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L1886[14:13:43] <gigaherz> diesieben07: ok... it's an awesome code editor with buttons for compiling and debugging ;P
L1887[14:13:56] <diesieben07> :D
L1888[14:14:05] <diesieben07> well, the debugging feature has more to it
L1889[14:14:12] <diesieben07> it has a fully-fledged java interprester :D
L1890[14:14:14] <diesieben07> *preter
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L1896[14:24:04] <Zireck> http://i.imgur.com/rLvxgx2.png
L1897[14:24:15] <Zireck> I can't scale down the image, someone help me out, please
L1898[14:24:31] <diesieben07> show your code?
L1899[14:25:05] <gudenau> BufferedImage?
L1900[14:25:24] <Zireck> http://pastebin.com/wYKQDhsu
L1901[14:25:32] <Zireck> yes, I'm using a bufferedImage
L1902[14:25:41] <diesieben07> oh god
L1903[14:25:48] <diesieben07> are you really reading hte image from disk again EVERY FRAME?
L1904[14:25:53] <diesieben07> yes you are...
L1905[14:26:00] <Zireck> lol
L1906[14:26:06] <gudenau> Uhm.
L1907[14:26:07] <diesieben07> actually no
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L1909[14:26:12] <diesieben07> nvm me
L1910[14:26:27] <diesieben07> ok so
L1911[14:26:37] <diesieben07> for a start: drawTexturedModalRect only works if your texture is 256x256
L1912[14:26:46] <gudenau> You could make a new BufferedImage , get the graphics, and paint it.
L1913[14:26:56] <diesieben07> you need drawModalRectWithCustomSizedTexture
L1914[14:27:37] <Zireck> ok, let's see
L1915[14:28:08] <gudenau> That just happens to contain some code I could use. :3
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L1917[14:28:52] <LexMobile> 11:56 <gudenau> Two quick questions, can I make an MDK work with my PR branch, and how long would it take for a maintainer to aprove/disaprove?
L1918[14:29:06] <gudenau> Yes Lex?
L1919[14:29:07] ⇨ Joins: psxlover (~psxlover@ppp-2-87-118-14.home.otenet.gr)
L1920[14:29:22] <LexMobile> NEVER dev for prs, aadly the most likely case is they will be rejected because they are crap.
L1921[14:29:55] *** Cway|Away is now known as Coolway99
L1922[14:30:17] <gudenau> If this gets rejected, I will be a sad panda. Worked for a silly amount of time for a +30 change. .-.
L1923[14:30:22] <Zireck> YES! Thank you, diesieben07!!
L1924[14:30:30] <Zireck> drawModalRectWithCustomSizedTexture did the trick
L1925[14:30:32] <gudenau> I suppose I could just use a coremod then.
L1926[14:30:48] <MalkContent> dundunduuuun
L1927[14:30:57] <diesieben07> and the ban comes.
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L1929[14:31:15] <diesieben07> "pull my PR or I'll asm" is not a nice thing to say
L1930[14:31:28] <gudenau> I only have two options though.
L1931[14:31:35] <BordListian> wut
L1932[14:31:36] <gudenau> Sorry if that was mean.
L1933[14:31:46] <BordListian> he never said anything of the like
L1934[14:31:59] <diesieben07> the proper way to react to "your PR will not be pulled" is "what can I do to make it get pulled"
L1935[14:32:00] <LexMobile> Youre so lucky this client doesnt have my timeban command
L1936[14:32:06] <diesieben07> not "k i'll make a coremod then"
L1937[14:32:16] <LexMobile> Seriously your pr is fucked for that comment
L1938[14:32:24] <gudenau> Oh.
L1939[14:32:28] <gudenau> Welp.
L1940[14:32:40] <gudenau> How do I fix it then?
L1941[14:33:06] <LexMobile> You OBVIOUSLY are self serving and have no wish to help the community if your response is a threat to break shit
L1942[14:33:07] <MalkContent> mentioning coremod is black magic to summon help from angry demons. you either get what you want or you get eaten ^^
L1943[14:33:58] ⇦ Quits: Dragroth (~Dragroth@dslc-082-083-115-072.pools.arcor-ip.net) ()
L1944[14:35:20] * gigaherz sighs
L1945[14:35:22] <gudenau> Well. Bye I suppose.
L1946[14:35:29] ⇦ Parts: gudenau (~gudenau@45-26-83-131.lightspeed.fyvlar.sbcglobal.net) (Leaving))
L1947[14:35:36] <gigaherz> I don't support the 1.9 blockstates thingy works with .obj models, does it? ;P
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L1949[14:36:24] <howtonotwin> I think they do, but don't quote me on it.
L1950[14:37:36] <gigaherz> ah nevermind, I thought of a way to set this up so that I don't need them
L1951[14:37:58] <gigaherz> yeah this will do.,
L1952[14:38:07] ⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1953[14:38:44] <Wuppy> hrmmm it's not nice to know there's an awesome festival in my backyard but I'm not there :V
L1954[14:38:53] <Wuppy> I mean the Vengaboys even played :P
L1955[14:39:10] <Wuppy> well, performed I guess :P
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L1957[14:45:46] ⇨ Joins: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
L1958[14:48:03] <LexMobile> https://github.com/MinecraftForge/MinecraftForge/pull/3168/files
L1959[14:48:08] <LexMobile> Thats his pr
L1960[14:48:14] <LexMobile> Oh fucking fod its horrible
L1961[14:48:29] ⇨ Joins: KnightMiner (~KnightMin@adsl-75-5-78-24.dsl.emhril.sbcglobal.net)
L1962[14:49:29] <LexMobile> Wait.. HE FICKING HANDWROYE THE PATCHES
L1963[14:49:40] <LexMobile> Holy shit hea a moron
L1964[14:49:41] ⇨ Joins: gabizou (~gabizou@e3-1270v3.bl-ash0.1.1.2.10.k8.securedservers.com)
L1965[14:51:23] *** kroeser is now known as kroeser|away
L1966[14:53:34] <gigaherz> wat
L1967[14:53:41] <gigaherz> I knew he had issues with setting things up
L1968[14:53:48] <gigaherz> didn't think his solution was not to...
L1969[14:54:32] <gigaherz> gabizou: did you really write your patches by hand without using setupForge/genPatches?
L1970[14:54:58] <gigaherz> eh nevermind wrong person
L1971[14:55:08] <diesieben07> yeah he left
L1972[14:55:17] <diesieben07> he basically just gave up i think
L1973[14:55:20] <gigaherz> yeah I just confused the nicknames
L1974[14:55:30] <diesieben07> gab knows what he's doing :P
L1975[14:57:24] <gabizou> gigaherz I know hwo to write patches :P
L1976[14:57:38] <gigaherz> yes yes
L1977[14:58:00] <gigaherz> my issue is "gudenau" and "gabizou" look similar enough for my brain to ignore the differences and consider them equal
L1978[14:58:00] <gigaherz> ;P
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L1980[14:59:33] <gabizou> wow
L1981[14:59:35] <gabizou> that hurts
L1982[14:59:58] <gigaherz> hey I'm not saying you ARE him, just that my brain sucks at noticing details
L1983[15:00:00] <gigaherz> ;P
L1984[15:00:38] <LexMobile> Thats it its official you are him
L1985[15:00:39] <gabizou> inb4 we have gratimax, greatman and other g's
L1986[15:00:54] <LexMobile> Everyone make fun of the dumb!
L1987[15:01:35] <gigaherz> it's not just the g, both end with an u, and have a couple sticks going up -- that's all my brain was seeing
L1988[15:01:38] *** howtonotwin is now known as gramanu
L1989[15:01:43] <gramanu> Hello there
L1990[15:01:45] <gabizou> lawl
L1991[15:01:47] <gramanu> :P
L1992[15:01:48] <gigaherz> oh and
L1993[15:01:51] *** BordListian is now known as Gord
L1994[15:01:51] <gigaherz> biggest of all
L1995[15:01:53] <gabizou> not the same name length
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L1997[15:02:07] <gigaherz> my irc client colors nicknames based on a hash of the nickname
L1998[15:02:08] <Koward> Oh the poor guy, you are evil. It was just ignorance
L1999[15:02:13] <gigaherz> you both are "green" to me
L2000[15:02:19] <gabizou> likewise
L2001[15:02:26] <Gord> yeah i feel bad for him :C
L2002[15:02:29] *** gramanu is now known as howtonotwin
L2003[15:02:31] *** Gord is now known as BordListian
L2004[15:02:48] <gigaherz> meanwhile, "gramanu" was orange, and "gord" was brown ;P
L2005[15:02:57] <BordListian> that's disgusting
L2006[15:03:00] * BordListian shudders
L2007[15:03:09] <howtonotwin> I have an urge to find collisions in that hash now
L2008[15:03:15] <gigaherz> there's plenty?
L2009[15:03:22] *** Coolway99 is now known as Cway|Away
L2010[15:03:27] <gigaherz> There's 6 colors
L2011[15:03:35] <gigaherz> ;P
L2012[15:03:46] <gigaherz> it's like, "hash(nickname)%6"
L2013[15:04:03] <howtonotwin> we have ~26^5 possible names, so it should be pretty easy :P
L2014[15:04:29] <gigaherz> you ahve a 1:6 chance of a random nickname being the same color as a chosen one
L2015[15:04:50] <BordListian> ah but you see, the important part is that you can predict it
L2016[15:05:12] <BordListian> so you would be able to hava 1:1 chance of a random nickname being the same color as the chosen one
L2017[15:05:20] <BordListian> well, "random"
L2018[15:05:53] *** Cway|Away is now known as Coolway99
L2019[15:06:11] <gigaherz> if anyone's curious: https://gist.github.com/gigaherz/0d7445b1d21458dfff8c5984d9c64dfc
L2020[15:06:16] <gigaherz> this is my "pretty printer" for mirc
L2021[15:07:13] <BordListian> urgh
L2022[15:07:13] <gigaherz> https://dl.dropboxusercontent.com/u/743491/mirc.png
L2023[15:07:16] <gigaherz> this is how it looks ;P
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L2025[15:09:44] <Koward> Excuse my ignorance, is any mod using ASM considered by definition a coremod ?
L2026[15:09:58] <gigaherz> no but yes
L2027[15:10:08] <gigaherz> you could in principle use the ASM library at any point
L2028[15:10:13] <gigaherz> but it's most useful during classloading
L2029[15:10:21] <gigaherz> which requires a coremod
L2030[15:10:36] <diesieben07> coremod = modifying other people's classes
L2031[15:10:37] <diesieben07> that's bad
L2032[15:10:40] <diesieben07> not the library ASM per se
L2033[15:11:04] <gigaherz> the reason why we dislike coremods is... what diesieben07 just said
L2034[15:11:55] <howtonotwin> How did Lex differentiate the handwritten patch from what would have been generated by the task?
L2035[15:12:14] <gigaherz> probably because the line counts and indices don't match
L2036[15:12:24] <RANKSHANK> ^
L2037[15:12:29] <gigaherz> but I didn't look closely
L2038[15:12:29] <howtonotwin> o_O
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L2041[15:13:28] <Koward> I understand coremods must be disliked, of course they are evil, but so many mods have to use ASM to do what the API does not allow them to do that discarding any discussion about them sounds a bit extreme.
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L2043[15:13:44] <gigaherz> the idea is
L2044[15:13:58] <gigaherz> if it can be done by non-invasive means, do that
L2045[15:14:02] <RANKSHANK> yeah diff says the line counts weren't touched :P
L2046[15:14:03] <gigaherz> if it can be done with reflection, do that
L2047[15:14:03] <Koward> Obviously
L2048[15:14:13] <gigaherz> if it can be done with using wrappers, do that
L2049[15:14:26] <gigaherz> if none of the above,
L2050[15:14:29] <gigaherz> then you should consider
L2051[15:14:37] <gigaherz> if it benefits everyone, it belongs in forge
L2052[15:14:46] <gigaherz> if not, then do you REALLY need to be that invasive?
L2053[15:15:27] <Koward> Yes, but then, looking back at gudenau's messages I first understood "Well, I should not dev based on my pr, so I'll use ASM in the mean time or if it is rejected". Which does not sound that insane
L2054[15:15:36] <gigaherz> a coremod will reduce compatibility, cause porting issues, but worst of all
L2055[15:15:39] <Koward> I do not know what he was trying to do, however
L2056[15:15:46] <gigaherz> it causes those two issues to be blamed on forge
L2057[15:15:52] <gigaherz> by users
L2058[15:15:52] <Koward> Yes yes, I know it's really really bad
L2059[15:16:07] <diesieben07> the issue with it is: it puts lex (and the other forge devs) in a bad situation
L2060[15:16:11] <diesieben07> either they accept a shit pr
L2061[15:16:15] <diesieben07> or they have to deal wiht a shitty mod
L2062[15:16:35] <gigaherz> in both cases, it ends up being extra work for the team
L2063[15:16:38] <Koward> There are shitty mods every day
L2064[15:16:52] <diesieben07> that does not make them better.
L2065[15:17:01] <gigaherz> yes, and people can keep making shitty mods on their own
L2066[15:17:15] <gigaherz> not much we can do against that
L2067[15:17:24] <gigaherz> besides be strict against it when people ask here
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L2070[15:19:11] ⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244) ())
L2071[15:19:20] <zrneely> What is a Container? Is it just something that can hold items in it, and if so, how is it different from an IInventory?
L2072[15:20:40] <diesieben07> a Container has a list of Slots
L2073[15:20:47] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L2074[15:20:48] <diesieben07> A Slot is inventory + index
L2075[15:20:55] <diesieben07> in the most basic sense :D
L2076[15:21:08] <diesieben07> and those Slots are automatically kept in sync between server & client for GUIs
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L2078[15:22:38] <gigaherz> Container is an object that exists on both client and server, and helps synchronize the GUI state
L2079[15:22:51] <gigaherz> by default it will only sync the contents of the Slot objects that you declare
L2080[15:23:18] <gigaherz> on the client, it exists alongside a GuiContainer class
L2081[15:25:38] <gigaherz> \o/
L2082[15:25:47] <gigaherz> that worked better than expected
L2083[15:25:49] <gigaherz> first time ;P
L2084[15:25:50] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2016-08-07_22.25.46.png
L2085[15:25:55] <gigaherz> I did reuse code from another mod
L2086[15:26:08] <gigaherz> but I expected the side connections to be in the wrong side ,p
L2087[15:26:39] <gigaherz> (I just need textures XD)
L2088[15:28:38] <LatvianModder> that looks.. bold..
L2089[15:29:02] <gigaherz> needs textures
L2090[15:29:02] <gigaherz> ;p
L2091[15:29:20] <LatvianModder> a Container contains items while a gui is open. I mean. Its pretty descriptive on its own :P
L2092[15:29:23] <gigaherz> this is what it should be: https://dl.dropboxusercontent.com/u/743491/Everpipe.png
L2093[15:29:33] <gigaherz> it will be dark gray
L2094[15:29:36] <gigaherz> just with texture ;P
L2095[15:30:01] <LatvianModder> Thats.. cool. A new mod you are working on?
L2096[15:30:07] <gigaherz> just getting started
L2097[15:30:21] <gigaherz> my idea is that the block that I showed will be the pipe
L2098[15:30:33] <LatvianModder> I actually have no idea what mods you make. Ive only seen you being #minecraftforge living wiki...
L2099[15:30:34] <gigaherz> and will be relatively cheap (relatively)
L2100[15:31:05] <gigaherz> LatvianModder: https://minecraft.curseforge.com/members/gigaherz/projects
L2101[15:31:13] <howtonotwin> ... whats highend then? ...
L2102[15:31:24] <gigaherz> the "plugs"
L2103[15:31:26] <LatvianModder> Oh, Enderthing. I knew that one! :P
L2104[15:31:36] <gigaherz> in order to send items
L2105[15:31:49] <gigaherz> you'd need some sort of item packer panel
L2106[15:32:08] <LatvianModder> Or hoppers :P
L2107[15:32:10] <gigaherz> and the routing engine wouldn't accept items unless it has a place to send them
L2108[15:32:21] <Naiten> Is entity registering any different in 1.10.2 from what 1.7.10 had?
L2109[15:32:31] <LatvianModder> I wish it was
L2110[15:32:37] <gigaherz> not really, at least not much
L2111[15:32:51] <LatvianModder> I STILL dont get why tileentities needs registry
L2112[15:33:02] <gigaherz> Naiten: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L410
L2113[15:33:07] <diesieben07> because mojang designed i that way
L2114[15:33:07] <gigaherz> you decide how different they are
L2115[15:33:09] <howtonotwin> Because you also have to store what TE goes with each nbt tag
L2116[15:33:14] <gigaherz> LatvianModder: because when the TE is loaded from the world
L2117[15:33:21] <gigaherz> mc doesn't yet know which TE it will be
L2118[15:33:25] <MalkContent> is there a hook for preventing the rendering of the enchantment effect?
L2119[15:33:25] <howtonotwin> If I have a block, is it a chest TE or a hopper TE?
L2120[15:33:27] <gigaherz> so the class name is saved alongside the data
L2121[15:33:32] <gigaherz> and then reflection is used to instantiate it
L2122[15:33:37] <LatvianModder> yes, but it *couldve* been loaded after block is placed in world
L2123[15:33:40] <gigaherz> yes
L2124[15:33:41] <gigaherz> they could
L2125[15:33:44] <gigaherz> but it's done that way.
L2126[15:33:51] <LatvianModder> what a shitty way :P
L2127[15:33:58] <gigaherz> yeah so we have to deal with it.
L2128[15:34:05] <LatvianModder> its not that bad at least
L2129[15:34:38] <gigaherz> MalkContent: there's a method in Item
L2130[15:35:02] <LatvianModder> is there? I thought there was one for rendering it
L2131[15:35:05] <MalkContent> ik
L2132[15:35:10] <LatvianModder> not preventing it. might need to recheck
L2133[15:35:13] <MalkContent> but that doesn't help me with existing items
L2134[15:35:26] <gigaherz> oh existing/external items, yeah no idea,
L2135[15:35:32] <gigaherz> LatvianModder: I assumed if you override it
L2136[15:35:37] <gigaherz> then the default behaviour wouldn't happen
L2137[15:35:40] <gigaherz> but I didn't look too closely
L2138[15:35:54] <MalkContent> basically want to make an enchantment
L2139[15:36:04] <MalkContent> that prevents the rendering of the enchantment effect
L2140[15:36:08] <MalkContent> cause, y'know
L2141[15:36:12] <gigaherz> lol why? XD
L2142[15:36:15] <MalkContent> sometimes you feel like not glowing
L2143[15:36:20] <gigaherz> to mislead people in pvp?
L2144[15:36:25] <LatvianModder> oh, it checks for item.isEnchanted(). yep, overriding it will remove the effect
L2145[15:36:36] <howtonotwin> *Sword has Sharpness CCLV* *Also has NoGlow V* *DOOM*
L2146[15:36:37] <MalkContent> well that would be a practical application i guess
L2147[15:36:46] ⇨ Joins: AlexIIL (~AlexIIL@host86-166-205-204.range86-166.btcentralplus.com)
L2148[15:37:13] <MalkContent> but some of the mod armors are really pretty
L2149[15:37:49] <MalkContent> and the enchantment effect on them prevents you from enjoying the pretty
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L2152[15:44:35] <gigaherz> hmf, I NEED to support multipart for this mod
L2153[15:44:44] <gigaherz> those pipes need to be able to have covers
L2154[15:45:19] <BordListian> they're almost full block
L2155[15:45:19] <howtonotwin> I am slightly surprised that I have a JSON of >676 elements and my (potato laptop) framerate is perfectly constant even when looking at 1000 of those blocks. Go MC rendering engine!
L2156[15:45:26] <BordListian> you could get away with being able to paint them lmao
L2157[15:45:34] <gigaherz> BordListian: no, I mean
L2158[15:45:47] <gigaherz> they'd look awesome showing up coming out of a wall
L2159[15:45:48] <gigaherz> and into another
L2160[15:45:54] <BordListian> ah
L2161[15:47:08] <Keridos> if i want to accelerate a plants growth, but not do it like bone meal does, how would I do that?
L2162[15:47:58] <gigaherz> the watering can calls randomTick on the plant
L2163[15:48:07] <gigaherz> the more calls to randomTick, the faster it grows
L2164[15:48:39] <gigaherz> by default, mc will select 3 blocks on each 16x16x16 region of the world
L2165[15:48:44] <gigaherz> and call their randomTick
L2166[15:48:45] <Keridos> ah ok thanks gigaherz
L2167[15:48:49] <gigaherz> so if you do the same
L2168[15:48:54] <gigaherz> you'd double the growth rate
L2169[15:49:05] <gigaherz> if you select 6, you'd triple it, etc
L2170[15:49:16] <BordListian> that's some good info
L2171[15:49:23] <BordListian> also 16x256x16
L2172[15:49:29] <BordListian> right
L2173[15:49:36] <gigaherz> no, it splits the world vertically, IIRC
L2174[15:49:40] <BordListian> huh
L2175[15:49:42] <Keridos> so if i want to multiply it by 10 on a single block i'd have to do 27/(16*16*16) calls on average per tick?
L2176[15:49:44] <BordListian> strange
L2177[15:49:55] <gigaherz> I would have to look at that code again
L2178[15:50:16] <gigaherz> Keridos: you'd have to run the "random select" 9 more times * the gamerule value
L2179[15:50:33] <gigaherz> see where the vanilla code is, becuase I COULD be wrong
L2180[15:50:36] <Naiten> gigaherz, thanks for the link
L2181[15:50:39] <gigaherz> check who callsrandomTick
L2182[15:50:48] <gigaherz> Naiten: np
L2183[15:51:21] <Naiten> Also. Is adding new structured to vanilla villages possible? Erm, how hard is that
L2184[15:51:31] <Naiten> As well as adding NPC's
L2185[15:52:41] <gigaherz> I have no idea
L2186[15:52:55] <gigaherz> as for new villagers/villager professions, there's a registry, that's all I know
L2187[15:53:37] <Naiten> i wish to add normal human NPC's with human models, not those ugly villagers :L
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L2189[15:56:50] <gigaherz> oh well then that's a custom entity and all
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L2191[15:57:29] <Weareverylucky> im still here :)
L2192[15:59:24] <Weareverylucky> gigaherz: How do I get IDEA to work with my forge 1.10 mod??? The error still appears
L2193[16:01:31] <gigaherz> hmmm
L2194[16:01:45] <Weareverylucky> I cant get it to work ;(
L2195[16:01:45] <gigaherz> the first time you use idea, you'll have to go to the project settings, and add a JDK to the list
L2196[16:01:49] <gigaherz> if it couldn't find it itself
L2197[16:01:56] <Weareverylucky> ok
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L2199[16:02:10] <Weareverylucky> Would i create a new project?
L2200[16:02:12] <gigaherz> if oyu are stuck on the import window, that'd be the settings icon at the bottom right -> project defaults -> project structure
L2201[16:02:24] <gigaherz> then after you have added your JDK to the config
L2202[16:02:30] <gigaherz> you want to opn/import
L2203[16:02:34] <gigaherz> select the build.gradle file
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L2205[16:02:39] <gigaherz> wait for the IDE to open
L2206[16:02:43] <gigaherz> then open the gradle panel
L2207[16:02:53] <gigaherz> if you don't see a gradle tab on the right edge
L2208[16:03:06] <gigaherz> you can show them from the little icon on the bottom left corner
L2209[16:03:21] <Weareverylucky> Whicht ab would i choose under stettings?
L2210[16:03:28] <gigaherz> hm?
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L2212[16:03:42] <Weareverylucky> Which tab would i select under settings??
L2213[16:03:59] <gigaherz> yo udon't want settings, you want Project Structure
L2214[16:04:05] <gigaherz> they are separate windows
L2215[16:04:09] <Weareverylucky> Ohh
L2216[16:04:28] <Weareverylucky> Ok now whats after that...?
L2217[16:04:30] <gigaherz> inside Project Structure, there's a SDKs item
L2218[16:04:43] <Weareverylucky> Ok
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L2220[16:04:48] <gigaherz> if you don't see an entry there with like 1.8 as the name
L2221[16:04:52] <gigaherz> click the "+" icon
L2222[16:05:08] <gigaherz> and select the JDK folder
L2223[16:05:22] <Weareverylucky> Ok so would i go to my JDK bin??
L2224[16:05:29] <Weareverylucky> or just jdk
L2225[16:05:31] <gigaherz> no just jdk
L2226[16:05:39] <gigaherz> it will tell you if it's invalid
L2227[16:05:42] <Weareverylucky> ok
L2228[16:05:54] <Weareverylucky> now what do apply?
L2229[16:06:04] <gigaherz> press ok to close the dialog
L2230[16:06:10] <Weareverylucky> Ok closed the window
L2231[16:06:10] <gigaherz> no need to apply first
L2232[16:06:35] <gigaherz> yeah then once you are done closing the project structure window
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L2234[16:06:43] <gigaherz> you'll have the option to open or import -- doesn't matter which
L2235[16:06:44] <Weareverylucky> Ok done
L2236[16:06:48] <gigaherz> navigate to your mod
L2237[16:06:51] <gigaherz> and choose the build.gradle file
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L2239[16:07:26] <gigaherz> when it asks how to import
L2240[16:07:30] <gigaherz> the default should be enough
L2241[16:07:58] <Weareverylucky> build.gradle?
L2242[16:08:09] <gigaherz> yes? do you not have a build.gradle in your mod folder?
L2243[16:08:28] <Weareverylucky> Whats the difference if i dont have it?
L2244[16:08:35] <gigaherz> well if oyu don't have it, you can't build
L2245[16:08:41] <gigaherz> or import
L2246[16:08:43] <gigaherz> or work with the mod
L2247[16:08:46] <Weareverylucky> well i have it
L2248[16:09:30] <Weareverylucky> ok after i open the build.gradle through IDEA, it comes with all these settings and such
L2249[16:09:38] <gigaherz> yep
L2250[16:09:46] <Weareverylucky> Ok what would i change?
L2251[16:09:48] <gigaherz> if none of them are giving you a warning sign or error sign
L2252[16:09:52] <gigaherz> you don't need to change anything
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L2254[16:09:57] <gigaherz> you can just go ahead with the import
L2255[16:10:01] <Weareverylucky> ok
L2256[16:10:14] <Weareverylucky> Its buikding it
L2257[16:10:26] <gigaherz> yeah it's running it's gradle process
L2258[16:10:32] <gigaherz> dunno why it calls that "building" but yeah
L2259[16:10:58] <Koward> I would like to divide my mods in nice smaller modules, is there a convention (for example with the modid) for that (allowing the GUI to show them nicely ?) ?
L2260[16:11:18] <Weareverylucky> Ok it says, 'Unable to load class "com.google.common.collect.ImmutableSet".'
L2261[16:12:09] <Weareverylucky> does that trigger any errors you know to solve???
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L2263[16:12:31] <Weareverylucky> Its using, JAVA_HOME
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L2265[16:12:49] <gigaherz> wait you aren't done
L2266[16:12:54] <gigaherz> you have to open the gradle panel
L2267[16:12:59] <Weareverylucky> Ohh
L2268[16:13:02] <Weareverylucky> How?
L2269[16:13:06] <gigaherz> and doubleclick the setupDecompWrokspace inside forgegradle
L2270[16:13:12] <gigaherz> if oyu don't see a gradle icon on the right edge
L2271[16:13:14] <howtonotwin> Koward: There is a "parent" tag in mcmod.info that should do what you want.
L2272[16:13:18] <gigaherz> click the little icon on the bottom left
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L2274[16:13:53] <Weareverylucky> I dont see a setupDecompWorkspace in my forgegradle
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L2276[16:15:51] <Weareverylucky> So what do i do now??
L2277[16:16:30] <howtonotwin> Example usage of parent in BuildCraft: https://git.io/v6s3q
L2278[16:18:20] <Koward> howtonotwin: Thank you, I'll take a look.
L2279[16:18:32] <howtonotwin> Weareverylucky: If you cant do it in the IDE, open up a cmd, go to the mod folder, and run .\gradlew.bat setupDecompWorkspace
L2280[16:18:43] <howtonotwin> Koward: no problem
L2281[16:19:00] <Weareverylucky> howtonotwin: ok
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L2283[16:21:16] <Weareverylucky> Nope still doesnt work
L2284[16:21:37] <howtonotwin> What goes wrong?
L2285[16:21:46] <Koward> For people working on many mods in Eclipse at the same time, what is the common way things are set ? Using one project for all mods, is that a gradle constraint ? Sounds bad and messy.
L2286[16:22:07] <howtonotwin> You can close a project in Eclipse so it isnt messy
L2287[16:22:20] <howtonotwin> And Gradle allows for subprojects
L2288[16:23:39] <Weareverylucky> howtonotwin: http://pastebin.com/CM4km2Q6
L2289[16:24:30] <Weareverylucky> Thats the error i am trying to solve
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L2291[16:25:50] <LatvianModder> update gradle script?
L2292[16:26:22] <LatvianModder> or wait.. ant? can't add that as dependency?
L2293[16:26:26] <Koward> Damn I hate some "tutorials". They do not teach anything, it's merely a set of instructions. No background, no explanation about the logic behind.
L2294[16:27:00] <Weareverylucky> LatvianModder: Would i have to update my gradle script??
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L2296[16:27:39] <LatvianModder> No idea. I thought you have the usual "I updated forge version in script and nothing else" problem
L2297[16:28:01] <Weareverylucky> I have the 1.10.2 Forge
L2298[16:28:30] <Weareverylucky> I just dont understand
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L2300[16:29:49] <Weareverylucky> gigaherz: You there??
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L2302[16:30:21] <gigaherz> sorry dinner was ready
L2303[16:30:28] <Weareverylucky> oh lol
L2304[16:30:38] <Weareverylucky> The error still appears Sir.
L2305[16:30:44] <gigaherz> what eror?
L2306[16:30:51] <gigaherz> error*
L2307[16:31:01] <Weareverylucky> 1 sec
L2308[16:31:04] <gigaherz> nothing of what we have done so far could have just "fixed" any error
L2309[16:31:09] <Weareverylucky> http://pastebin.com/CM4km2Q6
L2310[16:31:14] <gigaherz> I was just telling you how to properly import the project into IDEA
L2311[16:31:27] <Weareverylucky> i need to fix the error before hand
L2312[16:31:51] <gigaherz> haveyou tried to reinstall the JDK?
L2313[16:31:59] <Weareverylucky> no
L2314[16:31:59] <gigaherz> it may simply be a corrupt installation
L2315[16:32:02] <Weareverylucky> Let me do that
L2316[16:32:40] <Weareverylucky> I think when i updated java today, it corrupted
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L2323[16:54:55] <Keridos> how can i do tooltips in my gui when mouseover?
L2324[16:55:06] <Weareverylucky> Wdym
L2325[16:55:42] <gigaherz> Keridos: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/generator/GuiGenerator.java#L70
L2326[16:55:52] <gigaherz> that's how I do it for my energy bar in my generator
L2327[16:55:57] <Keridos> gigaherz: thanks
L2328[16:56:15] <RANKSHANK> Anyone up for a bit of proof reading? https://github.com/RANKSHANK/MinecraftForge/commit/e8e418f5bb7112ce8f094c882a71aab43f58e98c :P
L2329[16:56:21] <Weareverylucky> gigaherz: Ok i reinstalled JDK
L2330[16:56:29] <gigaherz> any improvement?
L2331[16:56:44] <Weareverylucky> i have to do the path and i will check
L2332[16:56:45] <Keridos> drawGUiContainerForegroundLayer has i,j as mouse coordinates?
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L2334[16:57:11] <gigaherz> Keridos: dunno if they got renamed, but they mean the same
L2335[16:57:57] <SatanicSanta> I'm a bit confused here. I've got a blockstate JSON (https://gist.github.com/elifoster/bb810aeaab110994c725931ea1c0a64c), and it works fine, except when facing=up or facing=down. For some reason those x rotations are just not happening. Anyone want to see if I've got any blaring issues there?
L2336[16:58:41] <Weareverylucky> gigaherz: Still errors
L2337[16:58:57] <gigaherz> hmf
L2338[16:59:02] <gigaherz> then no idea, sorry.
L2339[16:59:07] <Weareverylucky> Something seems fishy with, cant find ant jar.....
L2340[16:59:20] <gigaherz> yeah, I have never seen that error, though
L2341[16:59:24] <gigaherz> so no idea what could cause it
L2342[16:59:34] <Weareverylucky> something with gradle
L2343[16:59:53] <Weareverylucky> probably so let me reinstall gradle and see whats going on
L2344[17:00:54] <howtonotwin> RANKSHANK: Ingredients? Like potions?
L2345[17:01:58] <RANKSHANK> howtonotwin nah more like raw materials :P Basically a more robust fluidstack for resources
L2346[17:02:04] <SatanicSanta> Here is an image that corresponds to the problem I previously mentioned https://puu.sh/qth4H/c215a0bf69.png
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L2348[17:02:18] <SatanicSanta> Because words.
L2349[17:02:41] ⇨ Joins: Abastro (~Abastro@175.117.182.109)
L2350[17:03:23] <howtonotwin> Like how Mekanism turns diamond into hundreds of points and uses those?
L2351[17:03:49] <Koward> With all the meanings associated with the word "project", I just can't find the right info on the web. I just want to have one Eclipse Project = 1 mod, but I just can't. I think gradle could launch all projects but librairies referenced by it are not accessible outside
L2352[17:04:08] <Weareverylucky> gigaherz: i am going to run gradlew setupDecompWorkspace and see if it still comes with the same error or not
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L2354[17:05:00] <BordListian> SatanicSanta, aren't you supposed to put the base model inside of the variant definitions
L2355[17:05:14] <SatanicSanta> No...
L2356[17:05:38] <SatanicSanta> At least not in 1.9/1.10. Could be the case in 1.8
L2357[17:06:04] <BordListian> it looks like it's just using the default model at default orientation tho
L2358[17:06:17] <SatanicSanta> It is
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L2360[17:06:20] <howtonotwin> Is the property actually getting applied?
L2361[17:06:21] <SatanicSanta> but only with the up/down variants
L2362[17:06:25] <SatanicSanta> howtonotwin: yes
L2363[17:06:30] <RANKSHANK> hownottowin yeah basically. It allows things to communicate what sort of materials they consist of. Like the current wrapper for vanilla allows you to pull the stone and ore components from an ore block
L2364[17:06:39] <BordListian> oh so your x rotation isn't applied?
L2365[17:06:42] <SatanicSanta> yes
L2366[17:06:59] <BordListian> x is the axis towards south right
L2367[17:07:06] <howtonotwin> no
L2368[17:07:13] <howtonotwin> x is west -> east
L2369[17:07:13] <BordListian> ...
L2370[17:07:17] <BordListian> what
L2371[17:07:31] <BordListian> but ingame it says that x is south -> north
L2372[17:07:31] <howtonotwin> lol bord
L2373[17:07:44] <howtonotwin> no it is west-east
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L2375[17:08:00] <howtonotwin> My models had way too many missing faces for me to get that wrong
L2376[17:08:06] * howtonotwin has flashbacks
L2377[17:08:10] <SatanicSanta> WEST(4, 5, 1, "west", EnumFacing.AxisDirection.NEGATIVE, EnumFacing.Axis.X, new Vec3i(-1, 0, 0))
L2378[17:08:13] <SatanicSanta> conflict resolved :P
L2379[17:08:19] <Ordinastie_> that's weird to see Alan from Two and a Half Men all serious in NCIS ><
L2380[17:09:07] <BordListian> so you're rotating a default state that is facing east
L2381[17:09:13] <SatanicSanta> yes
L2382[17:09:18] <BordListian> around the west-east axis
L2383[17:09:29] <BordListian> and you're expecting that to do what exactly?
L2384[17:09:32] <SatanicSanta> hrm.
L2385[17:12:01] <Weareverylucky> gigaherz: YES I GOT IT!!! IT WAS FREAKING JAVA ALL THIS TIME!!!!
L2386[17:13:07] <Weareverylucky> I needed to update xD
L2387[17:13:55] <howtonotwin> Weareverylucky RW: http://bit.ly/ZZPqhb
L2388[17:14:55] <Weareverylucky> what us tgar??
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L2390[17:14:59] <Weareverylucky> that*
L2391[17:15:30] <howtonotwin> A happy dance :)
L2392[17:15:35] <Weareverylucky> oh lol :)
L2393[17:15:51] <Weareverylucky> after hours trying to solve this problem.... I NEED IT :d
L2394[17:15:56] <SatanicSanta> BordListian: I'm not really sure how else I would achieve this rotation aside from changing the model to face north, which I guess I could do, just kind of a pain
L2395[17:16:07] <howtonotwin> SatanicSanta z-axis?
L2396[17:16:12] <SatanicSanta> Not possible
L2397[17:16:15] <howtonotwin> Why not?
L2398[17:16:24] <BordListian> nani?
L2399[17:16:24] <SatanicSanta> Because the blockstate json doesnt work that way
L2400[17:16:35] <BordListian> ...
L2401[17:16:36] <howtonotwin> Yes it does?
L2402[17:16:36] <BordListian> what?
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L2404[17:16:45] <SatanicSanta> https://minecraft.gamepedia.com/Model#Block_states
L2405[17:17:04] <howtonotwin> PAIN!
L2406[17:17:10] <BordListian> then rotate around x and y at once
L2407[17:17:11] <howtonotwin> Mojang why?
L2408[17:17:42] <BordListian> x:90,y:90
L2409[17:17:52] <SatanicSanta> Yeah I just did that
L2410[17:17:54] <BordListian> mess with the vals until you get the desired rotation
L2411[17:18:30] <SatanicSanta> I'm not really sure how to describe the rotation that it resulted in. Basically, it's facing north, and one is upside down
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L2413[17:18:33] <SatanicSanta> not facing up/down
L2414[17:18:45] <SatanicSanta> So my guess is that it did the x rotation first
L2415[17:19:55] <howtonotwin> I've wondered for a while why most things use the south-west rule but models default to north. Now I know
L2416[17:21:06] <BordListian> *shrugs*
L2417[17:21:55] <SatanicSanta> Oh, I think I may have misread the forge blockstate rotation spec
L2418[17:21:56] <SatanicSanta> Let's see...
L2419[17:23:19] <SatanicSanta> Nope
L2420[17:27:13] <diesieben07> ok this was a mistake
L2421[17:27:25] <diesieben07> told the java compiler to print ALL classes
L2422[17:27:34] <diesieben07> now my IDE is lagging like shit
L2423[17:27:55] <diesieben07> http://i.imgur.com/dgRdb6l.png
L2424[17:27:58] <StormyMode> diesieben07, how would you go about registering a custom torch?
L2425[17:28:01] <Koward> God damn it what a retard I am. I added Forge to the build path but it still can't see its external librairies.
L2426[17:28:15] <diesieben07> StormyMode, uh, like any other block?
L2427[17:28:37] <StormyMode> Obviously. Been trying for hours now to add my own custom torch..
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L2429[17:28:43] <StormyMode> Only I can't get it to register.
L2430[17:29:01] <diesieben07> show what you tried
L2431[17:29:01] <TehNut> Did you register an ItemBlock for it? That's the only way for it to appear in the inventory
L2432[17:29:19] <StormyMode> I registered a BlockTorch for it.
L2433[17:29:29] <StormyMode> But obviously java cannot extend ItemBlock too :/
L2434[17:29:30] <diesieben07> thats the block
L2435[17:29:36] <diesieben07> blocks only exist in world
L2436[17:29:42] <diesieben07> you need new ItemBlock(myBlock)
L2437[17:29:44] <diesieben07> set the registry name
L2438[17:29:45] <diesieben07> register it
L2439[17:29:55] <SatanicSanta> What does "But obviously java cannot extend ItemBlock" mean?
L2440[17:29:55] <StormyMode> But then won't my torch get f'd?
L2441[17:30:10] <diesieben07> how would it get "f'd"?
L2442[17:30:26] <StormyMode> Java cannot extend more than one class SatanicSanta. That's what I was saying.
L2443[17:30:30] <SatanicSanta> Oh
L2444[17:30:38] <TehNut> Items and Blocks have nothing to do with each other
L2445[17:30:40] <diesieben07> well nobody said to do that...
L2446[17:30:41] <SatanicSanta> ^
L2447[17:30:42] <StormyMode> Unless it's like a class, that extends a class? :P
L2448[17:30:48] <TehNut> There is an Item that exists in the inventory, and a Block that exists in world
L2449[17:30:53] ⇦ Quits: Cojo (~Cojo@cpe-2606-A000-4C46-8D00-20ED-19D-B762-3EF5.dyn6.twc.com) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2450[17:31:14] <TehNut> An ItemBlock is a "middleman" item that places the block in the world for you
L2451[17:31:20] <howtonotwin> Item != Block
L2452[17:31:24] <StormyMode> Oh..
L2453[17:31:28] <howtonotwin> ItemBlock = Item that contains a Block
L2454[17:31:38] <StormyMode> This 1.10 stuff is very different compared to 1.5.2 :/
L2455[17:31:52] <StormyMode> That's the last time I coded a mod for MC*
L2456[17:31:55] <diesieben07> this has been the case since minecraft came out ...
L2457[17:31:57] <TehNut> Every single block you see in your inventory has an ItemBlock
L2458[17:32:00] <TehNut> ^
L2459[17:32:03] <diesieben07> like ... alpha
L2460[17:32:07] <Weareverylucky> lol
L2461[17:32:10] <TehNut> It's just that as of the new GameRegistry stuff, ItemBlocks aren't created for you
L2462[17:32:18] <TehNut> You must provide them yourself
L2463[17:32:23] <StormyMode> Oh..
L2464[17:32:30] <howtonotwin> Well, I think it can, but it's deprecated anyhow.
L2465[17:32:59] <StormyMode> So my custom torch should extend ItemBlock instead of BlockTorch?
L2466[17:33:00] <TehNut> If you use the deprecated ones, it will add them, yes
L2467[17:33:03] <howtonotwin> No
L2468[17:33:07] <howtonotwin> Extend Block
L2469[17:33:12] <TehNut> But if you use the deprecated ones, you're doing it wrong
L2470[17:33:18] <TehNut> StormyMode: You need two classes
L2471[17:33:21] <gigaherz> Lex added a method, out of pity, but it was deprecated from day 0
L2472[17:33:24] <howtonotwin> then register the Block and the ItemBlock
L2473[17:33:27] <TehNut> One extending Block, and one extending ItemBlock
L2474[17:33:27] <Keridos> huh, i get this on loading my game with my mod when not in dev env: java.lang.NullPointerException: Initializing game
L2475[17:33:44] <Keridos> https://paste.ee/p/x0bZ8
L2476[17:33:48] <Keridos> what causes that?
L2477[17:33:53] <StormyMode> Hmm. How would I even go about that. The torch is an interdiction torch TehNut.
L2478[17:33:59] <TehNut> Technically, you can just do GameRegistry.register(new ItemBlock(myTorchBlock).setRegistryName(myTorchBlock.getRegistryName()))
L2479[17:34:08] <StormyMode> really? :o
L2480[17:34:09] <Koward> Importing the MDK does not import its libraries. That's ploughing retarded
L2481[17:34:14] <TehNut> I don't see how the kind of torch has literally anything to do with registering it...
L2482[17:34:28] <howtonotwin> Wait until you see blockstates :P
L2483[17:34:43] <howtonotwin> Don't worry about the petabytes of JSON, I only got up to 1.5 MiB
L2484[17:35:02] <TehNut> Hell, here's me registering a Torch and an ItemBlock for it
L2485[17:35:03] <TehNut> https://github.com/TehNut/Torcherino/blob/1.9/src/main/java/com/sci/torcherino/init/ModBlocks.java#L32-L33
L2486[17:35:13] <TehNut> Looks EXACTLY the same as every other block ever
L2487[17:35:30] <TehNut> But you seem to be fixated on this "Torch" thing
L2488[17:35:47] <howtonotwin> torcherino? As in the murdertorch of balancebreaking? :P
L2489[17:36:07] <TehNut> I used it for debugging my other balancebreaking mod :D
L2490[17:37:22] <StormyMode> Awwh... Is sci4me gone? He was a good friend to me. Even before he was a mod-dev! :(
L2491[17:37:32] <TehNut> No he came back
L2492[17:37:40] <TehNut> I ported to 1.8/1.9
L2493[17:37:44] <TehNut> He ported to 1.10
L2494[17:37:47] <StormyMode> Oh.. :o
L2495[17:37:49] <Weareverylucky> How do i fixed this error, GC overhead limit exceeded???
L2496[17:37:59] <TehNut> You're running out of RAM
L2497[17:38:23] <Weareverylucky> How do i fix it???
L2498[17:38:35] <TehNut> Increase your allocated RAM..?
L2499[17:38:45] <Weareverylucky> ok and.... How?
L2500[17:38:56] <howtonotwin> https://mcforge.readthedocs.io/en/latest/gettingstarted/ Read the note in blue
L2501[17:38:58] <StormyMode> https://github.com/TehNut/Torcherino/blob/1.9/src/main/java/com/sci/torcherino/block/BlockTorcherino.java
L2502[17:39:07] <TehNut> I'm not sure, you haven't even said what you're doing...
L2503[17:39:09] <StormyMode> That's what I'm doing right now.. :L
L2504[17:39:17] <howtonotwin> Make block class
L2505[17:39:21] <howtonotwin> instantiate block class
L2506[17:39:25] <Weareverylucky> I am building my Gradle ....
L2507[17:39:33] <howtonotwin> set registry name and unlocalized name
L2508[17:39:38] <gigaherz> Weareverylucky: you have to give gradle more ram
L2509[17:39:42] <howtonotwin> register it with GameRegistry
L2510[17:39:56] <howtonotwin> Do `new ItemBlock(block)`
L2511[17:39:57] <gigaherz> see
L2512[17:39:58] <gigaherz> https://docs.gradle.org/current/userguide/build_environment.html
L2513[17:40:02] <howtonotwin> register that itemblock too
L2514[17:40:11] <gigaherz> http://mcforge.readthedocs.io/en/latest/gettingstarted/
L2515[17:40:16] <gigaherz> and the message there
L2516[17:40:48] <gigaherz> create or edit %userprofile%\.gradle\gradle.properties
L2517[17:40:59] <gigaherz> and add "org.gradle.jvmargs=-Xmx2G" (without quotes) in it
L2518[17:41:02] <Weareverylucky> gigaherz: Thank you for all the help :D
L2519[17:41:05] <Keridos> wtf my mod just crashes on loading now
L2520[17:41:06] <kenzierocks> *3G
L2521[17:41:06] <gigaherz> I prefer 3G, but 2 is supposed to be enough
L2522[17:41:15] <Keridos> https://paste.ee/p/x0bZ8 what the heck causes this?
L2523[17:41:42] <TehNut> why are you listing the larger version first
L2524[17:41:52] <gigaherz> Keridos: Caused by: net.minecraftforge.fml.common.versioning.InvalidVersionSpecificationException: Range defies version ordering: [1.10.2,1.9.4]
L2525[17:41:58] <gigaherz> the range needs to be
L2526[17:41:59] <gigaherz> old,new
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L2528[17:42:01] <gigaherz> not new,old
L2529[17:42:02] <Keridos> ah
L2530[17:43:46] <Keridos> thanks again
L2531[17:47:09] <StormyMode> TehNut, good news. I registered it now.
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L2533[17:48:27] <StormyMode> You're right. I was too revolved around the torchblock.
L2534[17:49:19] <StormyMode> But it's not doing it's pushing thing anymore :(
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L2536[17:52:18] <StormyMode> Screw it I give up.
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L2538[17:52:21] <howtonotwin> pushing thing?
L2539[17:52:42] <TehNut> registering an ItemBlock has absolutely nothing to do with the Block >.>
L2540[17:52:46] <TehNut> but whatever
L2541[17:53:01] <zrneely> What's the correct EnumBlockRenderType for a block with a TESR? INVISIBLE makes nothing show up, and MODEL makes the model appear but none of the other effects.
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L2543[17:53:16] <zrneely> ENTITYBLOCK_ANIMATED is the same as INVISIBLE.
L2544[17:53:22] <TehNut> Do you register the TESR?
L2545[17:53:57] <zrneely> Yep, ClientRegistry.bind...Renderer(MyTileEntity.class, new MyTESR());
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L2547[17:56:38] <zrneely> The documentation on the methods says it should be "2" for TESR's, but I guess at some point it became an enum instead of an integer
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L2549[17:57:25] <TehNut> We use MODEL in Blood Magic for the Altar
L2550[17:57:31] <howtonotwin> Does the updateUrl in mcmod.info do anything yet?
L2551[17:57:35] <TehNut> Yes
L2552[17:58:06] <howtonotwin> What does it do then?
L2553[17:58:24] <TehNut> You point it at a JSON like this https://gist.github.com/TehNut/e8db2be209d32d1ebbc3
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L2555[17:58:47] <TehNut> Read the docs in Mod
L2556[17:59:01] <gigaherz> no updateUrl does not
L2557[17:59:04] <gigaherz> it's updateJson that works
L2558[17:59:16] <TehNut> oh, in mcmod.info
L2559[17:59:27] <TehNut> Doesn't it provide a link in the GUI?
L2560[17:59:28] <gigaherz> updateJson in the @Mod annotation, that is
L2561[17:59:54] <gigaherz> hmm dunno, but I know it doesn't actually get used to check for versions
L2562[17:59:58] <gigaherz> since the format was never established
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L2566[18:02:29] <williewillus> i should update the comment on that method
L2567[18:02:36] <williewillus> but not sure if can now since it's been months
L2568[18:02:38] <howtonotwin> so mcmod.info updateUrl does nothing but mcmod.info updateJSON does something, and does mcmod.info updateJSON override Mod.updateJson?
L2569[18:02:52] <williewillus> !gm getRenderType
L2570[18:03:18] <williewillus> !gm func_149645_b
L2571[18:03:55] <howtonotwin> seems like it
L2572[18:04:19] <williewillus> !sm func_149645_b getRenderType The type of render function called. MODEL for mixed tesr and static model, MODELBLOCK_ANIMATED for TESR-only, LIQUID for vanilla liquids, INVISIBLE to skip all rendering
L2573[18:04:25] <Koward> Why exactly would Mojang use "deprecated" as a way to mean something must be overridden ? It does not make any sense
L2574[18:04:37] <williewillus> Koward: you don't know taht they're using it that way
L2575[18:04:42] <williewillus> all we can do is guess
L2576[18:04:56] <williewillus> what method are you talking about specifically?
L2577[18:06:06] <Koward> Block.getStateFromMeta(int meta) for example
L2578[18:06:14] <williewillus> yeah that's not "override me"
L2579[18:06:18] <williewillus> that is "meta is going away in the future"
L2580[18:06:18] <howtonotwin> deprecated sometimes means "internal", not "override this." You can ignore the warning by declaring the overriding method deprecated too.
L2581[18:06:26] <williewillus> or just ignore it :P
L2582[18:06:45] <Koward> That's what I thought, what I heard was wrong as expected
L2583[18:07:11] <Koward> Why exactly are they not private then ?
L2584[18:07:21] <williewillus> uhh
L2585[18:07:25] <williewillus> they would be useless if they're private
L2586[18:07:30] <williewillus> they serve a purpose
L2587[18:07:36] <Koward> *protected, sorry
L2588[18:07:36] <howtonotwin> because other things may use it and they still need to be overridable?
L2589[18:07:42] <williewillus> same thing
L2590[18:07:48] <williewillus> the chunk saving system uses it to convert
L2591[18:07:52] <williewillus> so it needs to be public :P
L2592[18:07:59] <Koward> Then it's not internal.
L2593[18:08:09] <williewillus> getStateFromMeta is not internal
L2594[18:08:15] <Koward> Exactly
L2595[18:08:18] <williewillus> well it is, but internal to the block/chunk impl
L2596[18:08:25] <williewillus> i didn't say it was 0.o
L2597[18:08:29] <howtonotwin> I did
L2598[18:08:37] <williewillus> but in that case deprecated means "this will change in the future"
L2599[18:09:01] <howtonotwin> and I stand by it as meaning "think twice because internal use only"
L2600[18:09:06] <williewillus> eh
L2601[18:09:36] <howtonotwin> but yes it's complicated
L2602[18:09:58] <williewillus> more often it's because there's something else to use (like the methods that are now on IBlockState instead of block) or to denotate shifting parts in the future.
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L2610[18:22:51] <howtonotwin> Are the screenshots in mcmod.info used yet?
L2611[18:23:07] <gigaherz> I don't think so, only the logo
L2612[18:23:59] <howtonotwin> thanks
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L2618[18:36:47] <primetoxinz> !gm func_146003_y
L2619[18:38:55] <primetoxinz> why does my access transformer work in dev but not in game?!?!?
L2620[18:39:09] <williewillus> show it
L2621[18:39:30] <primetoxinz> https://github.com/primetoxinz/BetterWithPrime/blob/master/src/main/resources/assets/bwm_at.cfg
L2622[18:39:46] <primetoxinz> well, I changed the last line
L2623[18:40:27] <diesieben07> a) don't use ATs b) if you must (there is ONE reason: overriding private methods) don't make EVERYTHING public
L2624[18:40:29] <williewillus> and describe doesn't work
L2625[18:40:44] <williewillus> also where's the source of the original?
L2626[18:40:47] *** minecreatr is now known as Mine|away
L2627[18:41:10] <primetoxinz> source of the original?
L2628[18:41:26] <williewillus> the thing you're modifying
L2629[18:41:50] <diesieben07> why do people still bother with ATs?
L2630[18:42:07] <primetoxinz> because reflection is annoying
L2631[18:42:09] <Intektor> williewillus, you are the sound master right?
L2632[18:42:12] <gigaherz> some people have an irrational dislike for reflection
L2633[18:42:23] <williewillus> idk how it's annoying
L2634[18:42:24] <diesieben07> so are Ats..
L2635[18:42:25] <primetoxinz> https://github.com/primetoxinz/BetterWithPrime/blob/master/src/main/java/betterwithprime/common/blocks/tile/TileEntityHCBeacon.java#L57
L2636[18:42:30] <diesieben07> as you are noticing RIGHT NOW:
L2637[18:42:34] <primetoxinz> yeah
L2638[18:42:38] <primetoxinz> I know
L2639[18:42:40] <williewillus> Intektor: uh sure
L2640[18:42:43] <primetoxinz> wait
L2641[18:42:44] <Intektor> ok
L2642[18:42:48] <Intektor> you know
L2643[18:42:49] <diesieben07> the thing is
L2644[18:42:50] <primetoxinz> 56 not 57
L2645[18:42:57] <diesieben07> reflection is annoing in the "ugh this is ugly" way
L2646[18:43:07] <diesieben07> ATs are annoying in the "ugh why does this not work" way
L2647[18:43:07] <Intektor> I use this playSound method in world
L2648[18:43:12] <diesieben07> i prefer the working way :P
L2649[18:43:13] <Intektor> so everyon ecan hear it
L2650[18:43:14] <primetoxinz> yeah, I will probably just reflect it, screw the AT
L2651[18:43:29] <Intektor> but the sound gets way to silent way too fast on distance
L2652[18:43:39] <diesieben07> plus ATs are the absolute hackiest thing ever
L2653[18:43:43] <primetoxinz> yeah
L2654[18:43:52] <gabizou> even worse than transformers, diesieben07 ?
L2655[18:43:58] <gabizou> :P
L2656[18:44:06] <diesieben07> ATs ARE transformers :D
L2657[18:44:11] <diesieben07> so yes :D
L2658[18:44:14] <gabizou> I know I know :P
L2659[18:44:33] <diesieben07> they are not even the least horrible of transformers :D
L2660[18:44:46] <gabizou> so there are transformers that are worse than AT's :P
L2661[18:44:58] <Intektor> williewillus, how can I make these sounds get less silent on distance
L2662[18:45:12] <diesieben07> yes
L2663[18:45:19] <diesieben07> but also transformers that are less horrible
L2664[18:45:23] <kenzierocks> wait diesieben07
L2665[18:45:31] <kenzierocks> "ATs are annoying in the "ugh why does this not work" way"
L2666[18:45:32] <kenzierocks> what?
L2667[18:45:46] <diesieben07> we constantly have people in here where their ATs do not work
L2668[18:45:47] <kenzierocks> i've never had an AT just "not work"
L2669[18:45:49] <gabizou> kenzierocks there are times where AT's screw up magnificently because of how they're used
L2670[18:46:00] <kenzierocks> what
L2671[18:46:01] <Ordinastie_> diesieben07, you're confusing "ATs" with "models"
L2672[18:46:02] <kenzierocks> interesting
L2673[18:46:12] <diesieben07> lol
L2674[18:46:30] <primetoxinz> Idk why the at isn't working, it works for other methods
L2675[18:46:31] <gabizou> It's almost why we use mixins to add getters and such to bypass AT's when necessary
L2676[18:46:32] <primetoxinz> just not this one
L2677[18:47:06] <primetoxinz> could my mapping be outdated?
L2678[18:47:12] <diesieben07> oh god gabi... please :D
L2679[18:47:26] <gabizou> what's wrong with that? :P
L2680[18:47:40] <diesieben07> just... just don't ,D
L2681[18:47:45] <gabizou> it's not like we don't use them gracefully when we need them
L2682[18:47:57] <diesieben07> but you in your mixin world... do what you must :D
L2683[18:47:59] <kenzierocks> what the hell is this * thing in the AT
L2684[18:48:08] <primetoxinz> all
L2685[18:48:13] <primetoxinz> which I got rid of
L2686[18:48:21] <kenzierocks> that seems like something you wouldn't want to do ever
L2687[18:48:22] <kenzierocks> lol
L2688[18:48:32] <gabizou> yeah, never just * in AT
L2689[18:48:44] <primetoxinz> just wanted it to work at that point in time
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L2691[18:49:00] <primetoxinz> but it still doesn't work in the actual game
L2692[18:49:07] <primetoxinz> which makes no sense
L2693[18:49:24] <kenzierocks> aren't your ATs supposed to go in a specific location
L2694[18:49:46] <kenzierocks> as well as you need to tell FML that your mod has ATs
L2695[18:49:51] <kenzierocks> FMLAT or whatever
L2696[18:49:51] <gabizou> ^
L2697[18:49:55] <primetoxinz> yep
L2698[18:49:56] <primetoxinz> have that
L2699[18:50:27] <gabizou> primetoxinz I don't see validateBeacon() in TileEntityBeacon
L2700[18:50:38] <primetoxinz> I meant the method above it
L2701[18:50:43] <Intektor> williewillus, how can I make these sounds get less silent on distance
L2702[18:50:47] <primetoxinz> updateSegmentColor
L2703[18:51:08] <gabizou> !gm updateSegmentColors
L2704[18:51:29] <kenzierocks> primetoxinz: your at is in the wrong location
L2705[18:51:34] <kenzierocks> it's META-INF/<at-file>
L2706[18:51:39] <kenzierocks> not assets/<at-file>
L2707[18:51:43] <gabizou> and try using public net.minecraft.tileentity.TileEntityBeacon func_146003_y()V # updateSegmentColors
L2708[18:51:49] <gabizou> or just make it protected
L2709[18:52:04] <gabizou> s/public/protected/
L2710[18:52:40] <primetoxinz> the build gradle moves it kenzierocks
L2711[18:52:47] <kenzierocks> it..does?
L2712[18:52:52] <primetoxinz> mine does
L2713[18:52:53] <kenzierocks> have you verified this in the produced jar
L2714[18:52:56] <primetoxinz> yes
L2715[18:53:36] <kenzierocks> would you mind pushing all your changes so I can build a copy on my machine?
L2716[18:54:42] <primetoxinz> there
L2717[18:55:25] <howtonotwin> Is mcversion required in the mcmod.info file?
L2718[18:59:34] <gigaherz> FINALLY, converting the blockstates submodels to a custom IBakedModel took WAY longer than it should have, due to a stupid silly bug
L2719[18:59:49] <gigaherz> now it's ready for when I add the extras to it.
L2720[19:00:12] <gigaherz> but that's for another day
L2721[19:00:16] <gigaherz> I should have been sleeping 2 hours ago
L2722[19:00:18] <gigaherz> night!
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L2725[19:04:15] <kenzierocks> primetoxinz: your at doesn't work as-is right now
L2726[19:04:27] <primetoxinz> I know
L2727[19:04:36] <primetoxinz> not in the mood to fix it :/
L2728[19:04:39] <kenzierocks> so fix it, then we can fix the in-game part
L2729[19:04:55] <primetoxinz> have other things going on
L2730[19:05:03] <kenzierocks> just need entries for isComplete, primaryEffect, secondaryEffect
L2731[19:05:25] <primetoxinz> shouldn't need the last 2 anymore actually
L2732[19:06:10] <primetoxinz> can just add my own isComplete
L2733[19:07:27] <primetoxinz> there, I did it real quickly
L2734[19:09:51] <Weareverylucky> gigaherz: where would i export the settings in IDEA?
L2735[19:10:23] <kashike> "23:49:10 gabizou | yeah, never just * in AT"
L2736[19:10:26] <kashike> https://github.com/SpongePowered/SpongeCommon/blob/bleeding/src/main/resources/META-INF/common_at.cfg
L2737[19:10:37] <gabizou> kashike that's because we control those classes :P
L2738[19:10:46] <gabizou> well, partially
L2739[19:10:48] <primetoxinz> lel
L2740[19:10:51] <kashike> we control MC classes? :)
L2741[19:10:59] <kashike> :P
L2742[19:11:13] <Weareverylucky> gigaherz: Yo7u there???
L2743[19:11:15] <gabizou> hey, take it up with the fools who *'ed the ones
L2744[19:11:18] <primetoxinz> he left Weareverylucky
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L2746[19:11:27] <Weareverylucky> Oh ok
L2747[19:11:42] <LatvianModder> or did he? dum dum duum
L2748[19:11:46] <Weareverylucky> primetoxinz can you tell me where i can export my settings for IDEA??
L2749[19:12:02] <primetoxinz> file -> export settings
L2750[19:12:08] <Weareverylucky> Where
L2751[19:12:11] <Weareverylucky> ik how
L2752[19:12:23] <Weareverylucky> Just in the mod folder??
L2753[19:12:26] <primetoxinz> what
L2754[19:12:34] <primetoxinz> why do you need to export the settings?
L2755[19:12:42] <Weareverylucky> I know how to export settings but
L2756[19:12:46] <primetoxinz> but hyw?
L2757[19:12:47] <primetoxinz> why?
L2758[19:12:48] <gabizou> kashike I mean, at the same time, things like making ItemStack non-final allows us to do instanceof checks and whatnot :P
L2759[19:12:55] <Weareverylucky> i need to do that for IDEA dont i?
L2760[19:13:00] <primetoxinz> no
L2761[19:13:06] <Weareverylucky> Oh lol
L2762[19:13:08] <primetoxinz> what are you trying to do?
L2763[19:13:16] <Weareverylucky> im so dumb, thats what gigaherz said atleast....
L2764[19:13:46] <Weareverylucky> would i open my build.gradle
L2765[19:13:57] <Weareverylucky> ???
L2766[19:13:58] <primetoxinz> with idea, ues
L2767[19:14:09] <primetoxinz> yes*
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L2770[19:17:00] <Weareverylucky> ok
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L2772[19:20:43] <Intektor> williewillus, you here?
L2773[19:22:12] <williewillus> Intektor: yes, I was eating, sorry. you just have to make it louder or use a custom sound taht doesn't attenuate
L2774[19:22:25] <Intektor> hm ok
L2775[19:24:27] <LatvianModder> Is there a way to compare ram usage between two mods? like using a profiler or smth (not familiar with those)
L2776[19:24:37] <williewillus> well what are you even comparing? :P
L2777[19:24:42] <williewillus> two mods -> two different workloads
L2778[19:24:45] <LatvianModder> because I want to see how much I have improved my mod
L2779[19:25:06] <williewillus> well you need to build a test case that completely isolates the primary workload down to what you are testing
L2780[19:25:27] <williewillus> then just use visualvm and eyeball it :P if you have access to a better profiler like JMC or yourkit use that
L2781[19:25:27] <LatvianModder> ..that sounds complicated.. someone pls update opis :D
L2782[19:25:35] <Weareverylucky> primetoxinz: How do i open my source in IDEA???
L2783[19:25:40] <williewillus> I mean that's standard profiling practice
L2784[19:25:42] <Intektor> williewillus, what is the factor it gets more silent on range? or where can I find it?
L2785[19:25:42] <williewillus> opis is not perfect
L2786[19:26:33] <williewillus> Intektor: it's linear attenuation that's implemented in the sound library, not MC
L2787[19:26:58] <Intektor> how do I get this factor?
L2788[19:27:16] <williewillus> I don't know
L2789[19:27:37] <williewillus> if you're wanting to change it you can't either way. mc let's you have linear or on attenuation on a custom isound
L2790[19:27:44] <williewillus> *no
L2791[19:27:51] <williewillus> *lets
L2792[19:29:34] <howtonotwin> I've written a bit of documentation on mcmod.info for the readthedocs page, but I'm not quite sure which file to put it in. Any ideas?
L2793[19:29:43] <williewillus> it's own
L2794[19:30:02] <williewillus> or possible structuring your mod
L2795[19:30:19] <williewillus> category wise either in Getting Started or Conventions
L2796[19:30:28] <howtonotwin> alright, thanks
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L2798[19:32:29] <LexMobile> Dont want to read the back log any more retarded shit?
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L2803[19:36:01] <diesieben07> ATs... the usual :D
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L2805[19:42:15] <MalkContent> a drats... a guicontainers background texture actually needs the slots drawn on them?
L2806[19:42:26] <MalkContent> i thought that would happen automatically :I
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L2809[19:45:36] <LexMobile> Wildcards are bad dont do it
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L2813[19:50:54] <LatvianModder> Lex, I know you would Love to merge PermissionAPI PR, but you could at least say what's wrong with it.
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L2815[19:55:13] <LexMobile> Havent looked at your latest attempt cuz i havent felt like dealing with the frama. But does it allow for the examples i had in the last clusterfuck of a pr?
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L2817[19:58:42] <howtonotwin> Can someone proofread this PR? Thanks. https://github.com/MinecraftForge/Documentation/pull/56
L2818[20:00:33] <LatvianModder> It follows every rule that was discussed there. And there will be No drama, me and ForgeEssentials devs already talked everything out
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L2820[20:02:43] <LexMobile> Haha no drama
L2821[20:02:53] <LexMobile> And you havent answered my question
L2822[20:02:53] <LatvianModder> ok, less than usual
L2823[20:04:08] <LatvianModder> "does it allow for the examples i had" short answer is yes. It has Context so you can put whatever you want there. The implementation takes care of the rest. Default implementation is also there
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L2826[20:05:09] <LexMobile> That "short answer" part isnt convincing.
L2827[20:05:36] <LexMobile> Either way ill look at it when i can. Currently driving home to unload guns and then goong to the drive in.
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L2829[20:06:36] <RANKSHANK> I didn't have anything pop out at me, looks good howtonotwin
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L2831[20:08:46] <williewillus> i just had the stuff i commented
L2832[20:08:51] <williewillus> otherwsise looks good
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L2834[20:11:16] <howtonotwin> does "The m
L2835[20:11:17] <howtonotwin> inimum set of properties you should define are `modid`, `name`, `description`, `version`, `mcversion`, `url`, `authorList`." sound good?
L2836[20:11:31] <howtonotwin> whoa there buckaroo
L2837[20:13:56] <williewillus> I'd say at the end of line 37, add "In addition to the required properties, you are also recommended to define description, version, mcversion, url, and authorList"
L2838[20:13:58] <williewillus> or something like that
L2839[20:15:16] <RANKSHANK> Gotta say it's odd reading about these since I've never actually used a mc.modinfo :P
L2840[20:15:42] <howtonotwin> You know you haven't used it if you call mcmod.info mc.modinfo :P
L2841[20:15:48] <shadowfacts> ^
L2842[20:16:34] <RANKSHANK> haha :P
L2843[20:16:47] <RANKSHANK> autogenerated=false; master race ;)
L2844[20:18:15] <diesieben07> which no launcher will understand
L2845[20:18:18] <diesieben07> or any other tool :D
L2846[20:18:20] <LexManos> btw
L2847[20:19:37] * LexManos awaits a PR to ForgeGradle that auto-generates the mcmod.info file from the annotation
L2848[20:20:04] <shadowfacts> ooh, tempting
L2849[20:20:18] <RANKSHANK> O.o
L2850[20:20:51] <LexManos> Wouldnt be hard, just parse the classes after they are compiled with asm and pull out the annotation data
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L2854[20:28:57] <howtonotwin> Think I fixed it, I'll be heading off for a bit now
L2855[20:29:06] <RANKSHANK> cyas
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L2864[20:41:24] <Panda_> I feel really dumb but I just cannot understand this explanation of the block order http://minecraft.gamepedia.com/Chunk_format#Block_format
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L2866[20:43:11] <kenzierocks> Panda_: it's stored as if you did for (int x) { for (int z) { for (int y) { }}} (... x ... z ... y ...) instead of ... x ... y ... z ...
L2867[20:43:28] <williewillus> you're not sure how it does taht ordering or why it does it?
L2868[20:45:01] <kenzierocks> (actually what I wrote is backwards, it's yzx, but same idea)
L2869[20:45:37] <Panda_> omg that makes so much more sense. Thank you!
L2870[20:45:53] <kenzierocks> :)
L2871[20:46:18] <Panda_> for some reason the book explanation wasn't working for me at all
L2872[20:47:05] <williewillus> yeah it's a weird analogyt
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L2876[20:55:55] <howtonotwin> "they 3 do nothing" I am derp in human form
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L2883[21:18:00] <vox> Anyone seen ghz today?
L2884[21:20:48] <Weareverylucky> Does anyone know where i would set the content root for 1.10.2 forge on IDEA?
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L2886[21:21:49] <Intektor> yes I did
L2887[21:22:02] <Weareverylucky> Does anyone know where i would set the content root for 1.10.2 forge on IDEA?????
L2888[21:22:21] <Intektor> just setup correctly
L2889[21:22:30] <vox> you really don't
L2890[21:22:39] <vox> Just import the Gradle project and it'll use the same path as always
L2891[21:22:45] <vox> (resources/whatever..)
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L2893[21:23:15] <vox> Are MC GUIs based from top left or bottom left?
L2894[21:23:20] <Weareverylucky> so ~\Desktop\Bubblocraft\forge\.gradle???
L2895[21:23:33] <vox> No
L2896[21:23:42] <Weareverylucky> ~ = (Main Dir.)
L2897[21:24:00] <vox> Quick question, have you ever done any programming or anything before?
L2898[21:24:03] <kenzierocks> vox: gigaherz?
L2899[21:24:04] <kenzierocks> yes
L2900[21:24:11] <vox> cool, thanks dude
L2901[21:24:15] <Weareverylucky> Yes vox
L2902[21:24:31] <Weareverylucky> This is just the only issue i am havingt
L2903[21:24:33] <vox> So if you have your mod project open in IDEA
L2904[21:24:36] <Weareverylucky> having
L2905[21:25:20] <Weareverylucky> so ~\Desktop\Bubblocraft\forge\.gradle ??? Is it or not please tell me
L2906[21:25:23] <vox> your content will go in MyModName/src/main/resources/assets/mymodid/...
L2907[21:25:49] <vox> So Bubblocraft/src/main/resources/assets/bubblocraft/...
L2908[21:26:34] <Weareverylucky> Ok so i point the content root to .gradle??
L2909[21:27:59] <Weareverylucky> where do i point the root to?
L2910[21:29:04] <vox> You don't need to do any of that
L2911[21:29:15] <Weareverylucky> just leave it to .idea?
L2912[21:29:45] <vox> Did you import the forge template as a gradle project and then follow the tutorial?
L2913[21:29:53] <Weareverylucky> No
L2914[21:30:03] <vox> do that
L2915[21:30:08] <Weareverylucky> I am just having trouble on this topic
L2916[21:30:10] <vox> that's the only way it'll work
L2917[21:32:23] <Weareverylucky> Ugh ok
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L2941[23:17:29] <Aris> Hey, I got a coding-related question for a mod I'm working on. Is this the right place to ask?
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L2943[23:18:14] <kenzierocks> yea
L2944[23:19:16] <Aris> Alright. Is there anyway I can override vanilla code without using a coremod?
L2945[23:19:40] <Aris> I'm working on a mod that is designed to be used on its own, and not with other ones, so I'm not worried about compatability.
L2946[23:21:47] <kenzierocks> what do you mean by override vanilla code
L2947[23:22:15] <kenzierocks> the answer depends on what you're doing
L2948[23:23:13] <Aris> I need to remove the ability for players to jump, and I need to change the inventory GUI graphic.
L2949[23:24:38] <Aris> Additionally, I need to remove all of the inventory slots inside of players inventories, except for their armor and hotbar.
L2950[23:26:11] <kenzierocks> jumping might be do-able, inventory graphic is easy (just a texture)
L2951[23:26:24] <kenzierocks> not sure about inventory slots
L2952[23:26:52] <Aris> Yeah... that's the big one that I'm stumbling on. I need to get rid of the mini crafting window, and the 4 spare rows of inventory slots.
L2953[23:26:57] <TehNut> Check what GUI is being opened with the GUI events, if it's the inventory, change it to your custom GUI
L2954[23:27:10] <kenzierocks> ohh, yea, that'll work
L2955[23:27:11] <Aris> Oh, durp. Thanks nut.
L2956[23:27:15] <kenzierocks> lol
L2957[23:27:19] <kenzierocks> #smart
L2958[23:27:20] <Aris> <3
L2959[23:27:24] <TehNut> You don't always need a complicated solution :P
L2960[23:28:13] <TehNut> As for jumping, there's a keyboard event, IIRC
L2961[23:28:29] <TehNut> Check if the key pressed matches the jump keybind
L2962[23:29:00] <TehNut> Or do the dumb way of consantly checking the jump keybind and unbinding it if needed :P
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L2964[23:29:26] <Aris> And, is there a way for me to disable the new 'autojump' feature for anyone using the mod?
L2965[23:29:39] <kenzierocks> TehNut: i'm forgetting about all these events because I still mostly think in the mindset of old Forge, when there was very little in terms of features besides vanilla
L2966[23:30:00] <TehNut> It's a game option, so just make sure it's disabled
L2967[23:30:19] <Aris> Alright.
L2968[23:30:22] <TehNut> Yeah I really didn't start until events were a very common thing
L2969[23:30:39] <TehNut> There was a PR for an autojump event, but I think it was rejected
L2970[23:31:52] <TehNut> Oh, actually it's sitting open https://github.com/MinecraftForge/MinecraftForge/pull/3048
L2971[23:32:11] <TehNut> But appears to just be for the distance from the block required to cause the jump
L2972[23:33:03] <Aris> Wait, can't I just hook into LivingJumpEvent, check if its a player, and cancel it?
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L2974[23:33:15] <TehNut> Oh, yeah that would work
L2975[23:33:21] <TehNut> I didn't realize there was that
L2976[23:33:32] <Aris> Well, that's convenient.
L2977[23:33:43] <TehNut> I think I even use it in one of my projects >.>
L2978[23:33:53] <TehNut> 2manyevents
L2979[23:34:19] <kenzierocks> 2event4me
L2980[23:35:40] <TehNut> I started using that MC IDEA plugin, so I just search for things that sound like an event http://tehnut.info/share/ZmEkL32Y9E.mp4
L2981[23:41:34] <Aris> Welp, theres a problem.
L2982[23:41:45] <Aris> That event isn'
L2983[23:41:49] <Aris> Isn't cancellable
L2984[23:43:22] <TehNut> The event is fired *after* motion is set. Could you just reset motion?
L2985[23:43:57] <Aris> Huh, I'll give it a try.
L2986[23:45:45] <Aris> Yay~!
L2987[23:45:58] <Aris> I have successfully crippled a blockman!
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L2992[23:59:23] <Aris> Oh gosh, I should not have taken on this big of a project ._.
L2993[23:59:46] <Aris> Anyone have any tips of where to get started for an extremely simplistic alternate worldgen?
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