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L19[01:36:31] <MalkContent> event.Side is physical side, right?
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L21[01:37:05] <Ordinastie_> which event ?
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L23[01:38:27] <MalkContent> playertickevent
L24[01:38:47] <MalkContent> tickevent.playertickevent *
L25[01:39:40] <Ordinastie_> and how the side is determined there ?
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L27[01:39:57] <MalkContent> yea, i just saw.
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L34[01:57:53] <Naiten> one of my twitter followers asked if my mod is available on pocket edition (ipad) or xbox 360
L35[01:57:56] <Naiten> i'm simple man
L36[01:58:05] <Naiten> i use pc for both work and gaming
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L38[01:58:49] <Naiten> and don't know anything about xbox or ipad plus forge compatibility
L39[01:59:09] <Ordinastie_> there is no forge for those platforms
L40[01:59:21] <BordListian> i am simple man i know nothing of peasantry
L41[01:59:38] <sweetpi> can you even have mods on xbox?
L42[01:59:44] <Naiten> i guess, MCPE has like _totally_ different code, thus forge is not appliable there
L43[01:59:48] <Naiten> welp
L44[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160811 mappings to Forge Maven.
L45[02:00:04] <Naiten> Ordinastie_, thanks for the indo
L46[02:00:06] <BordListian> did you consider porting it to pocket
L47[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160811-1.10.2.zip (mappings = "snapshot_20160811" in build.gradle).
L48[02:00:07] <Naiten> *info
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L50[02:00:17] <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/
L51[02:00:24] <BordListian> as in
L52[02:00:27] <BordListian> did you actually consider it
L53[02:01:06] <IoP> consider porting forge for mcpe?
L54[02:02:08] <Naiten> BordListian, porting my mod to mcpe? i have shitloads of code to rework just to port to 1.10.2, and i'm not like porting it anywhere else
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L56[02:03:56] <BordListian> it sounded like you were interested in it for a moment
L57[02:04:04] <BordListian> it was pretty bizarre to me so i had to ask
L58[02:04:20] <Naiten> BordListian, also, it's not like i'm thinking about xbox-users as about peasantry, it's like me being an indigent student not able to afford useless wastes
L59[02:04:22] <McJty> There is no forge there and no java so would be a bit hard
L60[02:05:06] <Ordinastie_> there are some mods for MCPE
L61[02:05:08] <MalkContent> is it even possible to mod mcpe?
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L63[02:05:25] <MalkContent> well there goes my answer
L64[02:05:37] <Ordinastie_> but very few and they're usually little mods
L65[02:07:51] <BordListian> well
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L67[02:08:01] <BordListian> xbox users aren't exactly known for their tastes
L68[02:08:29] <IoP> AAnd they are stupid because no PC ;)
L69[02:08:29] <Ordinastie_> why ? because they say they fucked your mom ? :p
L70[02:09:07] <BordListian> how they gonna tell me if i got no xbox
L71[02:12:35] <MalkContent> they're not
L72[02:12:42] <MalkContent> your mom is :)
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L76[02:23:18] <BordListian> why would my mother tell me that
L77[02:23:25] <BordListian> i don't tell my mother about my sex habits
L78[02:23:31] <BordListian> idiot
L79[02:24:02] <MalkContent> she'd probably just dreamily think aloud about him while doing housework when she thinks noone is in the vincinity
L80[02:24:34] <BordListian> what the fuck
L81[02:24:38] <BordListian> are you talking from experience?
L82[02:25:09] <MalkContent> what happens if you send a packet to the server from the server
L83[02:25:20] <MalkContent> no i just have a vivid imagination :)
L84[02:25:37] <MalkContent> https://i.ytimg.com/vi/NaSd2d5rwPE/hqdefault.jpg
L85[02:26:00] <MalkContent> I'm hoping nothing
L86[02:27:01] <McJty> MalkContent, I expect it to be sent and also handled like any other packet sent to the server
L87[02:27:03] <McJty> But not sure
L88[02:29:24] <Ordinastie_> hum, isn't ::new a supplier ?
L89[02:29:47] <MalkContent> basically I'm learning from existing code here that has sideonly.client above it
L90[02:29:58] <MalkContent> which im pretty sure should be isRemote instead
L91[02:30:11] <MalkContent> and then has a sendpackettoserver inside it
L92[02:30:14] <MalkContent> and that got me wondering ^^
L93[02:30:49] <MalkContent> i mean im at least 90% sure that sendpackettoserver is to a logistical server
L94[02:33:00] <Ordinastie_> yes, it sends to logical server
L95[02:33:10] <Ordinastie_> also, what am I missing here ? http://puu.sh/qxgTs.png
L96[02:33:13] <MalkContent> logical*
L97[02:34:04] <Ordinastie_> oh nvm :/
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L115[03:12:46] <MalkContent> fly just shit on my goddamn monitor...
L116[03:15:44] <MalkContent> at least next time i wonder were all the stupid little spots are from i can tell myself "it totally isn't my spit that got there from cursing during online gaming"
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L120[03:18:56] <BordListian> you just clean it
L121[03:19:03] <BordListian> *you could just
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L123[03:21:14] <MalkContent> i did
L124[03:22:02] <MalkContent> just was the first time i cought a fly shitting on my monitor in the act. wouldnt even have seen it if it hadnt make the light break curiously
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L154[03:55:48] <LatvianModder> Idea is so awesome.. I just discovered that it supports markdown file format and I can view them formatted without github...
L155[03:56:10] <gigaherz|work> yep
L156[03:56:22] <gigaherz|work> there's an addon that makes it even better, iirc
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L158[03:57:04] <Tazz> whattup
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L160[03:57:14] <Tazz> LatvianModder, yeah its nice :P
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L162[03:58:11] <LatvianModder> https://usercontent.irccloud-cdn.com/file/s1hUCmCa/
L163[03:58:22] <LatvianModder> does this look like proper instructions on how to build a mod yourself?
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L169[04:12:02] <MalkContent> im using renderItemAndEffectIntoGUI and when the item is enchanted i just get a square full of the enchanting effect. some common crap up with alpha settings?
L170[04:13:25] <LatvianModder> maybe wrong blend method
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L172[04:18:06] <Ordinastie_> oh, so sad :(
L173[04:18:13] <Ordinastie_> for a moment, I thought I could do this : gsonBuilder.registerTypeAdapter(ObjAnimImporter.class, this::deserialize);
L174[04:18:31] <MalkContent> found it. had some glAlphaFunc set to never
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L176[04:19:00] <MalkContent> whyever that was in there
L177[04:20:51] <Ordinastie_> I wish I didn't have to make 3 different classes to handle deserialization :/
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L181[04:22:53] <Ordinastie_> oh, yes I can actually
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L183[04:26:31] <Tazz> lol
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L187[04:32:00] MineBot sets mode: +o on LexLap3
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L191[04:39:19] <sham1> o/
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L197[04:46:10] <Tazz> o/ sham1
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L199[04:55:44] <Ordinastie_> anybody good with GSON deserialization ?
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L203[05:01:28] <wizjany> (new Gson()).fromJson(string, YourObject.class) :>
L204[05:01:47] <Ordinastie_> no shit
L205[05:02:05] <wizjany> it was the answer your question deserved tbh
L206[05:02:11] <wizjany> so don't go "no shit"ting me
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L208[05:02:51] <LatvianModder> I was good until I gave it up and started using JsonElement :P
L209[05:03:17] <wizjany> but can you serialize a potato with JsonElement?
L210[05:03:31] <LatvianModder> ye
L211[05:03:51] <wizjany> false, you need to have a potato first before you can serialize it. which you clearly don't.
L212[05:03:53] <wizjany> :>
L213[05:03:54] <LatvianModder> "minecraft:potato" :P
L214[05:04:13] <LatvianModder> Im from Latvia. I have infinite potato resources
L215[05:04:16] <LatvianModder> INFINITE
L216[05:04:17] <Ordinastie_> I have a key that can point to 2 different fields, based on data type for the key
L217[05:04:26] <wizjany> holy shit it's the latvian government!
L218[05:05:12] <LatvianModder> like Key<T>("key_id") points to ObjectA and Key<R>("key_id") points to ObjectB?
L219[05:05:12] <Ordinastie_> I can easily do that with custom deserializer, but I want the other elements to be deserialize normally
L220[05:05:14] <sham1> But can latvia into potato?
L221[05:05:35] <LatvianModder> Json doesnt really like multiple of the same key ids
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L223[05:05:51] <LatvianModder> because its a LinkedHashMap<String, JsonElement>
L224[05:06:01] <Ordinastie_> "from" : 0.5 or "from" : [0.5, 0, 1]
L225[05:06:13] <LatvianModder> oh like that
L226[05:06:24] <LatvianModder> ha, I have no problems with that
L227[05:06:28] <Ordinastie_> so I can check the type of JsonElement, yes
L228[05:06:46] <Ordinastie_> but then I have to manually deserialize all the fields manually too right ?
L229[05:06:47] <LatvianModder> jsonObject.get("from").isJsonArray() ? ...getAsJsonArray() : getAsJsonPrimitive()
L230[05:07:03] <LatvianModder> yes
L231[05:07:19] <Ordinastie_> and that's my question , how can I avoid having to do it manually
L232[05:07:25] <LatvianModder> thats why I ONLY use this method. because a) speed b) flexibility
L233[05:08:14] <LatvianModder> you probably cant unless deserializer context provides JsonElement you are deserializing
L234[05:08:26] <LatvianModder> wait, no, even that wouldnt help for single object
L235[05:08:43] <LatvianModder> you cant deserialize half in one way and half in another :P
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L238[05:10:50] <Ordinastie_> I guess I'll have to force different key names then :/
L239[05:11:11] <LatvianModder> why cant you just use JE?
L240[05:11:24] <Ordinastie_> what do you mean ?
L241[05:12:27] <LatvianModder> https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/java/com/feed_the_beast/ftbl/api/notification/Notification.java#L143-L241
L242[05:12:28] <LatvianModder> like this
L243[05:13:22] <Ordinastie_> yes I can manually deserialize every fields of my object
L244[05:13:26] <Ordinastie_> the thing is, I don't want to
L245[05:13:36] <LatvianModder> well, too bad
L246[05:14:17] <Ordinastie_> what I want is "if type of "from" is array, set key name to "fromXYZ" instead"
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L248[05:17:05] <LatvianModder> Cant you just deserialize it as Object and then check instanceof List or Number?
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L250[05:18:08] <Ordinastie_> oh, didn't think of doing it that way
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L253[05:20:23] <Ordinastie_> could save me the deserializer entirely
L254[05:22:03] <LatvianModder> Or you can make a new From.class and add deseriazlier for that
L255[05:22:33] <LatvianModder> but since I dont see what you need this for, I cant tell which variant is better
L256[05:23:14] <Ordinastie_> https://gist.github.com/Ordinastie/8e554458be39684451fdf7f15cc7a8c5#file-animation-json-L7
L257[05:23:46] <Ordinastie_> but in case the type is rotation for example, from/to will be single floats
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L301[07:04:40] <BordListian> pretty weird that ChunkDataEvent.Load exposes a method to get the nbt of the chunk
L302[07:04:46] <BordListian> and Unload doesn't
L303[07:05:20] <Ordinastie_> Unload != Save
L304[07:05:33] <BordListian> ah
L305[07:05:39] <BordListian> that would be why
L306[07:05:55] <Ordinastie_> also I don't see NBT for either
L307[07:06:13] <BordListian> event.getData()
L308[07:07:56] <Ordinastie_> because Unload is not in ChunkData
L309[07:09:24] <BordListian> it is tho
L310[07:09:33] <BordListian> wait
L311[07:09:35] <BordListian> what the fuck
L312[07:09:42] <Ordinastie_> you have ChunkEvent and ChunkDataEvent
L313[07:09:50] <Ordinastie_> ChunkEvent has Load/Unload
L314[07:09:56] <Ordinastie_> ChunkDataEvent has Load/Save
L315[07:09:58] <BordListian> ChunkDataEvent extends ChunkEvent
L316[07:10:02] <BordListian> that's why
L317[07:10:14] <BordListian> that's just confusing
L318[07:10:32] <diesieben07> it is not...
L319[07:11:17] <gigaherz|work> "Because ChunkDataEvent extends ChunkEvent, the child classes of ChunkDataEvent must match the ones from ChunkEvent" is not valid logic reasoning
L320[07:11:17] <gigaherz|work> ;p
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L324[07:13:34] <Koward> Guys, you remember the way new boat controls worked in the snapshots ? You think that would be doable as a mod ?
L325[07:13:46] <BordListian> yeah, i hated that
L326[07:13:51] <Koward> I loved it
L327[07:14:03] <BordListian> also yes, just handle client click event
L328[07:14:32] <BordListian> and probably replace boats?
L329[07:15:12] <Koward> Probably since it's not just control swapping. At the moment doing both controls does not go forward
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L334[07:23:08] <diesieben07> mhmm, almost two in a row :D http://i.imgur.com/mivrhqU.png
L335[07:23:32] <gigaherz|work> heh
L336[07:24:05] <gigaherz|work> maybe the forums should have a "old versions" board, and move all issues there ;P
L337[07:24:18] <gigaherz|work> anything older than 1.9.4 gets dumped into the old versions board and ignored ;P
L338[07:24:29] <diesieben07> except it won't get ignored.
L339[07:25:46] <Ordinastie_> make a board for old version, but change the link to create new posts to page that display in big letters "UPDATE YOU DUMBFUCK!"
L340[07:25:54] <diesieben07> haha
L341[07:26:17] <Koward> With a confirmation pop-up "Are you sure to be a retard ?"
L342[07:26:18] <MalkContent> i also propose making an extra irc channel for 1.7.10
L343[07:26:28] <MalkContent> much in the same vein
L344[07:26:38] <MalkContent> if the 1.7ers conglomerate there, so be it
L345[07:26:47] <BordListian> there is an extra irc channel for 1.7.10
L346[07:26:49] <MalkContent> at least there's a place you can send them off to
L347[07:26:57] <BordListian> #RegisterYourNameMoron
L348[07:27:03] <diesieben07> haha
L349[07:27:13] <MalkContent> hah
L350[07:27:32] <Koward> I find modding easier (at least about what changed) now than old 1.7 registering ways. I must be an alien
L351[07:27:43] <BordListian> 1.7 is 3 years old 2016
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L353[07:28:00] <Koward> The whole thing is getting more and more consistent imo
L354[07:28:05] <BordListian> the finest of memes
L355[07:28:25] <BordListian> 1.10 modding is ok 7/10
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L359[07:32:43] <MalkContent> forge1.7.10 channel should have a lex bot so it seems official. and when you talk to it, it only replies "I'm just here so I don't get fined"
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L361[07:33:53] <gigaherz|work> Koward: it's not the registratio nthat people complain
L362[07:33:57] <gigaherz|work> it's the model system
L363[07:34:16] <gigaherz|work> in 1.7.10 it was
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L365[07:34:36] <Koward> Yes yes, the jsons, yeah sorry
L366[07:34:44] <gigaherz|work> getIcon(int meta, int facing) and you'd just return the right one
L367[07:34:47] <gigaherz|work> and if that wasn't enough
L368[07:34:58] <gigaherz|work> you have ISBRH / IItemRenderer
L369[07:35:05] <gigaherz|work> which were all code-based
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L371[07:35:29] <gigaherz|work> and all thosepeople complain that it's hard to understand -- when it really isn't
L372[07:35:44] <Ordinastie_> that's BS
L373[07:35:53] <Ordinastie_> fucking nobody manage to make it work
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L375[07:36:01] <Ordinastie_> not right away anyway
L376[07:36:20] <Ordinastie_> even worse if it's not just the most basic stuff that you need
L377[07:36:35] <BordListian> same with jsons tbh
L378[07:36:51] <BordListian> 'specially forge blockstates
L379[07:37:14] <BordListian> who would've guessed that submodels need unique names when in regular json models, elements don't
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L381[07:39:26] <gigaherz|work> okay, yes, it's harder to get working than it would seem -- the moment you have any requirement that doesn't fix in mojang's use cases
L382[07:39:42] <gigaherz|work> fit*
L383[07:40:11] <BordListian> (panes are mojang use cases)
L384[07:40:19] <gigaherz|work> mojang is quick to hardcode things
L385[07:40:29] <gigaherz|work> when they don't fit their own use cases ;P
L386[07:40:31] <Ordinastie_> but forge added on top of that
L387[07:40:39] <Ordinastie_> so it shouldn't be hard
L388[07:41:01] <BordListian> can we get z rotation for forge blockstates
L389[07:41:13] <gigaherz|work> you can rotate in z already
L390[07:41:14] <BordListian> asking for a friend
L391[07:41:24] <BordListian> can you
L392[07:41:41] <diesieben07> you can specify full transformation matrices in forge blockstates if you want
L393[07:41:57] <gigaherz|work> using... "transform": { "fixed": { "rotation": [ { "z": number } ] } }
L394[07:42:02] <gigaherz|work> I'm not sure if it was fixed or what
L395[07:42:14] <BordListian> well then
L396[07:42:15] <gigaherz|work> but one of the transforms is applied to the model in the world
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L408[07:56:55] <MalkContent> only thing more annoying then diddling around with guys is diddling around with gl stuff
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L417[08:20:21] <MalkContent> I can't find where the blend function for itemrendering in the inventory is set
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L419[08:20:46] <MalkContent> no idea how to get it to render the enchanting effect only over the item
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L423[08:26:17] <gigaherz|work> MalkContent: wat
L424[08:26:29] <gigaherz|work> the effect is only applied over non-transparent pixels
L425[08:26:50] <gigaherz|work> if that's not the case, something is wrong
L426[08:27:03] <gigaherz|work> either a TESR/gui/whatever is messing up the blending modes
L427[08:27:08] <gigaherz|work> or your item isn't REALLY transparent
L428[08:27:14] <gigaherz|work> check for alpha values not quite zero
L429[08:27:46] <MalkContent> its not happening in regular guis
L430[08:28:08] <gigaherz|work> then the issue is in the gui itself
L431[08:28:19] <MalkContent> yep
L432[08:28:23] <MalkContent> ^^
L433[08:28:48] <gigaherz|work> is it your own gui?
L434[08:29:12] <MalkContent> kind of
L435[08:29:49] <MalkContent> its not a real gui
L436[08:30:12] <MalkContent> sec
L437[08:30:19] <gigaherz|work> ?
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L440[08:34:58] <MalkContent> http://sinister-lore.de/picdump/toolringblend.png
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L442[08:35:30] <MalkContent> not a gui in the sense that it's not build on the gui classes
L443[08:35:52] <MalkContent> and not mine because it's 99% copy paste of thaumcraft. because thaumcraft addon
L444[08:35:59] <gigaherz|work> uhm
L445[08:36:07] <gigaherz|work> so how does it work?
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L447[08:39:02] <gigaherz|work> the stuff for my magic mod is a Gui overlay event... which is a class that extends Gui ;P
L448[08:39:25] <MalkContent> hold button down, menus open & mouse cursor's free. select the thing you want and release button
L449[08:39:37] <MalkContent> like crysis 1 suit menu, if you ever played that
L450[08:39:48] <gigaherz|work> yes I meant in a programming sense
L451[08:39:55] <gigaherz|work> that's jsut the focus pouch, but with tools
L452[08:40:09] <MalkContent> yea
L453[08:40:40] <gigaherz|work> but I meant
L454[08:40:43] <gigaherz|work> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/renderers/MagicContainerOverlay.java#L23
L455[08:40:46] <gigaherz|work> this is how I do my magic overlay
L456[08:40:55] <gigaherz|work> "class Blah extends Gui" ;P
L457[08:41:06] <MalkContent> in a programming sense it sets a boolean to true on keydown and displays the radial menu on render event tick when the key is down
L458[08:41:23] <gigaherz|work> okay so you use render events
L459[08:41:39] <MalkContent> mhm
L460[08:41:43] <gigaherz|work> RenderGameOverlayEvent? or something else?
L461[08:41:51] <MalkContent> "I"
L462[08:41:55] <MalkContent> its a copy of azanors ^^
L463[08:42:21] <MalkContent> RenderGameOverlayEvent yes
L464[08:42:45] <MalkContent> probably could be done with a gui. but alas, tis not
L465[08:42:58] <MalkContent> i'm just getting a headache fromt he damn blendfunc
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L493[09:44:19] <Chaoschaot234> hey together - I have a problem with gradle because it ignores the manually added thaumcraft jar file which is recognized from the hole project. If I run the build task those error(s) are thrown: E:\Dropbox\github\TX\Thaumic_Exploration\build\sources\java\flaxbeard\thaumicexploration\block\BlockBoundJar.java:17: error: package thaumcraft.common.blocks does not exist
L494[09:44:19] <Chaoschaot234> import thaumcraft.common.blocks.ItemJarFilled;
L495[09:44:27] <Chaoschaot234> any idea how to fix it?
L496[09:45:44] <Chaoschaot234> I see, you splitted the channel into two fro gradle questions? then I'll ask there
L497[09:46:02] <LatvianModder> are you trying to add it as dependency?
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L499[09:47:07] <Chaoschaot234> dunno - the project which I want to work on is ThaumicExploration ... the source is public on gtihub and was build with the old gradlew but this also fails because the error above
L500[09:47:27] <Chaoschaot234> I also don't think that my java 1.8 causes the problem
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L502[09:48:48] <Chaoschaot234> @LatvianModder - This is the build.gradle from the ThaumicExploration mod: http://paste.ee/p/n9Eii#285r8yutBTmJcnbvIJtqMhdJk5tVhUKe
L503[09:49:22] <Chaoschaot234> I dunno if it's up to date but since thaumcraft hasn't any maven repro it must be included manually
L504[09:50:09] <LatvianModder> its funny how Thaumic Exploration doesnt have Thaumcraft dependency anywhere
L505[09:50:52] <LatvianModder> you can add compile fileTree(dir: 'libs', include: '*.jar') in 'dependencies' and drop thaumcraft.jar in /libs
L506[09:51:11] <Chaoschaot234> How can I add them? THe problem is, that it's manually added over the Thaumcraft-deobf-1.7.10-4.2.3.5 in my Intellij IDEA
L507[09:51:36] <LatvianModder> https://github.com/LatvianModder/LatBlocks/blob/1.9/build.gradle#L32-L34
L508[09:51:55] <LatvianModder> like that. and put Thaumcraft-deobf.jar in /libs/ folder
L509[09:52:20] <Chaoschaot234> ok, I'll try it out
L510[09:52:24] <LatvianModder> then run 'gradlew ideaModule' or build or whatever
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L512[09:56:50] <Chaoschaot234> Ok, worked
L513[09:57:04] <Chaoschaot234> but now it throws me with this: E:\Dropbox\github\TX\Thaumic_Exploration\build\sources\java\flaxbeard\thaumicexploration\integration\TTIntegration.java:13: error: package thaumic.tinkerer.common.enchantment does not exist
L514[09:57:11] <Chaoschaot234> what a horrible build.gradle
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L516[09:59:46] <Chaoschaot234> oh well - the ThaumicTinkerer 1.7.10 isn't any more on the maven repro ...
L517[10:02:18] <MalkContent> ffs my blend function has fuck all to do with why the enchantment effect renders everywhere
L518[10:03:10] <MalkContent> renderEffect comes with it's own blend function that does that
L519[10:04:14] <MalkContent> no idea how items in gui slots cut it away around the item
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L523[10:10:04] <Chaoschaot234> o0 - How can it be that the content in a jar is dublicated? I mean each file is to times shown in it
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L533[10:19:00] <LatvianModder> forge?
L534[10:19:11] <LatvianModder> you could just have multple forges in dev
L535[10:19:19] <LatvianModder> or multiple versions of those mods, somehow linked
L536[10:27:07] <Subaraki> how stupid is it to check for an item in the player's inventory (capability) on tick and add a healing effect every 35 ticks ? (which means it has a counter)
L537[10:27:20] <Subaraki> sounds intensive to me, so I ask if it really is
L538[10:27:52] <LatvianModder> isnt there onUpdate for itemstack?
L539[10:28:09] <LatvianModder> one of those update methods in Item
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L541[10:29:41] <Subaraki> only works for the vanilla inventory iirc
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L543[10:32:02] <Subaraki> oh wait, i dont even have the player in sevrer tick
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L545[10:34:17] <MalkContent> anybody good with opengl
L546[10:34:41] <MalkContent> cause i hit a wall by now
L547[10:36:48] <Ordinastie_> what does 'this' refer to in a lambda?
L548[10:36:48] <MalkContent> http://sinister-lore.de/picdump/toolringblend.png see the enchantment effect square on the one pickaxe? no idea how to prevent that. I'm using the standard item rendering methods. and i have no idea how to prevent that
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L554[10:49:29] <Subaraki> MalkContent, that's an ecnhanted item ?
L555[10:49:34] <Subaraki> enchanted *
L556[10:49:58] <Subaraki> for some odd reasons, the achievement list has the same problem
L557[10:50:12] <MalkContent> it does?
L558[10:50:20] <Subaraki> as far as i remember yes
L559[10:50:40] <Subaraki> probably because the rendering does SRC_OVER or something, instead of SRC_OUT or whichever one cuts out the shape instead of overlaying
L560[10:50:50] <Subaraki> can i see the rendering code for your gui ?
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L562[10:51:37] <Subaraki> minecraftserver isnt accesible anymore ?
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L564[10:51:43] <BordListian> "The 1.8+ codebase is garbage, and actively hostile both to mods being updated and to many features of mods in general."
L565[10:51:43] <MalkContent> i don't do any rendering for the items myself
L566[10:51:47] <Subaraki> how do i get an instance of the player with his name ?
L567[10:51:59] <Subaraki> oh
L568[10:52:07] <Subaraki> well, yeah, then it's just base code miencraft doing garbage
L569[10:52:12] <MalkContent> but you are right
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L571[10:52:29] <MalkContent> the renderEffect does a stupid blendFunc
L572[10:52:41] <MalkContent> or at least stupid as far as i can say
L573[10:53:02] <MalkContent> if i knew how to coremod I'd see what happens if I "correct" it
L574[10:53:24] <MalkContent> idk. maybe it's gone in 1.9+
L575[10:53:53] <MalkContent> but as long as i gotta code against a mod that's not yet updated im shit out of luck ^^
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L577[10:54:14] <Waterpicker> !8 func_147424_a 1.7.10
L578[10:54:22] <Waterpicker> .8 func_147424_a 1.7.10
L579[10:54:38] <Waterpicker> crap how does this command work again?
L580[10:55:03] <Naiten> hey ho \o
L581[10:55:29] <BordListian> this is a pretty good reddit post but it seems pretty ignorant too
L582[10:55:36] <BordListian> no surprise there really, as it's a reddit post
L583[10:56:04] <MalkContent> Subaraki: what achievement list?
L584[10:56:05] <Subaraki> how do you get a player by username since 1.8 ?
L585[10:56:08] <Waterpicker> Hey. I'm trying to find out what a method is but forgot the command here in minecraftforge
L586[10:56:12] <Subaraki> it used to go trough the miencraftserver :/
L587[10:56:20] <MalkContent> the achievements when you go into the achievements menu?
L588[10:56:23] <Subaraki> in the pause menu, achivements
L589[10:56:25] <Subaraki> yeah
L590[10:56:35] <Subaraki> the witherstar has(d?) it
L591[10:56:41] <MalkContent> works fine there
L592[10:56:53] <MalkContent> enchanted apple got the effect and looks okay
L593[10:57:05] <MalkContent> imma click to witherstar
L594[10:58:29] <Chaoschaot234> hmmm ... have they rly removed the net.minecraft in there latest 1.7.10 version or ist it missing?
L595[11:00:15] <Chaoschaot234> because since I use my own compiled ThaumicExploration it throws a NoSuchField-Exception for Matrial.glass because net.minecraft.block.material.Material.class does not exists in that jar filde
L596[11:00:17] <Chaoschaot234> *file
L597[11:00:29] <MalkContent> netherstar looks fine, too
L598[11:01:13] <Waterpicker> Um hello?
L599[11:01:22] <BordListian> hello
L600[11:01:53] <Ordinastie_> so I'm listening to a youtube mix in the back while coding when it starts playing a song that's not really my kind
L601[11:02:16] <Ordinastie_> I alt-tab, there are 2 topless girls licking each other in the clip
L602[11:02:21] <Ordinastie_> damn youtube, you're good
L603[11:02:22] <Waterpicker> Trying to get the name of a obfuscated method.
L604[11:02:58] <Ordinastie_> Waterpicker, !gm
L605[11:03:28] <Waterpicker> :D
L606[11:03:37] <Waterpicker> !gm func_147424_a 1.7.10
L607[11:04:21] <Waterpicker> !gm func_147416_a 1.7.10
L608[11:05:56] <Ordinastie_> consider pming the bot directly if you're going to query multiple times
L609[11:06:32] <MalkContent> also it has its own channel
L610[11:06:36] <Ordinastie_> or that
L611[11:11:29] <Subaraki> can the bot look up methods that moved places ?
L612[11:11:35] <Subaraki> like playerForUsername ? :s
L613[11:12:22] <Waterpicker> what is the channel?
L614[11:12:39] <Ordinastie_> #mcpbot
L615[11:14:04] <Chaoschaot234> hmmm ... has nobody any idea why net.minecraft. is missing in forge 1614 for 1.7.10?
L616[11:15:26] <Subaraki> maybe it got moved ?
L617[11:15:32] <Subaraki> or your setup got borked*
L618[11:16:20] <Chaoschaot234> no, 1614 is directly included over maven and when I am lookin in it net.minecraft is totaly missing
L619[11:16:26] <Chaoschaot234> but it was there in 1448
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L621[11:16:41] <Ordinastie_> ok youtube, thirs song in row with topless girls, wtf
L622[11:16:45] <Ordinastie_> *third
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L624[11:18:30] <BordListian> >3D grills
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L627[11:22:11] <Subaraki> how do you get an instance of the minecraft server ???
L628[11:22:18] <Subaraki> there's no static references anymore :/
L629[11:23:53] <BordListian> world.getMinecraftServer()
L630[11:26:49] <Subaraki> do i have a world ? :s maybe i should change my event
L631[11:30:13] <BordListian> what event do you need it from fam
L632[11:30:16] <BordListian> i gotchu covered
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L636[11:46:17] <MalkContent> hm
L637[11:48:34] <Chaoschaot234> join #mcpbot
L638[11:48:55] <gigaherz> you forgot the /
L639[11:50:50] <MalkContent> if i push a matrix, anything i enabled before stays enabled, right?
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L641[11:51:48] <gigaherz> pushMatrix is only matrix
L642[11:51:50] <sham1> o/
L643[11:51:51] <gigaherz> doesn't affect flags
L644[11:52:11] <gigaherz> pushAttrib is the one that saves the enable/disable state -- and even then they don't change
L645[11:52:49] <gigaherz> note however that the only valid use of GlStateManager.pushAttrib/popAttrib is to temporarily "exit" the GlStateManager state
L646[11:52:59] <gigaherz> and call GLxx functions directly
L647[11:53:10] <gigaherz> so you can later restore the gl state to match the GlStateManager
L648[11:53:34] <Waterpicker> Isn't the GLStateManger just a wrapper for the most commonly used GL methods?
L649[11:53:50] <gigaherz> yes but it caches the values
L650[11:53:57] <gigaherz> so it can avoid double-setting states
L651[11:54:07] <gigaherz> so if you change them without using GlStateManager
L652[11:54:10] <gigaherz> it will be out of sync
L653[11:54:18] <sham1> Hmm
L654[11:55:02] <BordListian> should I run chunk.setChunkModified in ChunkDataEvent.Load if i want the chunk to be saved whenever it unloads?
L655[11:55:05] <Naiten> who wants another screenshot from trainguy?
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L657[11:57:12] <Naiten> why sleeper-rail intersection math now supports curved tracks too http://i.imgur.com/orGTnVB.png
L658[11:57:34] <Naiten> thus allowing to make them parametrical like here http://i.imgur.com/rh9al00.png
L659[11:57:42] <gigaherz> looks nice
L660[11:58:10] <sham1> Well this configuraton just became weird
L661[11:58:26] <sham1> Hmm
L662[11:58:43] <gigaherz> hmmm i just had an idea: a scalextric-like track system, with the cars controlled by an item
L663[11:58:46] <heldplayer> Para..metri..cal?
L664[11:59:00] <gigaherz> heldplayer: parameter-ical
L665[11:59:08] <BordListian> https://en.wikipedia.org/wiki/Parametric_equation
L666[11:59:40] <BordListian> don't talk to me or my math ever again
L667[12:00:30] <sham1> I shall
L668[12:00:34] <sham1> Oh, I shall
L669[12:00:45] <gigaherz> Naiten: that's just two quarter-circles with different radius right?
L670[12:00:57] <BordListian> okay, looks like i should call that
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L672[12:01:35] <Naiten> gigaherz, yeah. I'm going to add 1/8-circle segments instead though. I have all calculations done in matlab, now only have to port them to mod
L673[12:02:22] <BordListian> hey the matlab license doesn't let you do that
L674[12:02:34] <BordListian> you can only use it for eduction stuff
L675[12:02:59] <Naiten> BordListian, it's basic math written into matlab for building plots -__-
L676[12:03:13] <BordListian> :3
L677[12:03:29] <Naiten> how can i not be able to use my own code i wrote myself somewhere
L678[12:04:14] <Naiten> gigaherz, like, not just take current 1/4-circle curve and cut it in twice, no. That'll cause the outlet axis be not cast to the centre of block, thus connecting this segment to diagonal track won't be possible
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L681[12:05:09] <Naiten> i'll calculate a shape of straight + 1/8 curve though. it'll be fine for all purposes
L682[12:05:48] <gigaherz> how do tracks equate to blocks?
L683[12:05:49] <gigaherz> I mean
L684[12:05:53] <gigaherz> is each track piece just one block?
L685[12:05:57] <gigaherz> or multiple?
L686[12:06:17] <Naiten> well, atm it's just single block for every piece
L687[12:06:40] <gigaherz> last time I considered flexible rails in my head
L688[12:06:43] <Naiten> previously it was same, but i also got 'gag' blocks couples to master block just to create collision boxes
L689[12:06:49] <gigaherz> the best solution I could think of was to do like picture frames
L690[12:06:53] <gigaherz> and place multiple blocks
L691[12:07:16] <Naiten> erm?
L692[12:08:03] <gigaherz> as in, have many blocks, so that all the area coevered by the track is also covered by a block
L693[12:08:37] <Naiten> well, i'm gonna do it like i did before
L694[12:08:52] <Naiten> gag blocks placed and deleted automatically together with master block
L695[12:09:04] <Naiten> the whole area is covered
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L697[12:10:09] ⇨ Joins: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L698[12:11:06] <MalkContent> graaaaaaaaaaaa
L699[12:11:56] <MalkContent> how the fuck does the enchantment effect not render as a square for regular guis
L700[12:13:46] <Naiten> gigaherz, are you like really going to make scalextric mod?
L701[12:14:32] <gigaherz> no
L702[12:14:34] <gigaherz> just had the idea
L703[12:14:36] <gigaherz> said it here
L704[12:14:41] <gigaherz> if anyone wants to write it, feel free
L705[12:14:47] <gigaherz> I have way too many mods already
L706[12:15:04] ⇦ Quits: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com) (Ping timeout: 182 seconds)
L707[12:15:47] <Naiten> welp, i have one, but idk how can you manage more than one
L708[12:16:25] <gigaherz> for starters, my mods are smaller ;P
L709[12:16:35] <gigaherz> if I had to work on rendering tracks
L710[12:16:40] <gigaherz> I wouldn't manage others, either ;P
L711[12:16:42] <gigaherz> but also
L712[12:16:44] <gigaherz> I get boredeasily
L713[12:16:52] <gigaherz> so having a few mods to switch between
L714[12:16:54] <gigaherz> keeps my interest fresh
L715[12:19:52] <Naiten> well, for me it's like switching from tracks to rolling stock and from rolling stock to machinery and back to tracks
L716[12:19:57] *** tterrag|ZZZzzz is now known as tterrag
L717[12:20:29] <Naiten> also, learning blender allows to relax from code
L718[12:21:18] <Chaoschaot234> one question for armorItemInSlot() methode
L719[12:21:31] <Chaoschaot234> which number (int) has the field for boots?
L720[12:23:35] <diesieben07> don't use that method
L721[12:23:53] <diesieben07> Use EntityLivingBase::getItemStackFromSlot
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L723[12:25:08] * Waterpicker could be heard welding.
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L725[12:26:49] <Chaoschaot234> Ok
L726[12:26:54] <Chaoschaot234> wait a moment
L727[12:27:10] <Chaoschaot234> https://github.com/nekosune/Thaumic_Exploration/blob/master/src/main/java/flaxbeard/thaumicexploration/event/TXBootsEventHandler.java#L246 <<< it is used in this line which erros
L728[12:27:42] <Chaoschaot234> don't blame me for that code I only want to make it useable with witchingGadgets
L729[12:28:39] <BordListian> say wut
L730[12:30:13] <Naiten> well, gtg, have luck everybody \o
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L732[12:30:44] ⇦ Quits: Naiten (Naiten@77.35.156.222) (Read error: Connection reset by peer)
L733[12:31:45] <Chaoschaot234> so any idea for that line diesieben07 (sounds like a german one oder? ^^)
L734[12:32:11] <diesieben07> yes, i am german
L735[12:32:18] <diesieben07> and, like I said, use the method I pointed to...
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L737[12:47:23] <Chaoschaot234> No Idea for the Slotnumbers for the armor? The function which diesieben07 has given me seems to be not useable because it is a 1.7.10 mod and not for any newer versions and yes I wont use any newer version before not all mods are ported which will need a while (e. g. AE2 has actually no ported version).
L738[12:48:05] <gigaherz> Chaoschaot234: there's plenty of wiki pages around, and you can use your IDE to follow how those methods are called
L739[12:48:09] <gigaherz> to figure out what the numbers mean
L740[12:48:54] <McJty> Chaoschaot234, if you are going to wait until all mods are ported you are going to wait forever I'm afraid
L741[12:49:00] <Chaoschaot234> sure but my IDEA does not tell me which slotnumber is given for the chestplate or other armor
L742[12:49:01] <McJty> New versions == new mods
L743[12:49:11] <McJty> Except for the braze ones that come along the rid
L744[12:49:12] <McJty> ride
L745[12:50:01] <gigaherz> update or be left behind.
L746[12:50:05] <gigaherz> that's the general idea
L747[12:50:17] <gigaherz> Chaoschaot234: no but it tells you who calls that function
L748[12:50:35] <McJty> There are alternatives to AE2 in any case.
L749[12:50:40] <gigaherz> and the users of thefunction will directly or indicretly tell you
L750[12:51:00] <Chaoschaot234> Sure McJty - like Thaumcraft 5 but this isn't the problem. THe Problem is AppliedEnergistics is not ported and I don't rly want a large Storagesystem with chests if you know what I mean
L751[12:51:08] <gigaherz> and no I can't tell you even if I wanted to -- I never used 1.7.10, and I don't plan to
L752[12:51:18] <gigaherz> Chaoschaot234: there's more than one alternative
L753[12:51:20] <diesieben07> oh wow really? we have an innocent man here
L754[12:51:23] <McJty> Chaoschaot234, 1.10.2 really has alternatives to AE2 already. You are not stuck to chests at all
L755[12:51:32] <gigaherz> there's one that exists specifically as a replacement for AE2
L756[12:51:36] <gigaherz> there's one that is something equivalent
L757[12:51:54] <gigaherz> I have one that can be used for similar purposes https://github.com/gigaherz/Ender-Rift/
L758[12:52:06] <Chaoschaot234> Oh? Did I missed that new mod on curse? Can u send me a link to it pls McJty?
L759[12:52:24] <McJty> That's the nice thing IMHO. Newer replacement get a chance to live
L760[12:52:28] ⇨ Joins: Pennyw95 (~Dr.Benway@151.38.77.180)
L761[12:52:32] <sham1> But can it transmit placed blocks giga?
L762[12:52:55] <McJty> One of the possibilities is Refined Relocation: https://mods.curse.com/mc-mods/minecraft/refined-relocation
L763[12:53:07] <McJty> But my mod RFTools also has an advanced storage system and soon auto-crafting for it as well
L764[12:53:27] <sham1> But it uses those card things
L765[12:53:41] ⇨ Joins: helloNL (webchat@ip5454ad40.adsl-surfen.hetnet.nl)
L766[12:53:43] <McJty> Don't expect straight replacements of AE2. These mods tend to work differently
L767[12:53:51] <McJty> Which is IMHO a good thing. It is refreshing to be able to do new things
L768[12:53:57] <gigaherz> sham1: no, but you can use block breakers from elsewhere
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L770[12:54:17] <McJty> sham1, RFTools can transmit placed blocks
L771[12:54:20] ⇨ Joins: Meow-J (~Meow-J@45.32.34.121)
L772[12:54:47] <Chaoschaot234> nvm McJty but this doesn't rly replace AE2 because who are the HDDs? I see chests and more chests so I can also build a buildcraft ones ... what I mean is exactly the same system and functionality like AE2 ist does
L773[12:55:02] <Chaoschaot234> on block where u can place HDDs which are storing toons of items
L774[12:55:10] <McJty> Chaoschaot234, change is good. Don't be stuck on the past
L775[12:55:25] <gigaherz> wasn't there some mod
L776[12:55:43] <gigaherz> with a name that was designed to feel similar to applied energistics?
L777[12:55:49] <McJty> Actually I gave you the wrong mod
L778[12:55:51] <gigaherz> something somethingistics
L779[12:55:52] <McJty> Chaoschaot234, https://minecraft.curseforge.com/projects/refined-storage
L780[12:55:53] <Chaoschaot234> I rly want to change but I want to have an alternative to (large) chest storage systems
L781[12:55:55] <McJty> Refined Storage
L782[12:55:59] ⇦ Quits: helloNL (webchat@ip5454ad40.adsl-surfen.hetnet.nl) (Client Quit)
L783[12:56:05] <Chaoschaot234> I am already on it
L784[12:56:09] <McJty> Chaoschaot234, check that other link. I gave wrong link
L785[12:56:33] ⇨ Joins: helloNL (webchat@ip5454ad40.adsl-surfen.hetnet.nl)
L786[12:56:34] <Chaoschaot234> this looks better ;)
L787[12:56:36] <gigaherz> Chaoschaot234: did you look at my mod?
L788[12:56:37] <diesieben07> also, i mean AE2 is at least on GH, not sure if its opne source or anything
L789[12:56:41] <diesieben07> but you COULD update it yourself ;)
L790[12:56:47] <diesieben07> tehn you would do something useful
L791[12:56:47] <gigaherz> there it's close to as large as you can get ;P
L792[12:57:03] <gigaherz> https://minecraft.curseforge.com/projects/ender-rift
L793[12:57:14] <BordListian> curse is a scourge on humanity
L794[12:57:25] <diesieben07> anyways, food time.
L795[12:57:31] <gigaherz> BordListian: curse is the best thing ever to happen to the modding community (after forge)
L796[12:57:43] <BordListian> sort by recently modified files literally never works
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L798[12:58:04] <BordListian> *recently updated
L799[12:58:06] <Chaoschaot234> what tha hell gigaherz ... it's a hugh multiblock 0.0
L800[12:58:09] <Chaoschaot234> looks nice
L801[12:58:10] <BordListian> but only on the frontend
L802[12:58:14] <gigaherz> Chaoschaot234: 3x3x3
L803[12:58:15] <BordListian> not curseforge
L804[12:58:20] <gigaherz> and can fit up to 100 million stacks
L805[12:58:40] <Chaoschaot234> wow
L806[12:58:46] <Chaoschaot234> hmmm
L807[12:58:51] <gigaherz> consumes "rf" (Tesla api) for inserting new stacks and removing existing stacks
L808[12:58:59] <gigaherz> with a rate proportional to the amount stored
L809[12:59:04] <Chaoschaot234> let me look what I can also pick up for a 1.10.x MP
L810[12:59:29] <gigaherz> and it comes with an AE2 browsing "terminal", which can also connect to other storage providers
L811[12:59:33] <gigaherz> (chests and such)
L812[12:59:52] <gigaherz> the one thing it doesn't do, is allow external access to the contents
L813[12:59:57] <gigaherz> due to some limitations in my design
L814[13:00:08] <gigaherz> you haveto expose specific stacks through an interface block
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L816[13:00:45] <Waterpicker> !gm func_175795_b 1.8.9
L817[13:00:56] <Waterpicker> !gm func_175795_b 1.9
L818[13:01:19] <Waterpicker> !gm func_175798_a 1.9
L819[13:01:27] <Waterpicker> ...
L820[13:01:41] <Waterpicker> What's the channel for this bot?
L821[13:01:47] <gigaherz> #mcpbot
L822[13:01:50] <MalkContent> #mcpbot :|
L823[13:02:04] <Waterpicker> Yea. Finding my needed method seems it's gonna take much longer. ><
L824[13:02:18] <gigaherz> Waterpicker: try !mh
L825[13:02:26] <Waterpicker> mh?
L826[13:02:29] <gigaherz> method history
L827[13:02:40] <gigaherz> if you know the name
L828[13:02:43] <Subaraki> how does attacking entities with a sword work ?
L829[13:02:52] <Subaraki> does the entity get the held sword's attack damage ?
L830[13:03:07] <Subaraki> or does the player's attributemodifier attack_damage get chanegd when holding a weapon ?
L831[13:03:07] <gigaherz> Subaraki: the total damage is computed, then given to the entity to hurt itself
L832[13:03:21] <mrkirby153> Odd.. The error message "Fatally missing blocks and items" means that there's a mismatch of mods on the client/server?
L833[13:03:31] <Pennyw95> Hi guys, can you help me with this? I'm re-writing some code for my tank to have it accept tconstruct buckets, which are generated via the universalBucket. The thing is, now all the tcon buckets do work while water and lava no longer do lol ... I've been browsing the Tcon repo but I'm not sure what I'm missing ... is this related to enabling the universalBucket?
L834[13:03:59] <gigaherz> Pennyw95: when you enable the bucket, forge will replacevanilla buckets with its own, I believe?
L835[13:04:00] <Subaraki> gigaherz, because the AttackEntityEvent doesnt contain any 'totalAttackForce' integer or so :/
L836[13:04:24] <gigaherz> Subaraki: oh, but the damage event does, I think?
L837[13:04:35] <Pennyw95> gigaherz: So, basically enabling it will do the trick?
L838[13:04:42] <gigaherz> Pennyw95: maybe, but
L839[13:04:52] <gigaherz> if vanilla buckets stopped working
L840[13:04:56] <gigaherz> that feels like you broke your code?
L841[13:04:56] <Subaraki> lviinghurtevent ?
L842[13:05:03] <gigaherz> eh yes
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L844[13:06:31] <Chaoschaot234> Has NotEnoughItems rly changed to JustEnoughItems?
L845[13:06:52] <MalkContent> yea
L846[13:06:55] <gigaherz> it has been replaced by it, yes
L847[13:06:58] <Pennyw95> gigaherz: look like it ... but I'm just using FluidUtil.interactWIthTank so I'm kindof confused
L848[13:07:00] <gigaherz> NEI didn't update, and it was left behind
L849[13:07:01] <gigaherz> ;P
L850[13:07:09] <gigaherz> JEI is best, anyhow
L851[13:07:12] <gigaherz> much lighter
L852[13:07:16] <gigaherz> no coremods involved
L853[13:07:26] <gigaherz> you can get FTBU for the stuff JEI doesn't do
L854[13:07:35] <MalkContent> and no scala :x
L855[13:08:29] <LatvianModder> im actually writing a proper api for FTBLib. API! I never do those!
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L858[13:11:50] <Pennyw95> gigaherz: here it is https://gist.github.com/DrBenway95/547cd05a79cb673e7af3564b3f4c09a5
L859[13:12:38] <LatvianModder> if (world isRemote) true
L860[13:12:39] <LatvianModder> lol
L861[13:12:51] <Pennyw95> lol ignore that one
L862[13:13:25] ⇨ Joins: IceDragon (~ThatGuy@63.143.101.18)
L863[13:14:13] <gigaherz> Pennyw95: i never used fluids, I can't really help you
L864[13:14:14] <gigaherz> ;P
L865[13:15:15] <Pennyw95> Oh ok, well thanks for listening :)
L866[13:15:29] <sham1> MalkContent: what's wrong with scala?
L867[13:15:44] <nekosune> o.o
L868[13:16:16] <sham1> wait fluids?
L869[13:16:20] <sham1> I can help (maybe)
L870[13:16:24] <Pennyw95> also, I noticed that IFluidHandler is now a cap? from 1.9
L871[13:16:24] <Subaraki> apart from attribute modifiers, any other way to edit speed for the player ?
L872[13:16:48] <MalkContent> dont like it, is all. nothing particularly bad
L873[13:17:11] <sham1> Well, one thing I don't like is the syntax
L874[13:17:20] <MalkContent> anyone ever use renderItemAndEffectIntoGUI somewhere in his code?
L875[13:17:22] <sham1> It's too weird to me
L876[13:17:29] <sham1> And I use Haskell
L877[13:18:14] <mrkirby153> What does the error "Fatally Missing Blocks and Items" mean?
L878[13:18:34] <Pennyw95> sham1: basically now that I changed the code from my tank block's onBlockActivated to work with Tcon buckets; not it no longer works with water and lava buckets...
L879[13:19:03] <sham1> could you link me the code
L880[13:19:08] <sham1> I might have missed it
L881[13:19:21] <sham1> But first, shower
L882[13:19:32] <Pennyw95> sham1: https://gist.github.com/DrBenway95/547cd05a79cb673e7af3564b3f4c09a5
L883[13:19:37] <Pennyw95> oh nvm lol
L884[13:20:12] <primetoxinz> there's no even for EntityThrowable onImpact or similar is there?
L885[13:20:15] <primetoxinz> event*
L886[13:20:16] <howtonotwin> Use Option.apply instead of Some(_) filter ( _ != null )
L887[13:20:35] <McJty> I personally think Scala is a bit too complicated. I much prefer Kotlin although I don't know it very well
L888[13:20:59] <Pennyw95> howtonotwin: nice, thanks :D
L889[13:21:03] <BordListian> primetoxinz, specifically EntityThrowable has an onImpact event
L890[13:21:12] <primetoxinz> oh?
L891[13:21:16] <BordListian> arrows or anything else don't
L892[13:21:56] <primetoxinz> oh! just didn't see it
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L894[13:23:34] <primetoxinz> BordListian, damn guess it's hard to detect if an EntityEgg spawned a chicken or not then
L895[13:24:00] <BordListian> hm
L896[13:24:14] <primetoxinz> could check the bb for chickens?
L897[13:24:36] <primetoxinz> but that would conflict with previous eggs
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L899[13:25:34] <howtonotwin> Additionally, what's with the if-else? Can't that be written as FluidUtil.blah || FluidCR.iFC || i.getItem.isInstanceOf?
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L901[13:26:04] <BordListian> check for getGrowingAge() == -24000?
L902[13:26:07] <sham1> Back
L903[13:26:14] <BordListian> that's more hacky than anything tho
L904[13:26:14] <sham1> Thaat was a nice shower
L905[13:26:17] <BordListian> :V
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L907[13:26:23] <primetoxinz> eh, it would work
L908[13:26:29] <BordListian> i don't approve
L909[13:26:30] <BordListian> like
L910[13:26:32] <BordListian> at all
L911[13:26:41] <primetoxinz> *patch forge with spawnChicken() method*
L912[13:26:50] <primetoxinz> spawnedChicken()*
L913[13:26:55] <Subaraki> mrkirby153, no idea, but if it doesnt allow for you to start your game, maybe some of the sources are borked
L914[13:26:59] <Subaraki> tried reinstalling the environement ?
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L916[13:27:14] <mrkirby153> I was testing my mod in prod though
L917[13:27:15] <sham1> All this scala notation
L918[13:27:29] <mrkirby153> I want to say it's the world, not the mods
L919[13:27:59] <BordListian> you couuuuld override the egg entity on join
L920[13:28:06] <BordListian> but :v
L921[13:28:14] <sham1> Also Pennyw95, are you sure that water and lava buckets implement IFluidContainerItem
L922[13:28:28] <primetoxinz> I'd prefer to patch forge over that .-.
L923[13:28:41] <BordListian> sham1, forge buckets probably do?
L924[13:29:01] <sham1> But does he use them?
L925[13:29:05] <sham1> No body knows
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L927[13:29:42] <primetoxinz> rip
L928[13:29:57] <Chaoschaot234> Is the AntiIDConflict Mod ported?
L929[13:30:06] <sham1> RIP In Peace
L930[13:30:06] <BordListian> hahahahahaha what
L931[13:30:06] <primetoxinz> it doesn't matter
L932[13:30:18] <Chaoschaot234> Otheriwse it will be hard to get ride of all those ID Conflicts
L933[13:30:26] <primetoxinz> there are no id conflicts Chaoschaot234
L934[13:30:27] <BordListian> >id conflicts
L935[13:30:33] <Chaoschaot234> no?
L936[13:30:33] <primetoxinz> ids are automatically assigned
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L938[13:31:15] <Chaoschaot234> so MC/forge recognizes automaticly if e. g. a potion has ID 3 so that another potion won't be ble to obtain it?
L939[13:31:35] <primetoxinz> no, ids are not set at all, they are assigned per world
L940[13:31:43] <Chaoschaot234> ok
L941[13:31:48] <gigaherz> actually the client has its own assignations
L942[13:31:59] <gigaherz> but when you load a world, forge replaces them with the world's ids
L943[13:32:09] <Chaoschaot234> ok sound better
L944[13:32:16] <BordListian> actually
L945[13:32:17] <gigaherz> regardless
L946[13:32:20] <gigaherz> that's an implementation detail
L947[13:32:23] <gigaherz> and it shouldn't matter
L948[13:32:23] <BordListian> don't potions and biomes still conflict
L949[13:32:29] <Chaoschaot234> RIP ID Conflicts - \o/
L950[13:32:47] <primetoxinz> enchants too
L951[13:32:49] <Chaoschaot234> dafu what? they conflict?
L952[13:32:58] <gigaherz> hmm well
L953[13:33:09] <gigaherz> I haven't done potions or biomes
L954[13:33:14] <gigaherz> I knwo enchants DO have a registry
L955[13:33:19] <gigaherz> so those won't just conflict ranodmly
L956[13:33:20] <gigaherz> however
L957[13:33:31] <gigaherz> they CAN still load wrongly if the world is corrupted somehow
L958[13:33:32] <gigaherz> ;P
L959[13:33:37] <primetoxinz> potions still take ids
L960[13:33:55] <gigaherz> I thought PotionEffects were registry-based?
L961[13:34:06] <primetoxinz> maybe
L962[13:34:08] <gigaherz> and potions can be used through NBT
L963[13:34:12] <gigaherz> rather than by their id
L964[13:34:21] <primetoxinz> *shrug* been a while
L965[13:34:59] <BordListian> they do have registry
L966[13:35:19] <BordListian> biomes tho
L967[13:35:23] <BordListian> i'm certain
L968[13:35:30] <BordListian> even a blind chicken
L969[13:36:06] <primetoxinz> what's this about blind chickens?
L970[13:36:10] <howtonotwin> Biomes' ID limit has been lifted I believe, and they also have a registry so I doubt they'd conflict.
L971[13:36:36] <gigaherz> have they?
L972[13:36:43] <gigaherz> I thoguht the 256 biomes limit was still a thing
L973[13:36:58] <gigaherz> or was it 127?
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L975[13:37:24] <howtonotwin> Woops i got it wron
L976[13:37:26] <BordListian> i'm gonna add a handler for breaking grass
L977[13:37:35] <BordListian> it always drops a seed if a blind chicken is nearby
L978[13:37:39] <howtonotwin> Not sure if the limit is gone but the +128 thing is gone
L979[13:37:48] <primetoxinz> why BordListian why
L980[13:37:50] <howtonotwin> They do still have a registry
L981[13:38:17] <BordListian> because even a blind chicken sometimes finds the corn
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L983[13:39:38] <Jolteffect> evening guys, wonder if anyone can help me this evening... question on registering itemVarients for itemblocks with metadata
L984[13:40:17] <Jolteffect> anything glaringly wrong with with this statement
L985[13:40:23] <Jolteffect> ModelBakery.registerItemVariants(Item.getItemFromBlock(blockStained), new ModelResourceLocation(blockStained.getRegistryName() + "_" + colors[i], "inventory"));
L986[13:41:30] <Jolteffect> for the life of me i cannot get itemblocks to show in tabs :(
L987[13:42:31] <diesieben07> ModelLoader.setCustomModelResourceLocation in preInit is all you need
L988[13:42:47] <howtonotwin> How are your models set up?
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L990[13:43:15] MineBot sets mode: +v on Tahg
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L992[13:45:02] <Jolteffect> diesieben07 the Modelloader statement works great for standard blocks/itemblocks but the blovk im trying to setup has 16 varients based on Enum colors
L993[13:45:12] <diesieben07> that does not change anything...
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L995[13:45:22] <mrkirby153> What's the differeence between the two tick phases? (Start and end)
L996[13:45:25] <howtonotwin> How are the models layed out in assets/?
L997[13:45:27] <diesieben07> setCustomMRL assigns a model to a Item+metadata combination
L998[13:45:37] <diesieben07> mrkirby153, pre vanilla stuff post vanilla stuff
L999[13:45:58] <mrkirby153> So the tick events go START -> vanilla stuff -> END ?
L1000[13:46:09] <diesieben07> yes
L1001[13:46:15] <mrkirby153> Where should I run my stuff?
L1002[13:46:29] <diesieben07> depends™
L1003[13:46:56] <Jolteffect> howtonotwin I havea single json in blockstates, with 16 varients based on colors.
L1004[13:47:34] <howtonotwin> Then you should register every meta to the same json and change the variant string
L1005[13:47:45] <Jolteffect> in models/blocks models/item I have 16 jsons 1 for each color
L1006[13:48:22] <Jolteffect> howtonotwin done that
L1007[13:48:33] <howtonotwin> You don't have to use models/item. you can just use the blockstates json directly
L1008[13:48:56] <Jolteffect> "variants": {
L1009[13:48:56] <Jolteffect> "color=white": { "model":"justsolars:blockstained_white" },"color=orange": { "model":"justsolars:blockstained_orange" },
L1010[13:49:12] <Jolteffect> im doing that wrong?
L1011[13:49:30] <howtonotwin> Like this: ML.setCMRL(item, i, new MRL(blkSnd.regName, "color=" + colors[i]))
L1012[13:49:35] <howtonotwin> The models are fine
L1013[13:50:13] <diesieben07> and this guy made a fucking coremod... http://www.minecraftforge.net/forum/index.php/topic,41330.msg219049.html#msg219049
L1014[13:50:16] <RANKSHANK> That's if you want the colors to be able to have different models :P
L1015[13:50:17] <diesieben07> idiots
L1016[13:50:27] <LatvianModder> also, I think if you use variant=value, you need [{}]
L1017[13:50:35] <Jolteffect> i dont need to use the bakery?
L1018[13:50:41] <diesieben07> No, like I said.
L1019[13:50:53] <Jolteffect> easy tiger
L1020[13:51:04] <diesieben07> you only need that if you need to use the models more dynamically, e.g. in a ItemMeshDefinition
L1021[13:51:08] <howtonotwin> ModelLoader automatically registers it for baking
L1022[13:51:10] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/blockstates/turret.json
L1023[13:51:10] <LatvianModder> vs
L1024[13:51:10] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/resources/assets/silicio/blockstates/lamp.json
L1025[13:51:32] <LatvianModder> and yes, for items you also need to register each metadata you use with model
L1026[13:53:54] <primetoxinz> this is a patch I've need for a while, can someone take a look at it? think it'd be merged? https://github.com/primetoxinz/MinecraftForge/commit/6ed4e4fcc05023c5b2ab2cdb157b4fa139f2e380
L1027[13:54:16] <Jolteffect> Thanks LatvianModder, i'll study your source
L1028[13:54:40] <LatvianModder> source is terrible. but json models are ok :D
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L1032[13:55:30] <Jolteffect> i just need to understand how you are registering your block/itemblock not the block ceontent :)
L1033[13:55:33] <Jolteffect> content*
L1034[13:56:28] <RANKSHANK> do you need separate models/textures per color or are you using BlockColors?
L1035[13:57:17] <howtonotwin> Perhaps try reading this: https://github.com/howtonotwin/MCForgeDocumentation/blob/items/docs/items/items.md It's my PR to the Forge docs. There's a section on registering models.
L1036[13:57:18] <Jolteffect> eventually i'll use models/textures. but for now, id just5 like to get colors working
L1037[13:57:41] <LatvianModder> you can use tint index, but if you have only 16 colors (like wool n stuff), i'd say go with textures/models
L1038[13:58:49] <LatvianModder> Jolteffect: I register stuff like this https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/java/com/feed_the_beast/ftbl/util/FTBLib.java#L160-L174
L1039[13:59:06] <LatvianModder> K object is Block or Item
L1040[13:59:11] <MalkContent> hrm
L1041[13:59:36] <MalkContent> enabling depth removed the enchantment effect completely
L1042[13:59:40] <MalkContent> fantastic :x
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L1044[14:00:09] <LatvianModder> lol. are you trying to render item in gui?
L1045[14:00:27] <MalkContent> yea
L1046[14:00:32] <RANKSHANK> :P
L1047[14:00:50] <LatvianModder> hold on, I have a method that works perfectly for me
L1048[14:00:52] <MalkContent> got an issue with enchanted items having the enchantment effect in the whole square
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L1050[14:01:09] <MalkContent> that. would be awesome ;_;
L1051[14:01:28] <LatvianModder> https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/api/com/feed_the_beast/ftbl/api/client/gui/GuiLM.java#L124-L145
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L1053[14:01:51] <LatvianModder> this should render items with enchantments and damage etc
L1054[14:01:57] <Jolteffect> sorry guys, got DC'ed
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L1056[14:02:23] <primetoxinz> can someone checkout my to-be-PR? https://github.com/primetoxinz/MinecraftForge/commit/6ed4e4fcc05023c5b2ab2cdb157b4fa139f2e380
L1057[14:02:29] <LatvianModder> I get renderItem from Minecraft.getMinecraft().getRenderItem() btw
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L1059[14:04:49] <LatvianModder> github sucks when it comes to patch viewing :/ so you added just one field (canSwim = true), canSwim(), setCanSwim(b) and those two && canSwim()?
L1060[14:05:08] <primetoxinz> yeah
L1061[14:05:50] <LatvianModder> looks fine to me, but Im not sure if its 'worthy' enough to be merged
L1062[14:05:56] <primetoxinz> idk, I submitted
L1063[14:05:58] <primetoxinz> will find out
L1064[14:06:08] <LatvianModder> *banned*
L1065[14:06:10] <primetoxinz> lol
L1066[14:06:11] <LatvianModder> lol
L1067[14:06:22] <primetoxinz> lex is against coremods, I'd have to coremod to do this otherwise
L1068[14:06:33] <diesieben07> do what exactly? :D
L1069[14:06:43] <primetoxinz> you can't swim if you have too heavy armor on
L1070[14:06:44] <diesieben07> also... that is the exact WRONG thing to say if oyu want your PR in
L1071[14:06:51] <primetoxinz> D:
L1072[14:07:10] <primetoxinz> say what?
L1073[14:07:11] <RANKSHANK> -_-
L1074[14:07:13] <primetoxinz> I didn't say anything
L1075[14:07:16] <LatvianModder> but diesieben07 it worked in last pr lol
L1076[14:07:19] <MalkContent> alright here goes nothing
L1077[14:07:23] <RANKSHANK> he said the thing
L1078[14:07:33] <diesieben07> prime, why is that not an event?
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L1080[14:07:39] <diesieben07> a setter is... problematic
L1081[14:07:43] <diesieben07> especailyl with multiple mods
L1082[14:07:51] <diesieben07> we have the same problem currently with flying
L1083[14:08:00] <MalkContent> nope, latvianmodder
L1084[14:08:03] <primetoxinz> um
L1085[14:08:03] <LatvianModder> yeah but.. there are like.. 10000 entities swimming in ocean, wouldnt that kill the server?
L1086[14:08:04] <MalkContent> same problem
L1087[14:08:07] <diesieben07> "i enabled flying so i disable it when i'm done, right?"
L1088[14:08:13] <diesieben07> but someone else also enabled it in the meantime
L1089[14:08:17] <diesieben07> so now their flight is lost.
L1090[14:08:18] <Koward> I added the same thing and I have been able to do it without coremod
L1091[14:08:21] <MalkContent> http://sinister-lore.de/picdump/toolringblend.png
L1092[14:08:25] <Koward> (heavy armor => can't swim)
L1093[14:08:30] <diesieben07> see
L1094[14:08:30] <LatvianModder> I'd go with cancellable SwimEvent
L1095[14:08:33] <diesieben07> ask Koward :P
L1096[14:08:52] <LatvianModder> yeah, I bet the background circle is breaking it
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L1099[14:09:05] <MalkContent> possible
L1100[14:09:11] <primetoxinz> so then, how do you do it Koward?
L1101[14:09:16] <LatvianModder> thats 1.8.9.. are you Sure everyhting there uses GlStateManager for enable/disable gl stuff?
L1102[14:09:26] <MalkContent> yea
L1103[14:09:33] ⇨ Joins: helloNL (helloNL@ip5454ad40.adsl-surfen.hetnet.nl)
L1104[14:10:04] <helloNL> Hey, I am getting constantly the error \Instances\FTB Infinity Evolved\saves\New World\NEI\server.cfg (The requested operation cannot be performed on a file with a user-mapped section open). Why does this happen?
L1105[14:10:10] <Koward> If I remember I simply set motionY = 0 at livingEntityUpdateEvent when the player wears the armors I choose
L1106[14:10:26] <primetoxinz> I tried that too, it caused a lot of issues
L1107[14:10:32] <primetoxinz> like you can't get out of the water
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L1109[14:10:40] <MalkContent> o, wait. should we ONLY use glstatemanager now?
L1110[14:11:01] <MalkContent> like, does it cause problems if you use gl11 directly?
L1111[14:11:05] <diesieben07> yes
L1112[14:11:10] <LatvianModder> yes, ofc
L1113[14:11:13] <diesieben07> glstatemanager keeps track of the state
L1114[14:11:22] <LatvianModder> ONLY GlStateManager
L1115[14:11:23] <diesieben07> so if you call enableBlend and it things its already on, it does nothing
L1116[14:11:32] <LatvianModder> or you will not only break your code but also everyone else's
L1117[14:11:33] <diesieben07> so if some disabled it using Gl11... bad things
L1118[14:11:51] <Koward> Well that was the point. With that you can only sink
L1119[14:12:08] <primetoxinz> I'll keep the PR open, see what happens, if I need to make it an event or use an existing method I will
L1120[14:12:08] <MalkContent> alright then, time to get rid of all that old code
L1121[14:12:32] <LatvianModder> thats what I was doing for all day long, malk back when 1.8 first came out
L1122[14:12:34] <Koward> Do you expect to be able to get out of the water even if you can't swim ?
L1123[14:12:50] <LatvianModder> just look for "GL11.gl" in Find or smth
L1124[14:12:52] <primetoxinz> the way I want is is it's as if you are not in water at all
L1125[14:13:01] <Koward> Oh I see
L1126[14:13:03] <MalkContent> mhm
L1127[14:13:07] <primetoxinz> which this does
L1128[14:13:19] <MalkContent> im modifying code from a 1.8 mod. so i went "ladidadida" and went with everything in it ^^
L1129[14:14:33] <LatvianModder> I was sure there is a vanilla potion effect that makes you sink
L1130[14:14:46] <Koward> You want the player to be able to move & jump in water like if it was air then ?
L1131[14:14:51] <primetoxinz> yeah
L1132[14:15:02] <LatvianModder> oh
L1133[14:15:13] <LatvianModder> then its not really canSwim(), is it?
L1134[14:15:16] <primetoxinz> it is
L1135[14:15:29] <BordListian> wait is that what SFS armor does?
L1136[14:15:41] <BordListian> err
L1137[14:15:43] <LatvianModder> well, if you can't swim, you sink, not jump around :P
L1138[14:15:47] <BordListian> well any heavy armor really
L1139[14:15:54] <primetoxinz> yeah
L1140[14:16:06] <BordListian> that's pretty stupid
L1141[14:16:14] <Koward> I thought you were looking for a Better Than Wolves effect
L1142[14:16:19] <primetoxinz> I am
L1143[14:16:22] <primetoxinz> that's how it worked
L1144[14:16:37] <helloNL> \Instances\FTB Infinity Evolved\saves\New World\NEI\server.cfg (The requested operation cannot be performed on a file with a user-mapped section open). Could someone tell me why I get this error when just creating a new world? I really would like to fix it. I know it means that the file is used by something else. So I used a unlocker which didnt work
L1145[14:17:16] <Koward> No, the way it works is you have an heavy armor, you can only sink and walk on the bottom. Not jump or get out of water.
L1146[14:17:30] <primetoxinz> I may have been looked at the base change made in BTW, this is how it worked
L1147[14:17:37] <Koward> Same for me
L1148[14:17:47] <primetoxinz> hmm
L1149[14:17:51] <BordListian> i was going to boot it up and check
L1150[14:17:58] <Pennyw95> so, what are the advantages of enabling the universalBucket?
L1151[14:17:59] <Koward> Just, test in game
L1152[14:18:03] <BordListian> but i don't feel like investing time into that
L1153[14:18:14] <primetoxinz> I can
L1154[14:18:16] <Koward> Get an armor, and go in water. You will not be able to jump in water.
L1155[14:18:40] <primetoxinz> you can, testing it now
L1156[14:18:46] <primetoxinz> you just as if water isn't there
L1157[14:18:48] *** Jezza is now known as Jezza|Nom
L1158[14:19:11] <Koward> So you move faster then ?
L1159[14:19:18] <primetoxinz> no
L1160[14:19:24] <primetoxinz> I mean you jump like you're in air
L1161[14:19:28] <primetoxinz> you just 1 block then start falling
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L1163[14:19:29] <Koward> Mmmm
L1164[14:19:30] *** Jezza|Nom is now known as Jezza|Nom|Nom
L1165[14:19:34] *** Jezza|Nom|Nom is now known as Jezza|NomNom
L1166[14:19:35] <Omni> Hey I have a question. Does anyone know how to find a player's exact coordinates (preferably float or double, NOT INT)?
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L1170[14:19:42] <BordListian> oh you jump but it lie
L1171[14:19:46] <Omni> ?
L1172[14:19:56] <BordListian> it has the water deceleration?
L1173[14:19:59] <primetoxinz> yeah
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L1175[14:20:01] <BordListian> ah
L1176[14:20:07] <BordListian> that makes sense
L1177[14:20:12] <Omniscar> can people see this ..>
L1178[14:20:13] <primetoxinz> indeed
L1179[14:20:16] <BordListian> Omni positionX
L1180[14:20:19] <BordListian> iirc
L1181[14:20:25] <Omniscar> under what source
L1182[14:20:29] <Omniscar> import xxx; ?
L1183[14:20:35] <primetoxinz> EntityPlayer
L1184[14:20:35] <BordListian> uh
L1185[14:20:43] <BordListian> player.positionX
L1186[14:20:46] <Omniscar> k i go look thanks
L1187[14:20:48] <diesieben07> posX
L1188[14:20:48] <BordListian> player.positionY
L1189[14:20:50] <diesieben07> not position
L1190[14:20:54] <BordListian> ^
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L1192[14:21:07] <primetoxinz> eyes, they are friend
L1193[14:21:11] <primetoxinz> they see things
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L1195[14:21:23] <BordListian> i can see forever
L1196[14:21:38] <Koward> Okay I thought initially you wanted to be able to sprint and go in water like through air at full speed.
L1197[14:21:48] <Omniscar> lmao i cant believe i didnt see that
L1198[14:21:50] <primetoxinz> no, sorry didn't explain completely
L1199[14:21:50] <Omniscar> thanks fammies
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L1204[14:22:41] <primetoxinz> I had a test mod where I had stick that stopped mobs from being able to swim, it was fun
L1205[14:22:52] <MalkContent> heh
L1206[14:23:03] <MalkContent> the drowninator
L1207[14:23:06] <primetoxinz> lol
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L1210[14:24:19] <BordListian> the tcon channel is argueing about the aerodynamics of pig iron fletchings
L1211[14:24:29] <primetoxinz> LOL
L1212[14:24:33] <howtonotwin> #justmodthings
L1213[14:25:17] <BordListian> i'm just saying this in case you ever think that you're gonna ask a stupid question
L1214[14:25:27] <primetoxinz> haha
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L1217[14:28:52] <Koward> if I may ask primetoxinz you're looking for 100% faithful or just some features ?
L1218[14:29:24] <primetoxinz> some
L1219[14:29:50] <primetoxinz> trying to remake the pre-hardcore era, but with some of the good hardcore still
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L1221[14:30:52] <Koward> Oh, okay. A few weeks ago I had basically the opposite. Most of the hardcore stuff
L1222[14:31:15] <Jolteffect> hey diesieben07 im looking back over what you wrote at the bigining of me asking questions, you said "setCustomMRL assigns a model to a Item+metadata combination" just noticed im not creating an item with metadata, im creating a block with 16 varients/metadata elements
L1223[14:31:16] <BordListian> i'll make the rest of the hardcore C:
L1224[14:31:39] <Jolteffect> is that statment still applicable?
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L1226[14:31:55] <Koward> I would try the adventure too if I find enough free time =)
L1227[14:32:07] <BordListian> (not actually going to make all the hardcore because i don't even know how soulsand piles work)
L1228[14:32:50] <diesieben07> Jolteffect, for ItemBlcoks, yes.
L1229[14:32:55] <BordListian> speaking of that
L1230[14:33:00] <diesieben07> for the block itself: no.
L1231[14:33:09] <diesieben07> (brb)
L1232[14:34:00] <primetoxinz> now I'm curious how those work BordListian
L1233[14:34:02] <primetoxinz> gonna look
L1234[14:34:20] <BordListian> apparently it lets you detect where players died???
L1235[14:34:25] <BordListian> it's very mysterious
L1236[14:34:29] <primetoxinz> and nether fortresses
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L1239[14:36:49] <primetoxinz> BordListian, just an entity that tires to go towards a position
L1240[14:36:53] <primetoxinz> tries*
L1241[14:36:59] <BordListian> hm
L1242[14:37:22] <Koward> You have already made changes to original BTW mechanics or you first go through it and then you'll tweak things ?
L1243[14:38:03] <primetoxinz> mech power works pretty much exactly like it did
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L1245[14:38:20] <Dread_Boy> hi guys
L1246[14:38:22] <primetoxinz> I plan to take the tech further and connect it to other mods
L1247[14:38:44] <Dread_Boy> nice, it seems I can send messages to channel now :)
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L1249[14:39:36] <BordListian> i was actually wondering what could be done in terms of mechanical devices
L1250[14:39:38] <Koward> But hardcore things
L1251[14:39:54] <BordListian> cause i've hit a snag after my banner detector and pcbs
L1252[14:40:25] <primetoxinz> what you mean BordListian?
L1253[14:40:41] <BordListian> like you know
L1254[14:40:45] <BordListian> redstoney things
L1255[14:40:49] <BordListian> mechanical things
L1256[14:40:56] <BordListian> like nyaa
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L1259[14:43:02] <Dread_Boy> I'm trying to create automatic villager trading and I can't find tutorial that would explain what I wish to do.
L1260[14:43:18] <Dread_Boy> I extended GuiMerchant, added some buttons
L1261[14:43:44] <BordListian> well
L1262[14:43:45] <diesieben07> purely client side?
L1263[14:43:50] <BordListian> what are you trying to do
L1264[14:43:51] <Dread_Boy> yes, purelly client side
L1265[14:43:56] <diesieben07> then don't extend the class for a start
L1266[14:44:03] <diesieben07> nobody will give a crap about your new class :D
L1267[14:44:04] <Dread_Boy> I move items with setInventorySlotContents
L1268[14:44:08] <diesieben07> nobody will use it and it will just sit there
L1269[14:44:20] <Dread_Boy> and back to player's inventory with transferStackInSlot
L1270[14:44:32] <diesieben07> you need to use the events in GuiScreenEvent
L1271[14:44:47] <Dread_Boy> but when I click on newly acquired emerald, all changes are reverted
L1272[14:45:02] <diesieben07> you will need to send packets as well
L1273[14:45:03] <gigaherz> that's because the server disagrees with your changes
L1274[14:45:08] <diesieben07> but the COntainer code is a mess
L1275[14:45:30] <Dread_Boy> there's no other way than manually sending packages?
L1276[14:45:50] <Dread_Boy> I sniffed packets send by client but there's ton of them
L1277[14:46:26] <diesieben07> take a look at inventory tweaks
L1278[14:46:30] <diesieben07> you need to do something similar
L1279[14:46:59] <Dread_Boy> o snap, I didn't even think about looking at other mod's code
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L1290[15:09:31] <Jolteffect> Hey diesieben07 thanks for the reply on Forgeforums , those screenshots should now work :)
L1291[15:11:01] <Jolteffect> i think ModelBakery.registerItemVariants "All it does is tell the game to load the model, but it does not associate it with any Item." is my confusion
L1292[15:11:20] <diesieben07> it just says "make sure this is loaded"
L1293[15:11:25] <diesieben07> but it does not say "hey, use this for item X"
L1294[15:11:47] <diesieben07> ModelLoader.setCustomMRL however is exactly that: "Make sure this is loaded and use it for Item X with metadata Y"
L1295[15:12:09] <Jolteffect> I may a well just created 16 seperate blocks and saved myself 12 hours of pratting around.
L1296[15:12:20] <diesieben07> that would not be any different.
L1297[15:12:26] <diesieben07> you woudl still use setCustomModelResourceLocation.
L1298[15:12:31] <diesieben07> except with differnet parameter.
L1299[15:12:33] <tterrag> really? https://bugs.mojang.com/browse/MC-102384
L1300[15:12:49] <tterrag> No one bothers to confirm it so it's "cannot reproduce" on a newer version?
L1301[15:13:03] <Jolteffect> the difference is I would have saved myself 12 hours :)
L1302[15:13:20] <diesieben07> how?!
L1303[15:13:27] <diesieben07> also tt that is a bit ridiculous :D
L1304[15:13:36] <tterrag> I know
L1305[15:13:44] <tterrag> Good thing I never don't use forge <.<
L1306[15:13:45] <kashike> tterrag: welcome to mojira
L1307[15:14:19] <Jolteffect> creating 16 seperate blocks would have taken all of 10 mins, trying to get 16 varients of the same block to work has taken me 12 hours so far.
L1308[15:14:36] <diesieben07> the inventory model registration would have been exactly the same though...
L1309[15:14:45] <diesieben07> except that you call setCustomMRL wiht 16 different items
L1310[15:14:52] <diesieben07> instead of 16 differnet metadata values
L1311[15:15:11] <diesieben07> so i cannot grasp why you think you would not have had trouble with that as well
L1312[15:15:17] <Jolteffect> setCustomMRL is an actual method?
L1313[15:15:33] <diesieben07> ModelLoader.setCustomModelResourceLocation
L1314[15:15:39] <diesieben07> i just don't want to type it every time...
L1315[15:15:46] <Jolteffect> thanks, going to check that out
L1316[15:15:51] <diesieben07> NOW you check it?!
L1317[15:15:59] <diesieben07> seriously i have told you abotu ti like 50 times already.
L1318[15:16:14] <diesieben07> and you just always ignored it...
L1319[15:16:17] <diesieben07> -_-
L1320[15:16:31] <Jolteffect> unfortunately at 50years old, i takes longer to sink in when doing something new :)
L1321[15:17:13] <diesieben07> no worries
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L1323[15:22:01] <diesieben07> lord have mercy on me... http://www.minecraftforge.net/forum/index.php/topic,41348.0.html
L1324[15:23:50] <BordListian> what is ICommand for
L1325[15:24:00] <diesieben07> pain and suffering
L1326[15:24:09] <BordListian> :V
L1327[15:24:19] <diesieben07> well, no
L1328[15:24:21] <diesieben07> cleaner code
L1329[15:24:25] <RANKSHANK> :D
L1330[15:24:31] <diesieben07> but morons implement it and then never implement it properly
L1331[15:24:35] <diesieben07> so stuff fails all over the place
L1332[15:24:48] <diesieben07> e.g. they leave compareTo as return 0;
L1333[15:24:50] <diesieben07> which breaks...
L1334[15:24:59] <BordListian> :V
L1335[15:25:06] <sham1> And this is why helping people at modder support is not worth it
L1336[15:25:11] <RANKSHANK> lmfao
L1337[15:25:13] <BordListian> i feel like that's an issue with the method that calls compareTo
L1338[15:25:21] <diesieben07> No.
L1339[15:25:32] <RANKSHANK> wat
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L1342[15:25:40] <diesieben07> if you return constant 0 you violate the contract of compareTo
L1343[15:25:49] <diesieben07> at least in combination with the default implementation in CommandBase
L1344[15:25:56] <diesieben07> which breaks the sorting algorithm
L1345[15:26:27] <diesieben07> the contract being 1.compareTo(2) must be the opposite of 2.compareTo(1)
L1346[15:26:38] <diesieben07> but if 2 overrides compareTo to always be 0, that does not hold
L1347[15:27:06] *** Jezza|Nom is now known as Jezza
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L1349[15:27:40] <BordListian> >you can't return 0 in compareTo
L1350[15:27:42] <BordListian> why even live
L1351[15:27:57] <diesieben07> i did not say that -_-
L1352[15:28:07] <diesieben07> jesus christ man you are a serious pain in the rear, you know that?
L1353[15:28:33] <BordListian> goddamnit don't take me serious
L1354[15:29:03] <diesieben07> never?!
L1355[15:29:09] <diesieben07> it's hard to judge on text...
L1356[15:29:21] <BordListian> don't even take me serious when i say not to take me serious
L1357[15:29:43] <RANKSHANK> db7 a pleasant pain in the rear? :D
L1358[15:29:59] <diesieben07> uhhh no i am not that kind of person.
L1359[15:30:06] * diesieben07 stabs BordListian
L1360[15:30:14] * BordListian moans
L1361[15:30:47] <Ordinastie_> diesieben07, to be honnest, I don't undestand how you do it
L1362[15:30:59] <RANKSHANK> ^
L1363[15:31:10] ⇦ Parts: Aroma1997 (~Aroma1997@2604:a880:800:10::168:d001) ())
L1364[15:31:11] <Ordinastie_> I would have close the thread as soon as I realised he doesn't know anything about coding at all
L1365[15:31:38] <diesieben07> meh
L1366[15:31:38] <RANKSHANK> there'd be so few open threads
L1367[15:31:51] <diesieben07> :D
L1368[15:31:53] <howtonotwin> Why not set up a keybind that links to https://docs.oracle.com/javase/tutorial/ :P
L1369[15:31:53] <Ordinastie_> that's the point
L1370[15:31:54] <diesieben07> exactly.
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L1372[15:32:11] <Ordinastie_> don't say "exactly" if you don't do it
L1373[15:32:33] <diesieben07> that was for "there'd be so few open threads"
L1374[15:32:57] <Ordinastie_> and I put that in the + column :p
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L1376[15:33:08] <diesieben07> wat?
L1377[15:33:14] <Ordinastie_> fewer threads opened
L1378[15:33:22] <diesieben07> ah :D
L1379[15:33:26] <RANKSHANK> = dead forum though
L1380[15:33:58] <RANKSHANK> the real question is how the hell does choonster do it
L1381[15:34:10] <RANKSHANK> he's also quite active on the curse minecraft forums
L1382[15:34:11] <Ordinastie_> at this point I would call it euthanasia
L1383[15:34:28] <diesieben07> o.O
L1384[15:34:39] <RANKSHANK> don't you threaten me with a good time
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L1386[15:35:48] <Chaoschaot234> hmmm ... My 1.7.10 wont start ... it errors on the Mod Magitek with java.lang.NoClassDefFoundError: net/minecraft/client/entity/EntityClientPlayerMP but on the curse page for this mod no core mod is described
L1387[15:36:12] <diesieben07> oh you are still here, what a surprise
L1388[15:36:20] <Chaoschaot234> yes
L1389[15:36:36] <Ordinastie_> oh, damn, looks like I missed something there :p
L1390[15:36:54] <Chaoschaot234> ?
L1391[15:37:00] <RANKSHANK> why are you using an outdated version?
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L1393[15:37:17] <Chaoschaot234> outdated version? what do u mean?
L1394[15:37:31] <RANKSHANK> 1.7.10 is yonks old
L1395[15:37:45] <diesieben07> he doesn't care
L1396[15:37:54] <RANKSHANK> ahhh well have fun ;)
L1397[15:37:55] <diesieben07> he already yelled at me in a PM that we are a "sauverein"
L1398[15:37:56] <Chaoschaot234> 1.7.10 is actually best choise for me and the gameplay
L1399[15:38:06] <RANKSHANK> well figure it out then
L1400[15:38:13] <diesieben07> i correct: "Saftladen"
L1401[15:38:25] <Ordinastie_> Chaoschaot234, best choice as long as you do it on your own
L1402[15:38:40] <Ordinastie_> what does that mean? ><
L1403[15:38:49] <RANKSHANK> it be aleman
L1404[15:39:15] <RANKSHANK> http://dictionary.reverso.net/german-english/Saftladen
L1405[15:39:21] <RANKSHANK> this confuses me even more
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L1408[15:39:36] <Chaoschaot234> Sure but if it comes to errors like the above one I am wondering why this happens
L1409[15:39:54] <Chaoschaot234> because I tested the mod in SP also with SP over LAN
L1410[15:39:56] <RANKSHANK> "She's making fat deposits every few nights at this dump." ....... WAT
L1411[15:39:58] <Chaoschaot234> no errors
L1412[15:39:59] <diesieben07> saftladen is german slang for ... a bad place is the best i can think of
L1413[15:40:13] <diesieben07> like if there was a store that was ripping people off, that would be a saftladen :D
L1414[15:40:21] <RANKSHANK> yeah I got that from the other translations, but fat deposits O.o
L1415[15:40:27] <diesieben07> lol
L1416[15:40:34] <MalkContent> :D
L1417[15:40:37] <MalkContent> a bad place
L1418[15:40:40] <RANKSHANK> where do you go to make fat deposits?
L1419[15:40:47] <RANKSHANK> is there actually a place in germany???
L1420[15:40:48] <MalkContent> sounds like a bad neighborhood where you get stabbed
L1421[15:41:08] <RANKSHANK> unless
L1422[15:41:18] <Ordinastie_> a shithole then
L1423[15:41:23] <RANKSHANK> ^
L1424[15:41:28] <MalkContent> yea
L1425[15:41:30] <RANKSHANK> fat deposits in the shithole
L1426[15:41:44] <MalkContent> shithole might be the most sensible translation
L1427[15:41:46] <diesieben07> why fat deposits...
L1428[15:41:48] <diesieben07> wtf is that even
L1429[15:41:58] <MalkContent> didnt you watch the simpsons?
L1430[15:41:58] <Ordinastie_> fat here means big
L1431[15:42:12] <diesieben07> barely :D
L1432[15:42:35] <RANKSHANK> first translation page that came up when I slapped 'define Saftladen' into google
L1433[15:43:33] <Ordinastie_> lol, the translations in french are amazing
L1434[15:43:38] <Ordinastie_> (same site)
L1435[15:43:57] <RANKSHANK> O.o
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L1437[15:44:45] <Ordinastie_> diesieben07, can you translate that : Eine Schande, dass ich meine Talente an diesen Saftladen verschwende! ?
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L1439[15:45:14] <diesieben07> "A shame that I'm wasting my talent in this shithole"
L1440[15:45:16] <diesieben07> i would say :D
L1441[15:45:30] <Chaoschaot234> seems that Magitek does not support MP bad but not the problem one mod less
L1442[15:45:33] <Ferdz_TheWeeb> Anyone has code examples of how to create custom particles in 1.9?
L1443[15:45:52] <Ordinastie_> the french translation on that site is like "poor little shop" ><
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L1446[15:47:43] <MalkContent> aaw. how quaint :)
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L1449[15:49:14] <MalkContent> thank. fuck. replacing GL11 with GlStateManager actually did the trick
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L1451[15:49:39] <RANKSHANK> :D
L1452[15:50:09] <MalkContent> though maybe it may have just been me adding the depthmask(true) there...
L1453[15:51:14] <MalkContent> *removes depthmask(true)* yep. that was it.
L1454[15:51:38] <diesieben07> Can anyone actually explain to me why we need the stupid statemanager?
L1455[15:51:52] <RANKSHANK> I dunno
L1456[15:51:54] <MalkContent> a well. at least it's over AND i got the shiny statemanager in place
L1457[15:52:06] <RANKSHANK> is there much overhead on redundant gl calls?
L1458[15:52:13] <diesieben07> it's definitely not shiny :P
L1459[15:52:23] <Ordinastie_> wasn't that to prevent unnecessary uplaods ?
L1460[15:52:25] <diesieben07> well, it is a native call through JNI, so yes, there is some
L1461[15:52:41] <diesieben07> the state manager has nothing to do with actual vertex data uploads
L1462[15:52:50] <Ordinastie_> not the data upload
L1463[15:53:01] <Ordinastie_> the gl commands
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L1465[15:53:17] <Ordinastie_> like texture binding
L1466[15:53:21] <diesieben07> i don't know how costly those are apart from the JNI overhead
L1467[15:53:42] <Ferdz_TheWeeb> How do you create an instance of a TextureAtlasSprite?
L1468[15:53:51] <diesieben07> depends... why?
L1469[15:53:55] <Ordinastie_> I was under the impression that the costly part was the sending to the GPU
L1470[15:53:55] <diesieben07> what do you wnat to achieve=?
L1471[15:54:14] <diesieben07> that is only really costly (afaik) for large data transfers
L1472[15:54:17] <diesieben07> like vertices
L1473[15:54:22] <diesieben07> especially if you do them one. by. one
L1474[15:54:33] <Ferdz_TheWeeb> I want to create a particle with a custom texture diesieben07
L1475[15:55:11] <diesieben07> uhhh i don't think particles use TextureAtlasSprite, do they?
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L1477[15:55:34] <Ferdz_TheWeeb> particleTexture is an instance of TextureAtlasSprite
L1478[15:55:37] <Ordinastie_> depends on which ones
L1479[15:55:41] <Ferdz_TheWeeb> Unless there's a better way to do this
L1480[15:55:42] <Ordinastie_> block particles do
L1481[15:55:55] <diesieben07> ah depends on the effect layer, ok
L1482[15:56:08] <diesieben07> so
L1483[15:56:15] <diesieben07> TextureStichEvent
L1484[15:56:29] <diesieben07> is like the old registerIcons in the Block and item classes basically
L1485[15:58:03] <Ferdz_TheWeeb> Any ideas how I can render a particle using my own texture? I thought it was simply but it doesn't look like it
L1486[15:58:23] <diesieben07> it is
L1487[15:58:28] <Ordinastie_> he just told you
L1488[15:58:30] <diesieben07> you just have to register your texture in that even
L1489[15:58:33] <diesieben07> event
L1490[15:58:36] <diesieben07> and then use it from your particle class
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L1492[15:59:21] <Ferdz_TheWeeb> Oh sorry I didn't get that alright I'll try
L1493[16:00:01] <mrkirby153> Where would be a good tutorial for an API/impl like AE or something?
L1494[16:00:12] <Ferdz_TheWeeb> In TextureStitchEvent I would create an icon and keep a reference, if i understand correctly
L1495[16:00:52] <Ordinastie_> yes
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L1500[16:14:20] <Ferdz_TheWeeb> Hmmm what method am I supposed to use? getAtlasSprite?
L1501[16:14:40] <Ordinastie_> setTextureEntry
L1502[16:15:01] <Ordinastie_> obviously, you need the Pre event
L1503[16:15:26] <diesieben07> uhh wat
L1504[16:15:42] <Ferdz_TheWeeb> Not so obvious, care to explain why?
L1505[16:15:46] <diesieben07> you use registerSprite
L1506[16:15:55] <diesieben07> that wat was @Ordi
L1507[16:16:12] <diesieben07> You need to use TextrueStitchEvent.Pre
L1508[16:16:19] <diesieben07> in pre you can register textures to be stitched
L1509[16:16:25] <diesieben07> in Post the stitching is done and you can access them
L1510[16:16:44] <Ferdz_TheWeeb> Ok so in Pre I load it and in Post I store it in a variable?
L1511[16:16:54] <Ordinastie_> hum, they do basically the same
L1512[16:17:12] <diesieben07> no registerSprite returns it
L1513[16:17:25] <Ordinastie_> ah yes
L1514[16:17:32] <diesieben07> except for setTextureEntry you need to create the TAS
L1515[16:17:35] <RANKSHANK> in the post you can catch failed stitchings though
L1516[16:17:46] <Ordinastie_> yeah I use it because I have my own class
L1517[16:17:50] <Ordinastie_> (of course :p)
L1518[16:18:40] <Ferdz_TheWeeb> registerSprite returns the TextureSpriteAtlas, so I'm guessing no need for Post?
L1519[16:18:47] <diesieben07> yup
L1520[16:24:24] <diesieben07> in the latest snapshot: "Version 3 resource packs have to use lowercase filenames for everything"
L1521[16:24:25] <diesieben07> <3 <3
L1522[16:24:49] <RANKSHANK> gwah
L1523[16:25:09] <RANKSHANK> that and a relatively good fix for mc4
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L1525[16:25:25] <RANKSHANK> *read not entire fix
L1526[16:25:29] <Ferdz_TheWeeb> This might be a bit of a noob question, but how do you actually spawn the particle once you have the instance?
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L1528[16:27:05] <diesieben07> that is actually still a bit of a problem :D
L1529[16:27:10] <diesieben07> since there is no proper particle registry
L1530[16:28:03] <Ferdz_TheWeeb> Crap
L1531[16:28:32] <diesieben07> when do you wnat it to spawn?
L1532[16:29:18] <Ferdz_TheWeeb> Just by the presence of a block, like the end rod
L1533[16:29:27] <diesieben07> so in randomDisplayTick
L1534[16:29:29] <diesieben07> thats fine hten
L1535[16:29:36] <diesieben07> just spawning them on the server via a packet is a problem
L1536[16:29:54] <diesieben07> ParticleManager::addEffect
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L1538[16:30:27] <Ferdz_TheWeeb> Perfect
L1539[16:30:37] <Ferdz_TheWeeb> That method passed right under my nose and I didn't see :P
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L1541[16:38:41] <tterrag> Chaoschaot234: LAN is not analogous to SMP
L1542[16:41:02] <Chaoschaot234> thanks for that info tterrag ... I assumed that there must be a difference between LAN and SMP but that there is that kind of difference ... however, I removed the mod and know all works fine for me
L1543[16:41:36] <gigaherz> LAN is somewhere in the middle -- it still shares static data and singletons
L1544[16:42:02] <Chaoschaot234> ok
L1545[16:42:14] <gigaherz> it's closer to SSP for the sharing player, and basically SMP for the other players
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L1547[16:43:55] <gigaherz> in fact, if you have to keep stateful data on both client and server, that's one thing to keep in mind: if you use a static variables or a singleton, the SSP/LAN server WILL share that data with the client
L1548[16:44:01] <gigaherz> I ran into that at some point
L1549[16:44:19] <gigaherz> (then realized it was wrong because the server had to keep track of more than one player)
L1550[16:44:40] ⇨ Joins: raoulvdberge (uid95673@id-95673.richmond.irccloud.com)
L1551[16:44:43] <gigaherz> (then realized it was still wrong because the client ALSO had to keep track of more than one player)
L1552[16:45:01] <gigaherz> (so IEEPs -- now Capabilities)
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L1555[16:47:23] <Ferdz_TheWeeb> Anyone knows what this crash mean? http://pastebin.com/D4P9fWh3 I'm trying to set the texture to my particle
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L1557[16:47:59] <MalkContent> is it possible to prevent the crosshair from rendering in a non-elaborate way?
L1558[16:48:11] <diesieben07> if you want your particle to use a TextureAtlasSprite, getFXLayer must retunr 1
L1559[16:48:59] <Ferdz_TheWeeb> Alright thanks
L1560[16:49:08] <diesieben07> MalkContent, RenderGameOverlayEvent.Pre, check if element type is CROSSHAIR and cancel
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L1563[16:49:58] <MalkContent> awesome, thx
L1564[16:58:53] <MalkContent> shits working as intended. this will be a good sleep.
L1565[16:59:06] <MalkContent> thanks for all the help, channel :)
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L1567[16:59:13] <RANKSHANK> is there a way to add a tintIndex during texture conversion or is it reflection time?
L1568[16:59:16] <RANKSHANK> night malk
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L1570[17:10:38] <Dread_Boy> In client-only mod I'm moving items between slots. Can I register these moves to server without manually sending packets? Right now everything gets moved but is reverted as soon as I pick up any of affected item.
L1571[17:11:45] <Ordinastie_> maybe emulate slot clicks
L1572[17:12:33] <Ordinastie_> actually, not maybe, you need to emulate slot clicks
L1573[17:12:39] <Ordinastie_> to send the actions to the server
L1574[17:12:52] <Ordinastie_> the client container has no autority
L1575[17:13:36] <LatvianModder> These gotta be my favorite commits of the day:
L1576[17:13:36] <LatvianModder> https://github.com/LatvianModder/FTBLib/commit/9d589be70acec2987450ea415fffecfda1ee3a3b
L1577[17:13:36] <LatvianModder> https://github.com/LatvianModder/FTBLib/commit/2962c3bf0aa049243d992419da816bfde28c956c
L1578[17:13:57] <LatvianModder> I think im gonna go die. Be back tomorrow
L1579[17:14:01] <LatvianModder> o/
L1580[17:20:56] <Dread_Boy> Yes, but how to emulate slot clicks? Only with packets? Right now I'm using IInventory.and Container.transferStackInSlot
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L1582[17:22:21] <diesieben07> i am a new man. http://www.minecraftforge.net/forum/index.php/topic,41360.0.html
L1583[17:22:48] <shadowfacts> lol
L1584[17:25:08] <RANKSHANK> I like the new diesie ;D
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L1586[17:25:59] <diesieben07> :D
L1587[17:26:25] <diesieben07> it does not help that this is playing in the background: https://www.youtube.com/watch?v=QcfIroNI3NU
L1588[17:26:30] <TehNut> :+1:
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L1590[17:29:01] <heldplayer> Wow the Forge site loads so quickly now :D
L1591[17:29:04] <BordListian> wait did mcf actually get taken over by microsoft
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L1593[17:29:31] <diesieben07> lol no
L1594[17:29:33] <diesieben07> :D
L1595[17:29:35] <diesieben07> heck no
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L1597[17:29:49] <diesieben07> i think cp w would die :D
L1598[17:29:52] ⇨ Joins: abab9579 (~abab9579@175.117.182.109)
L1599[17:29:59] <diesieben07> (he kinda did when mojang was taken over already)
L1600[17:30:07] <BordListian> lmao
L1601[17:30:18] <BordListian> well considering what you wrote in that thread :P
L1602[17:30:30] <heldplayer> What do you think he thinks about Beam being taken over by Microsoft?
L1603[17:30:31] <diesieben07> i just use that as an analogy :D
L1604[17:30:36] <diesieben07> do you got anything better? :P
L1605[17:31:27] <BordListian> "It's like coming on the minecraft forge forums and asking for help with a 3 years(tm) outdated version"
L1606[17:31:45] <diesieben07> kek
L1607[17:31:49] <BordListian> clearly a better analogy
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L1612[17:36:13] <howtonotwin> dies: thoughts on this? https://github.com/MinecraftForge/Documentation/pull/58#issuecomment-239313671
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L1614[17:38:47] <diesieben07> howtonotwin, sounds ok
L1615[17:38:56] <diesieben07> could put custom state mappers there too i guess
L1616[17:39:19] <howtonotwin> "He's stealing my jerb!" - Willie, probably not
L1617[17:39:21] <howtonotwin> :P
L1618[17:39:25] <RANKSHANK> :D
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L1620[17:51:12] <howtonotwin> My git repo is eventually going to become the Whomping Willow, just you wait
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L1622[17:54:31] <RANKSHANK> shotgun crashing the car into it
L1623[17:55:50] <Dread_Boy> How shall I move items between slots in client-only mod? Right now they get desynced between client and server.
L1624[17:56:56] <diesieben07> You have to look at what happens when the player clicks the mouse in a GuiContainer
L1625[17:57:13] <diesieben07> i.e. GuiContainer::mouseClicked
L1626[17:57:20] <diesieben07> it is a huge mess though :D
L1627[17:58:56] <RANKSHANK> ^ That whole damn class is spaghetti
L1628[17:59:01] <RANKSHANK> And not the good kind
L1629[17:59:10] <Dread_Boy> so I should call mouseClicked as if player clicked first slot and then again as if player clicked second slot?
L1630[17:59:25] <diesieben07> uh
L1631[17:59:31] <diesieben07> yeah you might actually be able to just do that
L1632[17:59:55] <Dread_Boy> how would I handle ItemStack merging and shift clicking?
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L1634[18:00:42] <diesieben07> thats where you have to not just call the method but actually dig into what it does
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L1636[18:01:14] <diesieben07> glhf :P
L1637[18:01:16] <Dread_Boy> ok, I'll read through code and see
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L1641[18:08:39] <Dread_Boy> Yes, it seems this could work. mouseClicked handles everything, shift-clicking and merging
L1642[18:08:51] <Dread_Boy> Will report if I manage to get it working :)
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L1659[18:48:36] <Dread_Boy> How shall I add delays? I'm moving items in GuiContainer with mouseClicked and it doesn't work and I blame lack of delay between two calls.
L1660[18:48:51] <Dread_Boy> Thread.Sleep is probably not a way to go, right?
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L1664[19:15:24] <williewillus> what do you mean "Blame lack of delay"
L1665[19:15:30] <williewillus> what calls
L1666[19:15:34] <williewillus> what are you trying to achieve?
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L1668[19:30:33] <Dread_Boy> Maaan, who is naming these method... mouseClicked triggeres only when mouse is pressed.
L1669[19:31:15] <Dread_Boy> I wanted to simulate player clicking on one slot and then clicking on another slot
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L1671[19:31:28] <williewillus> the community does
L1672[19:31:41] <williewillus> and your sentence makes sense
L1673[19:31:50] <williewillus> mouseClicked happens when.....the mouse clicks a slot
L1674[19:32:09] <TehNut> I don't see how that's a bad name.. >.>
L1675[19:32:11] <Dread_Boy> well, I would name this method mousePressed because there's another method called mouseReleased
L1676[19:32:32] <Dread_Boy> mousePressed -> mouseReleased
L1677[19:32:56] <Dread_Boy> click means press+release in my opinion
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L1679[19:33:17] <TehNut> Click means when you click
L1680[19:33:22] <williewillus> put it on the mcp issue tracker if you want. if you can convince them and no one objects it'll get renamed next major version
L1681[19:33:25] <Necr0> that would be equal to mouse released
L1682[19:33:56] <Necr0> because in order to release the mouse you would have to press it first
L1683[19:34:15] <williewillus> though i don't see what's terribly wrong with it
L1684[19:34:53] <Necr0> i also think it is fine.
L1685[19:35:13] <Dread_Boy> It's not wrong but I didn't go through all methods in GuiContainer and assumed mouseClick is called after mouse button was released
L1686[19:35:36] <Dread_Boy> because click means you press and the release mouse button
L1687[19:35:55] <williewillus> tahts why you look at how it's used and don't assume :D
L1688[19:36:41] <TehNut> "to assume is to make an ass out of u and me"
L1689[19:36:48] <williewillus> lol
L1690[19:36:51] <williewillus> i never understood that
L1691[19:38:16] <Dread_Boy> yeah :) but JS, C# and autohotkey agree click is click. However, that's my first journey into Forge modding, I'll get used to it
L1692[19:39:04] <williewillus> lol
L1693[19:39:14] <williewillus> as you'll find out we are working on a decompiled, community-deobfuscated codebase
L1694[19:41:31] <Dread_Boy> oh, you are that guy working on 1.8+ Botania, right? Hi :) Thanks for you time and dedication
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L1696[19:41:58] <williewillus> thanks :P
L1697[19:43:00] <kenzierocks> Necr0: actually, you don't have to press the mouse to release it as far as software is concerned
L1698[19:43:09] <kenzierocks> press outside game -> tab into game -> release in game
L1699[19:43:24] <kenzierocks> although depending on the system you might get a press event when the mouse enters
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L1701[19:46:41] <RANKSHANK> D:
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L1705[19:57:50] <Dread_Boy> last question before I go to bed... is it possible to simulate pressed shift?
L1706[19:58:37] <Dread_Boy> mouseClicked checks if certain buttons are pressed and perform shift-move instead of simple item pickup
L1707[19:59:35] <Dread_Boy> I could copy-paste this code to my own inherited method but I'd rather simulate shift key being pressed and call base method
L1708[20:00:43] <tterrag> Dread_Boy, why do you want to simulate shift being pressed
L1709[20:01:10] <Dread_Boy> I'm creating client-only automatic crafting/trading mod
L1710[20:01:45] <Dread_Boy> I could pick up items from target slot, find slot with same items and merge or if that fails find empty spot
L1711[20:02:19] <Dread_Boy> but all of this is already implemented, I don't want to reinvent wheel
L1712[20:02:45] <tterrag> Dread_Boy, Container.slotClick can be passed a ClickType
L1713[20:02:54] <tterrag> so there's no need to simulate there
L1714[20:03:56] <tterrag> so is GuIContainer.handleMouseClick
L1715[20:04:51] <Dread_Boy> right now I'm using only mouseClicked(x, y, 0);
L1716[20:05:53] <tterrag> yeah I got that wrong actually. I was looking at GuiContainerCreative
L1717[20:06:30] <Dread_Boy> although I could use handleMouseClick and choose correct ClickType
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L1719[20:07:07] <tterrag> mhm
L1720[20:07:45] <tterrag> if all else fails there is Robot :P
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L1725[20:24:10] <masa> Dread_Boy: trading mod, menaing what exactly?
L1726[20:24:14] <masa> *meaning
L1727[20:24:59] <Dread_Boy> open villager, set up trade priorities, click button and it will trade everything you have in inventory
L1728[20:25:28] <masa> okay
L1729[20:25:48] <masa> I have something somewhat similar already in Item Scroller
L1730[20:26:00] <masa> here in about 0:55 https://www.youtube.com/watch?v=MZ7EzQK1nsQ
L1731[20:26:14] <masa> although you still need to manually switch the trade
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L1733[20:27:53] <Dread_Boy> yes, similar to what I intend
L1734[20:28:52] <Dread_Boy> gameplay protip: you don't need to "scroll" all the way to desired trade if you place correct items in input slot, you can pick up emeralds in output slot
L1735[20:29:14] <Dread_Boy> it works at least since 1.9 ;)
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L1737[20:29:50] <masa> yep, but it won't really work if you are bying stuff since it will pick the first matching trade :p
L1738[20:30:12] <masa> and you can't then see the red marker when it hits maxTrades
L1739[20:30:34] <masa> so to emulate shift clicking on a slot: https://github.com/maruohon/itemscroller/blob/master/src/main/java/fi/dy/masa/itemscroller/event/InputEventHandler.java#L813-L816
L1740[20:31:30] <Dread_Boy> Yeah, I'm looking at the code now :) But I should really go to bed now, it's 3:30 am
L1741[20:31:57] <Dread_Boy> thanks, it will be of great help
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L1743[20:32:33] <masa> np
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L1786[22:38:32] <RANKSHANK> Anyone know of a mod that has ItemStack fluid containers with > 2000 for the volume?
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L1788[22:40:59] <masa> mine does, but I haven't updated it to the fluid capabilities yet...
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L1790[22:42:53] <masa> what exactly are you asking/want to know?
L1791[22:45:00] <RANKSHANK> I'm testing a recipe implementation- it fills x number of containers based off of the capacity of the input container/ 250
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L1793[22:46:38] <RANKSHANK> I'm trying to be lazy, I should really cook up an in house solution :P Been meaning to set up a stress test workspace so I can add it as a dependency
L1794[22:47:21] <RANKSHANK> well not an actual dependency but you get the point :P
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L1797[22:55:41] <Disconsented> What happened with the potion registry between 1.10 and 1.10.2?
L1798[22:57:02] <TehNut> Nothing that I know of
L1799[22:57:08] <RANKSHANK> what broke?
L1800[22:57:11] <Disconsented> Must be intellij fucking up on me
L1801[22:57:12] <TehNut> ^
L1802[22:57:21] <Disconsented> Well... It apparntly doesnt exist anymore
L1803[22:57:36] <TehNut> Like, can't find the field?
L1804[22:57:48] <TehNut> Or what
L1805[22:57:54] <RANKSHANK> refresh :P
L1806[22:58:29] <TehNut> To register, use GameRegistry.register(). To get the registry, use ForgeRegistries.POTIONS
L1807[22:58:46] <Disconsented> Nope its definatley Intellij
L1808[22:59:03] <Disconsented> Seems to think I am using 1.8.9 instead of 1.10.2
L1809[22:59:09] <RANKSHANK> try force refresh gradle
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L1812[23:10:48] <Disconsented> There we go
L1813[23:10:51] <insaneau> question: is it possible to use submodels in item models?
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L1815[23:11:05] <Disconsented> nuked the idea files, and used gradle to recreate them. That unfucked it
L1816[23:16:42] <RANKSHANK> insaneau item models are just neutered block models, so yuppers
L1817[23:17:13] <insaneau> any ideas how then? i don't get variants like i do with a block.
L1818[23:17:25] <RANKSHANK> the "inventory" portion of the ModelResourceLocation causes that
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L1820[23:19:18] <insaneau> i'm not sure i understand.
L1821[23:19:34] <howtonotwin> insaneau: You can use the item model in a blockstate and use submodels there
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L1823[23:20:19] <RANKSHANK> ^
L1824[23:20:24] <howtonotwin> blockstate isn't really accurate with forge btw. They work for blocks AND items
L1825[23:20:31] <TehNut> insaneau: You call ModelLoader.setCustomMRL right? Do you have "inventory" at the end?
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L1827[23:20:48] <insaneau> yes
L1828[23:20:55] <TehNut> You can change that to a variant
L1829[23:21:01] <TehNut> So like
L1830[23:21:10] <TehNut> "thing=type"
L1831[23:21:13] <insaneau> oh
L1832[23:21:20] <TehNut> Would be variants { thing { type {} } }
L1833[23:21:31] <insaneau> i see.
L1834[23:21:34] <howtonotwin> The game searches blockstates/ for a match first, then IF AND ONLY IF the variant is "inventory", goes to models/item
L1835[23:21:40] <TehNut> So you can actually direct your item renders at actual blockstates
L1836[23:21:41] <insaneau> i'll give it a go.
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L1838[23:22:08] <TehNut> https://github.com/TehNut/Soul-Shards-The-Old-Ways/blob/1.9-NoLib/src/main/java/com/whammich/sstow/registry/ModRenders.java#L41-L45
L1839[23:22:21] <TehNut> https://github.com/TehNut/Soul-Shards-The-Old-Ways/blob/1.9-NoLib/src/main/resources/assets/soulshardstow/blockstates/item/ItemMaterials.json
L1840[23:25:21] <RANKSHANK> https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/java/mod/rankshank/arbitraria/client/item/MeshDefArbitraryBlock.java odd example as it's a bit specified but this ItemMeshDefinition transfers the Item's metadata to the Block.getStateFromMetadata. Means I don't need the extra Item models for blocks
L1841[23:27:14] <TehNut> My two links also remove the requirement for item models
L1842[23:27:20] <TehNut> It's just that blockstate
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L1849[23:38:53] <Zorn_Taov> question: what is the difference between forge-<version>-universal.jar and forge-<version>.jar ? is it just a rename?
L1850[23:39:19] <RANKSHANK> I believe universal is the combined sources
L1851[23:39:23] <RANKSHANK> not 100% there
L1852[23:39:59] <RANKSHANK> and forge-<version> would be the net.minecraftforge sources
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L1854[23:40:02] <Zorn_Taov> there's no file size difference, though...
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L1856[23:41:03] <Zorn_Taov> https://dl.dropboxusercontent.com/u/7129858/Minecraft%20Mods/forgeversion.PNG
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L1858[23:41:53] <RANKSHANK> well then it's probably a rename. wouldn't touch it unless you know what you're doing though :P
L1859[23:42:22] <Zorn_Taov> if it's a rename I can proceed with what I'm doing, just wanted to make sure first
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L1861[23:43:02] <RANKSHANK> always backup
L1862[23:43:07] <RANKSHANK> ;)
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L1864[23:44:13] <Zorn_Taov> I'm working on my own launcher and right now I'm trying to download the forge version used on each pack so I can get to the version.json
L1865[23:44:14] <masa> where are those from?
L1866[23:44:23] <Zorn_Taov> libraries
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L1868[23:45:13] <Zorn_Taov> and the maven link doesn't work with forge-<version>.jar
L1869[23:45:52] <masa> forge only provides two downloads, the installer and the universal jar (and the mdk)
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L1872[23:46:12] <Subaraki> java.lang.NumberFormatException: For input string: "3740203402016"
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L1874[23:46:17] <Subaraki> why numberformat exception ??
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L1876[23:46:23] <Subaraki> its a number right ??
L1877[23:47:25] <masa> ?
L1878[23:47:46] <masa> what is the code you used
L1879[23:48:39] <Subaraki> based of off a name, i index every letter as a number, adding that one onto another
L1880[23:48:50] <Subaraki> 37 40 20 3 40 20 16
L1881[23:48:58] <RANKSHANK> Yeah what sort of number?
L1882[23:49:03] <RANKSHANK> that's too big for an int
L1883[23:49:03] <Subaraki> should spell Subarki btw
L1884[23:49:11] <Subaraki> ooooh
L1885[23:49:14] <Subaraki> too big for an int ...
L1886[23:49:16] <Subaraki> i'll tyr a long
L1887[23:49:24] <Zorn_Taov> yup
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L1893[23:55:14] <Subaraki> uuuhm
L1894[23:55:15] <Subaraki> java.lang.NumberFormatException: For input string: "3728248135026628241270248"
L1895[23:55:20] <howtonotwin> BigInt
L1896[23:55:20] <Subaraki> is there something longer then a long ??
L1897[23:55:21] <Subaraki> ._.
L1898[23:55:45] <howtonotwin> BigInteger is limited to 2^(2^32-1) or something
L1899[23:55:55] <RANKSHANK> why you do this? :P
L1900[23:55:58] <Subaraki> i suppose that's a lot P:
L1901[23:56:10] <Subaraki> in my mod, i generate a number based on name
L1902[23:56:16] <Subaraki> which i transform to hex
L1903[23:56:21] <Subaraki> then take the last index
L1904[23:56:28] <Subaraki> and convert that back to decimal
L1905[23:56:34] <Zorn_Taov> um
L1906[23:56:34] <Subaraki> which should give me an index from 0 to 16
L1907[23:56:53] <Subaraki> i thought i wanted something fun to make a unique id per person :s
L1908[23:57:02] <Subaraki> maybe i should only take like the first four letters ... ?
L1909[23:57:10] <Zorn_Taov> I would add letters until you're just below long_max
L1910[23:57:42] <Subaraki> that's an idea as well
L1911[23:57:43] <Zorn_Taov> alternatively, ADD the numbers together then %16
L1912[23:57:58] <Subaraki> added together they are a string :/
L1913[23:58:01] <howtonotwin> Hashcode anyone?
L1914[23:58:10] <RANKSHANK> ^
L1915[23:58:17] <Zorn_Taov> no, literally add the numbers together
L1916[23:58:29] <Subaraki> then the number would be too small :/
L1917[23:58:37] <howtonotwin> Don't reinvent the wheel
L1918[23:58:39] <Subaraki> would only reach like 200, 500 tops
L1919[23:59:00] <Subaraki> then again, lets try max_long
L1920[23:59:03] <Zorn_Taov> so 37 40 20 3 40 20 16 is 197
L1921[23:59:05] <Subaraki> or 4 first letters
L1922[23:59:09] <Subaraki> should be suffiscent
L1923[23:59:23] <howtonotwin> What are you even using these for?
L1924[23:59:24] <Zorn_Taov> then %16 is 5
L1925[23:59:30] <RANKSHANK> but there's only 16 possible outcomes :P
L1926[23:59:40] <RANKSHANK> wait 17
L1927[23:59:55] <RANKSHANK> if it's actually 0-16 inclusive
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