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L10[00:07:57] <kenzierocks> electrolitic:
minecraft modding, in my experience, takes a lot of reverse
engineering
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L13[00:11:41] <Waterpicker> !gm
func_110827_b 1.7
L14[00:11:48] <Waterpicker> !gm
func_110827_b 1.7.10
L15[00:12:22] *
Waterpicker tilts head.
L16[00:12:28] <Waterpicker> Why no
name!
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L19[00:13:29] <kenzierocks> Waterpicker:
the big naming spree was 1.8
L20[00:13:37] <Waterpicker> oh...
L21[00:13:55] <Waterpicker> Any idea what
it was sued for?
L22[00:14:03] <Waterpicker> the function I
queried
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L25[00:14:31] <Ordinastie_> -MCPBot_Reborn-
=== MC 1.10.2:
net/minecraft/client/renderer/entity/RenderLiving.renderLeash
(btb.b) UNLOCKED ===
L26[00:14:44] <kenzierocks> still exists in
1.10.2 -- yea
L27[00:14:48] <kenzierocks> that one
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L42[00:23:23] <ArisTavi> Hey, I got a quick
dumb question.
L43[00:24:04] <ArisTavi> Which event should
I be subscribing to for a player rightclicking an item on the
ground with their bare hand?
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L45[00:25:27] <Ordinastie_> well, as the
rayTracing doesn't hit EntityItems no event would really help you
here
L46[00:25:49] <ArisTavi> Gah, what do you
suggest I do then?
L47[00:25:59] <Ordinastie_> no idea
L48[00:26:03] <ArisTavi> ;_;
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L51[00:33:33] <McJty> There is a
PlayerInteract event that you can catch
L52[00:33:37] <McJty> It can do that
L53[00:33:58] <McJty> ^ ArisTavi
L54[00:34:04] <ArisTavi> When I was looking
that up in the reference, it only seemed to be for players
interacting with blocks.
L55[00:34:14] <ArisTavi> Could you like me
to an accurate documentation on it?
L56[00:34:16] <McJty> The ground == a
block
L57[00:34:17] <ArisTavi> link*
L58[00:34:28] <ArisTavi> Oh, right.
L59[00:34:29] <ArisTavi> Durp
L60[00:34:45] <ArisTavi> me < a
block
L62[00:37:09] <Waterpicker> I'm having
issues wrapping my head around what replaced
ISimpleBlockRenderingHandler in 1.7.10
L63[00:37:10] <Ordinastie_> custom
raytracing yes
L64[00:37:15] <Waterpicker> *1.8.9
L65[00:37:21] <Ordinastie_> Waterpicker,
models
L66[00:37:41] <Waterpicker> Doesn't help me
really in understanding.
L67[00:37:42] <Ordinastie_> a clusterfuck
that will make you hate life
L68[00:37:49] <McJty> Waterpicker,
IBakedModel for example. But why 1.8.9? Why not 1.10.2?
L69[00:37:53] <McJty> That's where all
modders should be
L70[00:38:13] <ArisTavi> Remember when you
didn't have to create three json files just to add a block?
L71[00:38:20] <Waterpicker> It is a port of
Dimensional Doors.
L72[00:38:33] <McJty> ArisTavi, you can do
it in one in many cases
L73[00:38:53] <Waterpicker> Getting it to
1.8 along is gonna be an issue.
L74[00:38:54] <McJty> ArisTavi, i.e. in the
blockstate you can reference a generic block json that has texture
parameters
L75[00:39:40] <ArisTavi> ...damnit
MyCrayfish's tutorials!
L76[00:40:43] <McJty> Here is an example of
that: I even use the general cube_all model from vanilla
L78[00:41:24] <McJty> But if you need a
different texture on a side you can make your own generic model
with different parameters
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L80[00:42:23] <ArisTavi> Well that makes it
easier.
L81[00:43:06] <Waterpicker> !gm
func_92045_e 1.7.10
L82[00:48:28] <ArisTavi> Welp, I gave that
a try McJty.
L83[00:48:47] <ArisTavi> But I'm just
getting pink/black checker textures. What am I messing up?
L84[00:49:10] <ArisTavi> Oh, wait.
Whoops.
L85[00:49:35] <ArisTavi> Nvm, forgot to
change the modid xD
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L87[00:52:55] <Waterpicker> how do you add
a model to a block
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L89[00:55:09] <Waterpicker> hmmm might not
be needed at all
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L357[01:28:02] *** catastrophe.esper.net sets
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L401[01:28:02] *** catastrophe.esper.net sets
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L489[01:28:02] *** catastrophe.esper.net sets
mode: +ovv LexManos mezz RichardG
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L516[01:29:30] <ArisTavi> Woah, what just
happened?
L517[01:29:42] <kashike> a net
split.
L518[01:30:06] <ArisTavi> Ah. Anyways,
does anyone know how to search a BlockPos for an EntityItem?
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L543[01:59:25] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160809 mappings to Forge Maven.
L544[01:59:28] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160809-1.10.2.zip
(mappings = "snapshot_20160809" in build.gradle).
L545[01:59:39] <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/
L546[01:59:56] ***
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L553[02:07:14] <Abastro> Iteration on
Enumeration: what is the most clean way?
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L685[04:54:09] <BordListian> hm
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L767[06:24:26] <BordListian> i have a
blockstate that consists only of submodels, but there's a state
where no submodels are drawn, resulting in purple and black
cube
L768[06:24:32] <BordListian> is there a
way to fix that?
L769[06:24:43] <BordListian> do i just
make one side an actual model?
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L775[06:39:19] <BordListian> got it,
actually
L776[06:41:06] <gigaherz|work> if you ever
need to have an invisible model, try using
"builtin/generated" with no layer textures
L777[06:41:07] <gigaherz|work> ;P
L778[06:41:38] <BordListian> i overrode
shouldSideBeRendered to return false if all my directional flags
are on
L779[06:42:13] <gigaherz|work> :/
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L781[06:42:16] <gigaherz|work> that seems
like a hack
L782[06:42:35] <BordListian> what do you
expect me to do lmao
L783[06:43:07] <BordListian> i suppose i
can try it with builtin/generated tho
L784[06:45:39] ***
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L786[06:48:34] <BordListian> okay, that
also works
L787[06:48:47] <BordListian> i set the
default model to builtin/generated
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L793[06:52:38] <BordListian> the break
particles are error now tho
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L797[06:55:04] <gigaherz|work>
BordListian: "textures":{"particle": X }
L798[06:55:07] <gigaherz|work> without
layers
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L800[06:55:33] <Ordinastie_> god, can
someone ban the agowa accounts? :x
L801[06:57:03] <BordListian> i have that
set ghz
L802[06:57:07]
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L803[06:57:57] <BordListian> i have
"textures": { "particle":
"bordthings:blocks/lattice", "0":
"bordthings:blocks/lattice", "1":
"bordthings:blocks/lattice_inner" }
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L805[06:58:08] <gigaherz|work>
BordListian: hmm maybe particles don't work if the model is
empty
L806[06:58:32] <BordListian> maybe
builtin/generated doesn't support particles
L807[06:58:42] <BordListian> it'd probably
work on an empty model json
L808[06:58:45] <BordListian> maybe
L809[06:58:48] <BordListian> idk
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L823[07:23:52] <Hawaii_Beach> waaah this
agowa guy
L824[07:24:12] <Hawaii_Beach> stop trying
to connect if you timeout the whole time
L825[07:24:19] <Hawaii_Beach> spamming my
screen every time
L826[07:24:55] <gigaherz|work> he's not
"trying to connect"
L827[07:25:08] <gigaherz|work> or more
accurately
L828[07:25:12] <gigaherz|work> that may be
the irc client reconnecting
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L830[07:26:07] <BordListian> you can turn
off join and quit messages
L831[07:26:10] <gigaherz|work> my guess is
that he's not even on the computer
L832[07:26:15] <gigaherz|work>
BordListian: yes, but we don't want to
L833[07:26:21] <gigaherz|work> we just
want the spam to stop ;P
L834[07:26:22] <BordListian> neither do
i
L835[07:26:50] <Ordinastie_> it's been 2
days, getting really annoying
L836[07:27:54] <BordListian> i'm slightly
confused
L837[07:28:03] <BordListian> forge
blockstates mess with item rendering apparently
L838[07:28:29] <gigaherz|work> how
so?
L839[07:28:43] <BordListian> it's an all
zeros all ones transform
L840[07:28:52] <BordListian> instead of
the transform regular cubes have
L841[07:28:58] <BordListian> maybe it's
the model, actually
L842[07:28:58] <gigaherz|work> what?
L843[07:29:05] <gigaherz|work> 1.9 changed
model transforms
L844[07:29:20] <gigaherz|work> regardless
if you use forge blockstates or not
L845[07:29:52] <gigaherz|work> you can use
"transform":"forge:default-item" or
"forge:default-block" in the blockstates file
L846[07:30:13] <BordListian> and uh
L847[07:30:17] <gigaherz|work> or have
"parent":"item/generated" or
"block/block" in the model json
L848[07:30:19] <BordListian> what do they
do respectively?
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L850[07:30:35] <gigaherz|work>
default-item will change first-person and third-person transforms
to be the standard item orientation
L851[07:30:38] <BordListian> right lemme
do that real quick
L852[07:30:50] <gigaherz|work>
default-block will do the gui angle and the third-person size
L853[07:31:19] <gigaherz|work>
"item/handheld" is a variant of
"item/generated" that uses the tool-like transforms
intead
L854[07:31:35] <gigaherz|work> but I don't
know if thee's a "forge:default-handheld" or
"forge:default-tool" to go along with it
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L865[07:36:56] <BordListian> alright
thanks, everything seems to be working
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L877[07:50:14] <MalkContent> sigh. i hate
guis
L878[07:50:39] <gigaherz|work> XD
L879[07:50:41] <gigaherz|work> why?
L880[07:50:46] <gigaherz|work> and
L881[07:50:50] <gigaherz|work> guis in
general, or in mc?
L882[07:50:55] <gigaherz|work> because I
like gui design in general
L883[07:51:06] <gigaherz|work> but getting
them working in mc is annoying ;P
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L898[08:10:04] <Naiten> gigaherz|work,
some people like me can't even stand terminal
L899[08:10:08] <Naiten> gui is life
L900[08:10:22] <gigaherz|work> i don't
like terminals, either
L901[08:10:25] <gigaherz|work> Ican work
with them
L902[08:10:27] <gigaherz|work> but I don't
like them
L903[08:10:44] <gigaherz|work> that's why
TortoiseGit was the only thing to make me enjoy git
L904[08:10:45] <gigaherz|work> ;P
L905[08:11:29]
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L906[08:13:25] <Naiten> SourceTree has
quite a nice gui though
L907[08:13:55]
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L908[08:14:11] <gigaherz|work> I don't
like it
L909[08:14:15] <gigaherz|work> I use
sourcetree here at work
L910[08:14:18] <gigaherz|work> and it's
rather lacking
L911[08:14:30] <gigaherz|work> I had to
install a 3rdparty app just to have side by side diffs!
L912[08:14:31] <Naiten> E.g.?
L913[08:14:38] <Naiten> oh
L914[08:14:42] <gigaherz|work> history
browsing is horrible
L915[08:14:59] <MalkContent> trying to
position the stupid background texture and i'm just failing
^^
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L917[08:15:09] <gigaherz|work> generating
a patch of the differences between two arbitrary revisions didn't
seem to be possible no matter how hard I tried
L918[08:15:36] <gigaherz|work> here at
work, i'm using IDEA's git stuff more and more
L919[08:15:40] <gigaherz|work> and
sourcetree less and less
L920[08:15:50] <gigaherz|work> the most
useful part right now is browsing remotes
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L931[08:19:41] <MalkContent> could use
some fluss input for a done item. like, i need to give it a
name/appearance. functionally it's a bag item that you can turn
into any tool that is stored inside
L932[08:19:57] <MalkContent> so far i came
up with "multitool" like a leatherman
L933[08:20:04] <MalkContent> or toolring.
like a keyring
L934[08:20:11] <MalkContent> but im not
swept away by either
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MineBot sets mode: +o on fry|back18aug
L937[08:20:55] <MalkContent> fluff*
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L941[08:23:02] <MalkContent> plus it's
hard to make a good texture for either of those ^^
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L944[08:24:53] <gigaherz|work>
MalkContent: I'm make it look like a leather cover with tips of
things sticking out?
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L947[08:26:57] <MalkContent> leather
cover?
L948[08:27:06] <MalkContent> like a
sheath?
L950[08:28:03] <gigaherz|work> i can't
find anything closer to what was in my head
L951[08:28:04] <gigaherz|work> ;P
L952[08:28:24] <gigaherz|work> you know
those tool packs that are folded/rolled and then clip closed?
L954[08:29:13] <gigaherz|work> leather
roll was a better google term ;P
L955[08:29:20] <MalkContent> a, okay
L956[08:29:37] <MalkContent> about as good
as the other two i already have x)
L957[08:30:17] <sweetpi> T-Bag, just open
it up and put your stuff in
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L960[08:30:39] <gigaherz|work> those look
nice
L961[08:30:39] <MalkContent> "what's
this?" -"a leather roll. can't you tell?" *looks at
brown stick in hand* "no? .. no. what's a leather
roll?"
L962[08:31:04] <IoP> are those for
sausages?
L963[08:32:09] <gigaherz|work> howa bout
more like a tool box?
L965[08:32:31] <gigaherz|work> but rather
than modern tools
L966[08:32:41] <gigaherz|work> bits of
picks & axes & shears sticking outç
L967[08:32:43] <gigaherz|work> -ç
L968[08:32:56] <MalkContent> thought about
that, but since the thing turns into the tools, I'd like something
that is at least attached to it
L969[08:33:18] <MalkContent> I could try
just giving it an overexplanatory name
L970[08:33:40] <MalkContent> that someone
with no skill in naming stuff would give a multitool if it wasn't
already names as such
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L972[08:34:59] <MalkContent> like
"Thaumaturges Miraculous Modular Folding Utensil"
L973[08:35:34] <Subaraki> so, no more
BaseModel item models ? right, only json ?
L974[08:35:42] <MalkContent> and then
animate the item icon so it looks less like a pair of pliers
L975[08:36:01] <Subaraki> how do you
animated something with json ?
L976[08:36:10] <MalkContent> i have no
idea
L977[08:36:23] <MalkContent> probably look
at enchantment effect code for that
L978[08:37:06] <MalkContent> custom item
renderer a thing again yet, btw?
L979[08:37:14] <Subaraki> no idea
L980[08:37:29] <Subaraki> custom item
(iitemrenderer) has been removed for a while now
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L982[08:38:24] <MalkContent> ik
L983[08:38:26] <Subaraki> so apperantly
only json and obj files are a thing you can load in
L984[08:38:46] <Subaraki> but that doesnt
allow me to render and animate it as freely as i used to, as far as
i know
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L986[08:39:25] <BordListian> you could
probably animate a model if you implement a custom model
L987[08:39:31] <BordListian> IModel or
whatever it was
L988[08:39:41] <BordListian> *animate an
item
L989[08:40:33] <Subaraki> i'm just puzzled
as to how or why people hate the ModelBase so much :/
L990[08:40:40] <Subaraki> ive always liked
them very much
L991[08:41:02] <BordListian> ...they
do?
L992[08:41:15] <MalkContent> that'd be
news to me
L993[08:41:41] <Subaraki> yeah, that's why
IItemRender got removed in the first place
L994[08:41:47] <Ordinastie_> oh, the
disappointment :(
L995[08:42:00] <Ordinastie_> I bought a
pack of Chupa Chups, they're "mini" :x
L996[08:42:00] <Subaraki> because
ModelBase and all the like is funky, from what I heard
L997[08:42:14] <Subaraki> candy's not good
for you Ordinastie_ xD
L998[08:42:20] <Subaraki> so it doesnt
matter :P
L999[08:42:27] <Subaraki> now you'll only
get tiny hole in your teeth ^^
L1000[08:43:12] <Ordinastie_> damn, what
are those ? lolipops for ants? :x
L1001[08:43:42] <Ordinastie_> 30 units =
180g
L1002[08:43:44] <Ordinastie_> wtf
L1003[08:43:57] <Subaraki> lol
L1004[08:44:01] <BordListian> the tips
are made from aerogel
L1005[08:44:32] <Ordinastie_> doesn't
really matter, I can't even open them :/
L1006[08:45:49] <Ordinastie_> looks like
I'm spending more time opening them than eating them
L1007[08:46:22] <MalkContent> haha
L1008[08:46:34] <MalkContent> chupa chups
packages still so hard to open?
L1009[08:46:48] <Ordinastie_> well, I'm
still on it...
L1010[08:47:01] <MalkContent> man i
haven't eaten any of those in ages
L1011[08:47:10] <Ordinastie_> me
too
L1012[08:47:13] <MalkContent> and now a
craving has awoken
L1013[08:47:15] <Ordinastie_> well, still
haven't actually
L1014[08:47:24] <MalkContent> so this is
how recovered addicts feel like
L1015[08:47:55] <MalkContent> :D
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L1017[08:48:28] <Ordinastie_> well, fuck
me, I can't open it
L1018[08:48:34] <Ordinastie_> I'll have
to get scisors
L1019[08:49:40] <MalkContent> i'd get on
my bike for some sweet chupa chups
L1020[08:49:46] <MalkContent> but i have
no idea where to get them
L1021[08:49:54] <Ordinastie_> hum,
strawberry
L1022[08:50:00] <MalkContent> pretty sure
the stores in the vincinity don't carry them
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L1024[08:51:54] <Subaraki> anyone in here
made a titorual for model bakery ?
L1025[08:52:37] <howtonotwin> Check
willie's gists for the rendering primers
L1026[08:52:58] <howtonotwin> You prob
want the 1.8 primer and the 1.8 -> 1.9 one
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L1030[08:55:53] <gigaherz|work> Subaraki:
what do you need the model bakery for?
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L1033[08:56:38] <Subaraki> i dont know,
trying to figure out how to make custom 3d items with something
that is not ModelBase
L1034[08:56:48] <sweetpi> Anyone familiar
using PathNavigateClimber with EntityAIFollowOwner? My Tameable is
spinning around flipping out trying to get exactly where I am, like
its ignoring the follow limits.
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L1036[08:59:44] <gigaherz|work> Subaraki:
ModelLoader.setCustomModelResourceLocation, and a model json
file
L1037[08:59:53] <gigaherz|work> call the
ModelLoader method from pre-init
L1038[09:00:25] <gigaherz|work> the mrl
shoudl be like new ModelResourceLocation(item.getRegistryName(),
"inventory");
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L1047[09:09:51] <Subaraki> i'm really
just looking for an excuse to re-use my old ModelBase models
._.
L1048[09:10:07] <Subaraki> I still dont
feel like remodeling all of them x)
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L1055[09:19:32] <Ordinastie_> meh, the
apple one doesn't taste really good :(
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L1061[09:22:43] ***
kroeser|away is now known as kroeser
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L1070[09:27:23] <BordListian>
TileEntitySkullRenderer.SyntheticClass_1.field_178458_a[p_renderSkull_4_.ordinal()]
L1071[09:27:33] <BordListian> very
helpful lmao
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L1073[09:28:11] <Ordinastie_>
BordListian, that's how enum switches are compiled
L1074[09:28:38] <BordListian> i'm
aware
L1075[09:28:49] <BordListian> but in this
case i have 0 hints as to what it should be :P
L1076[09:29:18] <LatvianModder> orly? it
just converts enums to ordinals?
L1077[09:29:20]
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L1078[09:29:28] <howtonotwin> Well,
doesn't it just mean that you have a value that doesn't have an
entry in the table?
L1079[09:29:50] <sham1> o/
L1080[09:29:53] <BordListian> uh no
lat
L1081[09:30:05] <LatvianModder> still
much faster than if(enum == Enum.1) {} else if(enum == Enum.2) {},
right? switch iirc was much faster (and much nicer looking
too)
L1082[09:30:13] <BordListian> it puts the
integer value of the enum into an array
L1083[09:30:17] <BordListian> and
switches the result
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L1085[09:30:32] <BordListian> so i'm
assuming that it's gonna be HORIZONTALS
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L1087[09:32:35] <BordListian> ugh
L1088[09:32:42] <sham1> What's this talk
about switch vs if
L1089[09:32:52] <BordListian>
TileEntitySkullRenderer.SyntheticClass_1.field_178458_a[p_renderSkull_4_.ordinal()]
L1090[09:32:55] <howtonotwin> Enum
switches and how they compile
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L1093[09:34:08] <sham1> Well, switches do
look sligthly better
L1094[09:34:36] <BordListian> pretty sure
switches are tail call optimized or whatever they called it
L1095[09:34:36] <sham1> There probably is
not too much of a difference when it comes down to it
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L1097[09:34:59] <sham1> How would they be
tail-call optimised
L1098[09:35:05] <BordListian> no
idea
L1099[09:35:14] <sham1> switches are not
recursive :C
L1100[09:35:22] <BordListian> i am like
psiduck
L1101[09:35:55] <sham1> so a Ψduck
L1102[09:36:37] <BordListian> float f =
1.4E-45F;
L1103[09:36:41] <BordListian> all of this
just makes me so happy
L1104[09:36:44] <howtonotwin> Switches
are fast because sometimes they literally index into an array of
addresses then jump into that address btw
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L1107[09:37:27] <sham1> Well, enums could
represent integers a la C
L1108[09:37:31] <howtonotwin> Minimum val
for a float ^
L1109[09:37:37] <sham1> but they
don't
L1110[09:37:41] <sham1> AFAIK
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L1112[09:37:50] <primetoxinz> can IModel
work with items?
L1113[09:37:53] <howtonotwin> They do, in
a way, Enum#ordinal
L1114[09:38:03] <BordListian> yes
primetoxinz, pretty sure it can
L1115[09:38:19] <sham1> ...
L1116[09:38:23] <sham1> Good point
L1117[09:39:07] <howtonotwin> On the
topic of compilation, apparently you can access protected members
from outside subclasses by byte modification?
L1118[09:39:16] <howtonotwin> Scala 2.12
seems to be doing that
L1119[09:39:22] <sham1> But I can't just
do arr[EnumFoo.BAR] or whatever. I need the ordinal call
L1120[09:39:24]
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L1121[09:40:12] <sham1> You can reflect
to them since ever
L1122[09:40:16] <howtonotwin> No
L1123[09:40:28]
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L1124[09:40:29] <BordListian> somebody
brought up in a thread about lua sandboxing that you can write a
lua script that can manipulate specific bytes in memory
L1125[09:40:31] <sham1> Yes
L1126[09:40:31] <howtonotwin> The
bytecode is literally getfield <protected field>
L1127[09:40:34] <BordListian> that was
pretty silly
L1128[09:40:51] <howtonotwin> from an
interface's static method
L1129[09:41:02] <howtonotwin> totally
unrelated to the base class
L1130[09:41:16] <howtonotwin> and it's
accessing the protected field like no one's business
L1131[09:41:21] <Ordinastie_> no AT
involved ?
L1132[09:41:29] <howtonotwin> nope
L1133[09:41:34] <howtonotwin> pure Scala
+ Java
L1134[09:41:46] <howtonotwin> But it
needs Scala 2.12
L1135[09:41:52] <howtonotwin> to compile
normally
L1136[09:41:54] <Ordinastie_> meh, fuck
scala
L1137[09:42:54]
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L1138[09:43:00] <sham1> Why so
L1140[09:43:33] <howtonotwin> compiles
and runs just peachy
L1141[09:44:10] <Ordinastie_> if you
extend Base, sounds normal
L1142[09:44:14]
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L1143[09:44:18] <howtonotwin> Traits are
interfaces
L1144[09:44:27] <sham1> and?
L1145[09:44:29] <howtonotwin> interfaces
do not do extending
L1146[09:44:32] <howtonotwin> Base is a
class
L1147[09:44:37] <howtonotwin> interfaces
can't extends classes
L1148[09:44:57] <howtonotwin> Bytecode
says no subtyping relationship
L1149[09:44:57] <sham1> Traits are not
interfaces
L1150[09:45:02]
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L1151[09:45:06] <sham1> Well
L1152[09:45:11] <sham1> Not just
interfaces
L1153[09:45:13] <howtonotwin> there is a
literally "checkcast Base" in there
L1154[09:45:18]
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L1155[09:45:33] <howtonotwin> With
default methods and statics they are now
L1156[09:46:01] <howtonotwin> There is no
Trait$class or anything, just {Base,Trait,Sub}.class
L1157[09:46:09] <Ordinastie_>
howtonotwin, the fact that you say extends Base, means you have to
apply that trait to that class, that's why you can access the
protected
L1158[09:46:10]
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L1159[09:46:21] <howtonotwin> But the
bytecode doesn't know that, does it?
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L1161[09:47:17] <howtonotwin> The
bytecode shows that there is no relationship between Trait and
Base. They are totally separate from Java's viewpoint
L1162[09:47:29] <diesieben07> Are they in
the same package? :D
L1163[09:47:36] <sham1> Oh
L1164[09:47:40] <sham1> here we go
L1165[09:47:43] <howtonotwin> yes
L1166[09:47:47] <howtonotwin> derp
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L1172[09:51:02] <howtonotwin> Sanity is
restored!
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L1174[09:51:49] <sham1> not really
L1175[09:52:08] <sham1> protected should
not leak to package
L1176[09:52:35] <diesieben07> that it's
definition
L1177[09:52:36] <diesieben07>
somewhat
L1178[09:52:53] <sham1> But why
L1179[09:52:58] <diesieben07> idk
L1180[09:53:01] <sham1> Why Sun
L1181[09:53:13] <sham1> Why you do
this
L1182[09:53:26] <howtonotwin> Because
packages delimit things that go together? And they might want to
work with each other's internals? IDK
L1183[09:53:32] <MalkContent>
¯\_(ツ)_/¯
L1184[09:53:40] <diesieben07> thats why
package-private exists though
L1185[09:53:59] <howtonotwin> Yes, but
then subclasses can't touch it
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L1187[09:54:03] <diesieben07> hrm
yeha
L1188[09:54:03] <Subaraki> wtf is this
json shit texture ??
L1189[09:54:05] <diesieben07> thats
probably why
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L1192[09:54:17] <Subaraki> or is it the
editor that only allows me square textures ?
L1193[09:54:29] <Subaraki> i used to have
a full texture file, liek for entities
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L1195[09:55:00] <howtonotwin> Texture's
must be a multiple of 16x16, so yes they must be square
L1196[09:55:25] <sham1> Well, any power
of two should be good
L1197[09:55:32] <sham1> as long as it is
square
L1198[09:55:49] <howtonotwin> The game
stitches all textures into one big atlas at init
L1199[09:56:08] <sham1> I know
L1200[09:56:36] <howtonotwin> I wasn't
talking to you :P
L1201[09:56:47] <Subaraki> like really ?
so even if i'm making an item
L1202[09:56:54] <Subaraki> that is twice
as big as the player ??
L1203[09:57:16] <Subaraki> this doesnt
make any sense
L1204[09:57:24] <Subaraki> i dont need to
make 6 textures for one item ?!
L1205[09:57:40] <Subaraki> this si
ridiculous
L1206[09:57:40] <sham1> Anyway, IMO if a
class in package needs to access a protected method, why not use
package-private accessors
L1207[09:57:50] <sham1> Or a
friend-system
L1208[09:57:52] <diesieben07> written by
the programmer?
L1209[09:57:59] <diesieben07> the
accessors
L1210[09:58:14]
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L1211[09:58:17] <sham1> Well yah
L1212[09:58:21]
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L1216[10:01:23] <sham1> If you have these
helper classes in your package that need to access your
pŕivates
L1217[10:01:35] <diesieben07> that is
really ugly :D
L1218[10:02:26] <sham1> True
L1219[10:02:26]
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L1220[10:02:43] <sham1> But then
protected would make some kind of sense
L1221[10:03:58] <primetoxinz> anyone know
of an example of using IModels for items?
L1222[10:04:14]
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L1223[10:04:17] <sham1> By using a
IBakedmodel with an item
L1224[10:04:24] <primetoxinz> yeah
L1225[10:04:25] <primetoxinz> I
know
L1226[10:04:54]
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L1227[10:04:54] <sham1> So, what do you
need an example for
L1228[10:05:11] <primetoxinz> because it
doesn't work and I wanted to look at a working version to see what
I'm missing
L1229[10:05:47] <sham1> post code
L1230[10:06:14] <primetoxinz> it's very
crude right now, I'm gonna try some other stuff first
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L1236[10:10:23] <BordListian> you could
look at Immersive Engineering, primetoxinz
L1237[10:10:35] <primetoxinz> oh, true.
thanks
L1238[10:10:36] <BordListian> they use
obj models tho
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L1240[10:10:51] <primetoxinz> might be
close enough
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L1242[10:11:24] <BordListian>
*shrugs*
L1243[10:11:35] <primetoxinz> you know
the bark in bwm?
L1244[10:11:49] <primetoxinz> I'm trying
to dynamically add it for all woods
L1245[10:11:49] <BordListian> ye?
L1246[10:11:54] <BordListian> oh
L1247[10:12:00] <primetoxinz> and I don't
want to have to make a model for each
L1248[10:12:02] <BordListian> you mean
just the texture?
L1249[10:12:08] <primetoxinz> yep
L1250[10:12:12] <BordListian> make a
custom layer?
L1251[10:12:18] <primetoxinz> huh?
L1252[10:12:24]
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L1253[10:12:31] <BordListian> lemme see
if that's what i should be talking about
L1254[10:13:11] <primetoxinz> all I
really need is a way to get a block texture and apply it to an item
model
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L1262[10:18:48] <BordListian> kinda looks
like you need a custom model loader
L1263[10:18:54] <BordListian> dunno
tho
L1264[10:19:00] <primetoxinz> yeah, I
have one
L1265[10:19:03] <BordListian> ah
L1266[10:19:08] <BordListian> did you
register it?
L1267[10:19:09] <primetoxinz> just
doesn't work still
L1268[10:19:11] <primetoxinz> yep
L1269[10:19:29] <primetoxinz> I've done
one before, just not for items
L1270[10:20:20] <BordListian> hm
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L1272[10:20:28] <BordListian> items have
that weird :inventory after their resource location
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L1282[10:29:37] <primetoxinz> found that
I can look at DynBuckets BordListian
L1283[10:29:49] <primetoxinz> kinda
similar
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L1285[10:31:37] <BordListian> pretty damn
similar actually
L1286[10:31:41] <primetoxinz> yeah
L1287[10:31:50]
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L1290[10:36:25] <vox> wow
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L1292[10:36:45] <vox> Ordi: Jirayah was
*not* kidding when he said MalisisCore was spaghetti
L1293[10:36:57] <Ordinastie_> humpf
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L1295[10:37:13] <BordListian> I can't
believe that Ordinastie_ is the great papyrus
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L1299[10:40:01] <Ordinastie_> vox, go to
#malisis and develop :)
L1300[10:42:34]
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L1302[10:45:42] <howtonotwin> On the
readthedocs page, the concepts category is at the very bottom of
the list. Since these are core concepts, should they be moved up to
e.g. between getting started and blocks?
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L1304[10:46:41] <diesieben07> yep i
agree
L1305[10:46:54] <diesieben07> and while
we are at that, we could merge Events into Concepts
L1306[10:47:23] <gigaherz> howtonotwin:
PR to the docs repo? ;P
L1307[10:47:27] <howtonotwin> PR time I
guess :P
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L1320[10:57:55] <vox> Man
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L1322[10:58:14] <vox> Ordi's GUI system
is super nice but it's got all of this other junk attached that I
don't want
L1324[10:58:28] <Ordinastie_>
"junk" :'(
L1325[10:58:37] <vox> I mean, it has no
use for me :P
L1326[10:59:12] <Ordinastie_> you don't
use everything from Forge either
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L1328[10:59:30] <vox> True
L1329[10:59:47] <vox> But like, I'm
really not a fan of having a coremod if I'm not going to use
it
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L1331[11:00:22] <Ordinastie_> on the
other hand, you mod is not a coremod :p
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L1333[11:00:51] <vox> That's definitely
true
L1334[11:00:57] <Ordinastie_> why does it
matter for you that the lib is a coremod ?
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L1336[11:01:53] <howtonotwin>
diesieben07: I don't think Events should be merged into Concepts,
they just don't seem to fit together.
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L1338[11:02:48] <howtonotwin> What we
could do is note that if you wish to add behavior to vanilla
classes, instead of coremodding them, register an eventhandler, but
a full on merge just seems wrong.
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L1345[11:13:06] <Subaraki> if i provide a
model.json, what pat his the texture looking for ? in models/items
?
L1346[11:13:08] <Subaraki> or just items
?
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L1350[11:19:27] <Keridos> hm is
onblockactivated only called clientside?
L1351[11:19:31]
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L1352[11:19:40] <Ordinastie_> no
L1353[11:20:26] <Keridos> i currently
have this and test this in singleplayer, apparently the the else if
at line 9 never gets called serverside
L1354[11:20:27]
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L1356[11:20:59] <diesieben07>
howtonotwin, are events not concepts? D
L1357[11:21:06] <diesieben07> or a
concept, rather?
L1358[11:21:24] <howtonotwin> They are,
but so are networking, blocks, and blockstates
L1359[11:21:46] <diesieben07> yes but
networkign is a bigger topic with it's own sub categories
L1360[11:21:50] <howtonotwin> Concepts
should be for core concepts, like sidedness, or (I'm working on it)
singletons
L1361[11:21:58] <Ordinastie_> Keridos,
use a debugger
L1362[11:22:12] <sham1> Well events are a
core consept
L1363[11:22:15] <gigaherz> well
"events" are more concrete than concepts, imo
L1364[11:22:23] <gigaherz> they are an
actual thing that you work with
L1365[11:22:36] <gigaherz> while sides is
just something abstract
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L1367[11:22:51] <sham1> They be
callbacks
L1368[11:23:08] <gigaherz> I'm ok wiht
events being in the concepts category, but they are also distinct
things ,P
L1369[11:23:18]
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L1370[11:23:35] <diesieben07>
howtonotwin, singletons don't belong in the forge docs.
L1371[11:23:39]
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L1372[11:23:59] <howtonotwin> More about
how Items, Blocks and basically everything else has to be a
singleton
L1373[11:24:02] <sham1> THey are a
general programming consept
L1374[11:24:06]
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L1375[11:24:07] <gigaherz> howtonotwin:
if the concept can be found in a java tutorial, then it doesn't
belong in the forge docs ;P
L1376[11:24:13] <sham1> THey don't have
to be
L1377[11:24:35] <sham1> You just have a
one instance per type of block
L1378[11:24:50] <sham1> Like you can have
multiple different blocks from one class
L1379[11:25:03] <diesieben07> basically
what you need to understand that the block class does not represent
a block in the world
L1380[11:25:06] <sham1> Which means that
they don't have to be singletons
L1381[11:25:07] <diesieben07> it
represents a TYPE of block.
L1382[11:25:14] <sham1> ^
L1383[11:25:15] <howtonotwin> Renaming
ahoy!
L1384[11:25:21] <gigaherz> Block is the
handler class for all the placed blocks in the world grid
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L1386[11:25:30] <sham1> 3d matrix
L1387[11:26:00] <gigaherz> and only the
4bit metadata is stored in the world grid, not the full
blockstate
L1388[11:26:09] <gigaherz> those are the
basic "gotchas" of blocks ;p
L1389[11:26:40] <howtonotwin> I do
believe people are going to be majorly confused once they see that
Block object != block in world, so I'm making a page for it, but I
have to figure out a better name
L1390[11:26:41] <sham1> at least until we
get rid of metadata for good
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L1392[11:27:32] <Necr0> sham1: are there
plans to ditch metadata?
L1393[11:27:34] <sham1> I really wish RTD
also supported org-mode docs
L1394[11:27:38] <sham1> Yes
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L1396[11:27:54] <sham1> well, I can
always export to markdown
L1397[11:27:54] <diesieben07> 12 bit
blockId + 4 bits meta will become a 16 bit stateID
L1398[11:27:57] <diesieben07> or
something like that.
L1399[11:28:51]
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L1400[11:29:06] <sham1> And that's just
for savable properties
L1401[11:29:30] <diesieben07> Yeah
L1402[11:30:15] <sham1> I really wonder
how many properties one can use in total with stuff like
getActualState
L1403[11:30:47] <diesieben07> well, until
you run out of ram :P
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L1405[11:31:37] <howtonotwin> Infinite, I
think, there is nothing that depends on the max size of the
list
L1406[11:32:11] <howtonotwin> You might
be able to test it by having a PropertyInteger that has more than
MAX_VALUE properties
L1407[11:32:13] <sham1> And then there is
the whole thing of how do I tell what property is saved on the disc
vs what is dynamic
L1408[11:32:19] <howtonotwin> *properties
-> values
L1409[11:32:58] <sham1> Also, I wonder
what happens to old worlds
L1410[11:33:11] <diesieben07> not
much
L1411[11:33:19] <diesieben07> meta and id
are already munched together
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L1413[11:33:54] <sham1> But in terms of
backwards compatibility
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L1415[11:34:26] <diesieben07> mojang will
have a list of hardcoded IDs
L1416[11:34:27] <diesieben07> as they do
:D
L1417[11:34:34] <diesieben07> forge? no
idea.
L1418[11:35:06] <sham1> Well, that will
be lex's headache anyway, so...
L1419[11:35:18] <diesieben07> :D
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L1424[11:39:29] <sham1> Anyway, I have
tried to become better at touch typing
L1425[11:39:30]
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L1426[11:39:42] <sham1> And it is
hard
L1427[11:39:46] <diesieben07> are you
using that in the "not look at the keyboard" sense?
L1428[11:39:51] <diesieben07> or in the
"use the official method" sense?
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L1430[11:40:24] <sham1> The one where I
use ten fingers and seldom look at the keys
L1431[11:40:54] <diesieben07> so left
hand asdf right hand jklö (or whatever that is for your
keyboard)
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L1433[11:41:05] <sham1> Exactly the
same
L1434[11:41:14] <diesieben07> yeah so the
"official" method
L1435[11:41:21] <Subaraki> is there no
way of editing the position of a json file in debug ?
L1436[11:41:30] <diesieben07> because
personally I do not look at the keyboard, but i don't have my hands
like that
L1437[11:42:18]
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L1438[11:42:28] <sham1> Also, I have
noticed that every non English QWERTY keyboard sucks as far as
programming is concerned
L1439[11:42:31] <Subaraki> ^ i can agree
with diesieben on that
L1440[11:42:43] <Subaraki> what do you
mean ? ._.
L1441[11:42:43] <diesieben07> it sure
does
L1442[11:42:48] <diesieben07> {} are
stupid
L1443[11:42:53] <Subaraki> i think it's
pure habit ....
L1444[11:43:01] <diesieben07> i am pretty
quick at them now but still
L1445[11:43:15] <diesieben07> i use thumb
on AltGr and then my middle finger
L1446[11:43:19] <diesieben07> which is
absolutely retarded :D
L1447[11:43:34] <Subaraki> what's wrong
with alt-gr 4 adn alt gr two touches right of 0 for {} ?
L1448[11:43:49] <Ordinastie_>
s/touches/keys/
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L1451[11:44:05] <Subaraki> sorry
._.
L1452[11:44:13] <Subaraki> my bad
x)
L1454[11:44:21] <sham1> This
L1455[11:44:38]
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L1456[11:44:43] <diesieben07> eh my index
finger is too small for that Subaraki
L1457[11:44:51] <howtonotwin> You can
edit the JSON and then reload the resourcepack with F3+T
L1458[11:44:52] <sham1> too many
important programming chars under ALT GR
L1459[11:44:56] <diesieben07> yep.
L1460[11:44:57] <Subaraki> first hand on
four
L1461[11:45:07] <diesieben07> on four?
what?
L1462[11:45:13] <Subaraki> thumb middle
finger for }
L1463[11:45:25] <Subaraki> and thumb
first hand index to typ {
L1464[11:45:33] <Subaraki> whatever
._.
L1465[11:45:39] <diesieben07> oh two
hands
L1466[11:45:40] <diesieben07> noooo
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L1468[11:45:48] <diesieben07> thats way
too much movement on the left hand :D
L1469[11:45:48] <Subaraki> ive got a hard
time typing with a qwerty, but thats pure habit
L1470[11:45:53] <sham1> Like parens are
easilly reachable with shift and all
L1471[11:46:08] <sham1> But bracets or
braces are a pain
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L1473[11:46:25] <sham1> Also, not having
a right Alt key also annoys
L1474[11:47:03] <Subaraki> is there an
alt key on the right on some keyboards ?
L1475[11:47:08] <sham1> Yes
L1476[11:47:15] <sham1> US QWERTY for
instance
L1477[11:47:26]
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L1478[11:47:30] <diesieben07> because
they don't need altGr
L1479[11:47:41] <Necr0> i would love to
use the qwerty layout but since i have to write german sometimes i
couldn't type äöüß.
L1480[11:47:52] <Koward> Guys, I have
seen two ways Decorator are done for mods, first the standard way
(extend, keep a ref and delegate) and a special NBT way (extend,
get NBT, write NBT on itself). Which would be the recommended way
?
L1481[11:48:09] <Subaraki> afaik, i dont
have the ringle ss either
L1482[11:48:15] <Subaraki> but my
keyboard's french
L1483[11:48:16] <Subaraki> so yeah
L1484[11:48:20] <Koward> Would simple
delegation cause problem when writing data ?
L1485[11:48:23] <sham1> ß
L1486[11:48:28] <Subaraki> ß
L1487[11:48:31] <Subaraki> .3.
L1488[11:48:33] <Necr0> ß
L1489[11:48:34] <sham1> I get that from
Alt GR + s under x11
L1490[11:48:38] <sham1> å
L1491[11:48:45] <diesieben07> i have a
dedicated key for it lol
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L1493[11:48:50] <diesieben07> and ? is
shift-that key
L1494[11:48:58] <Subaraki> shift
comma
L1495[11:48:59] <Subaraki> ?
L1496[11:49:00] <sham1> While I can get ü
by using a grave key
L1497[11:49:00] <Subaraki> ,
L1498[11:49:37] <sham1> well, obviously a
german keyboard would have a key for a german letter diesieb
L1499[11:49:38] <Subaraki> i need to
trema my uh.. hwat are they called ? with shift, some touch
L1500[11:49:45] <diesieben07> yes yes
:D
L1501[11:49:46]
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L1502[11:49:48] <Subaraki>
*$$**$*$ù$ù$$*
L1503[11:49:49] <Subaraki> *$
L1504[11:49:49] <Subaraki> *
L1505[11:49:49] <Subaraki> *
L1506[11:49:53] <Subaraki> oops ._.
L1507[11:49:56] <Subaraki> cat ._. sorry
!
L1508[11:50:00] <diesieben07> LOL
L1509[11:50:07] <sham1> while I have
thiss completely useless Å on my keyboard
L1510[11:50:33] <sham1> I don't even
write Swedish ever, why do I need this
L1511[11:52:01] <Subaraki> anyway, back
to the questions ... how would i go about debugging and
scaling/offsetting my custom item model ?
L1512[11:52:17] <Subaraki> can i force a
reload of the json model ?
L1513[11:52:20]
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L1514[11:52:22] <sham1> Yes
L1515[11:52:30] <Necr0> F3+T
L1516[11:52:34] <sham1> Under IDEA you
also have to make the project
L1517[11:52:34]
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L1518[11:52:41] <sham1> Before doing
F3+T
L1519[11:52:55] <Subaraki> make the
project ?
L1520[11:52:59] <Ordinastie_> for
eclipse, you might need to refresh the project if you edit the file
with an external program
L1521[11:53:09] <Subaraki> nah, i edit it
with eclipse
L1522[11:53:35] <Necr0> then you can just
save the file and press F3+T
L1523[11:53:43] <sham1> Have any of you
ever used JDB
L1524[11:54:10] ***
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L1525[11:54:13] <sham1> The java debugger
shipped with the JDK
L1526[11:54:26]
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L1527[11:54:49] <diesieben07> uh
L1528[11:54:54] <diesieben07> you use it
when you use Intellij
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L1531[11:55:04] <sham1> Ah
L1532[11:55:06] <diesieben07> its nto
really a debugger
L1533[11:55:10] <diesieben07> its more
like an API for debuggers afaik
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L1535[11:55:23] <diesieben07> which lets
you read local vars, set breakpoints and write to memory
L1536[11:55:43] <sham1> It also is a
simple terminal debugger
L1537[11:55:49] <diesieben07> ah
L1538[11:55:51]
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L1539[11:55:52] <sham1> Kind of like
GDB
L1540[11:55:58] <diesieben07> but any of
the crazy stuff like "evaluate expression" is intellij
magic :D
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L1542[11:56:11] <diesieben07> they
basically have a java interpreter for that o.O
L1543[11:56:19] <sham1> O_O
L1544[11:56:23] <diesieben07> yep.
L1545[11:56:44] <sham1> And folks, this
is before java9
L1546[11:57:22]
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L1547[11:57:34] <sham1> the release with
a REPL because apparently REPLs are the new and hip thing
L1548[11:57:46] <sham1> Thank you Python
and Ruby and Node
L1549[11:57:51] <Subaraki> what's a
double quoted property name ... ?
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L1552[11:59:24] <sham1> Is it the
textures line
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L1554[11:59:47] <Subaraki> no idea
L1555[11:59:49] <sham1> Also, what is
that indentation
L1556[11:59:59] <Subaraki> i dont know
how to count those lines and collumns ._.
L1557[12:00:02] <sham1> You have line
numbers, don't you
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L1559[12:01:02] <Subaraki> i had to
delete the comma ...
L1560[12:01:04] <Subaraki>
<_<
L1561[12:01:33] <sham1> :P
L1562[12:01:43] <sham1> JSON can be quite
picky
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L1565[12:03:02] <howtonotwin>
jsonlint.com is your friend
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L1570[12:03:42] <sham1> Or an editor that
knows how to lint JSON
L1571[12:03:42] <Keridos> Ordinastie_: i
debugged it that is the thing, world.isRemote in my
onBlockActivated is always true
L1572[12:04:18] <Ordinastie_> the start
the debugging earlier
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L1574[12:05:22] <Ordinastie_> *then
L1575[12:05:38]
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L1577[12:08:47] <Necr0> iirc
onBlockActivated will only be channeled to the server when it
return true on the client side
L1578[12:09:50] <Necr0> Keridos : do you
return true on the remote side?
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L1588[12:19:06] <diesieben07> idiots
always find a way to be stupid... argh
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L1590[12:20:15] <sham1> TLDR: Waah,
effort
L1591[12:20:29] <diesieben07> no no
L1592[12:20:54] <diesieben07> that
specific post is linking code where people directly render using GL
inside IPerspectiveAwareModel::handlePerspective
L1593[12:20:58] <diesieben07> and it
makes me mad
L1594[12:21:25] <sham1> Wait
L1595[12:21:26] <sham1> Wat
L1596[12:21:36]
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L1597[12:21:48] ***
kroeser is now known as kroeser|away
L1598[12:21:52] <sham1> How is that even
possible
L1600[12:22:54]
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L1602[12:23:53] <diesieben07> god it
makes me mad
L1603[12:24:00]
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L1604[12:24:06] <sham1> I'm dying right
now
L1605[12:25:14]
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L1606[12:25:29] <Ordinastie_>
diesieben07, what's wrong with the second link ?
L1607[12:25:42] <diesieben07>
ItemModelMesher usage plus the comment
L1608[12:26:13]
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L1610[12:26:43] <sham1> One should
register renderers at preinit
L1611[12:26:54] <sham1> also, name
substringing
L1612[12:26:59] <diesieben07> that.
L1613[12:27:01] <sham1> How am I not
surprised
L1614[12:27:07] <Ordinastie_> yeah,
substring
L1615[12:27:26] <sham1> REgistrynames
were added for a reason
L1616[12:27:34]
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L1617[12:29:21] <sham1> But people do
dumb shit because reasons
L1618[12:29:25]
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L1619[12:29:52] <Ordinastie_> pretty sure
it's been said the same for me, so... :p
L1620[12:29:54]
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L1621[12:30:06] <diesieben07> ordi yours
is less bad than that
L1622[12:30:10] <diesieben07> at least
you are not abusing APIs
L1623[12:30:30] <diesieben07> yes you're
coremodding but... thats bad in a different direction :D
L1624[12:30:54] <Ordinastie_> I just want
hooks to feed VertexData directly into the buffer :(
L1625[12:30:54] <sham1> It's a different
brand of bad
L1626[12:32:04] <gigaherz> Ordinastie_:
doesn't vertexbuffer have .addVertexData?
L1627[12:32:37] <Ordinastie_> yes, but no
proper time to call it unless you hook in yourself
L1628[12:32:39]
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L1629[12:32:41] <diesieben07> uhhh
L1630[12:32:46] <diesieben07> isnt
getQuads exactly that?
L1631[12:32:51] <diesieben07> "gimme
the vertex data"
L1632[12:33:05] <gigaherz> yes, although
it has each quad's data separately, which annoys me ;p
L1633[12:33:27] <gigaherz> woudl be much
better for caching to be able to give the tesellator a whole
model's worth of vertex data at once
L1634[12:33:29] <Ordinastie_> and then
those quads are further processed by MC
L1635[12:34:14]
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L1636[12:34:14] <gigaherz> althouhg you
could have a custom BakeQuad with a whole model's worth of data in
it
L1637[12:34:15] <gigaherz> XD
L1638[12:34:41] <Ordinastie_> but that's
just another hackery on top of the models
L1639[12:35:08] <gigaherz> ah no you
can't
L1640[12:35:19] <gigaherz> it will put
all your quads on a BakedQuadRetextured
L1641[12:35:33] <gigaherz> which has a
hardcoded loop of 4
L1642[12:35:59] ***
kroeser|away is now known as kroeser
L1643[12:36:22] <sham1> Damn that
hardcoding
L1644[12:36:26]
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L1645[12:37:18] <gigaherz> da fuq is
this
L1646[12:37:26] <gigaherz>
this.vertexData[j + uvIndex] =
Float.floatToRawIntBits(this.texture.getInterpolatedU((double)this.sprite.getUnInterpolatedU(Float.intBitsToFloat(this.vertexData[j
+ uvIndex]))));
L1647[12:37:27] <gigaherz>
this.vertexData[j + uvIndex + 1] =
Float.floatToRawIntBits(this.texture.getInterpolatedV((double)this.sprite.getUnInterpolatedV(Float.intBitsToFloat(this.vertexData[j
+ uvIndex + 1]))));
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L1649[12:37:48] <gigaherz> it decodes ...
de-interpolates... interpolates... and encodes
L1650[12:37:51] <gigaherz> no processing
whatsoever
L1651[12:38:21] <gigaherz> oh wait
L1652[12:38:23] <gigaherz> one's
this.texture
L1653[12:38:26] <gigaherz> the other is
this.sprite
L1654[12:38:43] <gigaherz> ehhh
L1655[12:38:47] <gigaherz> that's the
wrong place
L1656[12:38:51] <gigaherz> no wonder this
didn't make sense
L1657[12:40:33] <gigaherz> ugh
L1658[12:40:36] <gigaherz> dunno why I
look there
L1660[12:40:41] <gigaherz> minecraft's
model stack is horrible.
L1661[12:41:45] <sham1> The fuck is
that
L1662[12:42:07]
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L1663[12:42:12] *
Waterpicker pops into exsitance.
L1664[12:42:50]
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L1665[12:43:32] <sham1> TIL one's
existance beings when they join IRC
L1666[12:43:37] <sham1> What happens if
they disconnect
L1667[12:44:14] <Ordinastie_> dreamless
sleep
L1668[12:44:22] <sham1> Or are they like
quantum fluctuations that pop in and out to/from existance
L1670[12:44:32] <howtonotwin> :P
L1671[12:45:34] <MalkContent> one can not
disconnect irc. leaving one irc merely means one joins
another
L1672[12:45:35] <sham1> All your rowling
is belong to us
L1673[12:46:13] <howtonotwin> Somebody
set us up the conscious
L1674[12:46:34] <raoulvdberge> Did
something change with Item.REGISTRY?
L1675[12:46:49] <sham1> I still don't get
how they fucked up the translation that resulted in "all your
base are belong to us"
L1676[12:47:05] <sham1> what do you
mean
L1677[12:47:30] <MalkContent> o man. it's
been some time since i watched all your base are belong to us
L1678[12:47:49] <MalkContent> i didn't
know that "mmmm watchu say" meme the last time
L1679[12:47:54] <MalkContent> made me
crack up
L1680[12:48:22] <sham1> And the fact that
the translation error was in the EUROPEAN release
L1681[12:48:51]
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L1682[12:48:52] <sham1> Also "We get
signal"
L1683[12:49:16] <sham1> "What you
say"
L1684[12:49:39] <sham1> Also, if I have
no change to survive, how do I make time
L1685[12:50:03]
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L1687[12:51:26] <sham1> The translation
is awfuk
L1688[12:51:47]
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L1692[12:57:16] <sham1> Like seriously.
How does one fuck up the translation that bad
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L1695[13:02:02] <BordListian> you know,
the capital I Interface naming scheme really invites first person
names
L1696[13:02:24] <sham1> Thank you C# for
that naming scheme
L1697[13:02:31] <BordListian>
IAmAProxy
L1698[13:02:40] <sham1> IList
L1699[13:02:41] <BordListian>
IHunger
L1700[13:03:09] <sham1> Is hunger a trait
one can implemeny
L1701[13:03:21] <sham1> Also, it would be
weird to have it be a small 'I'
L1702[13:03:35]
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L1703[13:03:55] <BordListian> a class
that implements that interface would produce instances that
hunger
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L1705[13:04:16] <BordListian>
clearly
L1706[13:04:43] <BordListian> also
Sinistar
L1707[13:05:01] <sham1> I'd use a
component-based model myself
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L1709[13:07:09] <sham1> because there are
a lot of things that can be shared between two objects and still
have them be under differnet superclasses
L1710[13:07:42]
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L1711[13:08:01] <BordListian> pretty sure
we were discussing component models in here
L1712[13:09:47] <sham1> But inheriting
from an interface ties the trait to the class
L1713[13:10:14] <sham1> You could have
objects whose components are decided at the runtime
L1714[13:14:56] <kenzierocks> hey,
anybody know why my client would be spammed with entity movement
packets but the world only has ~100 entities statically saved
(counted with MCEdit)
L1715[13:15:14] <kenzierocks> i'm getting
a ton of lag recently in my modded world and I have no clue
why
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L1719[13:17:55] <Subaraki> how does the
bow get animated ?
L1720[13:18:07] <Subaraki> 3 different
models ?
L1721[13:18:54]
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L1722[13:19:52] <BordListian> 4
L1723[13:20:01] <BordListian> 1 base
model with 3 overrides
L1724[13:20:11] <BordListian> but you can
have any amount of overrides you want
L1725[13:20:21] <Subaraki> ah okay
L1726[13:20:31] <Subaraki> imma make a 3d
model, so i'll need the string to animate
L1727[13:20:40] <Subaraki> so i need to
make 3 different models
L1728[13:20:43] <Subaraki> blegh
._.
L1729[13:21:00] <BordListian> a json
model or an obj model?
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L1740[13:28:55] <adox> can someone think
of a metod to add one big png as multiple spites
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L1742[13:29:20] <Ordinastie_> what do you
mean by multiple sprites ?
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L1746[13:30:44] <Subaraki> adox, if
you're talking about gui's etc, it's already possible. if you're
talking about textures, they get stitched on runtime as
TextureAtlas
L1747[13:30:45] <adox> have multiple
items use diffrent parts of the png
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L1749[13:31:06] <Ordinastie_> adox that
could be hacked together, but what's the point ?
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L1752[13:31:59] <adox> I am tring to
build 3d model from something like ItemLayerModel
L1753[13:32:33] <Ordinastie_> use
different PNG it will be a lot easier
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L1755[13:34:38] <adox> before you hit 30
pngs
L1756[13:34:48] <Ordinastie_> and ?
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L1758[13:36:12] <OrionOnline> adox what
is your problem?
L1759[13:36:58] <Ordinastie_> if you were
to use one PNG for multiple textures, that would mean you'd have to
handle the TextureAtlasSprites yourself, create them and calculate
the UVs manually after the atlas is stiched
L1760[13:37:49] <Ordinastie_> and hack
your way to have those TAS be used for your models
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L1762[13:38:06] <Ordinastie_> definitely
NOT worth it
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L1782[13:57:31] <Noc7is> In 1.7.10, for
mobs registered using registerModEntity(), if I wanted to get the
ID of say a mod's mob, but also a vanilla mob, in the same
location, where might I search for those IDs?
L1783[13:57:45] <vox> Hint: Don't use
1.7.10
L1784[13:58:11] <Noc7is> I didn't come
here to be nagged to update.
L1785[13:58:17] <Noc7is> I will update
when my mod is finished on 1.7.10
L1786[13:58:19] ***
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L1789[13:58:56] <IceDragon> Noc7is: I'll
look at the source and see if I can help you, don't help me on
that
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L1791[13:59:32] <vox> o/ Ordi
L1792[13:59:37] <BordListian> clearly
GameRegistry.MOBS
L1793[13:59:48] <Ordinastie_> vox I
didn't leave, I just crash ><
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L1796[14:00:19] <vox> I've worked on....
really nothing tonight tbh
L1797[14:00:24] <vox> I mean, it's only
3
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L1799[14:00:27] <vox> but still
L1800[14:00:27] <IceDragon> BordListian:
nope, no such constant here in 1.7.10 :(
L1801[14:00:28] <Ordinastie_> Hexchat
crashed when I try to tell Noc7is he wouldn't get help for 1.7.10
here anymore
L1802[14:00:45] <BordListian>
dunked
L1803[14:00:45] <vox> lol
L1804[14:00:51] <vox> Too bad you were
correct
L1805[14:01:02] <Noc7is> Ordinastie, I
find that ironic, ive been getting help for 1.7.10 all week.
L1806[14:01:19] <IceDragon> Noc7is: There
is lookupModSpawn, but that only works if you have the ModContainer
or the Entity class, my best bet, you'll have to reflect the Entity
class out of the mod in question and use that
L1807[14:01:23] <Ordinastie_>
unfortunately
L1808[14:01:45] <Noc7is> So I have to
already know if it's a mob from vanilla or a specific mod?
L1809[14:01:49] <BordListian> there's no
way that 1.7.10 doesn't expose the entity registry in some
way
L1810[14:01:53] <Noc7is> I just wanted
*all* mobs
L1811[14:02:04]
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L1812[14:02:56] <IceDragon> Noc7is: well,
tough luck, the lists aren't exposed, so you'll either have to poke
into the guts of the EntityRegistry using Java's existing
reflection tools, or think of another method to your problem
:(
L1813[14:03:29] <IceDragon> lemme double
check this
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L1815[14:04:08] <IceDragon> BordListian:
nope, everything is hella private
L1816[14:04:50] <Noc7is> I'll just give
you the overall thing I'm trying to accomplish: I designed a turret
some time ago, the turrets GUI shows a list of all mobs registered
with the game, and I need some way of gettin an ID of one of the
mobs, sending it through a packet to update it on the server side.
This worked perfectly when my mobs were registered using global
IDs, but I recently learned that was a bad way of registering mobs,
so I change it to mod I
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L1818[14:05:33] <IceDragon> Noc7is: Kinda
like a black/white list for targetting?
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L1820[14:05:38] <Noc7is> Yes,
exactly
L1821[14:05:41] <BordListian> reflect it
then honk
L1822[14:05:56] <Noc7is> yikes ._.
L1823[14:06:26] <BordListian> not as
yikes as your other choices
L1824[14:06:28] <IceDragon> Noc7is: Yeah,
you can probably reflect the EntityRegistry variables, but you'll
need to know it's obfuscated name as well
L1825[14:06:32] <BordListian> with the
exception of upgrading to 1.10
L1826[14:06:54] <BordListian> place 1.7
obsolescence meme here
L1827[14:07:05] <Noc7is> No doubt, I
would love to upgrade, but my mod isn't ready for that yet.
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L1829[14:07:37] <IceDragon> Upgrading to
1.8 and up has been a real eye opener
L1830[14:07:45] <IceDragon> IT BREAKS MY
HEART NOW TO WORK ON 1.7
L1831[14:08:18] <Noc7is> I wouldn't know,
I havent done a whole lot on 1.8+ yet.
L1832[14:08:22]
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L1833[14:08:38] <IceDragon> Noc7is: once
you get a taste of BlockPos and BlockStates, it's hard to go
back
L1834[14:09:00] <SkySom> Eh for me they
weren't big parts
L1835[14:09:04] <Noc7is> BlockPos is
nice, but I still don't quite understand BlockStates.
L1836[14:09:11] <SkySom> The nice thing
about 1.8 for me was I had inherited a lot of code.
L1837[14:09:16] <SkySom> So I rewrote a
lot of it.
L1838[14:09:21] <IceDragon> Noc7is: yeah
it took me awhile to figure it out, but it's really simple
L1839[14:09:24] <SkySom> Which makes
using the old version of it hard.
L1840[14:09:53] <sham1> why update to 1.8
when 1.10.2 is out and has forge
L1841[14:10:21] <IceDragon> sham1:
because we want to cover all the ground on the way up? (for mod
compat?)
L1842[14:10:25] <Noc7is> I plan to finish
my mod on 1.7, then update to every version up to 1.10. That way it
exists finished on all versions
L1843[14:10:36] <IceDragon> ^
L1844[14:10:40] <IceDragon> see he has
the same idea :D
L1845[14:11:03] <sham1> But why
L1846[14:11:10]
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L1848[14:11:15] <tterrag|ZZZzzz> WHY do
you need the entity ID
L1849[14:11:15] <sham1> There already is
FTB unstable 1.10.2
L1850[14:11:16] <IceDragon> sham1: some
mods haven't moved to 1.9+ yet
L1851[14:11:20] <IceDragon> some just
landed 1.8 support
L1852[14:11:23] <sham1> That's not an
excuse
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L1854[14:11:38] <Noc7is> tterrag, I
assumed the entity ID would be the easiest thing to send over a
packet to the server.
L1855[14:11:39] <sham1> That's just
stupid
L1856[14:11:48] <tterrag|ZZZzzz> and
there we have the problem
L1857[14:11:55] <tterrag|ZZZzzz> all
entities have a network ID used for syncing
L1858[14:11:57] <tterrag|ZZZzzz> just use
that
L1859[14:12:01] <tterrag|ZZZzzz> see,
this is why you ask about X not Y
L1860[14:12:38] <Noc7is> Alright, well,
where might I find this network ID?
L1861[14:12:46] <tterrag|ZZZzzz>
entity.getEntityID
L1862[14:12:50] <Noc7is> Oh.
L1863[14:12:55]
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L1864[14:13:05] <tterrag|ZZZzzz> holds
true for 1.7-1.10
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L1867[14:13:14] <sham1> The thing about
XY-questions is that one usually assumes their own implementation
is the only/best way of doing something
L1868[14:13:20] <Noc7is> Should I still
use that even though I'm just trying to send over an entity type,
and not a direct instance?
L1869[14:13:34] <tterrag|away> ok again,
why are you sending an entity type?
L1870[14:13:37] <tterrag|away> what use
is that?
L1871[14:13:39] <sham1> That's why people
usually ask for Y instead of X
L1872[14:13:49] <Noc7is> Well, when I
explained it, my turret targets types of entities.
L1873[14:13:54] <Noc7is> Not specific
entities.
L1874[14:14:04] <IceDragon> sham1: How is
it stupid, to choose to update through versions, to have support
for each: for the end users, than to jump to the latest, which is
probably unstable?
L1875[14:14:05] <sham1> You probably can
get the type using the network id
L1876[14:14:12] <tterrag|away> sham1: not
really
L1877[14:14:18] <tterrag|away> network
IDs are globally sequential
L1878[14:14:22] <tterrag|away> for each
entity instance
L1879[14:14:32] <sham1> Can't you query
what entity type it is
L1880[14:14:41] <sham1> By getting the
entity by using the network id
L1881[14:14:42] <Noc7is> What if I sent
over the network ID, got the entity, and then the class from
it...
L1882[14:14:42] <tterrag|away> if it
exists in the world
L1883[14:14:44] <tterrag|away> otherwise
there is no lookup
L1884[14:14:55] <sham1> I'm assuming it
exists
L1885[14:15:16] <Noc7is> Yeah, i'd have
to create an entity like tterrag said. Are there any better
alternativess?
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L1887[14:16:06] <tterrag|away> Noc7is:
EntityList
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L1890[14:17:19] <Noc7is> I've dabbled
there, but I had some sort of problem with it. Will get back to you
when I remember what it was
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L1893[14:18:18] <sham1> FOr my money
updating to the latest has the benefit of getting the most
support
L1894[14:18:23] <sham1> From fellow
modders
L1895[14:18:50] <IceDragon> sham1: True,
point taken
L1896[14:18:58] <sham1> Also, new
features
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L1898[14:19:07] <sham1> Both vanilla and
forge
L1899[14:19:15] <sham1> But, your
project
L1900[14:19:24] <tterrag|away> Noc7is:
get entity -> get class -> EntityList.classToStringMapping
-> send across network ->
EntityList.stringToClassMappingf
L1901[14:19:26] <tterrag|away> -f
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L1903[14:20:06] <Noc7is> I'm pretty sure
I was trying that at some point, but it didnt contain all the
entities or something. Im gonna try it again an let you know
L1904[14:20:48] <tterrag|away> read
through registerModEntity
L1905[14:20:52] <tterrag|away> it
absolutely updates those maps
L1906[14:20:56] <IceDragon> Noc7is: just
reflect the EntityRegistry!
L1907[14:21:04] <Noc7is> I have. I just
cant quite remember what the problem was.
L1908[14:21:12] <Noc7is> I will only
reflect if absolutely necessary
L1909[14:21:28] <sham1> You can cache the
method field
L1910[14:21:38] <sham1> Or whatever
field
L1911[14:21:39] <IceDragon> With the
current situation, you are gonna be doing massive ugly hacks either
way
L1912[14:21:40] <sham1> it is
L1913[14:21:47] <IceDragon> Pick your
poison
L1914[14:21:50] <tterrag|away> how is a
map lookup "massive ugly hacks" ?
L1915[14:21:52] <Noc7is> Diesieben just
recently taught me about that sham.
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L1917[14:22:07] <IceDragon> tterrag|away:
the fields are all private in the EntityRegistry
L1918[14:22:15] <tterrag|away> IceDragon:
you haven't been reading
L1919[14:22:15] <Noc7is> Actually they
arent
L1920[14:22:16] <sham1> You could use
methodhandles to have your reflections be as fast as regular field
accesses
L1921[14:22:23] <tterrag|away> no one is
talking about accessing EntityREgistry
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L1926[14:23:51] <IceDragon> tterrag|away:
Why the hell was I looking at the registry again..., but yeah the
fields are private, I'm catching up now, sorry for derailing the
topic
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L1929[14:24:59] <Noc7is> tterag, you know
what, I know what the problem was when I tried to do it. I forgot
about stringToClassMapping and tried it with getEntityString only
to realise there wasnt a method to reverse lookup. All is good now.
Thanks lol
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L1931[14:25:35] <sham1> :P
L1932[14:25:36] <sham1> Fail
L1933[14:27:00] <Noc7is> Yep, that worked
perfectly. I feel so stupid for that.
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L1945[14:37:24] <vox> tterrag|away: yo,
you have a sec to explain something?
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L1947[14:40:43] <howtonotwin> If I want
an item (not itemblock) with different models depending on
metadata, am I forced to use property overrides, or is there some
sort of analog of a blockstate json for items?
L1948[14:45:12] <sham1> Well you can
specify a custom modelresourcelocation that depends on the
meta
L1949[14:45:36] <sham1> The
implementation is left as an exercise to the reader
L1950[14:46:32] <howtonotwin> But
otherwise it must be done with overrides, right?
L1951[14:47:15] <sham1> What do you mean
with an override
L1952[14:47:37] <howtonotwin> The item
properties like "damage" and so on
L1953[14:47:51] <sham1> Umn
L1954[14:47:59] <howtonotwin> with an
overrides section in the model
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L1956[14:48:20] <sham1> Oh you mean the
"itemstates"
L1957[14:48:33] <sham1> Never used
them
L1958[14:49:33] <howtonotwin>
Thanks
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L1961[14:55:40] <primetoxinz> anyway to
get a resourcelocation from a block?
L1962[14:55:56] <primetoxinz> for the
texture
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L2001[15:44:17] <primetoxinz> anyone know
if you can get a resourcelocation from a block?
L2002[15:44:50] <sham1> sure
L2003[15:45:08] <primetoxinz> know
how?
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L2005[15:45:27] <sham1> that is left as
an exercise to the reader
L2006[15:45:31] <primetoxinz> rude
L2007[15:45:36] <primetoxinz> I've tried
everything
L2008[15:45:52] <sham1> Even a way that
works?
L2009[15:45:56] <primetoxinz> ha ha
L2010[15:46:16] <BordListian>
.getRegistryName()
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L2012[15:46:28] <primetoxinz> thank you
for actually helping
L2013[15:46:53] <primetoxinz> but, don't
think that will work for logs
L2014[15:47:07] <primetoxinz> I need the
specific texture
L2015[15:47:12]
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L2016[15:47:23] <sham1> WHy
L2017[15:47:32] <primetoxinz> hard to
explain
L2018[15:47:37]
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L2019[15:47:41] <sham1> Try me
L2020[15:48:00] <BordListian> he's trying
to automatically generate bark items
L2021[15:48:03] <primetoxinz> ^
L2022[15:48:09]
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L2023[15:48:11] <primetoxinz> the bark
should take the texture of the side of a log
L2024[15:48:15] <BordListian>
xyproblem.html
L2025[15:48:19] <LatvianModder> good.
luck.
L2026[15:48:25] <LatvianModder> and that
is xyproblem lol
L2027[15:48:33] <primetoxinz> huh?
L2028[15:48:42]
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L2030[15:49:00] <LatvianModder>
"automatically take texture" in 1.8+ isnt nearly as easy
as in 1.7.10
L2031[15:49:06] <LatvianModder> in fact,
near impossible
L2032[15:49:17] <primetoxinz> hmm
L2033[15:49:19] <BordListian> it may be
possible if you can get the json location of the texture from the
model registry?
L2034[15:49:31] <gigaherz_g> nope
L2035[15:49:33] <BordListian> then
extract the side texture from the json file?
L2036[15:49:35] <gigaherz_g> well
L2037[15:49:39] <LatvianModder> because
you never know what model will log have. I could have a texture
pack that completlely replaces logs with some new model and new
textures. what then?
L2038[15:49:47] <BordListian> its like a
70% solution
L2039[15:49:49] <LatvianModder> resource
pack*
L2040[15:49:55] <BordListian> it'll work
on every log except logs made by idiots
L2041[15:50:01] <gigaherz_g> nah you
wouldn't be able to identify the texture
L2042[15:50:06] <gigaherz_g> a
resourcepack can change the model
L2043[15:50:15] <gigaherz_g> and put a
new model that doesn't use the same texture alias names
L2044[15:50:22] <gigaherz_g> and then it
would break
L2045[15:50:23] <LatvianModder> even obj
model
L2046[15:50:25] <BordListian> that's why
i said
L2047[15:50:34] <BordListian> it'll work
on every log not by an idiot
L2048[15:50:41] <LatvianModder> no
L2049[15:50:52] <LatvianModder> lets take
minecraft oak log
L2050[15:50:53] <BordListian>
*shrugs*
L2051[15:51:00]
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L2052[15:51:22] <LatvianModder> I make a
resourcepack, where it replaces oak log model with.. lets say a
carved log model, which also happens to have texture from somewhere
else
L2053[15:51:28] <LatvianModder> boom.
your mod is broken
L2054[15:51:55] <LatvianModder> You
*could* try to understand how Chisels & Bits do this magic, but
even then its a 50/50 chance it will break
L2055[15:51:58]
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L2057[15:52:25] <BordListian> chisels and
bits creates blockstate bits doesn't it
L2058[15:52:40] <LatvianModder>
sorta
L2059[15:52:49] <BordListian> probably
only works on models with only 6 face textures
L2060[15:53:04] <BordListian> and the
face texture as per a blockstate is 100% given
L2061[15:53:12] <LatvianModder> but it
only *mostly* works. Im not even sure what happened if I replaced
stone model with something else
L2062[15:53:28] <LatvianModder> probably
works with all block/cube models
L2063[15:53:48] <LatvianModder> because
it has up, down, west, east, north, south textures
L2064[15:54:01] <LatvianModder> models
like rails or torches aint gonna work
L2065[15:54:15] <sham1> WHy not make the
bark items using all the logs registered in the ore registry
L2066[15:54:24] <LatvianModder>
yeah
L2067[15:54:27] <BordListian> that's what
he's trying to do
L2068[15:54:39] <BordListian> but bark
item is like only the side texture of the log
L2069[15:54:43] <sham1> well why does he
need the textures
L2070[15:54:46]
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L2071[15:54:48] <LatvianModder> how how
about one texture
L2072[15:54:56] <LatvianModder> and just
wood type name in description
L2073[15:55:01] <LatvianModder> or even
in title
L2074[15:55:02] <primetoxinz> because
that'd look stupid
L2075[15:55:06] <LatvianModder> "Oak
Log Bark"
L2076[15:55:07] <BordListian> that's not
a solution
L2077[15:55:14] <sham1> yes it is
L2078[15:55:28] <primetoxinz> not it's
not
L2079[15:55:29] <BordListian> ignoring
the problem is not a solution
L2080[15:55:32] <sham1> it's exactly
that
L2081[15:55:35] <LatvianModder> Thats
exactly what a solution is. It might not be what you Want though,
but thats the only way it Works
L2082[15:55:47] <BordListian> it's like
me solving for x by throwing away my math homework
L2083[15:55:53] <howtonotwin> Why not
steal the particle texture?
L2084[15:55:58] <sham1> not even
close
L2085[15:55:59] <LatvianModder> Wait, you
guys dont do that? :P
L2086[15:55:59] <BordListian> >only
way
L2087[15:56:09] <BordListian> particle
texture might work
L2088[15:56:11] <howtonotwin> that one is
less likely to fail horribly, isn't it?
L2089[15:56:12] <LatvianModder> *throws
away all homeworks since grade 6*
L2090[15:56:14] <primetoxinz> because the
particle texture gives a texturealtassprite
L2091[15:56:28] <primetoxinz> haven't
found a way to get a resourcelocation
L2092[15:56:28] <gigaherz_g> the only
real solution is to extract the list of textures by
reverse-engineering the IBakedModel quads
L2093[15:56:36] <gigaherz_g> and then
choose from there, hwoever you want
L2094[15:56:47] <LatvianModder> particle
might be your best bet, but eeeh
L2095[15:56:53] <primetoxinz> idc about
ehhh
L2096[15:56:55] <primetoxinz> if it works
it works
L2097[15:57:09]
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L2098[15:57:09] <sham1> why not go with
one texture idea then
L2099[15:57:16] <sham1> that also
workds
L2100[15:57:17] <LatvianModder>
resourcelocation from textureatlassprite?
L2101[15:57:33] <gigaherz_g> why not
reference the minecraft log textures directlky
L2102[15:57:38] <gigaherz_g> and let
resourcepack authors choose themselves
L2103[15:57:44] <primetoxinz> because I
want it to work for all logs
L2104[15:57:50] <sham1> so?
L2105[15:58:09] <BordListian> what
L2106[15:58:09] <gigaherz_g> well
then
L2107[15:58:09] <primetoxinz> and
literally no one makes resourcepacks so whatever on that
front
L2108[15:58:11] <gigaherz_g> [22:57]
(gigaherz_g): the only real solution is to extract the list of
textures by reverse-engineering the IBakedModel quads
L2109[15:58:11] <gigaherz_g> [22:57]
(gigaherz_g): and then choose from there, hwoever you want
L2110[15:58:25] <primetoxinz> yeah
L2111[15:58:32] <LatvianModder> My
personal top rule I obey when I make mods - never spend too much
time on trying to fix one small thing in a very compley way. First,
make a dull, one wood texture, then make your item function
properly, and only Then think how you can make it pretty
L2112[15:58:50] <primetoxinz> um, I'm
already at the last step
L2113[15:59:12] <gigaherz_g> I didn't
bother trying to use wood textures on my chopping block
L2114[15:59:20] <gigaherz_g> I just made
one single oak-looking variant
L2115[15:59:23] <sham1> So much effort
for so little reward
L2116[15:59:28]
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L2117[15:59:29] <gigaherz_g> yeah that
was my thinking
L2118[15:59:31] <gigaherz_g>
"meh."
L2119[15:59:40] <primetoxinz> that's your
opinion, I was having fun with this
L2120[15:59:46] <gigaherz_g> sure I'd
love to be able to tell mc "project this model's texture onto
me"
L2121[15:59:48] <gigaherz_g> but that's
not a whint
L2122[15:59:55] <gigaherz_g> thing*
L2123[16:00:06] <BordListian> ho
L2124[16:00:07] <gigaherz_g> although it
could be done, thinking about it
L2125[16:00:09] <sham1> why does the fact
that it is an opinion have an effect on anything ever
L2126[16:00:13] <BordListian> i got
it
L2127[16:00:15] <BordListian> i got an
idea
L2128[16:00:18] <LatvianModder>
"reverse-engineering the IBakedModel quads" I *works*
*mostly* *I guess* but I dunno about this. As a player, I care not
for textures that much, and as long as item can do cool stuff, it
can look like 1x1 pixel texture
L2129[16:00:21] <BordListian> take the
log model
L2130[16:00:39] <BordListian> and
transform it to be 1/16th of the size in one dimension
L2131[16:00:50]
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L2133[16:01:12] <LatvianModder> what if
it already is a flat log?
L2134[16:01:20] <BordListian>
...what?
L2135[16:01:23] <sham1> make it even more
flat
L2136[16:01:41] <BordListian> i refer
back to the above, it'll work on every log that isn't made by an
idiot
L2137[16:01:46] <primetoxinz> ^
L2138[16:01:50] <BordListian> of course i
can make my logs look like redstone wire
L2139[16:01:53] <BordListian> but
why
L2140[16:01:54] <BordListian> the
fuck
L2141[16:01:59] <BordListian> would i or
anyone else do that
L2142[16:02:20] <sham1> Maybe I want
realistic, round trees
L2143[16:02:23] <LatvianModder>
"BordListian> i refer back to the above, it'll work on
every log that isn't made by an idiot"
L2144[16:02:37]
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L2145[16:02:45] <LatvianModder> By idiots
you mean modders or resourcepack makers?
L2146[16:02:47] <BordListian> then your
round tree will be squished flat
L2147[16:02:55] <LatvianModder> Because
it *looks* like you are talking about modders
L2148[16:03:10] <BordListian>
*sighs*
L2149[16:03:14] <BordListian> when i say
idiot
L2150[16:03:20] <BordListian> i mean
exactly what i say
L2151[16:03:23] <BordListian> an
idiot
L2152[16:03:27]
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L2153[16:03:29] <BordListian> so
neither
L2154[16:04:23] <BordListian> (and i'm
not particularly serious about this either, so don't take it that
way if you have redstone wire logs)
L2155[16:04:32] <primetoxinz> so if
anyone can give me a good way to get a ResourceLocation from a
TextureAtlasSprite that'd be good and this useless discussion can
end
L2156[16:05:03]
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L2157[16:05:14] <sham1> TLDR no easy
way
L2158[16:05:19] <primetoxinz> uh
huh
L2159[16:05:23] <primetoxinz> terrible
attitude
L2160[16:05:25] <LatvianModder> TLDR make
one log texture and deal with it :P
L2161[16:05:30] <primetoxinz> fuck
you
L2162[16:05:33] <LatvianModder> Its not
attitude
L2163[16:05:36] <LatvianModder> its mc
limitations
L2164[16:05:43] <primetoxinz> there are
no limitations
L2165[16:05:45] <gigaherz_g> primetoxinz:
Minecraft.getMinecraft().getTextureMap or something like that
L2166[16:05:48] <LatvianModder>
>.<
L2167[16:05:55] <sham1> Yes there
are
L2168[16:05:57] <primetoxinz> !!!
L2169[16:06:16] <LatvianModder> Oh, 3x
"!", we have an underage!
L2170[16:06:24] <LatvianModder> :P
L2171[16:06:26]
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L2172[16:06:35] <primetoxinz> is that an
issue?
L2173[16:06:40] <sham1> maybe
L2174[16:06:51] <primetoxinz> yes I'm 17
and I just ask a question and you just dismiss me and say do it the
easy way
L2175[16:06:53] <BordListian> TIL 3
"!" mean you're underage
L2176[16:07:02] <BordListian> TIL I'm
still underage at 22
L2177[16:07:03]
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L2178[16:07:08] <primetoxinz> lol
L2179[16:07:19] <sham1> in some
cultures...
L2180[16:07:20] <LatvianModder>
TextureMap has map of string:atlassprite
L2181[16:07:27] <thor12022> yeah, but 5
'!'s is a sing of madness
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L2183[16:07:35] <primetoxinz> thank
you
L2184[16:07:43] <gigaherz_g> primetoxinz:
Minecraft.getMinecraft().getTextureMapBlocks() is your statring
point
L2185[16:07:55] <LatvianModder> private
final Map<String, TextureAtlasSprite>
mapRegisteredSprites;
L2186[16:07:55] <LatvianModder> yeah, its
private, but you can use reflection or that.. other.. darn, I
forgot
L2187[16:08:01] <LatvianModder>
AccessTransformers, right
L2188[16:08:09] <primetoxinz> eh, I'll
reflect
L2189[16:08:10] <sham1> NO GOD
L2190[16:08:19] <sham1> NO GOD PLS NO
ACCESS TRANSFORM
L2191[16:08:20] <sham1> NO
L2192[16:08:21] <sham1> NO
L2193[16:08:23] <sham1> NOOOO
L2194[16:08:32] <LatvianModder> *insert
Office NOOO gif*
L2195[16:08:41] <gigaherz_g> shh, it's ok
sham1, it's ok ;p
L2196[16:08:46]
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L2197[16:08:47] <howtonotwin> why do
people hate ATs so much?
L2198[16:08:57] <LatvianModder> Meh,
reflection works here. he only probably needs it once
L2199[16:08:57] <sham1> Is it really
ok?
L2200[16:09:07] <LatvianModder> ATs are
actually not bad at all sham1 :P
L2201[16:09:15] <gigaherz_g> howtonotwin:
ATs are like a gateway drug, next thing you know, they
arecoremodding ;P
L2202[16:09:22] <LatvianModder> I still
dont perfer nor use them. but I know they aint bad
L2203[16:09:32] <sham1> They are
coremodding
L2204[16:09:32] <gigaherz_g> they are...
less bad
L2205[16:09:42] <sham1> therefore I don't
like them on principle
L2206[16:09:57] <LatvianModder> less bad
than heavy Reflection, defineatly
L2207[16:10:03]
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L2208[16:10:05] <LatvianModder> defin..
defe.. crap. I hate that word
L2209[16:10:08] <gigaherz_g> reflection
is not REALLY as slow as it sounds
L2210[16:10:13] <gigaherz_g> only lookups
are slow
L2211[16:10:19] <sham1>
MethodHandles
L2212[16:10:22] <sham1> Pls
L2213[16:10:23] <gigaherz_g> once you get
a Method object
L2214[16:10:32] <gigaherz_g> yo ucan call
it realtively cheaply
L2215[16:10:36] <gigaherz_g> and if you
use a static instance
L2216[16:10:37] <LatvianModder> its not.
but you could always throw 4 or 5 in an update/render loop and
watch fireworks
L2217[16:10:39] <gigaherz_g> such as the
texturemap
L2218[16:10:46] <gigaherz_g> then you can
bind a MethodHandle
L2219[16:10:57] <gigaherz_g> 4-5 invokes
are nothing
L2220[16:11:00] <sham1> And have them be
as fast as native method access
L2221[16:11:01] <gigaherz_g> really
L2222[16:11:02] <gigaherz_g> even per
frame
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L2224[16:11:11] <gigaherz_g> they are
like, 20% slower than a direct call
L2225[16:11:31] <LatvianModder> how much
takes one direct call then?
L2226[16:11:39] <LatvianModder> does it
depend on its contents or no?
L2227[16:11:45] <sham1> worrying too much
about speed while developing sounds like premature optimisation to
me
L2228[16:11:47] <gigaherz_g> well it
takes some indirections
L2229[16:11:55] <gigaherz_g> even for
direct calls
L2230[16:11:58] <gigaherz_g> since java
is object-heavy
L2231[16:12:04] <sham1> And we all know
what is said about premature optimisation
L2232[16:12:07] <gigaherz_g> the actual
machine code executed is relatively complex even for a simple
call
L2233[16:12:12] <primetoxinz> it
works!
L2234[16:12:14] <gigaherz_g> unless it's
a local static class
L2235[16:12:17] <LatvianModder> sham1:
not worrying about it at all causes.. *ahem*.. Minecraft
1.6.4-1.7.10
L2236[16:12:18] <sham1> nice
L2237[16:12:21] <gigaherz_g> those are
fast ;p
L2238[16:12:30]
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L2240[16:13:04] <BordListian> lmfao
L2241[16:13:12] <sham1> Well
L2242[16:13:12] <LatvianModder> you
should have a backup texture
L2243[16:13:14] <sham1> Nice
L2244[16:13:14] <BordListian> "it
can't be done you should use one bark texture"
L2245[16:13:19] <primetoxinz> ikr!
L2246[16:13:24] <LatvianModder> just in
case the model isnt standard, then use your own
L2247[16:13:28] <sham1> NEVER SAID IT
CAN'T BE DONE
L2248[16:13:33] <sham1> WE JUST SAID THAT
IT WAS NOT EASY
L2249[16:13:41] <sham1> FUCKING
HELL'
L2250[16:13:50] <primetoxinz> well, I
just did it pretty quickly, so it wasn't very hard either
L2251[16:13:53] <LatvianModder> I didnt
say it Cant be done, I just stated that there are so many edge
cases where it Couldnt work
L2252[16:14:11] <sham1> Well why did you
ask then if it was so easy
L2253[16:14:13] <howtonotwin> So I wrote
a page on Item Property Overrides for the docs, it states what they
are, why they exist, how to define them, and how to use them
L2254[16:14:13] <BordListian> it can't be
done 2016
L2255[16:14:18] <primetoxinz> and I won't
be releasing this so those edge cases will never be found :D
L2256[16:14:29] <howtonotwin> the
"using" part is mostly a link to the wiki on the
format
L2257[16:14:39] <howtonotwin> anything
else I should add to that page?
L2258[16:14:59] <LatvianModder>
"Just Give up ✔" 2016
L2259[16:15:17] <BordListian> Just use
one texture 2016
L2260[16:15:21] <howtonotwin> "Don't
Make Modding Great Again" 2016
L2261[16:15:32] <LatvianModder> you all
forgot "✔" :/
L2262[16:15:36] <howtonotwin> DISCLAIMER:
I do not support Donald Trump
L2263[16:15:51] <BordListian> ✔
L2264[16:15:53] <LatvianModder> why
not?
L2265[16:15:59] <LatvianModder> so you
support Clinton? :P
L2266[16:16:02] <BordListian> no
L2267[16:16:05] <BordListian> that's
stupid
L2268[16:16:09] *
SkySom grabs popcorn
L2269[16:16:11] <sham1> Could we not
quote stuff from the clusterfuck of the US elections
L2270[16:16:13] <BordListian> people
aren't on-off switches
L2271[16:16:15] *
howtonotwin runs away
L2272[16:16:25] <LatvianModder> Im
quoting a comic
L2273[16:16:45] <BordListian> people
don't support clinton because they don't support trump
L2274[16:16:57] <BordListian> reminder
that you can and should probably vote third party
L2275[16:17:03] *
howtonotwin yells at Bord to end the clusterfuck before it
starts
L2276[16:17:04] <BordListian> but that's
too offtopic :P
L2277[16:17:15] <sham1> The whole US
election system is a clusterfuck
L2278[16:17:22] <sham1> so let us stop
talking about ita
L2280[16:18:04] <howtonotwin> Uploaded
then link in 40s? well done Lat
L2281[16:18:20]
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L2282[16:18:21] <LatvianModder> had it on
my phone
L2283[16:18:24] <BordListian>
primetoxinz, i made a diamond ingot texture a long while back
L2284[16:18:34] <primetoxinz> oh?
L2285[16:18:36]
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L2286[16:18:36] <BordListian> it's kinda
weird looking but you won't infringe copyright
L2287[16:18:44] <LatvianModder> how do
you even make diamond into an ingot
L2288[16:18:47] <howtonotwin> How brittle
would a diamond ingot even be?
L2289[16:19:10] <primetoxinz> 1. this is
a game. 2. by using the balls of a creeper to infuse it with an
iron ingot
L2290[16:19:11] <howtonotwin> Do you just
cleave it in half when you want to spend it?
L2291[16:19:22] <LatvianModder> put a
metal pin under it and it shatters
L2292[16:19:46]
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L2293[16:19:57] <primetoxinz> literally
the recipe is iron ingot, creeper balls, diamond
L2295[16:20:05] <LatvianModder>
"balls of a creeper" im hooked, whens the mod coming out
lol
L2296[16:20:16] <primetoxinz> never
L2297[16:20:16] <primetoxinz> :D
L2298[16:20:27] <primetoxinz> you know
what this mod is, right?
L2299[16:20:30]
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L2300[16:20:30] <BordListian> it's
encrusted with diamonds because that makes sense
L2301[16:20:33] <sham1> "balls of a
creeper"
L2302[16:20:35] <sham1> Hmm
L2303[16:20:40] <LatvianModder> it
actually looks nice. not the standard ingot texture
L2304[16:20:44] <primetoxinz> yeah
L2305[16:20:49]
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L2306[16:20:50] <sham1> They do look kind
of phallic
L2307[16:21:00] <BordListian> shush
you
L2308[16:21:00] <LatvianModder>
XYCraft?
L2309[16:21:01] <primetoxinz>
LatvianModder, you do know this is a continuation of that better
than wolves port?
L2310[16:21:01] <BordListian> perv
L2311[16:21:15] <sham1> no u
L2312[16:21:19] <BordListian> *one of the
btw ports
L2313[16:21:21] <primetoxinz> yeah
L2315[16:21:33]
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L2317[16:21:43] <LatvianModder>
"whens the mod coming out" - "never" so you are
working ob XYCraft, obviously
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L2319[16:21:53] <primetoxinz> mmhmm
L2320[16:21:59] <LatvianModder> oh,
BTW
L2321[16:22:18] <BordListian> *BWM
L2322[16:22:18] <primetoxinz> I
decompiled Better with mods and am working on it myself
L2323[16:22:25] <LatvianModder> I have
never played that mod. But I watched one video from Yogscast in
2011, so im pretty filled in. .. .. so what is the mod about?
:P
L2324[16:22:35] <LatvianModder> Creeper
Balls so far
L2325[16:22:42] <primetoxinz> the
interesting part if the mechanical power imo
L2326[16:22:50] <primetoxinz> axles
gearboxes
L2327[16:23:05] <BordListian> basicly
redstone
L2328[16:23:08] <sham1> Hello
rotary
L2329[16:23:10] <BordListian> but made
from wood
L2330[16:23:14]
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L2331[16:23:16] <LatvianModder> I made a
pretty lame clone myself a while ago
L2332[16:23:29] <primetoxinz> but it also
as changes to the core game to make it more difficult and to the
original creator "more rewarding"
L2333[16:23:40] <primetoxinz> some of it
I have ported, some not
L2334[16:24:02] <BordListian> it was
funny when fc made a whole bunch of drama in a random btw addon
thread about someone calling his glorious mechanics system a clone
of redstone
L2336[16:24:22] <LatvianModder> it didnt
have many animations, but eh
L2337[16:24:34] <primetoxinz> heh the
other dev did all the mech power
L2338[16:24:38]
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L2339[16:24:42] <howtonotwin> Weren't
gears the original form of redstone?
L2340[16:24:46]
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L2341[16:24:48] <primetoxinz> yeah
L2342[16:24:52] <primetoxinz> for a sort
period of time
L2343[16:24:55] <LatvianModder> in 2009
lol
L2344[16:25:03] <primetoxinz> that was so
long ago o.O
L2345[16:25:14] <BordListian> they had a
weird renderer
L2346[16:25:23] <BordListian> no mod has
duplicated that so far
L2347[16:25:39] <BordListian> also the
gears didn't actually do anything but look pretty iirc
L2348[16:25:41]
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L2350[16:26:05] <primetoxinz> eh, good
way to auto localize these barks?
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L2352[16:26:29] <primetoxinz> there's no
getLocalized anymore...
L2353[16:26:45] <primetoxinz> oh, get
display name, nvm!
L2354[16:26:46] <BordListian> there is
for blocks
L2355[16:26:51] <BordListian> ye
L2356[16:26:58]
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L2357[16:27:03] <LatvianModder> except
Rotary craft
L2358[16:27:10] <LatvianModder> which is
a mod all about gears, axis, etc
L2359[16:27:31] <primetoxinz> yeah, this
is more solidstate than that
L2360[16:27:48] <primetoxinz> either have
power or not
L2361[16:27:49] <howtonotwin> With the
new model system, would RC be legitimately more laggy than normal
mods?
L2362[16:28:05] <primetoxinz> I thought
there were good animated models that wouldn't lag at all?
L2363[16:28:07]
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L2364[16:28:11] <BordListian> RC?
L2365[16:28:19] <howtonotwin>
RotaryCraft
L2366[16:28:21] <BordListian> oh
L2367[16:28:48] <BordListian> it would
probably be even more laggy than ever before
L2368[16:28:57] <primetoxinz> would
it?
L2369[16:29:03] <sham1> it has an awesome
powersystem that I am inspired by for my mod
L2370[16:29:07]
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L2371[16:29:11] <howtonotwin> According
to Rika, non-animated blocks still have to rerender every
frame
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L2374[16:29:19] <howtonotwin> but with
the models, not so much
L2375[16:29:21] <Vigaro> I love RC's
power system
L2376[16:29:29] <BordListian> from the
author of "add this weird java garbage collection flag for my
mod not to crash"
L2377[16:29:32] <Vigaro> And the models
didn't lag much
L2378[16:29:40] <Vigaro> The biggest
problem was the network flood
L2379[16:29:52] <howtonotwin> So before
1.8 RC's models lag equally as much as normal models
L2380[16:29:59] <sham1> I really wish
there would be mods as awesome as rc
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L2382[16:30:00] <howtonotwin> But after
would they become more laggy?
L2383[16:30:11] <sham1> but sadly there
really are not
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L2385[16:30:45] <primetoxinz> because
most modders just take the easy route as we just saw earlier
L2386[16:30:51] <primetoxinz>
*cough*
L2387[16:31:01] <gigaherz_g> most modders
just copypaste from tutorials ;P
L2388[16:31:02] <sham1> Like as far as
power systems go, RF is lame
L2389[16:31:03] <BordListian>
dunked
L2390[16:31:38]
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L2392[16:31:47] <sham1> using rf and
getting the texures for bark are two different things
L2393[16:32:07] <sham1> Also, you still
on that?
L2394[16:32:16] <primetoxinz> I finished
it
L2395[16:32:17] <BordListian> it was
pretty funny
L2396[16:32:17] <primetoxinz> it
works
L2397[16:32:27]
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L2399[16:32:52] <sham1> I already saw it
thankyouverymucy
L2400[16:33:03] <primetoxinz> oh
L2401[16:33:06] <primetoxinz> ok
L2402[16:33:18] <sham1> Anyway, rf is
lame
L2403[16:33:34] <MalkContent> i dont even
know rc
L2404[16:34:09] <howtonotwin> ^ Mod
that's pretty good but rather more controversial than most
L2405[16:34:18]
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L2407[16:34:32] <sham1> Because it does
not conform to "Standards"
L2408[16:34:44]
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L2409[16:34:48] <sham1> Like using RF as
a source of energy
L2410[16:34:59] <primetoxinz> and coremod
everything :D
L2411[16:35:12]
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L2412[16:35:21] <sham1> That's really an
annoying fault
L2413[16:36:02] <MalkContent> i don't
like rf either. if only for the name
L2414[16:36:47] <sham1> I don't like it
for its simplicity
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L2418[16:38:35] <MalkContent> i only ever
used it in crashlanding
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L2420[16:39:27] <MalkContent> it's
basically just travelling charge, no?
L2421[16:39:51] <sham1> yes
L2422[16:40:29] <howtonotwin> Which makes
you wonder why a repeater doesn't generate infinite RF
L2423[16:40:30]
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L2425[16:42:19] <MalkContent> uh...
L2426[16:42:31] <MalkContent> redstone
flux has nothing to do with redstone afaik
L2427[16:42:43] <MalkContent> which is
why i don't like the name much
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L2430[16:46:13] <howtonotwin> Well it
does travel in energized redstone, and I was talking about
lore-wise, why something with redstone in its name cares nothing
for redstone
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L2433[16:49:48] <BordListian> i'm like 30
minutes late to the discussion
L2434[16:50:00]
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L2435[16:50:10] <BordListian> but
personally i find rc more controversial for using dragon api as a
dependency
L2436[16:50:18] <BordListian>
*shrugs*
L2437[16:51:14]
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L2444[16:56:43] <BordListian> unrelated
to anything
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L2450[17:02:18] <howtonotwin> let me just
fix the commit title first
L2451[17:03:22] <primetoxinz> hmm,
apparently biomes o plenty giant flowers count as
"logWood"
L2452[17:03:29] <primetoxinz> so it's
generating a bark
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L2454[17:03:56] <BordListian> that's
fine
L2455[17:03:59] <BordListian> right
L2456[17:04:08] <BordListian> you can tan
leather with that
L2457[17:04:09] <BordListian>
clearly
L2458[17:04:26] <primetoxinz> haha
L2459[17:04:42] <primetoxinz> it works on
the saw too
L2460[17:04:57] <primetoxinz> just no
planks
L2461[17:05:23] <gigaherz_g> [23:41]
(howtonotwin): Which makes you wonder why a repeater doesn't
generate infinite RF
L2462[17:05:32] <gigaherz_g> I considered
making a redstone harvester once
L2463[17:05:43] <gigaherz_g> it would
work through oscillations
L2464[17:06:03] <gigaherz_g> every rising
edge, it would generate 1 RF
L2465[17:06:18] <tterrag|away> aka the
laggiest power gen ever
L2466[17:06:18]
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L2467[17:06:23] <gigaherz_g> yep
L2468[17:06:25] <BordListian> machines
that produce power only when hooked up to an oscillator
L2469[17:06:26] <gigaherz_g> that's why I
didn't do it
L2470[17:06:31] <BordListian> but you
need to match a certain frequency
L2471[17:06:48] <BordListian> the
frequency changes over time
L2472[17:06:52] <gigaherz_g> I also
thought of like
L2473[17:06:55] <gigaherz_g> a passive
harvester
L2474[17:07:11] <gigaherz_g> which would
generate 1 RF for each accumulated 16 redstone levels
L2475[17:07:14] <gigaherz_g> as in
L2476[17:07:31] <gigaherz_g> if it
receives redstone signal of 1, it would take 16 ticks to generate 1
RF
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L2478[17:07:41] <gigaherz_g> and if it
receives 15, it would almost generate 1 RF/t
L2479[17:08:37] <MalkContent>
BordListian: attach computer. be done :x
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L2483[17:10:37] <BordListian>
*shrugs*
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L2486[17:13:35] <Keridos> how can i
prevent a new blockstate in a block to reset all blocks in
previously existing worlds?
L2487[17:14:00] <diesieben07> uh
what?
L2488[17:14:08]
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L2489[17:14:16] <Keridos> I added a new
property to one of my blocks and all the blocks in the world got
reset
L2490[17:14:38] <diesieben07> that...
should not be
L2491[17:14:45] <diesieben07> if your
getStateFromMeta is coded property
L2492[17:14:48] <diesieben07>
*properly
L2493[17:14:57] <diesieben07> basically,
it's up to you :D
L2494[17:15:08] <gigaherz_g> the world
gris doesn't store blockstates, Keridos
L2495[17:15:14] <gigaherz_g> it stores
the result of getMetaFromState
L2496[17:15:15] <diesieben07> yep
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L2498[17:15:26] <Keridos> ah ok
thanks
L2499[17:15:26] <gigaherz> alongside the
12bit internal block ID
L2500[17:15:34] <gigaherz> grid*
L2501[17:15:47] <Keridos> guess i forgot
setdefaultstate and the getstatefrommeta, yeah
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L2503[17:17:34] <tterrag|away> !latest
1.9.4
L2504[17:17:50]
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L2508[17:27:50] <tterrag|away> why did
they make setSoundType protected?
L2509[17:27:56] <tterrag|away> and why
has forge not undone it...
L2510[17:28:50] <primetoxinz> yes
L2511[17:29:37] <tterrag|away> new
Block(Material.WOOD){{setSoundType(SoundType.WOOD);}}
L2512[17:29:40] <tterrag|away> sucky
workaround
L2513[17:29:50] <BordListian>
wh-what
L2515[17:31:39] <tterrag|away>
BordListian: /
L2516[17:31:40] <tterrag|away> ?
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L2519[17:32:11] <BordListian> why two
code blocks?
L2520[17:32:25] <tterrag> well you can't
put code in the class body, can you?
L2521[17:32:30] <LatvianModder> why not
your own class?
L2522[17:32:42] <BordListian> i uh
L2523[17:32:43] <BordListian> what
L2524[17:32:44] <diesieben07> that IS his
own class ;)
L2525[17:32:49] <tterrag> LatvianModder:
because this is exactly why the chained block setters exist?
L2526[17:32:56] <tterrag> diesieben07:
poitn is I shouldn't need an anon class
L2528[17:33:08] <tterrag> vanilla doesn't
because they do their constructions inside Block.class
L2529[17:33:09] <diesieben07> not sure
why its protected...
L2530[17:33:24] <tterrag> willieaway:
explain yourself
L2531[17:33:49] <LatvianModder> no I
mean.. why isnt it BlockMyWoord or smth. Im guessing this isnt a
normal, registred block?
L2532[17:34:18] <diesieben07> not every
piss-ass block needs a class :D
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L2534[17:34:32] <howtonotwin>
BordListian: That's an anonymous class with an initializer
block
L2535[17:34:33] <diesieben07> you
wouldn't make class ItemStick, right?
L2536[17:34:43] <BordListian> oh
L2537[17:34:49] <BordListian> wait
L2538[17:34:54] <diesieben07> instance
initializer
L2539[17:34:56] <BordListian> that
doesn't explain anything
L2540[17:34:56] <LatvianModder> I
probably would lol
L2541[17:34:57] <diesieben07> runs in
every constructor
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L2543[17:35:06] <diesieben07> like static
{} but for instances
L2544[17:35:12] <LatvianModder> java
magic
L2545[17:35:13] <BordListian> why is that
a thing
L2546[17:35:18] <diesieben07>
because.
L2547[17:35:19] <LatvianModder>
because
L2548[17:35:22] <diesieben07> :D :D
L2549[17:35:23] <tterrag> LatvianModder:
why don't you read through Block and see how many vanilla ones
don't have classes
L2550[17:35:25] <BordListian> ...
L2551[17:35:28] <howtonotwin> ? clean
code ?
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L2553[17:35:35] <tterrag> BordListian:
for exactly this, and other reasons?
L2554[17:35:37] <LatvianModder> Yeah, I
know
L2555[17:35:38] <BordListian> add that to
the long list of things that make java kinda sucky
L2556[17:35:42] <tterrag> anon classes
can't define an explicit constructor
L2557[17:35:48] <tterrag> for obvious
reasons
L2558[17:35:56] <diesieben07> well best
thing i can think of is complex field initialization
L2559[17:35:56] <tterrag> this allows you
to do things on construction
L2560[17:35:58] <howtonotwin> I THINK
it's because if you need complex init code you can just use a block
instead of copying into every constructor
L2561[17:36:01] <tterrag> inside the
class scope
L2562[17:36:04] <diesieben07> you
wouldn't want to copy that to EVERY constructor
L2563[17:36:10] <tterrag> that as
well
L2564[17:36:50] <LatvianModder> its just
weird that you have a wood block all for itself, not a part of some
block with EnumType like planks or stone
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L2566[17:37:14] <gigaherz> C# just lets
you reuse constructors: "public Something(args) : this()"
would reuse the parameterless constructor before running the code
for that one
L2567[17:37:19] <gigaherz> does java not
have something like that?
L2568[17:37:22] <howtonotwin> It
does
L2569[17:37:28] <LatvianModder> block ids
arent unlimited you know :P i try to compresses as many blocks as
possible. and with new block states is super easy
L2570[17:37:36] <diesieben07> but that
might not be feasable
L2571[17:37:44] <howtonotwin> In fact
every constructor has an implicit `super()` at the start
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L2574[17:37:55] <gigaherz> howtonotwin:
no not super, self()
L2575[17:38:10] <tterrag> LatvianModder:
the mod has two blocks
L2576[17:38:15] <howtonotwin> In Java
it's super() and this()
L2577[17:38:15] <tterrag> this one
happens to be decorative
L2578[17:38:19] <tterrag> why would I
make a class for it
L2579[17:38:20] <diesieben07> gigaherz,
you can do this(...) in java
L2580[17:38:29] <gigaherz> aha
L2581[17:38:29] <diesieben07> instead of
super(...)
L2582[17:38:41] <tterrag> as long as
somewhere up the chain there is a super()
L2583[17:39:15] <gigaherz> LatvianModder:
I understand the feeling, but cramming everything into a single
Block is not worth the trouble
L2584[17:39:16] <gigaherz> ;P
L2585[17:39:20] <diesieben07> also TIL
you can actually do things BEFORE calling the super
constructor
L2586[17:39:23] <gigaherz> specially
since you can't really have separate materials ;P
L2587[17:39:25] <diesieben07> java won't
let you do it, but the JVM totally does.
L2588[17:39:32] <gigaherz> diesieben07:
lol
L2589[17:39:34] <tterrag> diesieben07:
yes, using cheaty final/static methods
L2590[17:39:37] <diesieben07> no
L2591[17:39:38] <LatvianModder> yeah, I
mean, not always
L2592[17:39:42] <diesieben07> java even
compiles to it :D
L2593[17:39:45] <tterrag>
super(doStuff())
L2594[17:39:51] <diesieben07> heh
L2596[17:39:57] <tterrag> then you can do
whateve ryou want in doStuff
L2597[17:40:01] <gigaherz> lol
L2598[17:40:08] <diesieben07> inner
classes initialize the outer$this field before calling super
L2599[17:40:13] <LatvianModder> I have 2
different blocks, with ~20 block states together. one for regular
blocks, one for machines (blocks with TEs)
L2600[17:40:33] <tterrag> LatvianModder:
so you don't combine your decorative blocks with machiens? why not?
don't you want to be efficient?
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L2603[17:40:55] <tterrag> or if you came
up with a third block type, you wouldn't add it to one of the two
existing sets?
L2604[17:40:55] <BordListian> Keridos, it
says you have a facing too
L2605[17:41:08] <Keridos> the super class
does
L2606[17:41:14] <BordListian> but your
meta doesn't have it?
L2607[17:41:15] <Keridos> this block
doesnt use it however
L2608[17:41:26] <BordListian> oh
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L2610[17:41:28] <BordListian> k
L2611[17:41:31] <diesieben07> well, but
previously the super class behvaior was used
L2612[17:41:33] <tterrag> Keridos: if you
call super, it still will
L2613[17:41:43] <diesieben07> now it
isnt
L2614[17:41:51] <Keridos> yeah but It
doesnt change anything at all
L2615[17:41:58] <diesieben07> and yeah...
you cannot remove properties in subclasses
L2616[17:41:58] <BordListian> return new
BlockStateContainer(this, FACING, ACTIVE, COLOR, LIGHT);
L2617[17:42:02] <BordListian> says here
it's used tho
L2618[17:42:13] <Keridos> can I remove it
from there?
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L2621[17:42:44] <BordListian> i suppose
so?
L2622[17:42:47] <Keridos> BUt still, that
does not explain why every block of that type was set to air on
reload?
L2623[17:42:52] <BordListian> what do you
mean by reset
L2624[17:42:52] <BordListian> oh
L2626[17:43:02] <diesieben07> just
letting you know.
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L2628[17:43:42] <LatvianModder> tterrag:
yeah, im planning to do that. just the blockID wouldnt make sense,
but I can work with it being just "silicio:blocks" and
later "silicio:blocks2" when first runs out
L2629[17:43:57] <LatvianModder> I think
thats what IC2 has done since beginning of time
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L2631[17:44:32] <Keridos> i was quite
puzzled to see the block has vanished apparently
L2632[17:44:38] <tterrag> you are talking
about mods with hundreds of blocks
L2633[17:44:41] <kashike> diesieben: some
people...
L2634[17:44:43] <tterrag> mine has
TWO
L2635[17:44:44] <Keridos> since I did not
change the internal name or anything
L2636[17:45:20] <LatvianModder> ok but..
I didnt say you Have to compress blocks lol
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L2640[17:47:25] <diesieben07> like
seriously if you ever have something like HashMap<BlockBaseTR,
HashMap<String, HashMap<EnumConnection,
TextureAtlasSprite>>> you are doing SOMETHING
wrong...
L2641[17:47:51] <diesieben07> sorry
Keridos not sure why, hard to say from just looking at code.
L2642[17:48:14] <TehNut> I didn't even
see that...
L2643[17:48:20] <LatvianModder> *has
trollface as an avatar* instantly I dont like him. Havent looked at
post yet :P
L2644[17:48:27] <TehNut> I saw the
HashMap<BlockBaseTR,
ArrayList<ModelResourceLocation>>
L2645[17:49:02] <diesieben07> that is
actually ok now in modern java
L2646[17:49:05] <kashike> diesieben07: I
think I like this even more
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L2648[17:49:07] <kashike> up =
world.getBlockState( pos.up() ).getBlock() instanceof
BlockReactorComponent && world.getBlockState( pos.up()
).getValue(PropertyHolder.FISSION_TYPE) == EnumType.GLASS;
L2649[17:49:17] <kashike> what kind of
spacing is that
L2650[17:49:21] <diesieben07> lol
L2651[17:49:33] <TehNut> But we have
ArrayListMultimap that does it for you
L2652[17:49:35] <diesieben07> since you
can do map.computeIfAbsent(ArrayList::new).add(foo)
L2653[17:49:48] <diesieben07> something
like that
L2654[17:49:51] <diesieben07> there is a
key missing there
L2655[17:49:51] <LatvianModder> Oh, thats
a pretty good formatter. Clusterfuck, v1.6
L2656[17:49:52] <BordListian>
Dictionary<string,Dictionary<string,Dictionary<Vector3,Data>>>
was my best streak i think
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L2667[17:59:48] <Keridos> can I call
getActualstate in getstatefrommeta?
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L2669[18:00:35] <diesieben07> uh no
L2670[18:00:40] <diesieben07> why would
you ever do that
L2671[18:01:14] <tterrag> yeah that's not
how it works
L2672[18:01:17] <BordListian>
that...
L2673[18:01:25] <BordListian> ...i got
nothing
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L2676[18:02:22] <howtonotwin> You
shouldn't because these methods must be absolutely symmetric
L2677[18:02:28] <Keridos> I have a
blockstate I need to set from within my tileentity on world load,
should I do that in readfromnbt or later?
L2678[18:02:28] <gigaherz> Keridos: when
someone calls getBlockState, minecraft will read the meta from the
world grid, and then call getStateFromMeta
L2679[18:02:46] <gigaherz> and when
someone calls setBlockState, minecraft will call getMetaFromSTate,
and save the 4 low bits on the world grid
L2680[18:02:52] <Keridos> ah
L2681[18:03:05] <gigaherz> getActualState
is called by mc for other purposes
L2682[18:03:09] <gigaherz> such as
getting the model for display
L2683[18:03:15] <gigaherz> or when
checking if a side is solid
L2684[18:03:29] <gigaherz> so the idea
is
L2685[18:03:42] <gigaherz> keep in the
normal state ONLY the values that work with metadata
L2686[18:03:55] <gigaherz> don't try to
setBlockState anything that won't be stored in meta, because it's
pointless
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L2688[18:04:13] <Keridos> ah
L2689[18:04:24] <Keridos> so for that i
should just use notifyblockupdate for the client?
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L2692[18:05:17] <gigaherz>
notifyBlockUpdate on the server will cause mc to call
getUpdatePacket on the TE, and then send it to the client, to be
processed by onDataPacket
L2693[18:05:28] <Keridos> I have some
blockstates i need for rendering that I cannot store in metadata,
how would I properly restore those on loading (its a tile entity
and the values are stored in the tileentity
L2694[18:05:33] <gigaherz>
notifyBlockUpdate on the client will cause a rendering refresh,
which will cause getActualState to be called
L2695[18:05:47] <Keridos> ah ok.
L2696[18:06:00] <gigaherz> also
L2697[18:06:06] <gigaherz> there's now
getUpdateTag and handleUpdateTag
L2698[18:06:19] <gigaherz> the data from
those gets included in the bulk data sent to the client with new
chunks
L2699[18:06:36] <gigaherz> so if you want
the data to be available as soon as the block appears on the
client, you can implement those too
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L2706[18:15:38] <diesieben07> why is it
so cold?.. its fucking august
L2707[18:15:49] <diesieben07> damn it
weather.
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L2709[18:17:43] <tterrag> wish we had
that problem :P
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L2711[18:18:24] <diesieben07> oh shaddap
at least you have AC over there
L2712[18:19:06] <howtonotwin> Now I know
why you're tired dies :P
L2713[18:19:13] <gabizou> diesieben07 at
least you have water
L2714[18:19:30] <diesieben07> what?
:D
L2715[18:19:37] <gabizou> california has
no water
L2716[18:19:42] <gabizou> well, it has
little water left.
L2717[18:19:44] <diesieben07> oh
L2718[18:19:52] <diesieben07> well, don't
live in a desert.
L2719[18:19:56] <diesieben07> sorry
:D
L2720[18:19:57] <gabizou> neither do
I
L2721[18:20:11] <gabizou> it's supposed
to be mediterranean
L2722[18:20:13] <howtonotwin> It's the
drought
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L2724[18:20:45] <gabizou> yeah, I
know.
L2725[18:20:53] <gabizou> but diesieben07
was complaining about it being cold
L2726[18:21:23] <diesieben07> just stop
driving your stupid big trucks, americans
L2727[18:21:23] <RANKSHANK_mob1> Cold is
better than hot :P
L2728[18:21:28] <diesieben07> electric
cars are cool
L2729[18:21:38] <diesieben07> rank i just
like to complain
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L2731[18:21:56] <RANKSHANK_mob1> :D
L2732[18:22:04] <tterrag> sadly cars are
not the main contributor to greenhouse gases
L2733[18:22:05] <gabizou> diesieben07 I
do have an electric bike
L2734[18:22:13] <tterrag> if we all
switched to electric cars today it would not do much
L2735[18:22:24] <tterrag> helpful, yes,
but not a solution
L2736[18:22:26] <gabizou> please don't
tell me it's cows
L2737[18:22:28] <diesieben07> i know, i
know
L2738[18:22:29] <shadowfacts> it is
L2739[18:22:32] <diesieben07> LOL
cows
L2740[18:22:37] <tterrag> gabizou: it's
not cows
L2741[18:22:39] <tterrag> (but it
is)
L2742[18:22:41] <diesieben07> burning
coal is also not very smart
L2743[18:22:46] <tterrag> agriculture in
general, though
L2744[18:22:48] <gabizou> it's indirect
cause is cows
L2745[18:22:50] <tterrag> mass farming of
animals
L2746[18:22:52] <shadowfacts> ^
L2747[18:22:53] <gabizou> yeah
L2748[18:23:01] <RANKSHANK_mob1> Cows are
delicious. Leave them be plz
L2749[18:23:05] <shadowfacts> consumes
massive amounts of water
L2750[18:23:07] <gabizou> mostly because
of the amount of emissions that they excrete and then the land they
consume
L2751[18:23:11] <tterrag> because not
only do they create greenhouse gases themselves, they also use
massive amounts of water, AND take up land where trees once
were
L2752[18:23:14] <gabizou> and jesus, the
amount of water.
L2753[18:23:18] <tterrag> their carbon
footprint is immense
L2754[18:23:21] <shadowfacts> 1 pound of
beef requires ~400 gallons of water
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L2756[18:23:49] <RANKSHANK_mob1> That's
why steak is so delicious?
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L2758[18:24:51] <howtonotwin> I think
there's something wrong with your water if it has taste.
L2759[18:25:12] <gabizou> my water tastes
fine
L2760[18:25:20] <gabizou> It tastes like
water
L2761[18:25:33]
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L2762[18:25:58] <howtonotwin> talking to
Rank but mmmm water-flavored juice!
L2763[18:26:24] <diesieben07> water is
best drink
L2764[18:26:32]
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L2765[18:26:38] <diesieben07> seriously,
all this flavored bullshit, it just makes you demand MORE
SUGAR
L2766[18:27:01] <gabizou> mmmm
sugar
L2767[18:27:11] <shadowfacts> ^
L2768[18:27:19] <diesieben07> "MORE
SUGAR" he says has he drinks tea with sugar
L2769[18:27:22]
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L2770[18:27:25] <diesieben07> *as
he
L2771[18:27:30] <gabizou> you mean sugar
with tea
L2772[18:27:35] <howtonotwin> you know
how lots of organic chemicals have rings of carbon in them?
L2773[18:27:49] <gabizou> yes.
L2774[18:27:52] <howtonotwin> If you
reverse the chirality of many chemicals
L2775[18:27:52] <diesieben07> just
saying, dont take anything i say today seriously
L2776[18:27:59] <diesieben07> i am grumpy
and tired for no reason
L2777[18:28:01] <howtonotwin> suddenly,
you can't process them
L2778[18:28:16] <gabizou> at that point
you've altered their chemistry
L2779[18:28:24] <gabizou> and won't taste
the same
L2780[18:28:32]
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L2782[18:28:53] <Keridos> ok this is
weird, I got it to display the light level according to the state
correctly, but it doesnt load the correct texture unless I resync
the block (e.g. by opening the GUI)
L2783[18:28:56] <howtonotwin> There was a
form of glucose that had the opposite chirality, and it tasted
exactly the same, but it didn't actually count as sugar because you
can't metabolize it
L2784[18:29:20] <diesieben07> Keridos,
you probably need to force a re-render on the client using
notifyBlockUpdate when the TE data is received
L2785[18:29:37] <howtonotwin> It was too
expensive to make, though, so no one uses it
L2786[18:30:31] ***
amadornes is now known as amadornes[OFF]
L2787[18:31:15]
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client closed)
L2788[18:32:03] <LexDesktop> Mornin guys,
anything fun happen last night?
L2789[18:34:50]
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L2793[18:38:43] <Keridos> diesieben07: I
always do it with notifyblockupdate and flag 3
L2794[18:38:55] <Keridos> I got another
thing in suspicion though
L2795[18:39:17] <diesieben07> on the
receiving side?
L2796[18:39:30]
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L2797[18:39:30] <Keridos> I do not have
an ondatapacket and getpacket since I have messages
L2798[18:39:39] <Keridos> I might need to
trigger sending a message instead
L2799[18:39:48] <diesieben07> not sure if
notifyBlockUpdate on the server triggers a re-render
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L2802[18:41:16] <tterrag> diesieben07:
you know more about the item overrides stuff ^
L2803[18:41:24] <diesieben07> already
reading :D
L2804[18:41:50]
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L2806[18:42:35] <tterrag> ugh
L2807[18:42:50] <tterrag> my packet setn
from PlayerLoggedInEvent arrives on the client before the client
player is set
L2808[18:42:55] <tterrag> this wasn't a
problem in 1.7
L2809[18:42:57] <tterrag> what
happened?
L2810[18:42:59] <Keridos> how can I make
getUpdatePacket send a message via simpleimpl?
L2811[18:43:05] <tterrag> Keridos: you
don't
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L2813[18:43:11] <diesieben07> Keridos,
getPacketFrom
L2814[18:43:16] <tterrag> or well,
yeah
L2815[18:43:20] <tterrag> but that's not
really "via" simpleimpl
L2816[18:43:24] <diesieben07> yes it
is...
L2817[18:43:38] <tterrag> no, it's just
wrapping an IMessage and sending it through the vanilla
pipeline
L2818[18:43:42] <diesieben07> tt are you
sure you have the main thread stuff in there?
L2819[18:43:45] <howtonotwin> Why do I
keep derping up the whitespace around headers? I'll force commit
that
L2820[18:43:49] <tterrag> ahhh that's
it
L2821[18:43:50] <tterrag> right
L2822[18:43:51] <tterrag> been a
while...
L2823[18:43:52] <diesieben07> yes, which
is what the system normally does anyways.
L2824[18:44:05] <diesieben07> Imessage
becomes a bytebuf becomes an FMLProxyPacket becomes a custom
payload
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L2826[18:44:15] <diesieben07> which is a
horrible mess imho but thats just me.
L2827[18:44:32] <diesieben07>
howtonotwin, looks good to my tired mind :D
L2828[18:44:47] <howtonotwin> Taking
suggestions for next doc page to write
L2829[18:45:21] <tterrag> stupid race
conditions
L2830[18:45:24]
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L2832[18:45:43] <tterrag> diesieben07: I
suppose, but it's not what I took as the point of the question
:P
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L2834[18:46:45] <Keridos> how can I send
a message to all players within a certain range from a pos in the
world?
L2835[18:47:03] <tterrag> use the method
that takes a range :P
L2837[18:47:33] ***
Xilandro is now known as Kodos
L2838[18:47:58] <tterrag>
sendToAllAround
L2839[18:48:25] <Noc7is> Is there an
event or anything called for when a mob despawns? I couldn
L2840[18:48:29] <Noc7is> couldnt seem to
find one.
L2841[18:48:45] <tterrag> Noc7is: not
really, despawning isn't well defined
L2842[18:48:53] <tterrag> essentially it
just writes the entity to NBT then kills it
L2843[18:49:12] <Noc7is> Ah, darn.
L2844[18:49:18]
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L2845[18:49:42] <tterrag> diesieben07: if
I have a block with one bool prop, which shouldn't affect the model
at all, how should my blockstate look?
L2846[18:49:46] <diesieben07> well, there
is LivingSpawnEvent.AllowDespawn
L2847[18:49:54] <tterrag> or should I
just use a statemapper
L2848[18:50:06] <diesieben07> yeah just
make a statemapper that ignores the prop
L2849[18:50:10] <Noc7is> I wouldn't know
if I want the entity to despawn at the time it spawns.
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L2851[18:50:27] <diesieben07> that event
fires whenever an entity decides to despawn
L2852[18:50:32] <Noc7is> Oh.
L2853[18:50:37] <Noc7is> Then thats
perfect. THanks
L2854[18:51:17] <Keridos> is this the
corrrect way to find a wordls dimension id:
worldObj.provider.getDimension()?
L2855[18:51:51] <Noc7is> To my knowledge
it is ^
L2857[18:53:03] <tterrag> simple enough,
right? :P
L2858[18:53:31] <howtonotwin> There's a
builder class for StateMappers, right?
L2859[18:53:41] <diesieben07> yeah
L2860[18:53:45] <howtonotwin> You can
just use that and tell it to ignore the prop
L2861[18:53:49] <diesieben07> new
StateMap.Builder().ignore(prop).build();
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L2864[18:54:30] <masa> tterrag: could you
elaborate what is null in the chisel vs. item scroller crash? I
haven't looked at chisel code nor am I really familiar with the
current chisel version anyway...
L2865[18:55:15] <diesieben07> also Noc7is
just saying, AllowDespawn apparently only fires every 32
ticks
L2866[18:55:22] <diesieben07> not every
tick like it says in the docs
L2867[18:56:00] <LexDesktop> !gm
func_176534_d
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L2872[19:02:29] <masa> or does chisel do
something so funky that clicking on the slots crashes it?
L2873[19:02:47] <masa> that wouldn't
exactly make sense though
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L2876[19:04:11] <Noc7is> diesieben, would
it prevent a mob from despawning if I cancel it?
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L2878[19:05:10] <diesieben07> read the
javadocs...
L2879[19:05:35] <Noc7is> You just looked
at the javadocs, hence why i asked you instead of pulling them
up
L2880[19:05:55] <diesieben07> dude... i
am not your butler.
L2881[19:06:06]
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L2882[19:06:06] <Noc7is> I never said you
were.
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L2884[19:06:19] <diesieben07> then look
it up yourself...
L2885[19:06:25] <Noc7is> You looked, so I
asssumed you would have glanced at it
L2886[19:06:29] <diesieben07> i
have.
L2887[19:06:38] <Noc7is> Exactly my
point
L2888[19:06:41] <diesieben07> but that
was 20 minutes ago
L2889[19:06:44] <diesieben07> and i am
working on my own shit
L2890[19:06:47] <diesieben07> so no i do
not remember.
L2891[19:06:59] <Noc7is> Thats all you
had to say...
L2892[19:07:07] <diesieben07> i
did.
L2893[19:07:17] <diesieben07>
<diesieben07> read the javadocs...
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L2895[19:07:36] <MalkContent> nono, he
means the "you don't remember" part
L2896[19:07:48] <Noc7is> I'm not going to
argue this, this is ridiculous.
L2897[19:07:58] <diesieben07> it really
is.
L2898[19:08:09] <MalkContent> chances are
he's just on the spectrum and didn't get the hint that you just
didn't want to do it
L2899[19:08:10] <diesieben07> it took you
longer to ask me than to look at the damn docs...
L2900[19:08:21] <Noc7is> yes, yes it
did
L2901[19:08:32] <diesieben07> i am just
tired of people not fucking looking at the documentation before
asking
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L2903[19:09:03] <Noc7is> Sorry that it
didnt occur to me to shift click into the event class and
look.
L2904[19:09:14] <diesieben07> and sorry
for being grumpy todasy
L2905[19:09:19] <diesieben07> yay,
happyness
L2906[19:09:25] <MalkContent>
>:C
L2907[19:09:30] <MalkContent>
happiness*
L2908[19:09:36] <diesieben07> shaddap,
i'm german
L2909[19:09:43] <diesieben07> i can do
whatever i want to your freedom language
L2910[19:09:57] <MalkContent> falsche
adresse :D
L2911[19:10:21] <diesieben07> lolz
L2912[19:10:25] <MalkContent> ^^
L2913[19:11:07] <howtonotwin> I feel so
strange submitting a 2-line PR >_<
L2914[19:11:12] <diesieben07> also fuck
everyone who says "lolz" seriously
L2915[19:12:16] <MalkContent> like
verbally?
L2916[19:12:20] <diesieben07> yes
L2917[19:12:38]
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L2918[19:12:46] <Noc7is> I just realized
it's control click...
L2919[19:12:54] <Noc7is> That takes like
.01 seconds longer.
L2920[19:13:58] <MalkContent> could also
mark and then f3 if you dont feel like reaching for ctrl
L2921[19:14:01] <howtonotwin> Hey,
anybody would be totally spent after reading my PRs to the docs
:P
L2922[19:14:19]
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L2923[19:14:58] <diesieben07> nah its not
you
L2924[19:15:11] <diesieben07> i'm just
being depressed for no reason cause thats how depression
works
L2925[19:16:21] <MalkContent> my tip is
go to bed. if ive learned anything from how i met your mother is
that "nothing good ever happens after 2 am"
L2926[19:16:23] <howtonotwin> Get ready
then, because here comes another (in ~15 min) :D (block
interactions this time)
L2927[19:16:39] <diesieben07> yeah i
should go to bed shouldnt i
L2928[19:16:47] <diesieben07> problem is,
my sleep cycle is completely fucked up
L2929[19:16:58] <diesieben07> so i am
lucky if i can sleep at 3am
L2930[19:17:13] <howtonotwin> I just
closed eclipse so I don't have reference material *sigh*
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L2936[19:19:50] <howtonotwin> Scratch
that I am not awake enough to write more docs. Bye everyone!
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L2949[19:30:24] ***
willieaway is now known as williewillus
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L2954[19:36:52] <williewillus> it's
public for me
L2955[19:37:14] <williewillus>
RenderLIvingBase.addLayer/removeLayer
L2956[19:37:23] <diesieben07> talking
about setSoundType
L2957[19:37:26] <kashike> setSoundType is
protected
L2958[19:37:48] <williewillus> i didn't
need it or I solved my problem another way
L2959[19:37:50] <williewillus> something
like that
L2960[19:37:59] <diesieben07> ah...
L2961[19:38:45] <diesieben07> bed time
now.
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L3014[20:42:54] <tterrag> nvm -_-
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L3017[20:46:03] <kashike> agowa338:
please fix your damn connection
L3018[20:46:45] <tterrag> masa: it's just
that it doesn't happen with vanilla, ever
L3019[20:46:54] <tterrag> so it must be
some odd sequence of events that causes this
L3020[20:47:09] <tterrag> I'm not ruling
out the possiblity of it being something dumb on our side, but I
need to investigate
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L3026[20:51:21] <masa> well the only
thing I'm doing is calling mc.playerController.windowClick()
L3027[20:51:55] <tterrag> I doubt that's
the ONLY thing you are doing
L3028[20:52:04] <masa> I tried to add
chisel to my dev env by throwing the jar in mods/ bot it doesn't
load, it crashes with not fining ItemChiselBlock
L3029[20:52:07] <tterrag> my guess is
somehow they nulled out the target slot without updating the chisel
options
L3030[20:52:17] <masa> oh hmm
L3031[20:52:19] <tterrag> masa: full
log?
L3032[20:52:31] <tterrag> it's probably
forge's runtime deobf's fault
L3033[20:52:32] <masa> yeah it might derp
because of my destination detection code...
L3034[20:52:48] <masa> well I tried also
building a deobf jar but same crash...
L3035[20:52:50] <masa> one sec
L3036[20:52:55] <tterrag> use BON2
:P
L3037[20:53:05] <masa> oh, hmm
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L3041[20:55:10] <masa> I'll try the
latest from that jenkins
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L3043[20:55:58] <masa> nope same crash...
so how does BON2 work?
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L3045[20:56:43] <tterrag> at
org.objectweb.asm.ClassWriter.getCommonSuperClass(ClassWriter.java:1684)
L3046[20:56:47] <tterrag> this is the
crash from runtime deobf
L3047[20:56:55] <tterrag> masa: you use
eclipse?
L3048[20:57:03] <masa> yeah I had the
same issue with enderio
L3049[20:57:05] <masa> yes
L3050[20:57:22] <tterrag> go into the run
config you are using, arguments tab, and remove the
-DFORGE_FORCE_FRAME_RECALC thing
L3051[20:57:32] <tterrag> then try
again
L3052[20:57:49] <masa> ok..
L3053[20:57:57] <tterrag> I know, it's
weird
L3054[20:58:00] <masa> what does that
even do?
L3055[20:58:24] <masa> except obviously
break everything... yeah now it launched
L3056[20:58:33] <williewillus> runtime
deobf asm magic
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L3058[20:59:05] <tterrag> masa: I
honestly still don't understand why it was added
L3059[20:59:05] <blood_> williewillus:
did you get my last comment
L3061[20:59:10] <tterrag> it was
evidently to fix something
L3062[20:59:14] <tterrag> but it just
breaks eclipse more often than not
L3063[20:59:16] <blood_> missing SideOnly
there
L3064[20:59:19] <williewillus> blood_:
ah, thanks
L3065[20:59:20] <blood_> needs to be
Side.CLIENT
L3066[20:59:25] <blood_> that is what
caused the crash originally
L3067[20:59:28] <tterrag> botania missing
a SideOnly?
L3068[20:59:30] <tterrag> unheard
of
L3069[20:59:38] <williewillus> lol
L3071[21:00:26] <blood_> might be time to
skim through your sources and properly SideOnly any client stuff
=)
L3072[21:00:31] <blood_> assuming there
are others
L3073[21:00:43] <williewillus> if someone
made an inspection that would be great lol
L3074[21:00:50] <williewillus> but yes
I'll look through I did a bunch when porting
L3075[21:00:54] <williewillus> there
might be more
L3076[21:00:58] <blood_> oh yea you
ported this
L3077[21:00:58] <tterrag> pretty sure
tema did do that
L3078[21:01:05] <blood_> so makes
sense
L3079[21:01:09] <tterrag> make a sideonly
inspector
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L3081[21:01:28] <blood_> does it just use
reflection for each class?
L3082[21:01:36] <williewillus> ?
L3083[21:01:43] <blood_> the
inspector
L3084[21:02:04] <tterrag> dunno
L3086[21:02:55] <blood_> full blown mod
protection =)
L3088[21:03:03] <blood_> supports 3d
cuboids
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L3090[21:03:39] <blood_> oh you will need
SpongeForge though
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L3092[21:04:16] <blood_> ok so he does
use massive reflection =)
L3093[21:04:17] <blood_> figures
L3094[21:04:28] <blood_> but yea good
tool if it works =)
L3096[21:05:00] <williewillus> it's an
extension to the event that lets you interrupt the "stream of
interactions"
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L3098[21:05:08] <williewillus> by
returning something that isn't PASS
L3099[21:05:50] <williewillus> if it
looks fine a comment voicing approval would be nice, otherwise
comments to improve
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L3101[21:06:56] <blood_> i never really
liked patching client side stuff if server could handle it
L3102[21:07:03] <williewillus> this needs
client patches
L3103[21:07:13] <blood_> example of
action?
L3104[21:07:23] <williewillus> what do
you mean example of action? :P
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L3106[21:07:43] <blood_> an interaction
that can't be handled by server only
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L3108[21:08:55] <williewillus> say I have
an apple in my main hand and a bow in my offhand. I want to NOT eat
the apple but instead fire the bow. I can make the server reject
attempts to interact in the main hand, but I CANNOT make the client
stop trying to eat the apple and instead interact w the bow
L3109[21:09:03] <williewillus> because
the whole "passing to offhand" logic is clientside
L3110[21:09:12] <williewillus> the server
runs interactions in discrete packet handlers
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L3113[21:10:16] <blood_> you should be
able to revert anything on client even if the animation does
occur
L3114[21:10:36] <williewillus> no, that's
not how it works. if the client "attempts" something it
will send it to the server
L3115[21:10:39] <williewillus> and the
server will do it
L3116[21:10:43] <williewillus> this isn't
the point though
L3117[21:10:53] <williewillus> this is
the PIE that is already merged, I'm asking for reviews to the
extension i linked :P
L3118[21:10:54] <blood_> sure but the
server handles the data
L3119[21:11:00] <blood_> the client cant
create its own data
L3120[21:11:09] <blood_> you can always
revert it by telling the client after
L3121[21:11:35] <blood_> ok so my first
question, vanilla clients on a forge server
L3122[21:12:03] <blood_> you should be
able to properly revert any interaction a vanilla client does
L3123[21:12:10]
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L3124[21:13:30] <blood_> once it works
properly with vanilla clients then make whatever "extra"
changes you want for Forge clients
L3125[21:13:56] <williewillus> so am I
supposed to rewrite this again? :P
L3126[21:14:04] <williewillus> i just
want comments on the extension
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L3128[21:14:19] <blood_> i never got a
chance to review the initial implementation
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L3131[21:16:03] <blood_> it's really
annoying to read these diffs
L3132[21:16:10] <williewillus> okay
here's something else. Bow in main, ender pearl in off. I want to
block the bow with PIE from server only. I get a use item packet
with main hand and eliminate it. the client has no idea it should
stop drawing the bow and switch to the offhand right click to throw
the pearl. The server can't "throw" the pearl for you
since everything happens in discretized packethandlers
L3133[21:16:36] <williewillus> and just
sending a "stop use item" packet to the client is useless
as it'll just start trying to draw again
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L3137[21:17:43] <williewillus> if you did
want the server to do it for you then you basically have to
reimplement ALL of the "stream of interactions" logic
from the client into the server which would be ugly as hell
L3138[21:18:04] <blood_> sure but as I
said before, you should be able to set the client state after it
performs "XYZ"
L3139[21:18:19] <blood_> if it throws the
pearl, the server will know about it as it has to spawn it
L3140[21:18:26] <williewillus> it doesn't
throw the pearl
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L3142[21:18:31] <williewillus> and i want
it to
L3143[21:18:35] <williewillus> without
client help
L3144[21:18:43] <williewillus> how do i
do that without copying all the client logic to the server?
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L3146[21:19:21] <blood_> there is nothing
wrong with copying logic on server. This also supports vanilla
clients
L3147[21:19:28] <blood_> unless Forge
doesnt care about vanilla?
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L3149[21:19:37] <blood_> and only cares
about Forge clients on Forge servers?
L3150[21:19:47] <blood_> because if that
was the case, why would Forge support vanilla clients :P
L3151[21:20:01] <blood_> makes more sense
to make it work for vanilla first then worry about
"improving" it for Forge clients
L3152[21:20:25] <blood_> but thats up to
lex, no idea if he cares about that
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L3154[21:21:15] <williewillus> that's a
huge maintenance overhead I'm personally not wanting to take but
hey someone else can do it
L3155[21:21:33] <williewillus> and when
it breaks I don't have to be responsible anymore :D haha
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L3157[21:22:13] <blood_> how do you think
every single spigot server handles it ?
L3158[21:22:20] <blood_> =)
L3159[21:22:25] <blood_> but sure
L3160[21:22:30] <blood_> can make that a
separate item i suppose
L3161[21:22:50] <blood_> as for the
extension, i would need to look into the original impl. Ask gabizou
?
L3162[21:23:00] <blood_> pretty sure he
knows more about the forge PIE impl than me
L3163[21:23:18]
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L3164[21:23:27] <blood_> im more familiar
with the old one, just getting my hands into 1.10.2
L3165[21:24:37] ***
williewillus is now known as willieaway
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L3181[21:42:12] <howtonotwin> In
ItemBlock#onItemUse, why is getMetadata called twice?
L3182[21:44:18]
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L3188[21:51:43] <gabizou> blood_ what am
I to look at?
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L3190[21:51:52] <gabizou> this PIE
extension?
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L3200[21:55:56] <TehNut> howtonotwin:
Where?
L3201[21:55:58]
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L3202[21:56:00] <TehNut> I only see it
called once
L3203[21:56:12] <howtonotwin> line
57
L3204[21:56:12] <TehNut>
this.getMetadata(stack.getMetadata())
L3205[21:56:14] <howtonotwin> yes
L3206[21:56:18] <TehNut> Yes that is
once
L3207[21:56:22] <TehNut> this !=
stack
L3208[21:56:26] <howtonotwin>
stack.getMetadata ALSO calls this.getMetadata
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L3212[21:57:38] <howtonotwin> If I made a
damageable ItemBlock with meta and stored both in stack.itemDamage,
wouldn't this break?
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L3214[21:58:47] <theFlaxbeard> Anyone
know of a way to allow for player movement while a GUI is
open?
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L3217[22:01:00] <masa> tterrag: I fixed
the bug in item scroller, but I'll work on one other thing tomorrow
(= today after I wake up) before I push a new release
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L3220[22:01:51] <masa> tterrag: and also,
I found an item loss bug in Chisel ;) If you shift + click a stack
from the chisel input slot while you also have a stack in the
cursor, it will just delete the stack from the cursor
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L3259[23:04:18] ***
Vigaro is now known as Vigaro|AFK
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L3261[23:05:16] <Waterpicker> !gm
func_92045_e 1.7.10
L3262[23:05:29]
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L3263[23:05:42] <Waterpicker> !gm
func_92043_f 1.7.10
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L3265[23:05:59] <Waterpicker>
func_92044_a
L3266[23:06:06] <Waterpicker> !gm
func_92044_a 1.7.10
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L3269[23:10:27] <kenzierocks> anybody
know why my client would be making a bunch of calls to
net.minecraft.network.play.server.S14PacketEntity$S15PacketEntityRelMove.func_148833_a?
L3270[23:10:41] <kenzierocks> !gm
func_148833_a 1.7.10
L3271[23:10:47] <kenzierocks>
processPacket...
L3272[23:10:57] <kenzierocks> why is it
being used so much...
L3273[23:11:35]
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L3277[23:20:22] <LexDesktop> Why are you
looking up 1.7.10 shit?
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L3281[23:22:59] <Waterpicker> port
L3282[23:23:20] <Waterpicker> Needed to
match up old method names with what they are now.
L3283[23:25:59]
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L3285[23:29:47] <tterrag> agowa338: FIX
your connection
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L3292[23:44:01] <kashike> tterrag: been
banned from at least two channels already because of it :P
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L3295[23:51:22] <tterrag> um...if I'm
using onItemRightClick to open a GUI, how do I properly pass it to
the block?
L3296[23:51:29] <tterrag> it seems to
always run even if I activate a block
L3297[23:51:49] <tterrag> oh...nvm
L3298[23:52:00] <tterrag> shift clicking
disables block activation...that's going to be a bit annoying with
offhand
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L3300[23:52:42] <tterrag> I guess they
will just have to deal with it
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