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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
L61[00:36:04] <sweetpi> ArisTavi: https://github.com/Funwayguy/RealisticItemDrops
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
L77[00:40:44] <McJty> https://github.com/McJty/ElementalDimensions/blob/master/src/main/resources/assets/elementaldimensions/blockstates/solidwater.json
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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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/
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L553[02:07:14] <Abastro> Iteration on Enumeration: what is the most clean way?
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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
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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
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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
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L906[08:13:25] <Naiten> SourceTree has quite a nice gui though
L907[08:13:55] ⇨ Joins: agowa339 (~Thunderbi@p5491972B.dip0.t-ipconnect.de)
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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L936[08:20:29] 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?
L949[08:27:56] <gigaherz|work> http://www.bestbelt.com/images/p_expanded/5049.jpg
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?
L953[08:29:05] <gigaherz|work> https://img1.etsystatic.com/128/1/6781540/il_214x170.909759815_as7j.jpg
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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L959[08:30:36] <gigaherz|work> http://g01.a.alicdn.com/kf/HTB1yrWEKVXXXXacXpXXq6xXFXXXy/1X-Electric-Motorcycle-PU-font-b-Leather-b-font-font-b-Tool-b-font-font-b.jpg
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?
L964[08:32:10] <gigaherz|work> http://previews.123rf.com/images/AnnSunnyDay/AnnSunnyDay1105/annsunnyday110500006/9618303-Red-toolbox-with-tools-Stock-Vector-toolbox-tool-box.jpg
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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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?
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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
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L1121[09:40:12] <sham1> You can reflect to them since ever
L1122[09:40:16] <howtonotwin> No
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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
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L1138[09:43:00] <sham1> Why so
L1139[09:43:16] <howtonotwin> http://pastebin.com/0b2Keeev
L1140[09:43:33] <howtonotwin> compiles and runs just peachy
L1141[09:44:10] <Ordinastie_> if you extend Base, sounds normal
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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
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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
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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
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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
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L1211[09:58:17] <sham1> Well yah
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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
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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?
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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
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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?
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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
L1271[10:20:24] *** Keridos|away is now known as Keridos
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
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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 :)
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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
L1323[10:58:14] <vox> :/
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?
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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
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L1355[11:20:31] <Keridos> https://paste.ee/p/ojtZv
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
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L1370[11:23:35] <diesieben07> howtonotwin, singletons don't belong in the forge docs.
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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
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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.
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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
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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
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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)
L1453[11:44:18] <sham1> http://i.stack.imgur.com/leHzl.png
L1454[11:44:21] <sham1> This
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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] ⇦ Quits: agowa340 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
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
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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 ?
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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] ⇦ Quits: agowa339 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
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] *** Keridos|away is now known as Keridos
L1525[11:54:13] <sham1> The java debugger shipped with the JDK
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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
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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
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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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L1551[11:58:54] <Subaraki> http://i.imgur.com/0AQimMA.png
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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L1569[12:03:40] <MalkContent> http://sinister-lore.de/picdump/toolring.png this discernible?
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
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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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L1587[12:18:54] <diesieben07> people really do this... http://www.minecraftforge.net/forum/index.php/topic,41180.msg218543.html#msg218543
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
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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
L1599[12:22:10] <diesieben07> https://git.io/v6cFS
L1600[12:22:54] ⇦ Quits: agowa338 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L1601[12:23:51] <diesieben07> but those are people who also write absolute shit like this: https://git.io/v6cbY
L1602[12:23:53] <diesieben07> god it makes me mad
L1603[12:24:00] ⇨ Joins: agowa338 (~Thunderbi@p5491849F.dip0.t-ipconnect.de)
L1604[12:24:06] <sham1> I'm dying right now
L1605[12:25:14] ⇦ Quits: agowa339 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
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] ⇨ Joins: Drullkus (~Dru11kus@2601:646:8301:ead3:1506:f387:a1df:40dd)
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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] ⇦ Quits: agowa338 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
L1617[12:29:21] <sham1> But people do dumb shit because reasons
L1618[12:29:25] ⇦ Quits: Drullkus (~Dru11kus@2601:646:8301:ead3:1506:f387:a1df:40dd) (Ping timeout: 182 seconds)
L1619[12:29:52] <Ordinastie_> pretty sure it's been said the same for me, so... :p
L1620[12:29:54] ⇦ Quits: agowa339 (~Thunderbi@p5491849F.dip0.t-ipconnect.de) (Ping timeout: 202 seconds)
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
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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] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 384 seconds)
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
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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
L1659[12:40:39] <MalkContent> https://www.youtube.com/watch?v=awa87mmCKpM
L1660[12:40:41] <gigaherz> minecraft's model stack is horrible.
L1661[12:41:45] <sham1> The fuck is that
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L1663[12:42:12] * Waterpicker pops into exsitance.
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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
L1669[12:44:28] <howtonotwin> This seems like a case of http://hpmor.com/chapter/10
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
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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
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L1686[12:50:42] ⇨ Joins: Sephiroth (znc-admin@sephiroth.ws)
L1687[12:51:26] <sham1> The translation is awfuk
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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] ⇦ Quits: Sephiroth (znc-admin@sephiroth.ws) (Client Quit)
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
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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 ?
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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
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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
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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.
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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
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L1847[14:11:11] <tterrag|ZZZzzz> Noc7is: your problem is http://xyproblem.info/
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.
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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
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L2016[15:47:23] <sham1> WHy
L2017[15:47:32] <primetoxinz> hard to explain
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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> ^
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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?
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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*
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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
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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
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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
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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
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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
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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"
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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
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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
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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
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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
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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
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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
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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
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L2239[16:12:49] <primetoxinz> https://imgur.com/a/9xAjJ
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
L2279[16:17:23] <LatvianModder> BordListian: http://i.imgur.com/FZlVoOA.jpg
L2280[16:18:04] <howtonotwin> Uploaded then link in 40s? well done Lat
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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?
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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
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L2293[16:19:57] <primetoxinz> literally the recipe is iron ingot, creeper balls, diamond
L2294[16:20:02] <BordListian> http://i.imgur.com/4aiTO2U.png
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?
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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
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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
L2314[16:21:33] <howtonotwin> I broke Dillinger writing up some docs btw :P http://imgur.com/MsU9J25
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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
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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
L2335[16:24:03] <LatvianModder> here, steal what you can, give nothing back https://www.youtube.com/watch?v=JI8H4XwOmDY
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
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L2339[16:24:42] <howtonotwin> Weren't gears the original form of redstone?
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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
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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
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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?
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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
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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
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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
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L2398[16:32:33] <primetoxinz> sham1, https://imgur.com/a/9xAjJ
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
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L2407[16:34:32] <sham1> Because it does not conform to "Standards"
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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
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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
L2419[16:38:49] *** Vigaro|AFK is now known as Vigaro
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
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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
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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*
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L2443[16:56:27] <BordListian> https://www.youtube.com/watch?v=qA9lFHvTXe8
L2444[16:56:43] <BordListian> unrelated to anything
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L2448[17:00:07] <howtonotwin> Can someone proofread this? Thanks. https://github.com/MinecraftForge/Documentation/pull/58
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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
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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?
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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
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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
L2514[17:29:52] <LatvianModder> http://img.pandawhale.com/113213-Rick-and-Morty-YES-gif-Imgur-CZ3A.gif
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
L2527[17:33:05] <diesieben07> https://github.com/MinecraftForge/MinecraftForge/issues/2573
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
L2595[17:39:51] <Keridos> diesieben07: can you take a look at the growlight class change here, no idea why that reset my blocks https://github.com/Keridos/FloodLights/commit/5aef0e35dd0d7cd07dfe2863c689d503497407aa?diff=unified
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
L2625[17:42:56] <diesieben07> lex, if you want to remove this, go ahead. http://www.minecraftforge.net/forum/index.php/topic,41281.0.html
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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L2639[17:46:57] <diesieben07> hot damn... some people just should not code. http://www.minecraftforge.net/forum/index.php/topic,41251.msg218595.html#msg218595
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
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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
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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
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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
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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
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L2788[18:32:03] <LexDesktop> Mornin guys, anything fun happen last night?
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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?
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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
L2800[18:40:03] <howtonotwin> Made some changes, care to review? https://github.com/MinecraftForge/Documentation/pull/58
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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
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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
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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
L2836[18:47:21] <tterrag> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/#using-packets
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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.
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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 ^
L2856[18:53:00] <tterrag> http://pastebin.com/PNaRWn0R
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.
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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
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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
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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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L2952[19:36:04] <diesieben07> williewillus, what is this about: https://github.com/MinecraftForge/MinecraftForge/issues/2573 ? its still protected. am I missing something?
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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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L3012[20:39:56] <tterrag> why am I getting this even with a custom statemapper that ignores the property http://pastebin.com/xMUXPV26
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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
L3038[20:53:11] <tterrag> also use builds from here http://ci.tterrag.com/job/Chisel/branch/1.9%252Fdev/
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L3040[20:54:59] <masa> https://gist.github.com/maruohon/76a5918927e738a0c3c8c2fc5cec29e6
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
L3060[20:59:07] <blood_> https://github.com/williewillus/Botania/blob/master/src/main/java/vazkii/botania/common/block/tile/TileSpecialFlower.java#L168
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
L3070[21:00:03] <tterrag> oh wait https://github.com/Vazkii/Botania/pull/274
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
L3085[21:02:47] <blood_> btw for those running large servers, http://files.minecraftforge.net/maven/me/ryanhamshire/griefprevention/
L3086[21:02:55] <blood_> full blown mod protection =)
L3087[21:03:02] <williewillus> https://github.com/JetBrains/intellij-community/blob/master/plugins/InspectionGadgets/InspectionGadgetsAnalysis/src/com/intellij/codeInspection/booleanIsAlwaysInverted/BooleanMethodIsAlwaysInvertedInspectionBase.java
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 =)
L3095[21:04:47] <williewillus> oh lex said to bother you about my changes to PIE, can you look: https://github.com/MinecraftForge/MinecraftForge/pull/3070
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
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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
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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
L3166[21:24:51] <blood_> gabizou|laptop: https://github.com/MinecraftForge/MinecraftForge/pull/3070
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L3181[21:42:12] <howtonotwin> In ItemBlock#onItemUse, why is getMetadata called twice?
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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?
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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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L3243[22:37:48] MineBot sets mode: +v on Vaht
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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
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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...
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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.
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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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