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L1[00:00:00] <Subaraki> its hex
L2[00:00:04] <Subaraki> 0-F
L3[00:00:09] <Subaraki> so 16 total
L4[00:00:12] <howtonotwin> 0-15
L5[00:00:15] <RANKSHANK> ^
L6[00:00:16] <Zorn_Taov> ^
L7[00:00:17] <howtonotwin> 16 numbers
L8[00:00:20] <howtonotwin> 0-F
L9[00:00:45] <Zorn_Taov> <3 %
L10[00:01:19] <howtonotwin> % preserves
sign, so Math.abs it if it can be negative
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L14[00:02:25] <RANKSHANK> use the first set
of letters to long.Max to create a random seed to pick values of
the characters to use to long.Max and pull the hex out of that
;)
L15[00:02:58] <howtonotwin> I need a parser
for english
L16[00:03:10] <howtonotwin> what is even
sentence structure?
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L18[00:03:32] <RANKSHANK> commas are
overrated :D
L19[00:03:38] <howtonotwin> no
L20[00:03:46] <howtonotwin> no they really
aren't D:
L21[00:04:42] <TehNut>
punctuationandstandardgrammarpracticesareextremelyoverratedweshouldalljusttypelikethis
L22[00:05:02] <howtonotwin> That is 10x
easier to read than rank's suggestion
L23[00:05:07] <TehNut> lol
L24[00:05:18] <RANKSHANK> </3
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L26[00:06:05] <Subaraki> thanks for the
help guys
L27[00:06:09] <Subaraki> queue you later
o/
L28[00:06:18] ⇦
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and he was gone !)
L29[00:06:42] <TehNut>
n0wwh471f1u53dl3375p34k4l0n6w17h7h3m1551n66r4mm471c4lpr4c71c35?
L30[00:06:59] <TehNut> yes that says a
thing
L31[00:07:19] <howtonotwin> sitany and
sdatnard slpeinlg pctarcies are eertxmley oraetvred we sluohd all
jsut tpye lkie tihs
L32[00:07:40] <howtonotwin> You SHOULD be
able to read that pretty smoothly
L33[00:07:54] <TehNut> I think the only
word I'm missing from that is sitany
L34[00:08:01] <howtonotwin> sanity
L35[00:08:02] <TehNut> Otherwise,
yeah
L36[00:08:04] <TehNut> Ah yes
L37[00:08:29] <howtonotwin> Trick is to
scramble the letters but don't move the first and last ones
L38[00:08:35] <howtonotwin> BRAINS
FTW!
L39[00:08:38] <RANKSHANK> how to tell when
you are tired
L40[00:09:14] <howtonotwin> how to tlel
wehn yuroe treid?
L41[00:09:16] <TehNut> I had to read book
excerpts like that in school, so I'm pretty used to it
L42[00:09:25] <howtonotwin> wat
L43[00:09:28] <howtonotwin> y?
L44[00:09:42] <TehNut> eccentric
teacher
L45[00:09:59] *
howtonotwin cries softly
L46[00:11:16] <TehNut> he would read books
backwards in class too
L47[00:11:20] <TehNut> very odd person.
very fun class
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L49[00:11:41] *
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L67[01:42:03] <gigaherz> [07:08]
(howtonotwin): Trick is to scramble the letters but don't move the
first and last ones
L68[01:42:03] <gigaherz> [07:08]
(howtonotwin): BRAINS FTW!
L69[01:42:12] <gigaherz> if you truly
scramble the letters it's way way harder
L70[01:42:21] <gigaherz> the trick is to
shuffle them a bit, but not too much
L71[01:42:30] <gigaherz> enough that the
joke work, but not enough that people can't read
L72[01:42:45] <gigaherz> you have to keep
the general shape ;P
L73[01:45:20] <kenzierocks> yea, spelling
was hard to deciper
L74[01:45:28] <kenzierocks> i mistook it as
sleeping
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L79[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160812 mappings to Forge Maven.
L80[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160812-1.10.2.zip
(mappings = "snapshot_20160812" in build.gradle).
L81[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L98[02:59:20] <sham1> f = concat . fmap (++
" ") . concat . fmap (splitOn ",")
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L106[03:30:16] <sham1> So, how is
everyone
L107[03:34:42] <LatvianModder>
awoken
L108[03:35:07] ⇦
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L109[03:35:30] <sham1> Cool
L110[03:36:23] <sham1> I'm just
customising the timestamp of my IRC client
L111[03:36:25] <LatvianModder> Removed all
client side content in FTBU.. lets see whats left..
L112[03:36:50] <sham1> Can you still claim
chunks?
L113[03:37:36] <LatvianModder> well,
evervything is server side now, so there are commands. but I will
be ofc adding client side stuff back, but in a different way
L114[03:38:02] <LatvianModder> it will no
longer Store data on client (so it wont use up RAM) and will only
do stuff on request (like open guis etc)
L115[03:38:23] <LatvianModder> except for
guides. those are the only thing thats local
L116[03:38:25]
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L117[03:38:31] <sham1> Hello
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L120[03:42:58] <sham1> So many joins
L121[03:43:09] <sham1> This be
amazing
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L133[03:59:34] <LatvianModder> That was
good
L135[04:01:24] <LatvianModder> I think he
understands that same forums has the same mods
L136[04:02:48] <sham1> People really want
to use 1.7.x for some non-explained reason
L137[04:03:19] <LatvianModder> Oh there is
a good reason
L138[04:03:21] <LatvianModder> FTB
L139[04:03:25] <gigaherz|work> it's
perfectly explained: "all the mods I like are in it, while
newer versions only have a few"
L140[04:03:38] <gigaherz|work> they don't
even consider trying new mods
L141[04:03:38] <LatvianModder> That just
keeps making packs for 1.7
L142[04:03:49] <LatvianModder> I dont
really understand how that works
L143[04:03:56] <LatvianModder> I get bored
of the same mods after a MONTH
L144[04:04:01] <gigaherz|work> yeah
same
L145[04:04:04] <LatvianModder> How can
people play 1.7.10 for YEARS
L146[04:04:09] <gigaherz|work> or vanilla
for years
L147[04:04:12] <IoP> They should learn at
least to post a new log if asking repeately :P
L148[04:04:20] <gigaherz|work> the moment
I have a decent base, I get bored.
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L150[04:05:47] <sham1> But FTB already has
1.10.2 pack
L151[04:05:55] <LatvianModder>
Unstable?
L152[04:06:00] <sham1> Indeed
L153[04:06:03] <LatvianModder> Unstable is
the most stable pack you will see
L154[04:06:05] <gigaherz|work> yeah, but
it only has a few mods
L155[04:06:22] <sham1> Which is good for
computer load
L156[04:06:31] <gigaherz|work> sure
L157[04:06:36] <LatvianModder> true, but
it should showcase new mods, imo
L158[04:06:37] <gigaherz|work> but
unstable used to be "new & shiny"
L159[04:06:46] <sham1> Like does one
really need 100+ mods off of which they only use 10 or so
L160[04:06:47] <gigaherz|work> it has none
of mine!
L161[04:06:52] <gigaherz|work> ;P
L162[04:06:58] <IoP> LatvianModder: I
yesterday banned one guy from support site. First he posted correct
a bug report with "version: 1.10.2 (cracked)" one of the
helpers mentioned that he will not get help. He reposted same
message but now tihe line was "version 1.10.2".
L163[04:07:08] <gigaherz|work> not even
enderthing -- and they don't include the enderstorage port
either
L164[04:07:14] <LatvianModder>
gigaherz|work: Right? Thats why I made my own pack wih Enderthing
in it!
L165[04:07:16] <sham1> Why not contact FTB
team and ask them to include your stuff
L166[04:07:26] <IoP> I wonder what the
f**k those guys think. o_O
L167[04:07:27] <gigaherz|work> meh.
XD
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L169[04:07:34] <sham1> Well, curse makes
it easy to manage custom packs
L170[04:07:42] <LatvianModder> They are
12, their brain hasnt developed yet
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L172[04:08:18] <covers1624> O-O
<enderstorage = pong> :P
L173[04:08:19] <LatvianModder> I have yet
to find an adult that has ever done such a thing
L174[04:08:26] <sham1> That's insulting to
even 12 yr olds
L175[04:08:44] <IoP> LatvianModder: 6
years olds
L176[04:08:45] <gigaherz|work> covers1624:
just ranting about the poor choice of mods in the 1.10 FTB
Unstable
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L178[04:09:21] <LatvianModder> Right I
forgot there are so young people on internet
L179[04:09:22] <IoP> idk if that showcase.
Maybe more like testing pack.
L180[04:09:39] <sham1> Hell,
4-year-olds
L181[04:09:41] <covers1624> ahh, yeah,
cb's stuff is alive and on curse, just finishing up a few things
then 1.10 official release will be out
L182[04:09:56] <LatvianModder> Is NEI one
of those things?
L183[04:10:43] <sham1> We need no NEI
anymore
L184[04:11:05] <LatvianModder> Thats the
answer I hope to hear
L185[04:11:16] <covers1624> Yep, its in a
weird state at the moment, i havent been to worried on full support
with JEI atm, but it is a JEI addon at the moment as i temp
disabled NEI's item pannel so it is just the widgets, search box
and subsets.
L186[04:11:40] <LatvianModder> ah, ok.
that works I guess
L187[04:12:13] <LatvianModder> Because i
wouldnt like community splitting into "My NEI plugin worked in
1.7 and now works with new NEI, why should I make one for
JEI?"
L188[04:12:15] <covers1624> NEI was by far
the most "messy" of cb's mods as it is the oldest and has
some of his intial code still in there
L189[04:12:29] <covers1624> my stance on
that is Use JEI
L190[04:12:34] <LatvianModder> I once
tried to study / understand it. Once.
L191[04:12:36] <covers1624> it is a far
better addon
L192[04:12:40] <covers1624> api
rather
L193[04:12:46] <covers1624> ^^^
L194[04:13:08] <LatvianModder> Also his
chunkloading was way weird
L195[04:13:31] <covers1624> yeah, it is
kinda
L196[04:13:41] <LatvianModder> not even
sure if it used ForgeChunkManager
L197[04:13:44] <covers1624> i cant be
bothered to rewrite it as it works
L198[04:13:46] <covers1624> nope
L199[04:13:50] <covers1624> custom i
think
L200[04:14:01] <covers1624> might have
been before FCM but not sure exactly
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L202[04:14:06] <LatvianModder> I mean, he
made those mods when he was 13 so
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L204[04:14:18] <sham1> age really means
nothing
L205[04:14:27] <LatvianModder> Not
always
L206[04:14:40] <covers1624> it kinda means
a lot
L207[04:14:47] <LatvianModder> But usually
people dont start to learn programming at 4 and arent professionals
at 12
L208[04:15:08] <covers1624> if he was 15
when he wrote nei and he is 19 now
L209[04:15:17] <covers1624> then he has a
really big future ahead
L210[04:15:35] <LatvianModder> he is 19/20
now
L211[04:15:58] <LatvianModder> I dunno
when NEI was made, but I know that very long time ago
L212[04:16:11] <covers1624> 1.8 ish
L213[04:16:12] <covers1624> beta
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L215[04:16:17] <covers1624> maybe
1.1
L216[04:16:22] <sham1> Jeez
L217[04:16:42] <covers1624> thats why the
api is all over the place
L218[04:16:53] <covers1624> its never had
a full version rewrite just a port
L219[04:17:44] <covers1624> but anyway,
CCC / CCL will probably be merged at some point, there is just some
things that may stay in CCC as they are CB's mods only kinds sorta
maybe stuff
L221[04:18:38] <LatvianModder> The Lib was
the one that was downloaded as extra file?
L222[04:19:01] <covers1624> yes
L223[04:19:09] <LatvianModder> please
merge it
L224[04:19:13] <covers1624> it is the back
bone of every thing really
L225[04:19:30] <LatvianModder> I did that
just yesterday with my lib.jar, makes building and downloading so
much easier
L226[04:19:41] <covers1624> CCL will
probably get a mod container and have CCC go away
L227[04:19:49] <covers1624> CCL just has a
better ring to it imp
L228[04:19:52] <covers1624> imo*
L229[04:19:56] <LatvianModder> CCC had a
ALOT of hacks, iirc
L230[04:20:03] <covers1624> not
really
L231[04:20:15] <LatvianModder> All the ATs
and asm
L232[04:20:18] <covers1624> just some
tweak stuff, NEI had the main bunch
L233[04:20:33] <LatvianModder> well nei
needed it mostly for GuiScreen
L234[04:20:48] <covers1624>
GuiContainer*
L235[04:20:55] <LatvianModder> oi, yeah,
that
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L237[04:21:45] <covers1624> imo at's are
fine, i try and avoid ASM as much as possible but there are times
that i cant get arround it, they are rare tho, like needing to
render and item as a tile entity but grabing nbt off the item
first
L238[04:23:06] <covers1624> but anyway, i
need to get back to work 0/
L239[04:23:12] <LatvianModder> o/
L240[04:23:26]
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L249[04:40:53] <Dread_Boy> If I open
Villager GUI, then open my custom GUI (with displayGuiScreen(new
GuiScreenTradeOptions())), close my custom GUI with
displayGuiScreen(null) I can't open Villager GUI until I move
ingame
L250[04:41:26] <LatvianModder> Thats
new
L251[04:41:27] <Dread_Boy> what am I doing
wrong?
L252[04:41:43] <LatvianModder> Maybe you
close it the wrong way
L253[04:41:52] <LatvianModder> its
GuiContainer, right?
L254[04:41:55] ⇦
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L255[04:42:02] <LatvianModder> so use
mc.thePlayer.closeGui()
L256[04:42:11] <Dread_Boy>
GuiScreenTradeOptions is just GuiScreen
L257[04:42:49] ⇦
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L258[04:43:01] <LatvianModder> still
better use that closeGui method. that Could fix it
L259[04:44:11]
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L260[04:44:11] <Dread_Boy> Yep, that does
it.
L261[04:45:32]
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())
L263[04:48:37] <Dread_Boy> Well, if I
press Esc, Minecraft still calls displayGuiScreen(null)...
L264[04:49:49] ⇦
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L265[04:52:28] <BlayTheNinth> Does anyone
know of an inbuilt way of checking on the client whether the remote
server has a mod installed, without sending my own
"handshake" packets?
L266[04:52:53] ⇦
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L268[04:54:01] <sham1> would say not
really
L269[04:54:47] <LatvianModder> Dread_Boy:
you can override key press method
L270[04:55:22] <LatvianModder>
BlayTheNinth: pretty much impossible I think
L271[04:55:40] <LatvianModder> Same as
client doenst know what seed server world has
L272[04:56:30] <BlayTheNinth> the sad
thing is that the client apparently receives the modlist, but
doesn't store it anywhere
L273[04:56:42] <LatvianModder> yep
L274[04:56:43] <BlayTheNinth> I was hoping
there was some secret magic going on that would still make it
accessible via another way
L275[04:56:56] <LatvianModder> There IS
technically
L276[04:57:17] <LatvianModder>
@NetworkCheckHandler
L277[04:57:17] <LatvianModder> public
boolean checkNetwork(Map<String, String> m, Side side)
L278[04:57:21] <LatvianModder> in your
@Mod class
L279[04:58:03]
⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L280[04:58:10] <LatvianModder> I use it to
check versions, but it can probably be used to get server modlist
too
L281[04:58:26] <killjoy> Isn't it
available in the ServerInfo?
L282[04:58:52] ***
kirby|gone is now known as mrkirby153
L283[04:59:18] <LatvianModder> you mean
GameConfiguration.ServerInformation?
L284[04:59:29] <LatvianModder> that only
has String serverName, int serverPort
L285[05:00:17] <BlayTheNinth> !! that
looks promising LatvianModder, thanks
L286[05:00:19] ⇦
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L287[05:00:22] <killjoy> I meant
ServerData
L288[05:01:11] <LatvianModder> nop,
nothing there too
L289[05:03:47]
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L290[05:04:31] <Koward> Can we use the
substitution methods to replace a "deprecated" item by a
vanilla one, allowing smooth transition for saved worlds ?
L291[05:04:52] <gigaherz|work>
"yes" -- if it works
L292[05:05:06] <Koward> Imagine you have
your FancyStone everywhere in world generation. For some reason you
don't want it, so you would like to replace it by standard Stone
for the user.
L293[05:05:08] <gigaherz|work> I don't
know if the substitution system is currently working
L294[05:05:18] <gigaherz|work>
however
L295[05:05:31] <gigaherz|work> keep in
mind, the original must still be registered, I believe
L296[05:05:53]
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L297[05:06:07] <LatvianModder> or you can
rewrite level.dat's block ID map :P
L298[05:06:19] <killjoy> Isn't there an
API for that?
L299[05:06:20] <Koward> Yes for the
transition period, but once replaced what is the saved block ? The
alias, right ? So it'll be vanilla Stone
L300[05:06:32] <gigaherz|work> it should,
yes
L301[05:06:45] <killjoy> I think I
remember lex talking about it awhile back.
L302[05:06:46] <LatvianModder> not Stone..
minecraft:stone
L303[05:06:58] <Koward> I don't need this
right now, but it's the kind of mechanic that is good to know
about.
L304[05:08:01] ⇦
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L305[05:10:05] ***
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L306[05:12:05]
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L307[05:12:28] <masa> "There will be
news about the API at Minecon. I'll talk about the things I'm
working on and what our plans are. But no more details for
now."
L308[05:12:57] <masa> well now I'm
curious... will the news be "you already have the (json) API,
enjoy!"
L309[05:12:58] <LatvianModder> Wait, MC
API?
L310[05:13:09] <RANKSHANK> news = moar
jsons
L311[05:13:12] <masa> see searge's latest
tweet
L312[05:13:12] <BordListian> >MC
API
L313[05:13:17] <BordListian>
hahahahhahahahahaha
L314[05:13:24] <LatvianModder> Noooooooo I
dont want a Modding APIa
L315[05:13:30] <gigaherz|work> I do
L316[05:13:43] <gigaherz|work> it will
force them to make the code more flexible
L317[05:13:45] <LatvianModder> Unless its
better than Forge
L318[05:13:49] <gigaherz|work> which will
benefit forge
L319[05:13:50] <LatvianModder> HA
L320[05:13:54] <gigaherz|work> ;P
L321[05:13:55] <BordListian> If it means
that mojang code will become maintainable i'm ok with it
L322[05:13:56] <masa> it will be
irrelevant to modders anyway...
L323[05:14:05] <LatvianModder> Maybe
L324[05:14:05] <BordListian> but it
probably means giant changes to forge again
L325[05:14:21] <LatvianModder> That'd be
awesome
L326[05:14:21] <BordListian> and mojang
code will get even less maintainable
L327[05:14:22] <RANKSHANK> entities in a
json everyone. Get your entities in a json
L328[05:14:24] <gigaherz|work> I'm ok with
that ;P
L329[05:14:25] <BordListian> you know how
it is
L330[05:14:33] <LatvianModder> Not for Lex
and cp.w.. but overall that'd be great
L331[05:14:35] ⇦
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L332[05:14:42] <BordListian> entity models
are like the only thing i'd really hope for
L333[05:14:43] <gigaherz|work> I wouldn't
mind server-side resources
L334[05:14:43] <BordListian> :P
L335[05:14:47] <gigaherz|work> that the
server syncs to the client
L336[05:14:48] <LatvianModder> Hey, what
happened to Guis as Json?
L337[05:14:54] <LatvianModder> That was
announced a while ago
L338[05:14:54] <gigaherz|work>
LatvianModder: MCPE has them
L339[05:15:01] <masa> but this is nothing
new. Remember that they have talked about the API at minecon
several years ago already. And what has that resulted in? ;p
L340[05:15:01] <gigaherz|work> they never
got into the java one
L341[05:15:07] <LatvianModder> Thank
good
L342[05:15:08] <BordListian> oh my god
server side mods syncing to the client
L343[05:15:09] <LatvianModder> ness
L344[05:15:16] <BordListian> Curse
collapses
L345[05:15:31] <RANKSHANK> :D
L346[05:15:35] <gigaherz|work>
BordListian: it owuld be perfect for defining new blocks and
items
L347[05:15:41] <gigaherz|work> without
client mods
L348[05:15:42] <LatvianModder> why? curse
will probably never collapse :D
L349[05:15:58] <gigaherz|work> server-side
resourcepacks are already a thing
L350[05:16:06] <BordListian> curse will
drop minecraft like a hot potato the moment they can't make money
off of it anymore
L351[05:16:10] <masa> servers sending code
to clients, soudns like fun
L352[05:16:22] <gigaherz|work> they just
need to have an "item definition" json that gives it a
name ;P
L353[05:16:24] <masa> have fun joining
random servers
L354[05:16:29] <gigaherz|work> masa: :
nono, no code ;P
L355[05:16:48] <gigaherz|work> only the
item registry name, unlocalized name, and model name
L356[05:17:05] <gigaherz|work> my
assumption is, IF mc ever has server-provided items/blocks
L357[05:17:08] <gigaherz|work> they
wouldn't be interactive
L358[05:17:16] <LatvianModder> they could
be
L359[05:17:19] <gigaherz|work> they
could
L360[05:17:25] <LatvianModder> for like.
running commands
L361[05:17:27] <gigaherz|work> but the
server should never send code to the client.
L362[05:17:38] <gigaherz|work> the server
data could have a "onClick"
L363[05:17:42] <LatvianModder> I mean, it
could have events
L364[05:17:44] <LatvianModder> yeah
L365[05:17:45] <gigaherz|work> with a
commandblock command in them
L366[05:18:11] <RANKSHANK> onClick state =
newState
L367[05:18:20] <RANKSHANK> :D
L368[05:18:31] <LatvianModder> Hah and I
once made a code that allowed to make modpacks only from server
side.. What a fool I was
L369[05:18:44] <LatvianModder> I didnt
think of possibility to send virus to client :D
L370[05:19:32] <BordListian> how could you
not think of that
L371[05:19:49] <BordListian> i mean, it's
not extremely bad if it's an opt-in thing
L372[05:20:11] ⇦
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L373[05:20:20] <BordListian> and not a
one-time turn on either
L374[05:20:47] <BordListian> but then
again :/
L375[05:20:47]
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L376[05:21:36] <LatvianModder> Because im
such a person that would never do that
L377[05:21:51] <LatvianModder> I though
all people are like that :P
L378[05:22:16] <BordListian> "o
r","aaa"
L379[05:22:57] <BordListian> it's destiny
that all my code turns into jojo memes
L380[05:23:28] <LatvianModder> yo-yo
memes
L381[05:23:30] <LexDesktop>
<covers1624> imo at's are fine, i try and avoid ASM as much
as possible but there are times that i cant get arround it, they
are rare tho, like needing to render and item as a tile entity but
grabing nbt off the item first
L382[05:23:35] <LexDesktop> Doesnt need
ASM
L383[05:23:53] <LexDesktop> DO NOT revive
the fucking CCL bullshit, it's 90% hacks and the other 10% is
uneeded shit.
L384[05:25:32] <BordListian> i was
thinking how to alias a block or item and allow other mods to
override the same block
L385[05:25:41] <BordListian> it would work
if all mods did it, probably
L386[05:25:55] <BordListian> but at that
point the thing i came up with is pointless
L387[05:27:06] <RANKSHANK> if all mods did
it == doesn't work :D
L388[05:28:02] <LatvianModder> " 90%
hacks and the other 10% is uneeded shit", yep thats pretty
much 100% CB's code
L390[05:28:48] <LexDesktop> This guy is a
moron..
L391[05:29:37] <LexDesktop> "The
number of things we have to use ASM for is staggering and
unacceptable." No, your lack of understanding or putting forth
any effort to develop things correctly is staggering and
unacceptible.
L392[05:31:14]
⇨ Joins: cpup (~cpup@32.218.112.132)
L393[05:31:51] <covers1624> Lex, i 100
percent agree, i want to move away from asm entirely, there is only
1 thing i need in asm atm(item render hook) and im working on a
proper work arround for it as we speak.
L394[05:32:05] <RANKSHANK> I'm glad mojang
doesn't provide a frontend/api for every thing. could you imagine
every registry method being deprecated?
L395[05:32:07] ⇦
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L396[05:32:15] <LatvianModder> I have made
a mod that does most of the things tht old bukkit plugins do.. I
have never used ASM to this day. I have used Reflection ONCE
L397[05:32:22] ⇦
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L398[05:33:13] <LatvianModder> covers1624:
you could make a forge PR to make that hook
L399[05:33:32]
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L400[05:33:45] <RANKSHANK> I made an ASM
mod to learn the object web API. haven't really needed it since
then :P Reflection I use a ton, even for my own shit because I'm
lazy
L401[05:33:46] <covers1624> i could, but
my understanding of te rendering as an item is that things should
move to baked models
L402[05:34:01] <MalkContent> anyone here
got a mod with armor with a custom model?
L403[05:34:05] <LatvianModder> What are
you rendering as item?
L404[05:34:10] <LatvianModder>
Enderchest/tank?
L405[05:34:15] <covers1624> ^^
L406[05:34:24] <sham1> Well, at least
static parts need to become baked
L407[05:34:24] <covers1624> they need to
pull nbt before they render
L408[05:34:35] <Naiten> MalkContent, i got
thin armour on 1.7.10 previously
L409[05:34:40] <sham1> There might be some
usecases still for TESR stuff
L410[05:34:53] <MalkContent> maybe close
enough
L411[05:35:04] <MalkContent> did it render
enchantment effect when it was enchanted?
L412[05:35:05] <LatvianModder> 2 variants.
A) You can do it with IBM, iirc. B) you can not render fluid
inside, instead empty tank/filled tank models
L413[05:35:09] <LexDesktop> TESRs as items
isnt really gunna work.
L414[05:35:10] <Naiten> sham1, animates
blades on the railway switches, lol
L415[05:35:10] <LexDesktop> However
L416[05:35:14] <LatvianModder> and colors
are done with tintindex
L417[05:35:30] <sham1> For instance
that
L418[05:35:32] <LexDesktop> Anything that
has a Item form should have its renderer just fine
L419[05:35:39] <LexDesktop> No need for
anything special.
L420[05:35:48] <covers1624> it does lex
but i cant pull nbt first
L421[05:35:52] <covers1624> although
L422[05:35:59] <LexDesktop> Vanilla doesnt
have to do anything special for rendering itemstacks
L423[05:36:07] <LexDesktop> who cares
about NBT? An itemstack is an itemstack.
L424[05:36:17] <LatvianModder> he probably
wants to render fluid inside
L425[05:36:18] <LexDesktop> Let the
rendering engine care, all you need to do is
'renderItemStackl
L426[05:36:27] <LexDesktop> (x, y,
stack)
L427[05:36:50] <RANKSHANK> render fluid
inside an Item? easy. there's a texture converter
L428[05:36:54] <LexDesktop> btw, anyone
have any idea how to get villagers in project ozone 2?
L429[05:36:54] <covers1624> i understand
that, but currently colours for the buttons are stored on NBT and
the renderer is a te render
L430[05:36:54] <sham1> I imagine that the
NBT is for rendering stuff like fluids in endertanks or the colour
coding
L431[05:37:07] <LexDesktop> WHO CARES
ABOUT NBT
L432[05:37:15] <LexDesktop> Why are you
touching the NBT?
L433[05:37:16] <LatvianModder> Dude. you
can have them as properties
L434[05:37:29] <sham1> on items?
L435[05:37:30] <LexDesktop> Its a fucking
itemstack
L436[05:37:35] <LexDesktop> Render the
itemstack
L437[05:37:49] <covers1624> to have the
knobs and colour buttons coloured
L438[05:37:49] <LexDesktop> IF it has a
special renderer then VANILLA code will dispatch to it
L439[05:37:56] <gigaherz|work> wait wait,
covers1624 by "te renderer" you mean
TileEntityItemStackRenderer?
L440[05:38:03] <LexDesktop> If it needs to
care about the NBT of the itemstack, then VANILLA CODE will make it
care about it.
L441[05:38:10] <covers1624>
TileEntitySpecialRender
L442[05:38:16] <LatvianModder> yes. every
color button can have its own
EnumProperty<EnumDyeColor>
L443[05:38:17] <LexDesktop> TESRs are
InWorld
L444[05:38:21] <gigaherz|work> TESR
doesn't work with items
L445[05:38:25] <LexDesktop> You dont not
render with TESRs for ItemStacks
L446[05:38:37] <gigaherz|work> the hack
that allows items to use a TE is the TEISR, but that's only for
chests and such
L448[05:39:01] <Naiten> i scaled thing
down programmatically
L449[05:39:03] <gigaherz|work> consider
using a proper model for them -- you can use an IItemColor to
choosecolors
L450[05:39:05] <LatvianModder> are the
rails entities or blocks?
L451[05:39:31] <LatvianModder> your rails
look way too smooth to be blocks
L452[05:39:39] <MalkContent> okay, so no
real custom model i guess. drats
L453[05:39:45] <gigaherz|work> they are
blocks but they draw bigger than 1x1x1
L454[05:39:50] <gigaherz|work> so far as I
know
L455[05:39:54] <Naiten> LatvianModder,
that was TESR back in the day. Not it is IBM
L456[05:39:58] <covers1624> the hook
exists from cb's early 1.8 port, i am working on moving it all to
baked models as we speak, it will go hopefully by next mc
release
L457[05:39:59] <Naiten> now*
L458[05:40:37] ***
amadornes[OFF] is now known as amadornes
L459[05:40:53] <LatvianModder> covers1624:
if I understand it correctly, you want to render your Ender Chest
in both inventory and world, right?
L460[05:41:01] <covers1624> yes
L461[05:41:09] <covers1624> with the
coloured buttons
L462[05:41:11] ⇦
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L463[05:41:11] <LatvianModder> yes
L464[05:41:12] <covers1624> but
L465[05:41:23] <LatvianModder> You dont
need a special model renderer for that
L466[05:41:24] <covers1624> i need to pull
nbt to do the coloured buttons
L467[05:41:28] <LatvianModder> yes yes
thats fine
L468[05:41:53] <sham1> You need the data
to know the colours of the buttons
L469[05:42:02] <LatvianModder> basically.
make a model of your chest, and apply tintindex to every color
button
L470[05:42:08] <sham1> You probably can
have Vanilla do that
L471[05:42:25] <LatvianModder> yeah
L472[05:42:27]
⇨ Joins: tips48|away (~tips48@nope.bz)
L473[05:42:27] <covers1624> thats not how
the buttons work atm but i could move it to that
L474[05:42:29] <sham1> But LatvianModder,
does that allow for 3 tint indices
L476[05:42:44] <sham1> One for each
thing
L477[05:42:46] <LatvianModder> covers1624:
your mod doesnt need compabilitiy. you can rewrite the system
entirely
L478[05:42:52] <LatvianModder> ofc
L479[05:42:54] <LexDesktop> Reika is
indeed compleetly retarded....
L480[05:43:01] <sham1> I thought that
tintindex was only one thing
L481[05:43:07] <LexDesktop> His first
bitch about the codebase, json 'infinite permutations'
L482[05:43:15] <LatvianModder> Enderthing
chests work juuuust fine
L483[05:43:33] <covers1624> i already know
what i need to do to move it over
L484[05:43:36] <gigaherz|work> Enderthing
chests are standard models
L485[05:43:46] <gigaherz|work> someone
here helped me with the json for a chest
L486[05:44:10] <LatvianModder> Sorry, but
i'd choose Enderthing over Enderchests nowdays
L487[05:44:25] <LatvianModder> So is it
worth the effort to update that mod? :P
L488[05:44:43]
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L489[05:44:43] <gigaherz|work> sure it is
-- it will shut people up who complain about 1.7.10 mods not being
a thing on 1.8+
L490[05:44:43] <gigaherz|work> ;p
L491[05:44:47] <sham1> How much aether
would one need to move a building
L492[05:44:49] <LatvianModder> Oh
right
L493[05:44:54] <covers1624> honestly it is
your decision lat.
L494[05:45:00] ⇦
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L496[05:45:41] <Naiten> MalkContent, about
'real' custom model armour. I loaded vanilla model
proframmatically, and could load any other model for armour. It was
on 1.7.10 though
L497[05:45:51] <LatvianModder> this is how
you do colors for items (and im pretty sure the same one goes for
blocks)
L498[05:46:02] <MalkContent> hm
L499[05:46:04] <MalkContent> welp.
L500[05:46:20] <sham1> How does one apply
the IItemColor
L501[05:46:26] <sham1> So it gets
used
L502[05:46:36] <gigaherz|work> in the
json, or in code
L503[05:46:43] <gigaherz|work> the json
side
L504[05:46:44] <RANKSHANK>
Minecraft.getItemColors.register
L506[05:46:47] ⇦
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L507[05:46:48] <LatvianModder> like
this
L508[05:46:56] <gigaherz|work> for items,
each layer gets the corresponding tint index
L509[05:47:02] <MalkContent> utlimatively
i want to know if custom armors, even those with custom models,
access something generic to determine whether or not they should
render the enchantment effect
L510[05:47:03] <gigaherz|work> layer0 =
index 0
L511[05:47:03] <gigaherz|work> etc
L512[05:47:05] <gigaherz|work> for
blocks
L513[05:47:08] <gigaherz|work> the
"elements" stuff
L515[05:47:12] <gigaherz|work> has a
tintindex:n
L516[05:47:36] <LatvianModder>
"rus_eng"
L517[05:47:41] <MalkContent> yt
L518[05:47:42] <LatvianModder> er..
russian english pants, what?
L519[05:47:43] <MalkContent> ty*
L521[05:47:55] <sham1> Oh cool
L522[05:48:09] <sham1> Could be useful for
my mana transport
L523[05:48:15] <gigaherz|work> json/b3d do
not support tint indices so far as I know
L524[05:48:16] <Naiten> LatvianModder,
russian 'engineer', not 'english'
L525[05:48:23] <LatvianModder> hah
L526[05:48:23] <gigaherz|work> although it
would be easy to add a non-standard value to the .mtl file
L527[05:48:54] <sham1> Get shadekiller to
do taht
L528[05:49:16] <LatvianModder> is obj
model faster than json model?
L529[05:49:17] <RANKSHANK> MalkContent
what with the enchantments? It's determined by the
layerArmorBase
L530[05:49:41] <Naiten> gigaherz, wait, is
.mtl a thing? i use only as a dump to load my textures
L531[05:49:53] <LatvianModder> mtl is
requirement
L532[05:49:53] <Naiten> *use it
L533[05:52:22] <Naiten> i know, but are
all those Ka, Kd, and other things of actual use?
L534[05:52:44] <LatvianModder> I better
keep them in
L535[05:54:01]
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L537[05:55:05] <MalkContent> RANKSHANK:
I'm just wondering if non-vanilla armor uses that, too. especially
for those with custom models
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L539[05:58:56] <RANKSHANK> MalkContent it
just rerenders the model with a different texture and a color after
checking if (!this.skipRenderGlint &&
itemstack.hasEffect()). skipRenderGlint seems to always be
false
L540[05:59:19] <sham1> Wasn't there a way
to tint textures using tintIndex
L541[05:59:32] <sham1> Because AFAIK grass
does that
L542[05:59:35] <gigaherz|work> Naiten:
.obj goes along with .mtl
L543[05:59:51] <MalkContent> yea.
L544[05:59:56] <gigaherz|work> the .mtl
file has the "Kd" for color, "map_Kd" for
texture, and can have other values
L545[05:59:56] <RANKSHANK> yeah needs to
be defined in the json sham1
L546[06:00:17] <sham1> Good
L547[06:00:21] <gigaherz|work> sham1: the
json model has to opt-in to tintIndices, otherwise it goes all on
index 0
L548[06:00:36] <sham1> Time to emerge
Gimp
L549[06:00:38] <Naiten> gigaherz, i know
that it can, i wondered if those values are used in forge
loader
L550[06:01:03] <gigaherz|work> yes.
L551[06:01:04] <Naiten> gigaherz, like 's'
property is not supported yet in .obj and is being skipped all the
time
L553[06:01:09] <gigaherz|work> yes
L554[06:01:13] <gigaherz|work> some
properties ARE ignored
L555[06:01:16] <gigaherz|work> but others
are not
L556[06:01:19] <MalkContent> is
layerArmorBase used for simply rendering everything at armor level
or what?
L557[06:01:31] <gigaherz|work> the most
useful are Kd and map_Kd
L558[06:01:34] <gigaherz|work> the only
ones I use
L559[06:02:46] <Naiten> gigaherz, is there
any documentation on which properties are loaded and what do they
do? or i do go and look at the loader code to get clear with
this?
L560[06:03:24]
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L561[06:03:32] <gigaherz|work> Naiten:
read the code. ;P
L562[06:03:33] <RANKSHANK> MalkContent
just for the given layer, RenderLivingBase has layers added to it
which it then renders, Armor layer handles the enchant glint and
the armor model
L563[06:03:38] <Naiten> argh
L564[06:04:16] <LatvianModder>
gigaherz|work: noone reads the code :/
L565[06:04:59] <Naiten> LatvianModder,
lies, i read vanilla minecart when writing my rolling stock
physics.
L566[06:05:06] <Naiten> it was of little
help though
L567[06:05:11] <Tazz> and here we go again
XD
L568[06:05:23] <Tazz> yay its only been
like 3-4 months since the last time I wrote java code XD
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L570[06:05:34] <LatvianModder> How does it
feel?
L571[06:05:52] <Tazz> idk havent started
setting everything up but Im only going to assume that its going to
suck XD
L572[06:05:56] <Tazz> sooo many things I
cant do
L573[06:06:00]
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L574[06:06:05] <MalkContent> kay. imma
look into that. if this works how i hope it does i hope i can jump
in in a renderevent and set skipRenderGlint true
L575[06:06:05] <Tazz> sooo many things I
have to do that I dont want to do because theres a better way to do
it XD
L576[06:06:09] ***
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L577[06:06:10] <LatvianModder> Can you
even? because most can't even.
L578[06:06:16] <MalkContent> thanks
:)
L579[06:07:57]
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L580[06:08:09] <RANKSHANK> MalkContent
can't you just return false for your armor's Item#hasEffect?
L581[06:08:22] <MalkContent> I'm worried
that that fucks with other stuff
L582[06:08:36] <LatvianModder> nop
L583[06:08:36] <RANKSHANK> hasEffect is
only for rendering really
L584[06:08:48] <LatvianModder> hasEffect
is Just for that glint
L585[06:08:49] <MalkContent> o.
right.
L586[06:08:56] <RANKSHANK> ;)
L587[06:09:12] <MalkContent> i kind of
thought it was hasEnchant
L588[06:09:29] <RANKSHANK> haha nah
vanilla just uses the method to check for enchants
L589[06:09:45] <MalkContent> anyways, im
not doing my own armor
L590[06:09:47] ⇦
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L591[06:10:03] <LatvianModder> lol. giving
up easly
L592[06:10:24] <RANKSHANK> bahaha
wat
L593[06:10:48] <MalkContent> i want to
prevent the effect from rendering for any armor that has the
PreventEffectTM enchantment
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L595[06:11:06] <RANKSHANK> possible but
not fun
L596[06:11:11] <MalkContent> mhm
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L598[06:12:02] <MalkContent> but cool mod
armor with the enchantment effect has a good chance of looking
shit, imo
L599[06:12:02] <Landrus> HI all
L600[06:12:09] <MalkContent> so i want to
do something about that ^^
L601[06:12:53] <LatvianModder> thats so
meta
L602[06:12:55] <Naiten> MalkContent, ^
sounds legit, let me know if preventing is possible, please
L603[06:13:00] ⇦
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L604[06:13:01] <LatvianModder> you have
enchantment that prevents enchantment from rendering
L605[06:13:07] <Naiten> *when you figure
that out
L606[06:13:55] <RANKSHANK> well you'll
have to subscribe to render living, reflect into the render to get
#layerRenderers, to check for your armor layer
L607[06:14:10] <Landrus> Can somebody
point me to an example or documentation to get blocks with models
working in 1.10.2. I read the forge docs so far and looked into
existing code, but I am still not understanding that fully
L608[06:14:30] <RANKSHANK> then you'll
have to reflect into the armor layer, and set the renderGlint to
false
L609[06:14:33] <Landrus> I do have a
block, but its not loading its texture
L610[06:14:39] <RANKSHANK> and retoggle on
the post event
L611[06:14:42] <Landrus> I know,
embarrasing question
L612[06:15:00] <RANKSHANK> pastbin your
log Landrus
L613[06:15:27] <RANKSHANK> also some code
would be helpful
L614[06:16:15]
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L616[06:16:54] <MalkContent> well it might
not be an enchantment but just an nbt tag, LatvianModder. calling
it an enchantment was just easier for the sake of the conversation
:P
L617[06:17:01] <Landrus> oh, I have to
push that first, but I can do that
L618[06:17:32] <MalkContent> that's what i
had in mind RANKSHANK
L619[06:17:36]
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L620[06:18:21] <RANKSHANK> Landrus you're
missing your inventory variant in your blockstate
L621[06:18:25] <Tazz> mmmm I love managed
code /s
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L623[06:19:07] <Landrus> RANKSHANK, but
why do I need one in the first place
L627[06:20:12] <Landrus> WHat I understood
so far, is if I want a block with a tileentity, I need to derive
from BlockContainer
L628[06:20:29] <Landrus> do I need to tell
this somehow, that I do not have an inventory?
L630[06:20:31] <gigaherz|work> no
L631[06:20:35] <gigaherz|work> that's
greatly outdated
L632[06:20:50] <gigaherz|work> if you want
a block with TE
L633[06:20:53] <gigaherz|work> you extend
Block
L634[06:20:59] <Landrus> oh
L635[06:21:00] <gigaherz|work> and
override hasTileEntity and createTileEntity
L636[06:21:08] <Landrus> well
L637[06:21:10] <Landrus> :)
L638[06:21:10] <Naiten> gigaherz,
WUT
L640[06:21:43] <gigaherz|work>
BlockContainer was outdated in 1.7.10 already
L641[06:21:50] <Landrus> what I like about
this expecience, is that I feel like a complete newb again.
Learning minecraft and forge in one go
L642[06:22:14] <gigaherz|work> even
ITileEntityProvider is outdated
L643[06:22:21] <gigaherz|work> and
BlockContainer was from BEFORE ITileEntityProvider
L644[06:22:29] <gigaherz|work> so just
extend Block
L645[06:22:34] <gigaherz|work> and
override hasTileEntity and createTileEntity
L646[06:22:39] <gigaherz|work> the ones
with an IBlockstate parameter
L647[06:22:46] <gigaherz|work> (the ones
that are not marked as deprecated)
L648[06:23:25] <Landrus> trying that
now
L649[06:23:32] <Ordinastie_> ok lemme try
again
L652[06:24:28] <Landrus> ok, it runs, but
it still complains about that missing #inventory thing
L653[06:24:51] <Ordinastie_> bouh, no one
cares :(
L654[06:25:00]
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L655[06:25:08] <Naiten> gigaherz, all the
tutorials should be updated, i guess
L656[06:25:53] <Ordinastie_> no tutorial
is ever up to date
L657[06:25:58] <Tazz> yo is it worth
updating to 1.10 yet? if thats even possible? XD
L658[06:25:59] <gigaherz|work> yeah
there's WAY too many incorrect tutorials
L659[06:26:09] <Tazz> or just stay on
1.9.x..
L660[06:26:11] <RANKSHANK> Ordinastie does
the lid stay open while being accessed?
L661[06:26:12] <gigaherz|work> in fact,
I'm not aware of any correct tutorial for 1.8+
L662[06:26:23] <gigaherz|work> Tazz: 1.9.4
== 1.10 == 1.10.2
L663[06:26:23] <LatvianModder> Tazz are
you kidding :D
L664[06:26:26] <gigaherz|work> for 99% of
the cases
L665[06:26:32] <Tazz> interesting
L666[06:26:33] <gigaherz|work> so there's
no reason NOT to switch to 1.10.2
L667[06:26:33] <Naiten> Tazz, always
update to latest stable version. I'm updating my trains mod to
1.10.2 and it's fine.
L668[06:26:51] <LatvianModder> Ok, a year
back this question would get you kicked probably lol
L669[06:26:52] <Tazz> alright XD I was
just curious
L670[06:26:53] <Ordinastie_> RANKSHANK,
well, currently not, but it will be
L671[06:27:18] <Ordinastie_> the nice part
is absence of TE
L673[06:27:47] <Naiten> Ordinastie_, how
is the animation itself set?
L674[06:27:53] <RANKSHANK> ^ ?
L675[06:28:06] <Naiten> oh
L676[06:28:13] <Naiten> slow
reaction
L677[06:28:40] ⇦
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L680[06:29:26] <RANKSHANK> do you have a
backend that caches the models for animation?
L682[06:29:31] <Naiten> yeah, this looks
like a great way to do pre-set animations. dynamic ones will
require some GL though
L683[06:29:52] <Dread_Boy> where should I
place mcmod.info? I know where shoud it be but I convince Eclipse
to put it there in build process...
L684[06:30:23] <gigaherz|work> Dread_Boy:
src/main/resources/mcmod.info
L685[06:30:29] <gigaherz|work> if it's not
working, then your environment is wrong
L686[06:30:33] <gigaherz|work> eh
L687[06:30:42] <gigaherz|work> or was it
resources/<modname> ?
L688[06:30:47] <gigaherz|work> whatever
the examplemod has it.
L689[06:30:48] <gigaherz|work> XD
L690[06:30:49] <Ordinastie_> Naiten,
wouldn't be that hard to have placeholder values
L691[06:30:55] <Ordinastie_> that are set
when animation is called
L692[06:31:01] <Naiten> lex, somebody
gotta make a new version with top mods of 2016
L693[06:31:16] <Ordinastie_> RANKSHANK,
the model is stored in the AnimatedModelComponent
L694[06:33:00] <RANKSHANK> ahh alright
that makes more sense :P
L695[06:33:00] <Dread_Boy> Yes,
src/main/resources/mcmod.info is correct folder
L696[06:33:12] <Naiten> Ordinastie_, well,
idk. also, can you have transform - in_transform - in_transform
with this json?
L697[06:33:28] <Ordinastie_> hum what
?
L698[06:33:44] ⇦
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L700[06:35:52] <Naiten> it's an entity, i
know. but i want to make a stationary steam engine with the model
and animation of same quality
L701[06:36:02] <Naiten> and i'll make it
via blocks
L702[06:36:31] <Naiten> so i'm thinking if
i could use json animations instead of TESR + math harcode
L703[06:36:40] <gigaherz|work> IMO, that's
unnecessary detail, lol XD
L704[06:36:50] <gigaherz|work> for the
stationary one ;P
L705[06:37:26] <Naiten> gigaherz, you
don't get that each mechanism is a piece of art D:<
L706[06:37:54] <Tazz> lol I think I had
this problem last time but I cant remember if so and what i did to
fix it but I keep getting a GC overhead limit reached issue with
setupDecompWorkspace XD
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L708[06:38:11] <Tazz> anyone know whats
up?
L709[06:38:20] <gigaherz|work> Naiten:
yes, but I don't see the point in having both an entity and a
non-entity
L710[06:38:34] <gigaherz|work> just let it
be an entity, or have the non-entity be only a "for
display" model that doesn't spin
L711[06:38:35] <gigaherz|work> ;P
L712[06:38:45]
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L713[06:38:58] <gigaherz|work> it's giving
yourself pain for no gain ;P
L714[06:39:19] <Ordinastie_> Naiten, looks
like they can be described by some combination of rotations and
translations
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L716[06:39:59] <Ordinastie_> also, what's
the music you used ?
L717[06:40:31] <Naiten> gigaherz, who said
about having both entity and non-entity? i said i have steam
locomotives running on rails and want to add stationary steam
engines
L718[06:40:38] <Naiten> like Buildcraft
engines
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L720[06:40:45] <Naiten> ones to generate
power
L721[06:40:55] <gigaherz|work> Naiten:
ooooh
L722[06:40:55] <Naiten> and use it for
lathe or whatever
L723[06:41:00] <gigaherz|work> yeah I'd do
that on a TESR
L724[06:41:00] <gigaherz|work> ;P
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L726[06:41:05] <gigaherz|work> the static
part on a model
L727[06:41:08] <LexDesktop> Whelp that was
fun, but thats enough of reddit for the night.
L728[06:41:09] <gigaherz|work> but the
moving bits on a tesr
L729[06:41:19] <gigaherz|work> they'd
disappear if they are far enough
L730[06:41:24] <gigaherz|work> and leave
only the big bulky non-moving part
L731[06:41:43] <Ordinastie_>
gigaherz|work, in my case, it's not a TESR :p
L732[06:41:50] <gigaherz|work> it doesn't
HAVe to be
L733[06:41:53] <gigaherz|work> but it's
what I'd do
L734[06:41:54] <gigaherz|work> ;P
L735[06:42:06] <Naiten> gigaherz, that's
what i'd do, but Ordie is telling us about json animations and i
want to try different ways and chose most suitable
L736[06:42:14] <gigaherz|work> sure
L737[06:42:15] <gigaherz|work> play
around
L738[06:42:21] <gigaherz|work> ;P
L739[06:42:40] <Naiten> Ordinastie_, i
can't remember exactly what music is that, let me check
something
L740[06:45:46] <LatvianModder>
"Fixing mods is the opposite of fuuuun" I dont
agree!
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L742[06:46:01] <LatvianModder> I hadnt
heard that ModdingAPI song lol
L743[06:46:40] <Landrus> ok, I have now my
source in my github repo, if you want to take a look at my puny
code, RANKSHANK
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L746[06:48:20] <BordListian> how do i
register a block that only has a tesr?
L747[06:48:32] <BordListian> does it need
an empty json model?
L748[06:48:39] <BordListian> wait
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L750[06:49:16] <BordListian> can i use an
empty blockstate file?
L751[06:49:46] <LexDesktop> Does all of
your block animate?
L752[06:49:55] <BordListian> yes
L753[06:50:02] <BordListian> it's a
skull
L754[06:50:10] <BordListian> well, more
specifically a dragon head
L755[06:50:16] <LexDesktop> explain?
L756[06:50:28] <BordListian> it uses all
the code vanilla uses for their heads
L757[06:50:32] <Naiten> BordListian, i
have IBM without blockstate
L758[06:50:42] <Naiten> in 1.10.2
L759[06:50:51] ***
kirby|gone is now known as mrkirby153
L760[06:50:52] <BordListian> it's throwing
a missing variant error on startup for me
L761[06:50:59] <LexDesktop> Vanilla skills
dont animate...
L762[06:51:15]
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L763[06:51:16]
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L764[06:51:19] <Naiten> Ordinastie_, well.
There was an awesome physics sandbox named Phun (now known as
Algodoo), which i spent hundreds and thousand of hours on. It's
still awesome and i like to check some my mechanical (as well as
other) ideas in it before using them for mod or my other
projects
L765[06:51:20] <BordListian> uh, one of
them does animate.
L766[06:51:34] <Naiten> Ordinastie_, and
the creator wrote a music piece known as Phun Theme
L767[06:51:41] <LatvianModder>
BordListian: Only TESR?
L768[06:51:45] <Landrus> let me guess,
#inventory X)
L769[06:51:47] <LatvianModder> thats
easy
L771[06:52:03] <BordListian> do i just not
register the block model or something really simply like that
L772[06:52:24] <LatvianModder> you just
override its render type
L773[06:52:30] <BordListian> did
that
L774[06:52:39] <LexDesktop> interesting,
which vanilla skull animates? Honestly cant think of one.
L775[06:52:46] <BordListian> dragon
head
L776[06:52:47]
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L777[06:52:57] <BordListian> its mouth
opens and closes when you apply a redstone signal
L778[06:52:58] <Naiten> BordListian, have
you made a mapping?
L779[06:52:58] <LatvianModder> public
EnumBlockRenderType getRenderType(IBlockState state) {
ENTITYBLOCK_ANIMATED }
L780[06:53:18] <LatvianModder> And after
that just.. register item model and thats it I guess
L781[06:53:20] <BordListian> it all works
already i just want to get rid of the missing variant exception
guys
L782[06:53:31] ⇦
Quits: cpup (~cpup@32.218.112.255) (Ping timeout: 202
seconds)
L783[06:53:42] <LatvianModder> make a
model with "normal": [{}]
L784[06:53:46] <LatvianModder> in
variants
L785[06:53:59] <BordListian> figures
L786[06:54:14] <LatvianModder> or
"inventory" I can never tell which one is needed
L787[06:54:16] <BordListian> i was hoping
i could do without, considering vanilla skulls don't even have a
blockstate json
L788[06:54:38] <LatvianModder> vanilla
skulls also have hardcoded item models so...
L789[06:54:56] <LatvianModder> that json
is like 5 lines anyway, its no big deal, is it?
L790[06:55:05] <Landrus> LatvianModder,
what is this iventory variant used for?
L791[06:55:28] <LatvianModder> no
idea
L792[06:55:32] <BordListian> yeah i
already have an empty json model for fixing the purple cube that
happens when a forge blockstate has no submodels
L794[06:55:44] <LexDesktop> Oh cool
{googled it}, shows how much I pay attention to vanilla
L795[06:56:05] <LexDesktop> But, only PART
of the skull animates, so it'd better to do it with a TESR/Block
combo
L796[06:56:14] <BordListian> eh
L797[06:56:23] <BordListian> then i would
need a lot of models
L798[06:56:49] <LexDesktop> 2?
L799[06:56:51] <BordListian> like 5 or
something
L800[06:57:03] <BordListian> right
L801[06:57:04] <BordListian>
transforms
L802[06:57:10] <BordListian>
*shrugs*
L803[06:57:13] <RANKSHANK> Landrus you've
got no client side handling on there :P
L804[06:57:34] <LexDesktop> Anyways, is
there any good tutorials on fry's animation system in our
RTDs?
L805[06:57:41] <LexDesktop> If not,
someone should get on that
L806[06:57:51] <Landrus> well, I am just
trying to work along, what needs to be done...
L808[06:58:13] <Naiten> BordListian, i
guess you can use it in pair with TESR
L809[06:58:21] <Naiten> to suppress that
warning
L810[06:58:42] <Naiten> like, i have no
blockstates at all for my blocks
L811[06:58:52] <Naiten> and no annoying
warnings
L812[06:59:24] <Ordinastie_> Lex, nobody
ever managed to make it work beside fry
L813[06:59:50] <BordListian> sounds like a
pretty good system :P
L814[07:01:21] <Landrus> ah, I think I got
it: variant "inventory" is used when it is displayed in
any invenotry?
L815[07:01:32] <Landrus> sorry for my bad
spelling
L816[07:02:31] <Naiten> BordListian, tell
if it worked for your case
L817[07:03:46] <RANKSHANK> Landrus yeah
it's the vanilla hack for the item display
L818[07:04:02] <RANKSHANK> display =
model
L819[07:06:43] <LatvianModder> But thats
not really needed if you use models/item and models/block,
right?
L820[07:06:59] <Landrus> RANKSHANK,
somehow still does not work
L821[07:07:29] <LatvianModder> you dont
need that hack though
L822[07:07:39] <LatvianModder> what are
you trying to do, landrus?
L823[07:08:43] <Landrus> something
stupidly simple
L824[07:09:00] <Landrus> just a block that
has a model that I define
L825[07:09:05] <LatvianModder> thats
easy
L826[07:09:16] <LatvianModder> like, you
want your item model to be one of the states, right?
L827[07:09:22] <Landrus> what is working
so far, is that if I place the block in the world, it has the
texture it is suposed to have
L828[07:09:39] ⇦
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q)
L829[07:09:43] <Landrus> what is not
working, is in the inventory i get the missing texture and i get
two exceptions in the log
L830[07:09:57] <Landrus> one for a missing
item model (which I dont understand)
L831[07:09:57] <LatvianModder> whats the
ID of your block?
L832[07:10:05] ⇦
Quits: gigaherz|work (~gigaherz@84.89.63.25) (Ping timeout: 186
seconds)
L833[07:10:16] <Landrus>
electricevolution:battery
L834[07:10:46] ***
mrkirby153 is now known as kirby|gone
L835[07:11:04]
⇨ Joins: AnrDaemon
(~ZNC@darkdragon-nln.starlink.ru)
L836[07:11:09] <LatvianModder> then create
assets/electricevolution/models/item/battery.json and
.../models/block/batter.json
L837[07:11:23] <Landrus> latter I do
have
L838[07:11:26] <Landrus> the first
not
L839[07:11:34] <LatvianModder> your Item
model can be simply {"parent":
"latblocks:block/nether_chest"}
L840[07:11:39] <Landrus> what I dont
understand, why do I need the first?
L841[07:11:49] <LatvianModder> thats how
vanilla does it
L842[07:11:53]
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L843[07:12:00] <Landrus> and e.g. looking
at other mods (Botania, EnderIO), I dont see them having that
L844[07:12:05] <LatvianModder> and its the
less hacky way / better for resources packs
L845[07:12:12] <Landrus> so there is some
additionaly magic, I dont understand
L846[07:12:16] <Landrus> ok
L847[07:12:19] ⇦
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seconds)
L848[07:12:20] <Landrus> then I will go
your way
L849[07:13:09] <LatvianModder> thats
vanilla way. 3 files for blocks (blockstate json, block json and
item json) and 1 for items (item json)
L850[07:13:54] <Landrus> ok
L851[07:14:02] <Landrus> thanks alot for
your time, btw
L852[07:15:33] <Landrus> ok, great, no
exceptions in the log anymore
L853[07:15:40] <Landrus> but still no
texture in the inventory
L854[07:16:10] <Landrus> hmm
L855[07:16:30] <Landrus> learning new
frameworks is always like trying to break a wall with your head
;-)
L856[07:16:50]
⇨ Joins: cpup (~cpup@32.218.113.98)
L857[07:17:21] <LatvianModder> show me
your blockstate json and block model json
L858[07:17:56] <Landrus> one moemnt
L860[07:20:00] <Landrus> thats actually
all three of them
L862[07:21:10] <Landrus> oh, I didnt know
I need them
L863[07:21:34] <LatvianModder> also you
dont need default nor inventory
L864[07:22:00] <LatvianModder> you just
need "variants": { "normal":
{"model": "electricevolution:battery"} }
L865[07:22:10] <LatvianModder> I
think
L866[07:22:13] <Landrus> why was it
complaining about them previously?
L867[07:22:31] <LatvianModder> how do you
register your item model?
L868[07:22:53]
⇨ Joins: Chaoschaot234
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L869[07:23:03] <Landrus> in the code, you
mean?
L870[07:23:20] <LatvianModder> should be
smth like
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(BLOCK),
0, new ModelResourceLocation(BLOCK.getRegistryName(),
"normal"));
L871[07:23:40] <LatvianModder> normal is
the state you want your item to be rendered as
L872[07:23:58] <Landrus> oh
L873[07:24:00] <Landrus> I dont
L874[07:24:05] <Landrus> I didnt know I
need it
L875[07:24:18] <LatvianModder> you can
also have it "facing=north" if you have block with
facing, or "a=true,b=false" if you have 2 properties,
etc
L876[07:24:21]
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L878[07:26:07] ⇦
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L879[07:26:23] <Landrus> yes
L880[07:27:03] ⇦
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(~gigaherz@136.red-88-3-43.dynamicip.rima-tde.net) (Remote host
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L881[07:27:04] <BordListian> reminder that
individual properties on blockstates need to be sorted
alphabetically
L882[07:27:24] <LatvianModder> yes
L883[07:27:28] <BordListian> so
"a=true,b=false" is valid but "b=false,a=true"
isn't
L884[07:28:07] <LatvianModder> thats why I
made a class that automatically sorts it
L885[07:28:22] <LatvianModder> its a mess
though. does vanilla/forge have that already?
L886[07:28:36] <BordListian> basicly pull
that into forge
L887[07:29:22] <gigaherz> if you write it
wrong, you wrote it wrong
L888[07:29:26] <gigaherz> dont' blame
forge for that ;P
L889[07:29:41] <gigaherz> both mc and
forge will happily sort the properties for you when generating
strings
L890[07:29:51] <gigaherz> all it takes is
to write them correctly when you write out the strings
explicitly
L891[07:29:55] ⇦
Quits: Landrus (~Landrus@77-56-229-124.dclient.hispeed.ch) (Ping
timeout: 202 seconds)
L892[07:30:19] <LatvianModder> but I can
do this lol
BlockStateSerializer.getString(LAMP.getBlockState().getBaseState().withProperty(BlockLamp.ON,
true).withProperty(BlockLamp.COLOR, color))
L893[07:30:22] <BordListian> i don't blame
forge
L894[07:30:24] <BordListian> i blame
mojang
L895[07:30:58] <gigaherz> for what?
L896[07:31:15] <gigaherz> mojang always
generates the properties in order in the IBlockState conversion to
string
L897[07:31:23] <gigaherz> would you prefer
them to NOT generate them in order?
L898[07:31:26] <gigaherz> make it
unpredictable?
L899[07:31:34] <LatvianModder> how do you
convert IBlockState to string normal way, btw?
L900[07:31:41]
⇨ Joins: Landrus
(~Landrus@77-56-229-124.dclient.hispeed.ch)
L901[07:31:44] <BordListian> i would
prefer if it autosorted it
L902[07:31:44] <gigaherz> using the
statemappers
L903[07:31:45] <LatvianModder> because I
dont want to have class lying around just for that
L904[07:31:48] <BordListian> making it
more predictable
L905[07:31:52] <gigaherz> BordListian: so
you want mc to take a String
L906[07:31:53] <gigaherz> split it
up
L907[07:31:54] <gigaherz> sort it
L908[07:31:55] <Landrus> back o/
L909[07:31:57] <gigaherz> and then merge
it back up
L910[07:31:59] <gigaherz> EVERY SINGLE
TIME?
L911[07:32:07] <BordListian>
...once?
L912[07:32:10] <Landrus> ok, once again,
thx LatvianModder
L913[07:32:10] <BordListian> it's a baked
model
L914[07:32:14] <BordListian> it only
happens on startup
L915[07:32:14] <gigaherz> yes
L916[07:32:17] <BordListian> lmfao
L917[07:32:24] <gigaherz> and on
resourcepack reload
L918[07:32:30] <gigaherz> and when
entities load models asynchronously
L919[07:32:32] <gigaherz> and...
L920[07:32:37] <gigaherz> it's just
pointless
L921[07:32:42] <gigaherz> just make them
sorted to begin with.
L922[07:33:12] <BordListian> it simply
doesn't make sense from any perspective
L923[07:33:15] <BordListian> but
whatever
L924[07:33:21] <gigaherz> of course it
does
L925[07:33:29] <gigaherz> there's one
simple rule: properties are alphabetical
L926[07:33:32] ⇦
Quits: cpup (~cpup@32.218.113.98) (Ping timeout: 186
seconds)
L927[07:33:34] <gigaherz> allowing
anything else
L928[07:33:42] <gigaherz> woudl require
complex parsing and re-stitching
L929[07:33:46] <gigaherz> that isn't
required this way
L930[07:33:54] <BordListian> "complex
parsing"
L931[07:33:55] <gigaherz> it results in
0.1s more effort to you
L932[07:33:56] <BordListian> mhm
L933[07:33:58] <gigaherz> vs an hour
coding
L934[07:33:58] <BordListian> sure
L935[07:34:24] <gigaherz> it takes a LOT
more effort to add what you asks
L936[07:34:29] <gigaherz> than it takes to
just simply keep in mind they are alphabetical
L937[07:34:33] <gigaherz> ask*
L938[07:34:39] ***
Keridos|away is now known as Keridos
L939[07:35:19] <gigaherz> now if vanilla
blockstates were more like forge blockstates
L940[07:35:23] <gigaherz> and rather than
explicit variant strings
L941[07:35:26] <gigaherz> they contained
properties
L942[07:35:26] <BordListian> i'm just
saying
L943[07:35:33] <gigaherz> and mc then
would look up the properties separately
L944[07:35:40] <gigaherz> sure then it
would make no sense to require sorting
L945[07:35:44] <gigaherz> but that's not
the case.
L946[07:35:48] <BordListian> you're not
gonna be able to talk around the fact that reshuffling an object's
properties makes it a different object entirely
L947[07:35:54] <BordListian> and that
doesn't make sense
L948[07:35:57] <BordListian> not in any
context
L949[07:36:00] <gigaherz> nono
L950[07:36:04] <gigaherz> it's not "a
different object"
L951[07:36:07] <gigaherz> it's simply
invalid.
L952[07:36:21] <gigaherz> the requirement
for blockstate variant strings is that they are sorted
alphabetically
L953[07:36:26] <gigaherz> it's a
precondition of the design
L954[07:36:36] <gigaherz> so all the code
is made with that assumption
L955[07:36:59] <BordListian> reminder that
you complained to me about semantics atleast once before
L956[07:37:06] <BordListian> :P
L957[07:37:23] <gigaherz> could be
L958[07:37:26] <gigaherz> but semantics
matter in this case
L959[07:37:43] <BordListian> *that
reshuffling an object's properties makes it an invalid object
L960[07:37:49] <gigaherz> xcept
L961[07:37:51] <gigaherz> it's not an
object
L962[07:37:52] <Landrus> are mv variants
sorted, or all?
L963[07:37:53] <gigaherz> that's the
point
L964[07:37:57] <Landrus> mv=mc
L965[07:38:09] <gigaherz> Landrus: the way
minecraft works with models
L966[07:38:19] <gigaherz> it has two
separate processes
L967[07:38:23] <gigaherz> that run
independently
L968[07:38:26] <BordListian> >it's not
an object
L969[07:38:37] <BordListian> ok now we're
getting into really stupid territory and i'd rather not
continue
L970[07:38:53] <gigaherz> on one
side
L971[07:38:59] <gigaherz> mc gathers all
the blockstate variants
L972[07:39:17] <gigaherz> and using a
StateMapper, converts them to variant strings
L973[07:39:19] <gigaherz> on another
side
L974[07:39:32] <gigaherz> mc loads all the
blocks and items' blockstates and models
L975[07:39:32]
⇨ Joins: cpup (~cpup@32.218.113.148)
L976[07:39:39] <gigaherz> and stores them
based on their variant strings
L977[07:39:43] <gigaherz> and then
afterward
L978[07:39:47] <MalkContent> "The
constructor ResearchPage(IArcaneRecipe) is undefined"
L979[07:39:51] <gigaherz> it will match up
the variant strings coming from the statemapper
L980[07:39:51] <MalkContent> but... it's
right there...
L981[07:39:56] <gigaherz> with the variant
strings coming from the model system
L982[07:39:58] <BordListian> is it
private?
L983[07:40:02] <BordListian> internal?
protected?
L984[07:40:08] <BordListian> (does java
even have internal)
L985[07:40:18] <MalkContent> it's
public
L986[07:40:18] <Landrus> java has package
protected
L987[07:40:18] <gigaherz> and if a state's
variant string does not exist in the table
L988[07:40:20] <gigaherz> it will
complain
L989[07:40:31] <gigaherz> BordListian: no,
and protected is sutpid
L990[07:40:32] <Landrus> gigaherz,
ok
L991[07:40:42] <BordListian> >protected
is stupid
L992[07:40:43] <gigaherz> java's
visibility is
L993[07:40:46] <BordListian> eh...
sure
L994[07:40:51] <BordListian> i'll
bite
L995[07:40:51] <gigaherz> 1. private --
only the object can see things
L996[07:40:57] <gigaherz> 2. no modifier
-- package-local
L997[07:40:58] ⇦
Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
(Quit: Leaving.)
L998[07:41:10] <gigaherz> 3. protected --
package-local AND child classes
L999[07:41:12] <gigaherz> 4. public
L1000[07:41:20] <gigaherz> there's no
"only child classes but no package" modifier
L1001[07:41:30] <BordListian> ugh
L1002[07:41:38] <BordListian> it should
be only child classes
L1003[07:41:48] <BordListian> but somehow
java manages to even mess up that
L1004[07:41:49] <gigaherz> yep but it
does not
L1005[07:41:55] <gigaherz> hence: java's
protected is stupid
L1006[07:42:08] <BordListian> yeah i
thought you were making a general statement
L1007[07:42:13] <gigaherz> oh
L1008[07:42:15] <gigaherz> no, only
java's
L1009[07:42:25] <BordListian> yeah it's
coo
L1010[07:43:40] <Landrus> Malk, maybe
there is a classloader conflict on IArcaneRecipe
L1011[07:43:44] <LatvianModder> wait I
always thought its like that...
L1013[07:44:04] <LatvianModder> protected
is also package-local, TIL
L1014[07:46:02]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Quit: Leaving)
L1015[07:47:43] <sham1> I officially made
Emacs better at Java
L1016[07:47:49]
⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
(Remote host closed the connection)
L1017[07:48:29] <sham1> It now knows how
to create classes to my current project
L1018[07:48:35] <MalkContent> aaaaand
it's a missing import
L1019[07:48:40] <Landrus> wow, emacs is
still alove ;-)
L1020[07:48:54] <MalkContent> i am lost
without redlines for that
L1021[07:49:00]
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seconds)
L1022[07:49:33] <sham1> Pfft
L1023[07:49:43] <sham1> Of course emacs
is still alive
L1024[07:49:49] <sham1> You cannot kill
it
L1025[07:49:52] <Landrus> hehe
L1026[07:50:05] <Landrus> I will not say
vi now :D
L1027[07:50:17] <sham1> The next version
will have webkit
L1028[07:50:34] <sham1> So one can suft
the internets using webkit embedded into emacs
L1029[07:50:46] <sham1> Also read HTML
emails
L1031[07:51:26] <sham1> M-x
butterfly
L1032[07:52:40] <Landrus> hehe, yeah
:)
L1033[07:52:56] <sham1> It's the kitchen
sink + a lot more
L1034[07:53:52] ***
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L1035[07:53:52] <Landrus> does it also
start to smell if you dont clean it regularily? :)
L1036[07:53:54] <LatvianModder> But
really. Real programmers use what they can do stuff best with, not
what society thinks is the best
L1037[07:54:24] <sham1> ^
L1038[07:54:42]
⇨ Joins: cpup (~cpup@32.218.113.202)
L1039[07:54:46] <sham1> I like this
editor for how much I can customise
L1040[07:54:58] <sham1> But I know that
it is not for everyone
L1041[07:55:11] <Landrus> I started with
emacs as a student
L1042[07:55:15] <Landrus> but that is a
long time ago
L1043[07:55:19] <Landrus> I really liked
it
L1044[07:55:36] <LatvianModder> Im not
even a student Yet
L1045[07:55:50] <Landrus> I still keep
that color scheme that my university delivered per default :)
L1046[07:55:55] <sham1> Well, at least it
is a good Haskell editor
L1047[07:56:25]
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L1048[07:58:38] <sham1> I think I should
now make this a PR to the eclim-emacs project
L1049[07:59:19] <sham1> "Added this
very useful command to the package"
L1050[08:00:51] ***
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L1066[08:35:38] <Dread_Boy> I wish to
display some items in my GuiScreen. I copied drawItemStack from
GuiContainer but it draws items in 1:1 scale. How would I draw them
smaller?
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L1068[08:36:41] <sham1> Ever heard of
GLStateManager.scale?
L1069[08:37:11] <Dread_Boy> no, it's my
first mod. I'll look into it
L1070[08:40:18] ***
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L1071[08:40:19] <Subaraki> glstatemanager
pushmatrix
L1072[08:40:21] <Subaraki> scale
L1073[08:40:24] <Subaraki>
drawItemStack
L1074[08:40:30] <Subaraki>
popmatrix
L1075[08:40:36] <Subaraki> Dread_Boy
^
L1076[08:41:19] <Dread_Boy> thanks, I
figured I need to revert scaling because all consequent elements
were getting smaller and smaller :)
L1077[08:41:30] <gigaherz> yeah that's
what push/popMatrix are for ;p
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L1080[08:44:37] <sham1> Saves the current
matrix so you can manipulate it and then restore it, effectivly
limiting the effects of the matrix manipulations
L1081[08:44:59] <sham1> Okay, a question
about the tintindex
L1082[08:45:10] <LatvianModder>
goahed
L1083[08:45:20] <Dread_Boy> if I
translate and then scale, scalling would affect position,
right?
L1084[08:45:29] <LatvianModder> no
L1085[08:45:33] <sham1> Yes
L1086[08:45:36] <LatvianModder> if you
scale and then translate, then yes
L1087[08:45:46] <Subaraki> tintin dex
?
L1088[08:45:49] <sham1> Indeed
L1089[08:45:53] <sham1> TintIndex
L1090[08:45:58] <Subaraki> ooooh x)
L1091[08:45:59] <LatvianModder> you kinda
forgot to ask that question
L1092[08:46:21] <sham1> What colour do I
want that gets replaced by the tint
L1093[08:46:30] <sham1> Like
L1094[08:46:37] <sham1> If I make a
texture
L1095[08:46:41] <LatvianModder>
white
L1096[08:46:48] <sham1> Kay
L1097[08:46:53] <LatvianModder> its
multiplying your color, iirc
L1098[08:46:59] <sham1> Hmm
L1099[08:47:24] <sham1> This might become
tricky with more complex textures
L1100[08:47:35]
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L1101[08:47:36] <LatvianModder> so it
scales to 0-255 to 0.0 - 1.0 and then multiplies red * red
L1102[08:47:50] <LatvianModder> not if
you have layers
L1103[08:48:01] <sham1> Oh
L1104[08:48:03] <sham1> Yeah
L1105[08:48:06] <LatvianModder> because
it will apply tint to whole texture not just white
L1106[08:48:08] <sham1> Those are a
thing
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L1108[08:48:53] <sham1> So I can create a
base texture and have another one that gets tinted
L1109[08:48:58] <sham1> Makes sense
L1110[08:49:24] <LatvianModder> like
potions
L1111[08:49:46] <sham1> And spawn eggs I
think
L1112[08:49:51] <LatvianModder>
yeah
L1113[08:49:58] <LatvianModder> those
have 2 tintindices
L1114[08:50:17] <LatvianModder> or
rather, color for each layer. tintindex is only a thing for
blocks
L1115[08:50:44] <LatvianModder> for items
layer index = tintindex
L1116[08:51:56] <secknv> omg just spent
20 minutes baffled at how mc was instantiating interfaces till I
discovered mad skillz of new MyInterface{}
L1117[08:52:09] <sham1> :P
L1118[08:52:14] <secknv> and define an
implementing class inside it
L1119[08:53:00] <LatvianModder> wait til
you get to lambdas lol
L1120[08:53:16]
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L1121[08:53:26] <sham1> Wont't work if
more than 1 method to override
L1122[08:53:27] <secknv> is that in any
way similar to python's lamdas?
L1123[08:53:34] <sham1> Eugh
L1124[08:53:48] <LatvianModder> new
Runnable() { public void run() { //func here// } } becomes () ->
{ //func here// }
L1125[08:54:14] <secknv> so if I have 2
methods in my interface it wont work?
L1126[08:54:15] <sham1> They can be
thought of as syntax sugar for anon classes that implement one
method
L1127[08:54:15] <LatvianModder> but yes,
lambdas only work with interfaces that have one method
L1128[08:54:25] <secknv> pls no java
overflow in my head I dieded
L1129[08:54:29] <sham1> AKA functional
interfaces
L1130[08:54:45] <LatvianModder>
"dieded" loled
L1131[08:55:33] <secknv> lol, exactly 7
days ago a nice guy here told me what I should do to make a compass
point at a mod block when powered
L1132[08:55:59] <secknv> spent 7 days of
java tutorial to understand 10% of ItemCompass class
L1133[08:56:09] <secknv> it's been
fun
L1134[08:56:12] <LatvianModder> ha..
HAHA
L1135[08:56:21] <secknv> i dieded
L1136[08:56:28] <Ordinastie_> well,
you're supposed to learn java THEN mod
L1137[08:56:36] <secknv> where's the fun
in that
L1138[08:56:40] <LatvianModder> honestly
im suprised its not hardcoded anymore
L1139[08:56:58] <LatvianModder> up until
1.7 compas's texture was hardcoded
L1140[08:56:58] <secknv> what is
hardcoded?
L1141[08:57:05] <secknv> oh
L1142[08:57:18] <LatvianModder>
basically, something that isnt modiyable / isnt part of original
api
L1143[08:57:43] <secknv> no I meant to
ask what were you saying was hardcoded
L1144[08:57:55] <secknv> slow net here
sometimes
L1145[08:58:23] <secknv> I'm working with
1.10 so I guess gg on that
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L1154[09:14:35] <Subaraki> is there a
hook for underwater breathing ?
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L1157[09:16:47] <sham1> One does not
simply breathe underwater
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L1160[09:20:15] <LatvianModder> Theres
also potion effect for that
L1161[09:21:49]
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L1173[09:37:08] <MalkContent> Subaraki:
tc5 has a ring that refills the bubblemeter, could look how that
works
L1174[09:39:41] <Subaraki> i'll just use
my old method :) i thought maybe there was something new by now
^^"
L1175[09:41:26] <MalkContent> how do i
register an item that is different items for different
metadata?
L1176[09:41:35] <MalkContent> i fail at
finding a tutorial for that
L1177[09:42:40] <MalkContent> do i just
register it once?
L1178[09:43:06] <MalkContent> cause I'm
not sure how to do the different localization for the different
metadata then
L1179[09:43:18]
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L1182[09:44:40] <gigaherz> MalkContent:
you register it once
L1183[09:44:48] <gigaherz> but then
override stuff like getUnlocalizedName(ItemStack)
L1184[09:44:56] <gigaherz> and as for
models
L1185[09:45:07] <MalkContent> models get
an itemstack
L1186[09:45:12] <gigaherz> you'll
probably need a custom ItemMeshDefinition
L1187[09:45:15] <MalkContent> so i
assumed that wouldnt be a problem
L1188[09:45:27] <MalkContent>
metadata*
L1189[09:45:27] <gigaherz> that can yo
ucan choose the right model based on NBT
L1190[09:45:41] <gigaherz> oh if it's
just metadata
L1191[09:45:46] <gigaherz> then you can
just register them for it
L1192[09:45:51] <gigaherz>
setCustomMRL(item, meta, ...)
L1193[09:46:54]
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L1195[09:47:16] <gigaherz> example of an
item with subitems
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L1197[09:48:28] <MalkContent> thx
L1198[09:49:26]
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L1199[09:50:00] <Subaraki> how do potions
even work ?
L1200[09:50:10] <gigaherz> depends, in
vanilla or with forge? ;P
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L1202[09:50:14] <Subaraki> i can nowhere
find something that would alter breathing under water ...
L1203[09:50:17] <Subaraki> this is odd
o.O
L1204[09:50:32] <gigaherz> oh you mean
the potion effects
L1205[09:50:50] ***
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L1207[09:51:14] <Subaraki> yeah, the
effects
L1208[09:51:18] <Subaraki> ive looked at
about everything
L1209[09:52:25] <gigaherz> Subaraki:
EntitylivingBase: if (!this.canBreatheUnderwater() &&
!this.isPotionActive(MobEffects.WATER_BREATHING) &&
!flag1)
L1210[09:52:57] <Subaraki> note the
'!'
L1211[09:53:00] <Subaraki> which are all
negations
L1212[09:53:00] <gigaherz> yes
L1213[09:53:24] <gigaherz> that's because
what it's doing is
L1214[09:53:29] <Subaraki> which basicly
means that no potion is applied
L1215[09:53:33] <gigaherz> yes
L1216[09:53:38] <gigaherz> so if no
potion applied, decrease air
L1217[09:53:49] <gigaherz> if there's a
potion applied, it won't enter that IF
L1218[09:53:56] <Subaraki> i was looking
for a remote way to decrease air, that wouldn't have me copying
that code :/
L1219[09:54:03] <gigaherz>
this.setAir(this.decreaseAirSupply(this.getAir()));
L1220[09:54:09] <gigaherz> that's really
all you can do
L1221[09:54:30] <gigaherz> but
L1222[09:54:33] <gigaherz> what are you
trying to do?
L1223[09:54:38]
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L1224[09:54:49] <Subaraki> extend
underwater breathing, much like the enchantment or potion
effect
L1225[09:54:59] <gigaherz> then apply a
potion effect?
L1226[09:55:45] ***
kroeser is now known as kroeser|away
L1227[09:55:46] <Subaraki> would be to
anoying with all the bubbles
L1228[09:55:53] <Subaraki> ive had that
comment before
L1229[09:56:23] <gigaherz> then manually
reset the air value or something
L1230[09:56:47] <Subaraki> that's what
i'll have to do :/
L1231[09:56:56] <Subaraki> just copying
code it is then
L1232[09:57:14] <Subaraki> I thought
there might have been a smarter way, instead of just copying the
code
L1233[09:57:55] <gigaherz> well you could
make a forge PR, that hooks into it and lets you cancel a % of the
times (if you cancel 50% of the times, you'll double the effective
air time)
L1234[09:58:11] <gigaherz> hooks into
decreaseAirSupply, I mean
L1236[09:58:49] <gigaherz> notbad
L1237[09:58:55] <sham1> Nice
L1238[09:59:09]
⇨ Joins: [NK]Ghost (~GFt@72.64.90.31)
L1239[09:59:35] <sham1> Also, I'd love a
forge hook to decreaseAirSupply
L1240[09:59:42] <Subaraki> protected int
decreaseAirSupply(int air)
L1241[09:59:43] <Subaraki> dangit
L1242[09:59:58] <gigaherz> that's why I
suggested a forge hook.
L1243[10:00:14] <Subaraki> i tried making
a pr once
L1244[10:00:30] <Subaraki> lex yelled at
me... ._. i suck at pr's and trying to branch x)
L1245[10:00:57] <Subaraki> i say trying,
because i never did. i only master push
L1246[10:01:12] <gigaherz> that0s basic
git workflow, though?
L1247[10:01:24] <gigaherz> fork on
github, clone your fork
L1249[10:01:42] <LatvianModder> its..
easy.. fork, create new branch from 1.10.x named
"mynewfeature", push your commits to that and then submit
PR
L1250[10:01:46] <gigaherz> add the proper
repository as "upstram" for synching later
L1251[10:01:50] <gigaherz> then branch
your fork's master
L1252[10:01:54] <gigaherz>
setupForge
L1253[10:01:58] <gigaherz> work on the
hook
L1254[10:02:00] <gigaherz>
genPatches
L1255[10:02:05] <gigaherz> review your
modifications to the patches
L1256[10:02:12] <gigaherz> (sometimes
IDEs can mess up the existing code)
L1257[10:02:20] <gigaherz> commit and
push
L1258[10:02:35] <gigaherz> create PR with
proper description and reasoning to why forge should accept
it
L1259[10:02:40] <gigaherz> wait
patiently
L1260[10:02:47] <gigaherz> respond
positively to critique
L1261[10:03:01] <LatvianModder> what do I
do when I havent updated it for some time? Fetch?
L1263[10:03:25] <gigaherz> "git pull
upstream/master"
L1264[10:03:26] <IoP> Ordinastie_: did
you try to close MC?
L1265[10:03:31] <gigaherz> and resolve
vonflicts
L1266[10:03:48] <gigaherz> or "git
rebase -i upstream/master"
L1267[10:03:52] <LatvianModder> well I
dont get conflicts, I only add new stuff
L1268[10:04:00] <gigaherz> but forge
does
L1269[10:04:00] <raoulvdberge> Why do
fluid stacks have NBT o_O
L1270[10:04:03] <Ordinastie_> IoP, window
is completely frozen
L1271[10:04:09] <gigaherz> and forge's
changes may conflict with yours
L1272[10:04:16] <Subaraki> maybe i can
fake an enchantment or so
L1273[10:04:21]
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L1274[10:04:22] <IoP> Ordinastie_: is
that yes or no? I've seen similar when closing MC
L1275[10:04:23] <LatvianModder> The same
reason itemstacks do
L1276[10:04:53] <Ordinastie_> ah,
sometimes yes, but right now, no, was just quitting to main
menu
L1277[10:05:22] <Ordinastie_> but looks
like it's the server thread that's waiting for some lock to be
release, but it isn't happening
L1278[10:05:33] <gigaherz> Ordinastie_:
never had that happen to me
L1279[10:05:51] <IoP> Ordinastie_: I've
pasted thread dumps few times but nobody investigated that.
L1280[10:05:55] <Ordinastie_> doesn't
happen every time either
L1281[10:06:11] <IoP> same
L1282[10:09:20]
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L1283[10:10:02] <Ordinastie_> ok,
nevermind, it happens again :x
L1284[10:12:54]
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L1285[10:12:58] <Ordinastie_> hum, I have
a slight issue I didn't think of with my animation system
L1286[10:12:58] <sham1> Touchpad +
minecraft is very unpleasant
L1287[10:13:25] <Ordinastie_> data about
started animations is not persistent
L1288[10:13:51] <Ordinastie_> which
means, on world load, it the block is opened, it doesn't show as
opened :(
L1289[10:14:47] <Ordinastie_> and I don't
know how to handle that :s
L1290[10:15:26] <sham1> How do you save
the data
L1291[10:15:30] <Ordinastie_> I
don't
L1292[10:15:33]
⇨ Joins: agowa339
(~Thunderbi@p54919648.dip0.t-ipconnect.de)
L1293[10:15:34] <Ordinastie_> that's the
thing
L1294[10:16:31]
⇦ Quits: agowa338 (~Thunderbi@p54918029.dip0.t-ipconnect.de)
(Ping timeout: 202 seconds)
L1295[10:16:31] ***
agowa339 is now known as agowa338
L1296[10:19:55] <gigaherz> Ordinastie_:
save the open/closed state, and on load, trigger the
animation?
L1297[10:20:01] <adox> Is it possible to
make only part of item's model render enchanted?
L1298[10:20:07] <gigaherz> not in
1.8+
L1299[10:20:10] <gigaherz> it's all or
nothing
L1300[10:20:13] <gigaherz> even for
vanilla potions
L1301[10:20:15] <Ordinastie_> gigaherz,
and concretely, what would be "onload" ?
L1302[10:20:43] <gigaherz> Ordinastie_:
annoyingly, there's no good answer to that :/
L1303[10:21:22]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1304[10:22:00] <Ordinastie_> for the
box/chest example of the video, animation is tied to
onBlockActivated and propertybool is set
L1305[10:23:19] <gigaherz> hmm don't
animations require extended states?
L1306[10:23:32] <Ordinastie_> not
mine
L1307[10:23:38] <gigaherz> oh right
L1308[10:23:40] <gigaherz> you use your
own system
L1309[10:23:45] <Ordinastie_> yup
L1310[10:23:49] <gigaherz> how to you
track which block is in which state?
L1311[10:23:54] <gigaherz> without an
AnimationStateProperty?
L1312[10:24:27]
⇨ Joins: IceDragon (~ThatGuy@69.160.116.70)
L1313[10:24:30] <Ordinastie_> my
AnimatedModelComponent has a private Table<BlockPos, String,
Timer> timers = HashBasedTable.create();
L1314[10:25:28] <gigaherz> I see... store
that in a WorldSavedData, then?
L1315[10:25:48] <Ordinastie_> it's all
client side only
L1316[10:26:04] <gigaherz> ok so
L1317[10:26:22] <gigaherz> the only
solution I can think of would be like
L1318[10:26:44]
⇨ Joins: minot
(~minot@pool-100-1-168-123.nwrknj.fios.verizon.net)
L1319[10:27:09] <gigaherz> Block
implements
IAnimationStateProvider{getAnimationState(PreviousState)}
L1320[10:27:22] <gigaherz> so it can say
"nono, you should have been opening!"
L1321[10:27:36] <Ordinastie_> gigaherz,
ok, my issue is not how
L1322[10:27:40] <Ordinastie_> it's
when
L1323[10:28:10] <gigaherz> right
nevermind
L1324[10:28:39] <Ordinastie_> actually, I
think I have an idea
L1325[10:28:45] <gigaherz> was there any
method called when a block is set to the world?
L1326[10:28:56] <Ordinastie_>
onBlockAdded
L1327[10:29:00] <gigaherz> so then set
the state there
L1328[10:29:08] <Ordinastie_> but that's
server side only
L1329[10:30:15] <gigaherz> well then
there's only one option I can think of
L1330[10:30:28] <gigaherz> use the
getQuads from your custom IBakedModel ;p
L1331[10:30:49] <Ordinastie_> I don't use
IBakedModel, but yes, that's kinda the idea I had
L1332[10:31:02] ***
kroeser|away is now known as kroeser
L1333[10:36:08] <Jolteffect> a little
advise / help guys if possible. I have a block with 16
states/varients which has a TileEntity, do i need to
"somehow" register a TileEntity per varient/state of my
block?
L1334[10:36:35] <Ordinastie_> you
register a TileEntity class
L1335[10:37:00] <Jolteffect> ok
L1336[10:37:21] <Ordinastie_> so you
register every type of TE you would need for your block
L1337[10:37:29] <Ordinastie_> in general
case, you only have one
L1338[10:37:51] <Jolteffect> i ask
because when i place my block, save the world and reload it
complains about the blocks state
L1339[10:38:14] <Ordinastie_> did you
override getStateFromMeta and getMetaFromState ?
L1340[10:38:29] <Jolteffect> yes
L1341[10:38:36] <Ordinastie_> show
code
L1342[10:38:41] <Ordinastie_> and
error
L1343[10:42:11]
⇦ Quits: Jolteffect
(~JoltEffec@host86-175-44-51.range86-175.btcentralplus.com) (Ping
timeout: 202 seconds)
L1344[10:42:49] <raoulvdberge> Is there a
ItemHandlerHelper#copyStackWithSize style method for fluid
stacks?
L1345[10:42:49]
⇨ Joins: Jolteffect
(~JoltEffec@host86-175-44-51.range86-175.btcentralplus.com)
L1346[10:43:10]
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L1347[10:43:11] <Jolteffect> sorry
Ordinastie, just had to reset router then.
L1348[10:43:21] <Ordinastie_>
<Ordinastie_> show code
L1349[10:43:21] <Ordinastie_>
<Ordinastie_> and error
L1350[10:43:29] <Jolteffect> i got the
message asking me if i had overriden getmetafromstate
L1351[10:44:55] <gigaherz> [17:38]
(Ordinastie_): did you override getStateFromMeta and
getMetaFromState ?
L1352[10:44:55] <gigaherz> [17:38]
(Jolteffect): yes
L1353[10:44:55] <gigaherz> [17:38]
(Ordinastie_): show code
L1354[10:44:55] <gigaherz> [17:38]
(Ordinastie_): and error
L1355[10:45:09] <Jolteffect> here is the
error
L1358[10:46:01] <sham1> Yoiu don't have a
default constructor
L1359[10:46:14] <sham1> in your
tileentity
L1360[10:46:20] <sham1> Also, you linked
your block
L1361[10:46:22] <sham1> Not the
tileentity
L1362[10:46:38] <Ordinastie_> Caused by:
java.lang.NoSuchMethodException:
com.jolteffect.justsolars.tileentity.TileEntitySolarPanel.<init>()
L1363[10:46:44] <Jolteffect> whoops
L1364[10:46:56] <Jolteffect> TE
Code
L1366[10:47:10] <sham1> Yeah
L1367[10:47:11] <Ordinastie_> well, no
error about blockStates anyway
L1368[10:47:21] <sham1> You also need a
constructor that takes no args
L1369[10:47:23] <Ordinastie_> but the
error is really self explanatory
L1370[10:48:25] <sham1> To be fair, it
probably is self-explanatory to us seeing as we know this
stuff
L1371[10:49:03] <Jolteffect> just so you
are aware this only happenes after saving the game and reloading
once, their after, no errors
L1372[10:49:14] <sham1> Well, that
L1373[10:49:23] <sham1> is because you
need the default constructor
L1374[10:50:07] <Ordinastie_> sham1, no
it's self-explanatory because the exception is explicitly saying
it
L1375[10:50:30] <sham1> As if people read
the exceptions
L1376[10:50:43] <Jolteffect> i am reading
it
L1377[10:51:08] <Jolteffect>
java.lang.InstantiationException:
com.jolteffect.justsolars.tileentity.TileEntitySolarPanel
L1378[10:51:20] <Jolteffect> at
java.lang.Class.newInstance(Unknown Source)
L1379[10:51:33] <sham1> They just say
"this isn't working" and do not automatically provide the
sourcecodes or logs </saltyRant>
L1380[10:52:01]
⇦ Quits: [NK]Ghost (~GFt@72.64.90.31) ()
L1381[10:52:15] <Jolteffect> i like to
ask for help/assistance before assuming i will get it.
L1382[10:52:28] <Ordinastie_> Jolteffect,
so you chose to ignore the rest of the stacktrace ?
L1383[10:52:35] <sham1> Don't ask to ask,
just ask
L1384[10:52:57] <sham1> I told you
do
L1385[10:53:04] <sham1> s/do/so
L1386[10:53:30] <Jolteffect> Caused by:
java.lang.NoSuchMethodException:
com.jolteffect.justsolars.tileentity.TileEntitySolarPanel.<init>()
L1387[10:53:40] <Ordinastie_> yes
L1388[10:53:54] <sham1> That's the
thing
L1389[10:54:12] <sham1> you need a
default constructor on a tileentity
L1390[10:55:30] <Jolteffect> ok so how is
it obvious from that exception that I need to remove my constructor
and replace with a default ()/
L1391[10:55:48] <Ordinastie_> it doesn't
say to remove your constructor
L1392[10:56:01] <Ordinastie_> it says you
need a no arg one
L1393[10:56:46] <Jolteffect> so the
<init>() part is the obvious element of that exception?
L1394[10:57:08] <sham1> Yess
L1395[10:57:18] <sham1> Also the
exception name
L1396[10:57:19] <Ordinastie_> well,
you're supposed to know that <init> refers to
constructors
L1397[10:57:24]
⇨ Joins: Vigo
(webchat@c-73-46-5-36.hsd1.fl.comcast.net)
L1398[10:57:31] <Ordinastie_> that () is
the signature
L1399[10:57:34] <Ordinastie_> and then
you have NoSuchMethodException
L1400[10:58:26] <Jolteffect> Thank you,
will try adding a default () constructor.
L1401[10:59:32] ***
Darkhax is now known as Darkhax_AFK
L1402[11:00:55] <sham1> I still do not
understand how diesieb has enough patience with some of the people
at modder support
L1403[11:01:06] <sham1> even bots have
their limits
L1404[11:02:00] <Jolteffect> haha would
you like to make me feel even smaller :)
L1405[11:02:30] <sham1> you're miles
better than a lot of people at modder support
L1406[11:02:35]
⇦ Quits: adanaran (~adanaran@noctuidae.eu) (Quit:
Leaving)
L1407[11:02:38] <sham1> YOu at least try
to understand
L1408[11:03:02] <Jolteffect> the problem
i have at my age it takes a little longer to sink in.
L1409[11:03:12]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1410[11:03:24]
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L1411[11:03:45] <sham1> What age?
L1412[11:03:55] <Jolteffect> cough born
in the 60's :)
L1413[11:04:02] <sham1> I see
L1414[11:04:12]
⇦ Quits: Vigo (webchat@c-73-46-5-36.hsd1.fl.comcast.net)
(Quit: Web client closed)
L1415[11:04:28] ***
Darkhax_AFK is now known as Darkhax
L1416[11:04:45] <sham1> Well, this is
certainly an interesting experience
L1417[11:05:01] <Jolteffect> however not
a day has gone by without me touching a computer in 35yrs
L1418[11:05:27] <sham1> That's good
L1419[11:06:29] <sham1> So you know what
you are doing
L1420[11:07:49]
⇨ Joins: Necr0
(~Necr0@p200300700D6EAA9D0DD17402E5F96326.dip0.t-ipconnect.de)
L1421[11:08:11] <Jolteffect> i have a
good understanding with IT in general yes, however Java/modding/MC
is just another experience i want to educate myself with.
L1422[11:08:35]
⇨ Joins: Vigo
(webchat@c-73-46-5-36.hsd1.fl.comcast.net)
L1423[11:08:35] <sham1> Fair enough
L1424[11:08:53] <sham1> any experience
with other kinds of programming=
L1425[11:11:14] <Jolteffect> so back in
the day Speccy Basic, light touch on C++ early 2005, later 2010 C#
and now Java, only because of MC. Just want to create something for
my Nephews and the MC community in general, it's given my and
family alot of pleasure.
L1426[11:12:01]
⇦ Quits: Vigo (webchat@c-73-46-5-36.hsd1.fl.comcast.net)
(Ping timeout: 195 seconds)
L1427[11:12:30] <sham1> That's nice
L1428[11:12:39] <sham1> Well, I wish you
good luck
L1429[11:12:50] <sham1> Ask if you need
any help :)
L1430[11:13:58] <Jolteffect> thank you,
it's an adventure, and one I am thoroughly enjoying so far. The
asking for help is last resort for me, not a first course action
:)
L1431[11:14:39] <sham1> That's good
L1432[11:15:57] <sham1> And if you feel,
there is the potential to chat with the rest of us about topics
ranging from modding and programming in general
L1433[11:17:23] <Jolteffect> Thank, I
have been lurking, listening and learning over past few days, since
finding my way to the channel.
L1434[11:17:27] <Jolteffect>
thanks*
L1435[11:17:33] ***
tterrag|ZZZzzz is now known as tterrag
L1436[11:21:22] <Jolteffect> and FYI,
adding a default constructor and saving the block state to NBT
worked a treat thank you.
L1437[11:21:58] <Ordinastie_> I have a
feeling you misus the term "block state"
L1438[11:22:06] <Ordinastie_>
*misuse
L1439[11:22:22] <Ordinastie_> I assume
you're not talking about IBlockState
L1440[11:22:56] <Jolteffect> i am
L1441[11:24:05] <Jolteffect> i was using
the meta to set the TE variable. by passing it through the
constructor.
L1442[11:24:13] <Ordinastie_> wait, so
you're saving that to NBT ?
L1443[11:25:03] <Jolteffect> This is what
i had originally
L1444[11:25:05] <Jolteffect> public
TileEntitySolarPanel(int tier) {
L1445[11:25:05] <Jolteffect> this.tier =
tier;
L1446[11:25:05] <Jolteffect>
switchTier();
L1447[11:25:05] <Jolteffect> }
L1448[11:25:28] <Jolteffect> tier is the
meta from IBlockstate
L1449[11:25:52] <Jolteffect> so because i
had to use a default constructor, i simply saved the tier to the
NBT
L1450[11:26:06] <Jolteffect> and called a
method to recall the tier on initiation
L1451[11:26:13] <Jolteffect> public
TileEntitySolarPanel() {
L1452[11:26:13] <Jolteffect>
switchTier();
L1453[11:26:13] <Jolteffect> }
L1454[11:26:39] <Ordinastie_> but if the
tier is on the IBlockState of the block, why do you need it at all
?
L1455[11:27:59] <Jolteffect> now this is
the stage at which I have limited knowledge of what should be done
as opposed to how I understand it can be done
L1456[11:28:31] <Jolteffect> so i pass
meta/tier to the TE, i use this int to set a local TE
variable.
L1457[11:28:47] <tterrag> what is
switchTier() ?
L1458[11:28:51] <tterrag> and why do you
think you need it?
L1460[11:29:15] <Jolteffect> maybe better
if you see the entire TE
L1461[11:29:25] <Jolteffect> minus the
new constructor
L1462[11:29:29]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1463[11:30:23] <tterrag> enum SolarTier
{ LOW(1), MEDIUM(2), HIGH(4), EXTREME(8), ... private final int
powerTransfer; private SolarTier(int power) { powerTransfer =
power; }}
L1464[11:30:26] <tterrag> why not
something like that?
L1465[11:30:32] <Jolteffect> ill post the
latest file for you.
L1467[11:30:37] <tterrag> no switch,
easily usable from a blockstate
L1468[11:30:43] <tterrag> no need for any
stored data in a TE
L1469[11:30:50] <tterrag> less mutable
state
L1470[11:31:05] <Jolteffect> i'll go back
to what i said above :)
L1471[11:31:15] <Jolteffect> now this is
the stage at which I have limited knowledge of what should be done
as opposed to how I understand it can be done
L1472[11:31:36] <tterrag> well I just
told you waht should be done
L1473[11:31:37] <Jolteffect> as i learn
more, i hope to improve on better way of dealing with it
L1474[11:31:40] <tterrag> we have
PropertyEnum for a reason
L1475[11:32:23] <Jolteffect> ive only
been doing this for over a week now, it's a steep learning
curve.
L1476[11:33:31] <Jolteffect> i will
assess your proposed code above, thank you.
L1477[11:33:47] <tterrag> Jolteffect:
take a look at how BlockFlower uses EnumFLowerTYpe
L1478[11:34:15] <Jolteffect> will do
thank you.
L1479[11:34:16]
⇦ Quits: RANKSHANK_mob1
(~RANKSHANK@pa49-181-169-199.pa.nsw.optusnet.com.au) (Ping timeout:
201 seconds)
L1480[11:34:35] ***
Mine|dreamland is now known as minecreatr
L1481[11:35:37]
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(~Vigo@c-73-46-5-36.hsd1.fl.comcast.net)
L1482[11:36:55]
⇨ Joins: Chaoschaot234
(~Chaoschao@83-221-68-174.dynamic.primacom.net)
L1483[11:37:45] <Chaoschaot234> Hey, I
tried to get a 1.10.2 running but have some trouble at the main
menu directly:
http://paste.ee/p/aVWP2
L1484[11:38:16] <tterrag> at
md.zazpro.mod.common.baubles.Ring_Core.clientTick(Ring_Core.java:107)
~[Ring_Core.class:?]
L1485[11:38:21] <tterrag> read your crash
report?
L1486[11:39:05] <MalkContent>
*build*
L1487[11:39:08] <MalkContent> aaand it
dont compile
L1488[11:39:10] <MalkContent> drats
L1489[11:39:56] <Chaoschaot234> but which
baubles?
L1490[11:39:58] <MalkContent> do i have
to give gradle mod dependencies, too?
L1491[11:40:02] <Vigo> How do I make an
armour that is dyeable in the same rgb fashion as leather armour?
ive looked around in RecipesArmorDyes.class and in ItemArmour.class
but wast able to get any leads.
L1492[11:40:07] <Chaoschaot234> I have
baubles and baubles staff
L1493[11:40:31] <tterrag> Chaoschaot234:
what
L1494[11:40:50] <BordListian> Vigo, i
think you need layers on your item model and do stuff with the tint
index of the item
L1495[11:41:10] <Vigo> Thanks ill look
into that
L1496[11:41:39] <BordListian>
Minecraft.getMinecraft().getItemColors().registerItemColorHandler
L1497[11:41:58] <Vigo> thanks
L1498[11:42:48] <BordListian> layers have
their own tintindex, so layer0 has tintindex 0 from what i heard
earlier
L1499[11:42:53] <MalkContent> a fuck me,
there it is
L1500[11:43:09] <Chaoschaot234> tterrag:
don't worry, I have removed baubles compleatly :)
L1501[11:43:14] <BordListian> not sure
how to define a model to have more than one layer tho
L1502[11:43:29] <RANKSHANK> in
renderlivingbase<T>
L1503[11:43:48] <Vigo> ill look around
how they handeled having 4 layers instead of 2
L1504[11:44:19] <BordListian> i think
leather armor only has two layers
L1505[11:44:26] <BordListian> one tint
layer and one regular one
L1506[11:44:34] <RANKSHANK> Vigo look @
LayerArmorBiped
L1507[11:44:44] <RANKSHANK> @Bord
wat
L1508[11:44:46] <BordListian> oh i
see
L1509[11:44:56] <BordListian> ignore
me
L1510[11:45:13] <Vigo> thanks
L1511[11:46:25] <RANKSHANK> whoops
LayerBipedArmor, sorry my memory is fuzzy at the best of times
:P
L1512[11:48:42] <Vigo> foudn it
thanks
L1513[11:52:28] <MalkContent> do i have
to add anything to the build.gradle that i already added as a
library in eclipse?
L1514[11:53:16] <MalkContent> added to
the buildpath*
L1515[11:57:59] <gigaherz> YAY! got my
little screwdriver set
L1516[11:58:42]
⇦ Quits: Vigo (~Vigo@c-73-46-5-36.hsd1.fl.comcast.net)
()
L1518[12:05:30] <MalkContent> fancy
L1519[12:05:42] <gigaherz> it's like
minature, though
L1520[12:06:02] <gigaherz> one of the
bits is 0.8 size
L1521[12:06:19] <gigaherz> wtf kind of
device uses screws with a star-shaped head 0.8mm across?
L1522[12:06:36] <MalkContent> probably
apple
L1523[12:07:07] <RANKSHANK> suprised they
don't use tripole
L1524[12:10:57]
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been banish)
L1525[12:13:51]
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(~Thunderbi@p200300C4E3C03B00F8864EA212392679.dip0.t-ipconnect.de)
L1526[12:20:07]
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(Quit: Leaving)
L1527[12:22:06] <Subaraki> how do you
precise model for metadata in an item ?
L1528[12:22:49] <RANKSHANK> ?
L1529[12:23:03] <RANKSHANK> in what
context?
L1530[12:23:20] <Subaraki> uhm
L1531[12:23:24] <Subaraki> declare ?
register ?
L1532[12:23:25] <Subaraki> :s
L1533[12:23:31] <Subaraki> no native
english speaker, sorry
L1534[12:23:34] <Subaraki> and i'm tired
xD
L1535[12:23:36] <Subaraki> so it gets
harder
L1536[12:23:43] <Subaraki> (das wha she
sayd)
L1537[12:23:57] <tterrag>
ModelLoader.setCustomModelResourceLocation
L1538[12:25:55] <Subaraki> how about the
registry name ?
L1539[12:26:27] <MalkContent> blabla
unchecked or unsafe operations, compile with -Xlint:unchecked for
details
L1540[12:26:35] <MalkContent> *adds
-Xlint:unchecked*
L1541[12:26:41]
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L1542[12:26:59] <MalkContent> unknown
command line option
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L1544[12:27:05] <MalkContent> -X
L1545[12:27:11] <RANKSHANK> you don't
need the registry name
L1546[12:27:12] <MalkContent> Ok.
:I
L1547[12:27:16] <gigaherz> Subaraki:
ModelLoader.setCustomModelResourceLocation(theItem, metadata, new
ModelResourceLocation(theItem.getRegistryName(), "<variant
string here>"));
L1548[12:27:25] <gigaherz> where
<variant string here> is usually "inventory" for
vanilla items
L1549[12:27:28] <tterrag> MalkContent:
because -X is a jvm arg, not command line
L1550[12:27:34] <gigaherz> but you can
reference any blockstates variant
L1551[12:27:50] <Subaraki> what does the
variant string do anyway ?
L1552[12:27:51] <gigaherz> MalkContent:
@SuppressWarnings("unchecked")
L1553[12:28:01] <gigaherz> Subaraki:
identifies a variant
L1554[12:28:17] <RANKSHANK> its fed into
the blockstate.json
L1555[12:28:19] <gigaherz> if the
blockstates json has "normal"
L1556[12:28:22] <gigaherz> and you say
"normal"
L1557[12:28:25] <gigaherz> it will use
THAT one
L1558[12:28:27] <MalkContent> okay. but i
doubt suppressing that gets rid of an error
L1559[12:28:35] <Subaraki> where ?
everywhere ?
L1560[12:28:59] <tterrag> MalkContent:
you understand the concept of a "linter" ?
L1561[12:29:07] <RANKSHANK> if it's
"#inventory" it redirects the blockstate lookup straight
to model/item
L1562[12:29:12] <tterrag> adding
-Xlint:unchecked will cause the build to FAIL if there are
unchecked operations
L1563[12:29:20] <MalkContent> first time
i hear of it
L1564[12:29:23] <MalkContent> a. ok
L1565[12:29:24] <gigaherz> Subaraki: this
simply affects the relationship between items and their
models
L1566[12:29:28] <gigaherz> so if you
say
L1567[12:29:41] <MalkContent> i think ill
just take a break and look at this again in a bit
L1568[12:29:41] <gigaherz> "item X
with meta Y corresponds to this file location, variant
Z"
L1569[12:29:51] <MalkContent> im spent
and chances are im missing something right now
L1570[12:29:55] <tterrag> MalkContent: or
just ignore the warning
L1571[12:30:02] <gigaherz> it will bind
that <item,meta> pair to use the model described by
<blockstates location,variant>
L1572[12:30:12] <MalkContent> didnt build
cause of error though
L1573[12:30:19] <MalkContent> o look
there it is. missing baubles api
L1574[12:30:40] <gigaherz> so when mc
tries to render that item with that matching metadata, it will
always use that model
L1575[12:30:43] <MalkContent> my
bad
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L1582[12:46:42] <Subaraki> the item
doesnt show up in my inventory ... altough i register it just like
any other item
L1583[12:46:47] <Subaraki> what am i
missing ?
L1584[12:46:55] <Subaraki> i did
GameRegistry.register(item);
L1585[12:47:05] <Subaraki> and added the
models for every metadata variant as well
L1586[12:48:39] <howtonotwin> How did you
register the mdoels?
L1587[12:48:44] <howtonotwin>
*models
L1588[12:49:19] <gigaherz> in your
clientproxy, during preinit phase,
L1589[12:49:25] <Subaraki> yeah
L1590[12:49:25] <gigaherz> call
ModelLoader.setCustomModelResourceLocation
L1591[12:49:31] <Subaraki> but the item
isnt showing up altogether
L1592[12:49:43] <gigaherz> oh nevermind I
read how do you
L1593[12:49:44] <gigaherz> not how did
you
L1594[12:49:45] <gigaherz> ;P
L1595[12:49:52] <howtonotwin> Not even
the default error model?
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L1597[12:50:05] <RANKSHANK> soo....
what's going on with the render tool tip event? :P
L1598[12:50:33] <howtonotwin> does rank
ever go to sleep?
L1599[12:50:40] <Subaraki> no, not even
that howtonotwin :s
L1600[12:51:00] <gigaherz> errors in the
log?
L1601[12:51:03] <howtonotwin> If you
hover over the slot where it should be, does it show your item's
tooltip?
L1602[12:51:16] <howtonotwin> The model
could just be totally transparent and it still exists
L1603[12:51:18] <gigaherz> Subaraki: did
you call .setRegistryName for your item?
L1604[12:51:31] <Subaraki> yes
L1605[12:51:34] <Subaraki> but only
once
L1606[12:51:37] <Subaraki> so not for
metadata items
L1607[12:51:53] <howtonotwin> Pretty sure
you can ONLY call it once :P
L1608[12:52:16] <Subaraki> yes, or else
it would tell me :p
L1609[12:52:17] <howtonotwin> And you
only do it once per instance of Item, not per metadata+item combo
anyway
L1610[12:52:26] <howtonotwin> So does the
tooltip show?
L1611[12:53:26] <Subaraki> ?
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L1613[12:53:51] <howtonotwin> If you
hover over the slot where it should be, does it show your item's
tooltip?
L1614[12:53:55] <Subaraki> nope
L1615[12:53:58] <Subaraki> nothing
L1616[12:54:43] <howtonotwin> Can you
/give it to yourself?
L1617[12:55:54] <Subaraki> didnt try
that
L1618[12:56:15] <Subaraki> wand =
(ItemWand) new ItemWand().setCreativeTab(tab); the tab was set
though
L1619[12:56:30] <Subaraki> are there no
additionel steps to do for metadata items ?
L1620[12:56:43] <howtonotwin>
setHasSubtypes
L1621[12:56:49] <Subaraki> done :/
L1622[12:56:50] <howtonotwin> and
override getSubtypes
L1623[12:57:11] <Subaraki> getSubItems
?
L1624[12:57:15] <howtonotwin> Yes
that
L1625[12:57:43] <Subaraki> oh hey look it
works ._.
L1626[12:57:51] <Subaraki> i should have
putted stuff in that method x)
L1627[12:58:05] <howtonotwin> Didn't know
you played golf.
L1628[12:58:10]
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L1629[13:02:47] <howtonotwin> Can someone
do a deeper proofread of this?
github.com/MinecraftForge/Documentation/pull/61 Thanks.
L1630[13:03:01] <gigaherz> paste again
with http:// in front? ;P
L1632[13:03:16] <gigaherz> thx ;P
L1633[13:03:51] <gigaherz> what's worse,
a browser that purposefully removes http:// from copied URLs, or a
program that doesn't link-ify text that doesn't have http:// www.
or ftp. in front?
L1634[13:04:06] <howtonotwin> yes
L1635[13:04:21] <Lord_Ralex> what about
both
L1636[13:05:19] <gigaherz>
Lord_Ralex:both can't be "worse"
L1637[13:05:25] <gigaherz> the word
implies ordering ;P
L1638[13:06:39] <howtonotwin> val
lelGigaherz = new Ordering[Program] { def compare(a: Program, b:
Program) = 0 }
L1639[13:08:16] <Lord_Ralex> gigaherz,
phf, i think both are equal
L1640[13:08:27] <Lord_Ralex> shouldn't
have to be a choice
L1641[13:09:17] <howtonotwin> I think the
pedantic answer is "neither; they are equally bad"
:D
L1642[13:10:42] <gigaherz> yep :)
L1643[13:11:07] <gigaherz> hence my
question: I wonder what's worse.
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L1650[13:18:26] <theFlaxbeard> How do I
get the obfuscated names for functions for
ReflectionHelper.findMethod
L1651[13:18:55] <howtonotwin> ask
mcpbot_reborn
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L1653[13:19:10] <howtonotwin> just pm it
"gm funcName"
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L1659[13:31:20] <Domi> Hello, I want to
make a mod which helps a player to find his stuff in chests. But
does the client know the content of a chest without to open a
chest?
L1660[13:31:44] <gigaherz> nope
L1661[13:31:49] <gigaherz> it's only
synchronized when you open it
L1662[13:32:05] <gigaherz> your mod would
have to require cooperation from the server
L1663[13:32:11] <gigaherz> for precise
data
L1664[13:32:15] <gigaherz> or have a
cache
L1665[13:32:20] <gigaherz> and remember
"last seen in"
L1666[13:32:30] <gigaherz> both solutions
are viable
L1667[13:32:37] <gigaherz> and in fact,
can be implemented into the same mod
L1668[13:35:06] <Domi> Ok then I will
cache the content of all chests the player uses
L1669[13:35:13] <Jolteffect> Hey guys I
followed tterrag's advice from earlier and created myself a
PropertyEnum for my block states, are these properties accessible
from within the TE?
L1670[13:35:36] <Domi> thank you for your
help
L1671[13:35:46] <gigaherz> sure, you call
worldObj.getBlockState(pos)
L1672[13:35:46] <Ordinastie_> Jolteffect,
the TE has a world and a pos
L1673[13:35:50] <gigaherz> and in the
resulting IBlockState
L1674[13:35:56] <gigaherz> you can call
.getValue(ENUMPROP)
L1675[13:36:01] <Ordinastie_> or wait for
gigaherz to write the code for you as always... -_-
L1676[13:36:04] <gigaherz> assuming this
property is stored into metadata
L1677[13:36:09]
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L1680[13:41:43] <howtonotwin> gigaherz:
So the PR is good so far?
L1681[13:42:16]
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L1682[13:42:20] <gigaherz> howtonotwin:
sorry way too tired, I did a TL;DR and forgot I ever opened the
tab
L1683[13:42:20] <gigaherz> XD
L1684[13:42:38] <howtonotwin> lmao
:P
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L1693[14:27:50] <gabizou> Is it actually
a thing for enchantments to have null resource locations?
L1694[14:28:43] <gabizou> at least in
1.8.9?
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L1707[15:07:06] <gigaherz> gabizou: 1.8.9
didn't have the new registry system
L1708[15:07:15] <gigaherz> so
registration didn't require any resourcelocation
L1709[15:07:53] <gigaherz> I don't know
if it was required regardless
L1710[15:07:56] <gigaherz> but it wasn't
involved in registration
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L1718[15:37:15] <gigaherz> master isn't
latest anymore?
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L1720[15:38:47] <tterrag> LexDesktop, I
did what cpw told me
L1721[15:39:01] <tterrag> don't yell at
me, he explicitly asked me to squash so he could cherry pick
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L1723[15:40:12] <LexDesktop> No master
isnt latest
L1724[15:40:23] <LexDesktop> and I have
no idea what you're talking about when it comes to cherry
pick...
L1725[15:40:29] <LexDesktop> remake the
PR for 1.10.x
L1726[15:40:43] <LexDesktop> I need to
delete the master branch :/ wonder how much that'd screw with
git
L1727[15:42:11] <tterrag> add PR as
remote, fetch, cherry-pick SHA
L1728[15:42:13] <BordListian> well then,
i just witnessed a lawnmower flying off into space and a gorilla
overlay appearing on the screen
L1729[15:42:17] <tterrag> I can't do it
now
L1730[15:43:08] *
LexDesktop doesnt know how to cherry pick in git
L1731[15:43:29] <LexDesktop> if you want
to be helpful I need a couple I fucked up in the early days of
1.10.2 picked as well
L1733[15:44:10] <tterrag> git checkout
1.10.x
L1734[15:44:13] <tterrag> git cherry-pick
[SHA]
L1735[15:44:23] <tterrag> if no merge
conflicts (shouldn't be any) then push
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L1738[15:46:26] <LexDesktop> lets see if
I fuck things up.
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L1740[15:46:34] <LexDesktop> {after
genPatches finishes running}
L1741[15:46:36] <tterrag> you probably
will, it's git ;)
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L1743[15:48:12] <tterrag> gabizou, yes in
1.8 the RL was pointless so many used null
L1744[15:48:16] <tterrag> in 1.9+ that is
no longer the case
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L1746[15:50:11] <LexDesktop> conflicts
with your guiscreen patch awesome
L1747[15:50:51] <tterrag> hm I wasn't
aware of any changes to that since my PR
L1748[15:51:04] <tterrag> but yeah, in
that case, throw out the patch file and regen patches, I
guess
L1749[15:51:06] <tterrag> easy fix
:P
L1751[15:58:02] <LexDesktop> didnt keep
the 'commited with' :/
L1752[15:58:08]
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())
L1753[15:58:39] <tterrag> that is
odd
L1754[15:59:56] <tterrag> did you
recommit or smth?
L1755[16:00:12] <tterrag> I ask because
it doesn't have the same commit msg
L1756[16:01:23] <LexDesktop> Its the same
commit message
L1757[16:03:16] <tterrag> not as my
original
L1759[16:03:54] <LexDesktop> Welll.
L1760[16:04:05] <LexDesktop> Also yes
when I pulled I squashed your commits.
L1761[16:04:16] <tterrag> oh
L1762[16:04:19] <LexDesktop> Aparently
deleting master == close all PRS >.<
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L1764[16:04:50] <tterrag> did you just
delete the master branch...
L1765[16:04:52] <tterrag> oh...
L1766[16:04:59] <killjoy> I really like
how inbox organizes my github emails
L1767[16:05:35] <LexDesktop> Oh well, the
PRs still exist, they are just closed.
L1768[16:05:52] <LexDesktop> and most of
the viable ones already had the 'update' comment added to them so
meh
L1769[16:06:21] <LexDesktop> I'll just
keep a list of the auto-closed ones and run through them when I get
a chance for any good ones.
L1770[16:06:41] <howtonotwin> reset
--hard HEAD^; push --force would have undone the commit without
killing everything, I think.
L1771[16:06:42] <tterrag> lex: you can
fix the author issue but it would involve a force push
L1772[16:06:50] <tterrag> so if you are
going to do it, do it soon, before others pull :P
L1774[16:07:29] <gigaherz> (and if anyone
did pull, they can just rebase)
L1775[16:08:01] <tterrag> it's true, but
it may be confusing
L1776[16:08:39] <gabizou> I'm guessing
the PR for ignoring the Javahome directory in dev time looking up
for mods is intended to be closed?
L1777[16:08:54] <Deamon> can't just
rebase a force push
L1778[16:08:58] <tterrag> gabizou, it was
likely just closed accidentally by the deletion of the master
branch
L1779[16:09:10] <Deamon> it'll try and
rebase the old commit on top of the newer replacement
L1781[16:10:04] <tterrag> gabizou, rebase
it to 1.10.x
L1782[16:10:16] <tterrag> you can't
reopen it :P
L1783[16:11:16]
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L1785[16:12:40] <quadraxis> could you add
a check for targeting the default branch in a similar way to the
CLA check?
L1787[16:13:55] <tterrag> default branch
is very fluid
L1788[16:14:01] <tterrag> and there are
often times when two branches are "active"
L1789[16:14:04] <tterrag> if only for a
short while
L1790[16:14:05] <gabizou> tterrag do you
think it's worth to re-open a new pr based on 1.10?
L1791[16:14:16] <tterrag> gabizou, I
believe a rebase can be done without a new PR
L1792[16:14:25] <gabizou> github doesn't
allow that :P
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L1798[16:17:59] <LexDesktop> if you can
find a bot that checks for default branch then ya we'll use
it.
L1799[16:18:08] <LexDesktop> as for all
the old things I'll look into it.
L1800[16:18:17]
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L1801[16:18:47] <LexDesktop> However, the
skip java_home thing, take 10 seconds and update it.
L1802[16:20:56]
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L1803[16:21:10] <shadekiller666> welp,
guess my objloader updates aren't getting pulled after all
L1804[16:21:21] <LexDesktop> Hehe,
exactly 60 prs were still targeting the master branch. Thats kinda
funny.
L1805[16:21:36] <shadekiller666> they
were good changes, i've tested them, but they never got pulled
:/
L1806[16:22:24] <shadekiller666> lex,
what do i need to do to get those changes from that pr that you
just closed into forge?
L1807[16:22:30] <shadekiller666> i feel
they are much needed
L1808[16:22:47] <LexDesktop> blame
fry|back18aug
L1809[16:22:53] <shadekiller666>
...
L1810[16:23:01] <LexDesktop> either way
anything that was targeting master was unpullable
L1811[16:23:08] <shadekiller666> ok
L1812[16:23:11] <LexDesktop> so if you
give a shit target the correct branch
L1813[16:23:17] <shadekiller666> ok
L1814[16:23:38] <shadekiller666> that
being 1.10?
L1815[16:24:09] <LexDesktop> .x
L1816[16:24:17] <LexDesktop> you know..
the one for the mc version we're on
L1817[16:24:20] <LexDesktop> and alsot he
default branch
L1818[16:24:20] <shadekiller666> ok
L1819[16:24:31] <illy> Lex you want a bot
that checks for the default branch when a PR is opend and if not
mark it as unmergeable?
L1821[16:24:43] <quadraxis> Pull requests
should target the current default branch. Currently, that is the
1.10.x branch for Minecraft 1.10.2.
L1822[16:24:45] <LexDesktop> This
prevents us from having the issues of PRs targeting like 1.6 for
1.10 because 'master'
L1823[16:24:57] <shadekiller666> ok
L1824[16:25:11] <LexDesktop> illy, sure,
if we could attach it to acturras that'd be cool..
L1825[16:25:16] <LexDesktop> speaking of
the bot, where is he?
L1826[16:25:50] <shadekiller666> so the
PR was closed because it was on an old branch, not because the
changes were rejected
L1827[16:26:04] <LexDesktop> that pr in
particular, again
L1828[16:26:08] <LexDesktop> im leaving
up to fry
L1829[16:26:12] <LexDesktop> as hes the
graphics guy
L1830[16:26:17] <illy> that sounds fun
ill give it a shot
L1831[16:26:26] <LexDesktop> my skim over
it i had some issues related to backwards compatiblity
L1832[16:26:30] <tterrag> lex you act
like this new branch policy has always existed. master has been
latest RB up until a few weeks ago
L1833[16:26:33] <LexDesktop> but again,
fry's decision not mine.
L1834[16:26:40] <shadekiller666> lex, i
put those changes up 7 months ago
L1835[16:26:42] <LexDesktop> tterrag, I
know.
L1836[16:26:50] <LexDesktop>
shadekiller666, IDGAF
L1837[16:26:52] <shadekiller666> and he
never gave any input to me in any form
L1838[16:26:57] <tterrag> ok, then stop
treating people like they are stupid for not knowing
L1839[16:27:28] <LexDesktop> tterrag, Im
not, im mearly stating. If you're inferring that I am calling
people stupid for the mass close, then that's on you.
L1841[16:28:16] <shadekiller666> guess
i'll have to bug the shit out of fry until he does something
L1842[16:28:28] <LexDesktop> Either way,
good excuse to purge a lot of PRs that were never gunna be pulled,
as they were crap/old :/
L1843[16:28:47] <tterrag> shadekiller666,
you'll probalby have to wait 6 days
L1844[16:28:52] <tterrag>
|back18aug
L1845[16:29:17] ***
tterrag was kicked by LexDesktop (get your knickers unbunched, my
intention for that was "Use some logic here and dont ask
stupid questions, the default branch is the
default"))
L1846[16:29:27]
⇨ Joins: tterrag (~tterrag@tterrag.com)
L1847[16:35:20] <shadekiller666> i should
probably make a fresh clone of the 1.10.x repo :/
L1848[16:35:21] <shadekiller666>
hmm
L1849[16:36:35]
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L1850[16:37:01] <primetoxinz> !gm
wakeUpPlayer
L1851[16:41:03]
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L1852[16:42:22] <LexDesktop> Anyone here
got gog's No Man's Sky?
L1853[16:43:51] <primetoxinz> why get it
at all?
L1854[16:43:55]
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L1855[16:44:05] <LexDesktop> ?
L1856[16:44:09] <LexDesktop> Cuz it looks
fun.
L1857[16:44:14] <primetoxinz> for a
little
L1858[16:44:17] <LexDesktop> Yes
L1859[16:44:41] <shadekiller666> is there
a way to get the PropertyDirection of a vanilla block from an
instance of that Block without specifically knowing what block it
is?
L1860[16:44:43] <primetoxinz> hopefully
they add more than collect -> sell
L1861[16:44:44] <tterrag> I'll get it
once they pach the PC issues .-.
L1862[16:44:54] <tterrag> and perhaps
after the first content patch (base building!)
L1863[16:44:59] <tterrag> not yet
decided
L1864[16:45:09] <primetoxinz> I'll
probably wait til base building
L1865[16:45:19] <shadekiller666> assuming
it has a PropertyDirection
L1866[16:45:23] <tterrag> shadekiller666,
other than iterating the properties and looking for a
PropertyDirection, no
L1867[16:46:11] <LexDesktop> I ask
because I am a big fan of the old style game setup. I buy a game I
should be able to lend it to others when im not playing it.
L1868[16:46:40] <primetoxinz> drm free is
nice
L1869[16:46:52] <shadekiller666> i'm
trying to make a multiblock template file system, using a
combination of a png file and a json, and i am trying to initialize
an IBlockState[][][] from the pixels[][][] and the block name from
the json
L1870[16:47:00] <LexDesktop> But, also, I
like the convienance of Steam, so my plan is to buy it on steam but
'acquire' a gog copy. Just need to know the good md5s so I can be
safe.
L1871[16:47:09] <shadekiller666> and
trying to include block facing direction in that
L1872[16:47:10]
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L1873[16:47:21] <LexDesktop> 0.o
L1874[16:48:00] <LexDesktop> Multiblock
template file system?
L1875[16:48:00] <tterrag> >multiblock
template from png file
L1876[16:48:02] <tterrag> uwotm8
L1877[16:48:26] <tterrag> did you just
say one day "I'm going to create a really difficult thing
using the most absurd method I can think of" ?
L1878[16:48:28] <shadekiller666> lex, it
is an extension of the vanilla StructureComponent system
L1879[16:48:31] <tterrag> that's what it
sounds like
L1880[16:49:19] <shadekiller666> and from
what i can tell, getting the vanilla system to write/read to/from
nbt is complicated
L1881[16:49:44] <LexDesktop> It shouldnt
be considering thats how the structure blocks work.
L1882[16:50:44] <SquareWheel> I seem to
screw up my Gradle cache whenever I run setupDecompWorkspace from
within IDEA. Is this a bad thing to do?
L1883[16:50:51] <gigaherz> vanilla
structure blocks don't save TE contents, I believe
L1884[16:50:53] <tterrag> "screw up
my gradle cache" define?
L1885[16:51:00] <tterrag> gigaherz,
pretty sure they do.
L1886[16:51:03] <tterrag> I mean, they
save entities
L1887[16:51:06] <SquareWheel> Er, I don't
really know. Get errors and need to delete the .gradle folder to
fix it.
L1888[16:51:12] <gigaherz> I heard
someone chest contents don't come back on load
L1889[16:51:15] <tterrag> SquareWheel,
what errors?
L1890[16:51:16] <gigaherz> someone
mention*
L1891[16:51:20] <gigaherz> SquareWheel: I
use that all the time
L1892[16:51:24] <gigaherz> and always
recommend people to do so
L1893[16:51:28] <gigaherz> (run gradle
from idea)
L1894[16:51:35] <gigaherz> if you get out
of memory errors, that has a solution
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L1896[16:51:56] <SquareWheel> Don't think
it was a memory issue, but I didn't write it down, sorry. Red text
scared me and I closed it. :)
L1897[16:52:02] <tterrag> -_-
L1898[16:52:10] <gigaherz> did it read
like "heap" or "gc" or such?
L1899[16:52:13] <LexDesktop> Pretty sure
strucrue blocks DO save TE contents, IIRC there were demos of it
working with spawners
L1900[16:52:16] <tterrag> well do it
again then
L1901[16:52:26] <LexDesktop> and chests
{and chests with loot tables}
L1902[16:52:28] <SquareWheel> Will
do.
L1904[16:53:03] <gigaherz> if it's a
memory issue, read the remarks in the blue note
L1905[16:53:35] <shadekiller666>
hmmm
L1906[16:53:38] <SquareWheel> Well glad
to know that's the intended workflow at least. Definitely prefer
that to having to pop open a cmd window each time.
L1907[16:53:51] <shadekiller666> i did
start writing this in 1.9, when they half-implemented structure
blocks
L1908[16:53:52] <gigaherz> yep that's hwo
I find idea works best
L1909[16:53:54] <gigaherz> 1. import into
idea
L1910[16:53:59] <gigaherz> 2.
setupdecompworkspace
L1911[16:54:02] <gigaherz> 3.
genintellijruns
L1912[16:54:06] <gigaherz> 4. blue
refresh icon in gradle panel
L1913[16:54:27] <SquareWheel> You only
need setupDecompWorkspace and the refresh for Forge updates,
right?
L1914[16:54:28] <Pennyw95> do I need to
enable the universalBucket to use FluidUtil.interactWithTank? it's
returning false for water / lava buckets
L1915[16:54:31] <gigaherz> if only
updating, then 3. isn't needed
L1916[16:55:20] <gigaherz> and if idea
2016
L1917[16:55:23] <Pennyw95> (1.8.9)
L1918[16:55:29] <gigaherz> 5. edit the
run configs to use the *_main module
L1919[16:55:50] <SquareWheel> Yeah. Did
work that stuff out after a lot of trial and error.
L1920[16:56:12] <SquareWheel> The
ReadTheDocs page is good. Hard to find though with all the various
wikis and docs in various states of disrepair.
L1921[16:57:26] <gigaherz> rtd is the
official docs
L1922[16:57:31] <gigaherz> curated by the
team and contributors
L1923[16:57:42] <LexDesktop> Penny: Run
through it and figure out where it dies. You may have to.
L1924[16:57:43] <gigaherz> but we need
more people to help contribute there
L1925[16:57:48] <gigaherz> because it has
massive gaps
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L1927[16:58:03] <gigaherz> aso if you
have the time, and there's something you learned that isn't
represented
L1928[16:58:08] <gigaherz> and isn't just
basic programming knowledge
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L1930[16:58:31] <SquareWheel> Sure, I
don't mind giving back.
L1931[16:58:43] <SquareWheel> Been
programming on and off for 10 years so not a novice, but am new to
the Java world.
L1933[16:59:40] <gigaherz> feel free to
fork, edit & PR then ;P
L1934[17:00:19] <SquareWheel> Well, I
have been learning about the universal bucket. How to enable and
register fluids. Could add a page on that, because there's almost
no documentation about it anywhere.
L1935[17:00:34] <gigaherz> :)
L1936[17:00:41] <gigaherz> that's the
spirit
L1937[17:00:42] <SquareWheel> Mostly just
piecing it together from reading various mods source code.
L1938[17:01:03] <gigaherz> yep that's how
it is for most of us
L1939[17:01:07] <gigaherz>
experimentation and reading around
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L1942[17:02:49] <shadekiller666> and
asking in here
L1943[17:03:40] <gigaherz> yup, some of
us have been called living wikis ;P
L1944[17:04:40] <SquareWheel> I'd still
like to get a little more comfortable with Forge's conventions and
my understanding of how the various pieces fit together first. So I
might play with the little mod I'm working on before doing any real
forking. I understand merge standards are pretty high.
L1945[17:05:16] <gigaherz> oh and if you
want to learn about Capabilities
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L1947[17:05:24] <gigaherz> but the rtd
page isn't clear enough
L1950[17:06:35] <SquareWheel> And thanks,
I'll give it a looksie.
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L1953[17:24:19] <LatvianModder> Whooa
whats going on at MinecraftForge repo.. I got about 50 new
notifications lol
L1954[17:24:34] <howtonotwin> Lex deleted
master
L1955[17:24:36] <LatvianModder> clearing
out old stuff it seems
L1956[17:24:46] <howtonotwin> Thereby
closing 60 PRs
L1957[17:25:02] <LatvianModder> LOL only
41 pr left
L1958[17:25:17] <LatvianModder> well
thats one way to solve issues :D
L1959[17:25:21] <howtonotwin> Can a
variant string inside a blockstate technically be named anything,
and still be used as long as the statemapper points to it? (like
"spamandeggs")
L1960[17:25:41] <howtonotwin> I think the
closing of everything was an accident, but meh
L1961[17:26:04] <tterrag> howtonotwin,
yes
L1962[17:26:19] <howtonotwin>
thanks
L1963[17:26:26] <LatvianModder> will
'master' be coming back though? I'd like it to stay as branches =
only version numbers
L1964[17:26:31] <howtonotwin> Nope
L1965[17:26:41] <howtonotwin> The plan
was to move away from master anyway
L1966[17:26:56] <LexDesktop> Master is
not coming back
L1967[17:26:57] <howtonotwin> Just not
like this :P
L1968[17:26:59] <tterrag> master was
already stale
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L1970[17:27:12] <LexDesktop> It just
makes things easier especially for a project like Forge where
things MAJORLY change between mc versions.
L1971[17:27:18] <LexDesktop> And PRs are
not transferable.
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L1973[17:27:35] <LexDesktop> Also, it
makes it easier for us to develop multiple versions at once
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L1975[17:28:05] <LexDesktop> I will
eventually be going through all the PRs that deleting master has
closed, but MOST of them are old as shit and havent been updated in
6+ months so we dont care.
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L1978[17:28:20] <LatvianModder> well
thats good
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L1980[17:28:50] <LexDesktop> Yours in
particular, SHOULD be updated to 1.10, but Im really not looking
forward to reviewing it u.u
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L1982[17:28:53] <LatvianModder> I never
knew which branch to targed.. for my all 2 PRs but still. Now we
always target latest version?
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L1984[17:29:15] <LexDesktop> In general,
yes, target the default branch when you create the PR.
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L1986[17:29:32] <LatvianModder> Right.
Also whats wrong with my PR? I target 1.10.x :P
L1987[17:29:41] <LexDesktop> If the
default branch changes while your PR is open {mc releases a new
version and we finish updating} its most likely gunna ask you to
update your branch
L1988[17:31:04] <howtonotwin> So I cloned
the Forge repo and ran gradlew setupForge, which folder should I
point Eclipse at? The root folder or "projects"?
L1989[17:31:17] <LatvianModder> Eclipse.
Ha
L1990[17:32:19] <LexDesktop>
neither
L1991[17:32:36] <LexDesktop> random
folder X, and then import existing projects from the projects
folder.
L1992[17:32:46] <howtonotwin>
Thanks
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L1996[17:35:00] <raoulvdberge> can
someone please PR in a helper to render fluids
L1997[17:35:07] <raoulvdberge> in
gui's
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L2003[17:39:48] <tterrag> eh, opening a
workspace to /projects is perfectly valid
L2004[17:39:52] <tterrag> but yeah,
either way works
L2005[17:40:10] <LexDesktop> it can kinda
derp up things if you just open /projects but ya
L2006[17:40:18] <tterrag> works for me
*shrug*
L2007[17:40:32] <tterrag> gitignore is
setup to ignore .metadata iirc
L2008[17:40:50] <LexDesktop> maybe i just
usually make an 'eclipse' folder and import the projects
L2009[17:41:18] <tterrag> which is fine.
but making the workspace a level above the projects makes it so you
can "import" the projects by just naming a new project
the same as the folder :P
L2010[17:41:23] <tterrag> which I like
:D
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L2013[17:45:18] <SquareWheel> For the
life of me, I can't get this to not draw purple blocks. Is there
any special rendering I need to call on a BlockFluidClassic like I
do for items/blocks?
L2014[17:58:35] <raoulvdberge> Is there a
way to get a fluidstack in itemstack form?
L2015[17:58:45] <raoulvdberge> Cause I
have seen mods that have their fluids in the creative tabs
L2016[17:59:03] <raoulvdberge> So I'm
wondering if they implemented an itemblock for that themselves or
if Forge provides some wrapper
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L2028[18:33:08] <Arctic_Wolfy> Hey, I'm
having a problem with Capabilities, it seams that it's not being
made when I log in to my world, but I did all the seam stuff as my
other one.
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L2031[18:33:46] <Arctic_Wolfy>
*same
L2032[18:34:36] <SquareWheel> I caused my
first MC crash. Hooray!
L2033[18:35:42] <Arctic_Wolfy> I've been
causing MC crashes all day.
L2034[18:36:30] <Arctic_Wolfy> I'm
modding so that's the reason...
L2035[18:36:36]
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L2036[18:37:41] <SquareWheel> Yeah, same
here. Just... poorly.
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L2038[18:39:32] <Arctic_Wolfy> For me...
I blame forge... B/c I think capabilities are forge. And I can't
seam to get them to work all the time.
L2039[18:42:14] <SquareWheel> That would
be Forge. Sorry, all I can do is point to the ReadTheDocs page or
the Github explanation that was linked earlier.
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L2041[18:57:00] <Arctic_Wolfy> The
problem with copy/paste... you don't always replace everything you
should...
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L2048[19:14:58] <SquareWheel> tterrag -
did you still want to see the result of running
setupDecompWorkspace through IDEA?
http://imgur.com/a/wGabs
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L2050[19:15:38] <SquareWheel> Seems to
only happen during Forge updates. Works fine if it's the same
version.
L2051[19:16:26] <TehNut> What is the
error for decompileMc
L2052[19:16:53] <SquareWheel> Wasn't sure
how to expand that.
L2053[19:17:08] <SquareWheel> Next Forge
update, will look harder...
L2054[19:20:03] <howtonotwin> Use the
clean task and decompileMc again
L2055[19:20:52] <SquareWheel> Will try
that too, thanks.
L2056[19:21:00] <howtonotwin> If that
doesn't work, cleanCache to REALLY nuke the culprit and
decompilMc
L2057[19:21:28] <SquareWheel> I'd just
been deleting the .gradle folder when things went awry. Seemed to
do the trick.
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L2059[19:21:49] <SquareWheel> The good
ol' nuclear option.
L2060[19:22:03] <howtonotwin> Doing that
will delete the decompiled code so we can see the error again
:P
L2061[19:22:13] <howtonotwin> it
literally makes it worse
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L2064[19:32:04] <SquareWheel> Seems
clear/legible to me. Might want to define "MRL" the first
time you use it?
L2065[19:32:13] <SquareWheel> I can't
comment on wiki syntax or Forge technicals.
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L2067[19:33:40] <howtonotwin>
Thanks
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L2081[20:18:34] <tterrag> SquareWheel,
I'd say I still don't know what the error is
L2082[20:18:41] <tterrag> IDEA must have
a log of some sort
L2083[20:18:46] <tterrag> in the end it
is still running a cmdline task
L2084[20:19:35] <SquareWheel> Yeah. Seems
weird it'd give a different result.
L2085[20:19:46] <SquareWheel> Could be
some sort of file lock as IDEA is running?
L2086[20:20:41] <tterrag> idk
L2087[20:20:47] <tterrag> but without an
actual stacktrace no one can help
L2088[20:21:57] <SquareWheel> Yeah, it's
no problem. I just wasn't sure that was even the intended way to
update Forge. I'll work on it as I go.
L2089[20:21:59] <kenzierocks>
SquareWheel: you are providing it enough memory right?
L2090[20:22:32] <SquareWheel> I haven't
customized memory allocation. It's whatever IDEA defaults to.
L2091[20:23:02] <SquareWheel> Actually, I
guess it's whatever gradle defaults to.
L2092[20:23:04] <tterrag> there is
nothing wrong with using the cmdline
L2093[20:23:12] <tterrag> some people
just find it more convenient to run gradle tasks from their
IDE
L2094[20:23:12] <kenzierocks> that's
bizzare
L2095[20:23:25] <kenzierocks> oh
L2096[20:23:26] <kenzierocks> wait
L2097[20:24:03] <kenzierocks>
SquareWheel: try "Add this line to
USER_HOME/.gradle/gradle.properties:
org.gradle.jvmargs=-Xmx3G"
L2098[20:24:14] <kenzierocks> that should
give you enough memory, and hopefully fix it
L2099[20:24:23] <SquareWheel> Alrighty,
will do, thanks.
L2100[20:24:24] <kenzierocks> how much
memory does your computer have?
L2101[20:24:30] <SquareWheel> Won't be
able to test until the next Forge update.
L2102[20:24:37] <SquareWheel> 16GB.
L2103[20:24:46] <kenzierocks> hmm, it
might be allocating just enough
L2104[20:24:55] <kenzierocks> why does it
only happen on forge update?
L2105[20:25:13] <kenzierocks> are you
sure it doesn't happen again if you run the `cleanCache`
task?
L2106[20:25:35] <SquareWheel> Not sure.
But I was able to run the command from within IDEA without it
breaking anything once already updated. I figured it wasn't
invalidating a cache or similar.
L2107[20:25:45] <SquareWheel> Honestly
really not sure how gradle is working behind the scenes.
L2108[20:26:04] <SquareWheel> I can try
the cleanCache tasdk.
L2109[20:26:06] <SquareWheel> task*
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L2111[20:28:06] <tterrag> cleanCache is
not necessary
L2112[20:28:10] <tterrag> almost
ever
L2113[20:28:15] <tterrag> unless you want
to redownload everything
L2114[20:28:34] <SquareWheel> Well that
broke some things.
L2115[20:29:12] <SquareWheel> Will try
decomp.
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L2117[20:29:35] <tterrag> because
cleanCache nukes EVERYTHING
L2118[20:29:42] <tterrag> and almost
never fixes ANYTHING
L2119[20:29:52] <kenzierocks> i'm not
looking to fix tterrag
L2120[20:29:54] <tterrag> its only valid
use is to clean up your harddrive if you are low on space
L2121[20:29:56] <kenzierocks> i'm looking
to trigger
L2122[20:30:05] <kenzierocks> also
cleanCache only nukes MC caches now i think
L2123[20:30:10] <SquareWheel> A
reproducable bug is much easier to solve.
L2124[20:30:13] <kenzierocks> i don't
think it clears the dependency cache
L2125[20:30:17] <tterrag> I doubt that,
cleanCache is a base gradle task
L2126[20:30:27] <kenzierocks> no
L2127[20:30:31] <kenzierocks> it's a FG
task
L2128[20:30:40] <kenzierocks> clean is a
gradle task
L2129[20:30:42] <tterrag> really?
L2130[20:30:44] <kenzierocks> yes
L2131[20:30:56] <tterrag> does gradle
provide no way to clear the dependency cache?
L2132[20:31:06] <kenzierocks> no
L2133[20:31:10] <kenzierocks> cd
~/.gradle
L2134[20:31:13] <kenzierocks> rm -rf
caches
L2135[20:31:23] <kenzierocks> you
shouldn't need to clear it
L2136[20:31:42] <tterrag> exactly, you
don't :P
L2137[20:31:56] <tterrag> FG's or not,
cleanCache is 99% of the time unnecessary
L2139[20:32:07] <tterrag> I believe
you
L2140[20:32:07] <kenzierocks> there's the
task definition
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L2142[20:33:00] <SquareWheel> I'm sure
you're right that it's not useful in most cases. No biggie in
seeing if it helps trigger the issue though.
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L2144[20:33:51] <SquareWheel> Pretty
reasonable memory usage during decompile step. CPU is getting
hammered though.
L2145[20:34:24] <kenzierocks> what MC
version are you building against?
L2146[20:34:31] <SquareWheel>
1.10.2
L2147[20:34:36] <kenzierocks> mmk
L2148[20:34:44] <raoulvdberge> can I use
generics on TE's?
L2149[20:34:47] <raoulvdberge> I guess
not?
L2150[20:34:52] <kenzierocks> what do you
mean?
L2151[20:35:10] <raoulvdberge> class
X<T> extends TileEntity {}
L2152[20:35:13] <kenzierocks> yea
L2153[20:35:15] <kenzierocks> why
not/
L2154[20:35:28] <raoulvdberge> Wouldn't
that fail on world read?
L2155[20:35:38] <kenzierocks> no
L2156[20:35:40] <raoulvdberge> As it
doesn't know for which type to instantiate with
L2157[20:35:43] <kenzierocks> generics
are erased at runtime
L2158[20:35:58] <kenzierocks> erm
L2159[20:36:00] <kenzierocks> at compile
time
L2160[20:36:09] <kenzierocks> generics
don't matter that much for running code
L2161[20:36:20] <kenzierocks> i can't
think of a valid usecase for this sort of thing though
L2162[20:36:54] <SquareWheel> Alright,
looks like the decompile failed. It ran for about 7 minutes.
L2163[20:37:04] <kenzierocks>
that's...strange
L2164[20:37:11] <SquareWheel> Will see if
I can find a log or similar to point to why that is.
L2165[20:37:12] <kenzierocks> are you
sure you can't get a log from intellij
L2166[20:37:22] <SquareWheel> You're the
expert. :)
L2167[20:37:28] <kenzierocks> try looking
in PROJECT_DIRECTORY/.gradle/gradle.log
L2168[20:37:43] <kenzierocks> not the
expert in intellij :P
L2169[20:37:56] <SquareWheel> Execution
failed for task ':decompileMc'.
L2170[20:38:01] <SquareWheel> Now you
know!
L2172[20:38:25] <tterrag> that tells
nothing
L2173[20:38:28] <SquareWheel> Yeah, just
says there was an exception - doesn't say what it is - and that I
should run it with --stacktrace for more.
L2174[20:38:34] <kenzierocks> ah
L2175[20:38:36] <kenzierocks> then
yes
L2176[20:38:40] <kenzierocks> set it up
to do that
L2177[20:38:44] <kenzierocks> maybe even
--info
L2178[20:38:55] <SquareWheel> Okay...
Presumably I can edit gradle tasks somewhere.
L2179[20:39:06] <kenzierocks> in
intellij, you can edit the run configuration
L2180[20:39:12] <SquareWheel> Ah, found
it.
L2181[20:39:13] <kenzierocks> like any
other run config
L2182[20:39:56] <SquareWheel> Alright,
will check back in 8 minutes or so.
L2183[20:40:59] <SquareWheel> Oh, that
actually failed in only 40 seconds.
L2184[20:41:18] <tterrag> because of the
cache which you nuked last time
L2185[20:41:21] <tterrag> .-.
L2186[20:41:31] <SquareWheel>
Right...
L2187[20:41:42] <SquareWheel> Partial
cache, I guess.
L2188[20:42:48] <SquareWheel> I wouldn't
be surprised if it is a memory issue. Even though it didn't show as
that large in the task manager, Java seems to find a way.
L2189[20:43:01] <kenzierocks> wut
L2190[20:43:16] <kenzierocks> if it was a
memory error you would have seen something very different
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L2192[20:43:32] <kenzierocks> gradle
either outright crashes or you get the OutOfMemoryError
L2193[20:43:51] <SquareWheel> Would that
show in the log without the --info flag?
L2194[20:43:58] <kenzierocks> yes
L2195[20:44:10] <kenzierocks> if you
pastebin your gradle.log I could tell you a little more
L2196[20:44:30] <SquareWheel> I'll do a
clean and try the recompile from a fresh state.
L2197[20:45:11] <kenzierocks> you said it
failed
L2198[20:45:16] <kenzierocks> pastebin
your log
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L2200[20:47:55] <SquareWheel> Sorry, the
log gets overwritten on every task. I think it'd be safer to work
off of a clean slate anyway though, rather than a partial
cache.
L2201[20:52:28] <SquareWheel> Just
reading the article linked above. I didn't realize gradle stored
info outside of the project folder. But that sure explains a
lot.
L2202[20:54:24] <SquareWheel> Caused by:
java.lang.OutOfMemoryError: Java heap space
L2203[20:54:40] <kenzierocks> are you
sure you put the line i told you to
L2204[20:54:52] <kenzierocks> in
~/.gradle/gradle.properties
L2205[20:54:58] <kenzierocks> not your
project .gradle
L2206[20:55:05] <kenzierocks> your home
.gradle
L2207[20:57:06] <SquareWheel> No, I was
actually going to do that right now. I wanted to get a reproducable
test case first to compare a before and after.
L2208[20:57:41] <SquareWheel> Wasn't
ignoring your suggestion - just takes ~10 minutes between
actions.
L2209[20:58:09] <kenzierocks> well it
wouldn't if you applied it
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L2211[20:58:23] <SquareWheel> You're
probably right.
L2212[20:58:31] <kenzierocks> the whole
reason it takes so long is java is desperately trying to free space
before crashing
L2213[20:58:42] <kenzierocks> it'll take
like 3min once you give it memory
L2214[20:59:06] <kenzierocks> also, we
should probably detect memory in ForgeGradle
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L2216[20:59:18] <kenzierocks> and throw
errors if it's too low
L2217[20:59:48] <SquareWheel> Any idea
why there's a difference between command line and IDEA triggering
it?
L2218[20:59:59] <kenzierocks> uhhh
nope
L2219[21:00:08] <kenzierocks> IDEA might
be using java 7 instead of java 8
L2220[21:00:22] <kenzierocks> because
java 8 allocates memory based on total
L2221[21:00:27] <kenzierocks> rather than
static amount
L2222[21:00:44] <SquareWheel> One thing I
noticed is that it seemed to run as a subprocess of Java. It's
possible IDE+gradle exceeded the limit, whereas gradle alone was
okay.
L2223[21:00:55] <SquareWheel> Whatever
Java max memory is set to.
L2224[21:01:05] <kenzierocks> maybe
L2225[21:01:13] <kenzierocks> i don't
bugger around with the IDE
L2226[21:01:39] <SquareWheel> Just one of
the reasons I like to break it down into a simpler test case. Makes
isolating variables easier.
L2227[21:06:35] <SquareWheel> Thanks for
your help kenzie. Creating the gradle.properties file with that
line looks to have worked, at least off a partial cache.
L2228[21:06:46] <kenzierocks> it should
work always
L2229[21:06:50] <kenzierocks> that's just
what's needed
L2230[21:17:03] <kenzierocks> what's the
recommended way to check if a tileentity is an inventory
L2231[21:17:06] <kenzierocks> and pull
things from it
L2232[21:17:14] <kenzierocks> i'm 95%
sure it's no longer IInventory
L2233[21:17:39] <kenzierocks> ah,
iitemhandler
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L2246[22:37:35] <killjoy> I've got a
share size of m&m's. Share size? More like AllForMe Size.
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またね)
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L2268[23:31:13] ***
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