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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/
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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] * howtonotwin looks interested
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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
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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
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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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L132[03:59:34] <LatvianModder> 01:22:23 <diesieben07> i am a new man. http://www.minecraftforge.net/forum/index.php/topic,41360.0.html
L133[03:59:34] <LatvianModder> That was good
L134[04:00:51] <LexDesktop> The funny part is he made another thread: http://www.minecraftforge.net/forum/index.php/topic,41364.0.html
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
L220[04:18:26] <LatvianModder> I just did a full rewrite and made an API and I want to SHOOT myself, that was so exhausting https://github.com/LatvianModder/FTBLib/commit/2962c3bf0aa049243d992419da816bfde28c956c
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/
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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] ⇦ Quits: alekso56 (~znc@2001:464b:c2aa:0:745d:45ff:fe3b:a098) (Ping timeout: 202 seconds)
L255[04:42:02] <LatvianModder> so use mc.thePlayer.closeGui()
L256[04:42:11] <Dread_Boy> GuiScreenTradeOptions is just GuiScreen
L257[04:42:49] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L258[04:43:01] <LatvianModder> still better use that closeGui method. that Could fix it
L259[04:44:11] ⇨ Joins: alekso56 (~znc@2001:464b:c2aa:0:745d:45ff:fe3b:a098)
L260[04:44:11] <Dread_Boy> Yep, that does it.
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L262[04:48:35] ⇦ Parts: Aroma1997 (~Aroma1997@2604:a880:800:10::168:d001) ())
L263[04:48:37] <Dread_Boy> Well, if I press Esc, Minecraft still calls displayGuiScreen(null)...
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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] ⇦ Quits: diesieben07 (~diesieben@abrarsyed.com) (Ping timeout: 182 seconds)
L267[04:53:52] <sham1> I
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
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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] ⇨ Joins: Koward (~Koward@2a02:2788:7d4:4dd:b19e:43ef:557a:f1e4)
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] ⇨ Joins: cpup (~cpup@32.218.112.67)
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] ⇦ Quits: killjoy (~killjoy@cpe-2606-A000-1118-C191-E543-77BA-4540-A7BA.dyn6.twc.com) (Quit: Leaving)
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L306[05:12:05] ⇨ Joins: CoderPuppy (~cpup@32.218.112.98)
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] ⇦ Quits: cpup (~cpup@32.218.112.67) (Ping timeout: 202 seconds)
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] ⇦ Quits: Katrix (~Katrix@2a02:fe0:cb10:2420:d85f:71f1:6798:eba3) (Ping timeout: 202 seconds)
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] ⇨ Joins: Katrix (~Katrix@2a02:fe0:cb10:2420:3dee:7372:aa77:73b)
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
L389[05:28:44] <LexDesktop> https://www.reddit.com/r/feedthebeast/comments/4xbaln/thoughts_on_this_not_mine/d6e87mi
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] ⇦ Quits: diesieben07 (~diesieben@abrarsyed.com) (Ping timeout: 198 seconds)
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] ⇦ Quits: CoderPuppy (~cpup@32.218.112.98) (Ping timeout: 182 seconds)
L398[05:33:13] <LatvianModder> covers1624: you could make a forge PR to make that hook
L399[05:33:32] ⇨ Joins: Naiten (~Naiten@86-102-28-253.xdsl.primorye.ru)
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
L447[05:38:43] <Naiten> MalkContent, i had custom armour. It was of regular shape, but note a difference - vanilla armour coat: http://i.imgur.com/hoVcw1U.png ; my armour coat: http://i.imgur.com/RrgpQMy.png
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] ⇦ Quits: tips48|away (~tips48@nope.bz) (Ping timeout: 202 seconds)
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
L475[05:42:44] <LexDesktop> https://www.reddit.com/r/feedthebeast/comments/4x8jgi/a_tale_of_broken_code_hopes_and_respect_or_why_i/
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] ⇨ Joins: CoderPuppy (~cpup@32.218.112.152)
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.
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L495[05:45:35] <LatvianModder> https://github.com/LatvianModder/LatBlocks/blob/1.9/src/main/java/com/latmod/latblocks/client/ItemBagColorHandler.java
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
L505[05:46:45] <LatvianModder> https://github.com/LatvianModder/LatBlocks/blob/1.9/src/main/java/com/latmod/latblocks/client/LatBlocksClient.java#L26
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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
L514[05:47:11] <Naiten> MalkContent, http://pastebin.com/uTeyTqYc
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*
L520[05:47:48] <gigaherz|work> sham1: https://github.com/gigaherz/Enderthing/blob/master/src/main/resources/assets/enderthing/models/block/blockEnderKeyChest.json#L78
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
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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
L552[06:01:08] <RANKSHANK> sham1 : https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/resources/assets/arbitraria/models/block/pot.json#L14
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] ⇨ Joins: cpup (~cpup@32.218.112.186)
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] ⇨ Joins: Landrus (webchat@77-56-229-124.dclient.hispeed.ch)
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
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L577[06:06:10] <LatvianModder> Can you even? because most can't even.
L578[06:06:16] <MalkContent> thanks :)
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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
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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] ⇦ Quits: diesieben07 (~diesieben@abrarsyed.com) (Ping timeout: 182 seconds)
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
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L615[06:16:40] <Landrus> http://pastebin.com/ZTTG93MU
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
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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
L624[06:19:13] <RANKSHANK> MalkContent yeah pita https://github.com/MinecraftForge/MinecraftForge/pull/3093 is for things like shitty armor glints anyhoo ;)
L625[06:19:26] <Ordinastie_> yeah \o/ http://puu.sh/qyDrU.mp4
L626[06:19:58] <Ordinastie_> associated code : http://puu.sh/qyDw0.png :D
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?
L629[06:20:30] <RANKSHANK> Landrus to keep the loader happy :P I use unpopulated variants https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/resources/assets/arbitraria/blockstates/breakable_pot.json
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
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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
L650[06:23:33] <Ordinastie_> <Ordinastie_> yeah \o/ http://puu.sh/qyDrU.mp4
L651[06:23:33] <Ordinastie_> <Ordinastie_> associated code : http://puu.sh/qyDw0.png :D
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 :(
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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
L672[06:27:43] <Ordinastie_> and very little code (still needs the JSON https://gist.github.com/Ordinastie/8e554458be39684451fdf7f15cc7a8c5)
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
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L680[06:29:26] <RANKSHANK> do you have a backend that caches the models for animation?
L681[06:29:30] <LexDesktop> https://www.youtube.com/watch?v=G-zthYFjk6s hehe
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 ?
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L699[06:35:20] <Naiten> Ordinastie_, this https://youtu.be/EzxN4FwCiS4?t=18s was made with lots of GL push/pop brackets and they are not linear, but have a tree-like structure
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] ⇨ Joins: cpup (~cpup@32.218.112.255)
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
L744[06:46:54] <Landrus> https://github.com/landrus/electricevolution
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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
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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...
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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
L770[06:51:49] <Naiten> Ordinastie_, https://www.youtube.com/watch?v=u6TrYZTnzkc
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
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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
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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
L793[06:55:33] <Naiten> BordListian, take a look at this, it may help you http://pastebin.com/SrMQFVrk
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...
L807[06:57:54] <Naiten> BordListian, take a look at my code http://pastebin.com/SrMQFVrk and at this chart http://greyminecraftcoder.blogspot.ru/2015/04/mapping-iblockstates-to-ibakedmodels.html
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
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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?
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L833[07:10:16] <Landrus> electricevolution:battery
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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
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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
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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 ;-)
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L857[07:17:21] <LatvianModder> show me your blockstate json and block model json
L858[07:17:56] <Landrus> one moemnt
L859[07:19:46] <Landrus> http://pastebin.com/MCgzTpQr
L860[07:20:00] <Landrus> thats actually all three of them
L861[07:20:35] <LatvianModder> https://github.com/LatvianModder/LatBlocks/blob/1.9/src/main/resources/assets/latblocks/blockstates/nether_chest.json#L2-L5
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?
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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
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L879[07:26:23] <Landrus> yes
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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
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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?
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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
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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*
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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
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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
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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...
L1012[07:44:01] <Landrus> giga is right: https://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html
L1013[07:44:04] <LatvianModder> protected is also package-local, TIL
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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
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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
L1030[07:50:57] <LatvianModder> https://xkcd.com/378/
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
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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
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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"
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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
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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
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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
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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
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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
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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, ...)
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L1194[09:47:10] <gigaherz> MalkContent: https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rocks/ItemOreRock.java
L1195[09:47:16] <gigaherz> example of an item with subitems
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L1197[09:48:28] <MalkContent> thx
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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
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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?
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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?
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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
L1235[09:58:31] <Ordinastie_> getting there : http://puu.sh/qyNdf.mp4
L1236[09:58:49] <gigaherz> notbad
L1237[09:58:55] <sham1> Nice
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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
L1248[10:01:27] <Ordinastie_> does someone have an idea why sometimes MC freezes and gets stuck here : http://puu.sh/qyNnh.png ?
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?
L1262[10:03:18] <Ordinastie_> oh wait : http://puu.sh/qyNwm.png :x
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
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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
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L1283[10:10:02] <Ordinastie_> ok, nevermind, it happens again :x
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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
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L1293[10:15:34] <Ordinastie_> that's the thing
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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 :/
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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?
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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
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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
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L1344[10:42:49] <raoulvdberge> Is there a ItemHandlerHelper#copyStackWithSize style method for fluid stacks?
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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
L1356[10:45:12] <Jolteffect> http://pastebin.com/mBycYTau
L1357[10:45:52] <Jolteffect> TE Code http://pastebin.com/rR8DUs54
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
L1365[10:46:57] <Jolteffect> http://pastebin.com/e4Y0RaTz
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>
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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
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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
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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.
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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
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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.
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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?
L1459[11:29:08] <Jolteffect> http://pastebin.com/e4Y0RaTz
L1460[11:29:15] <Jolteffect> maybe better if you see the entire TE
L1461[11:29:25] <Jolteffect> minus the new constructor
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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.
L1466[11:30:32] <Jolteffect> http://pastebin.com/1NsQVE0y
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.
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L1480[11:34:35] *** Mine|dreamland is now known as minecreatr
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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
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L1517[12:00:01] <gigaherz> https://twitter.com/therealgigaherz/status/764144366994788353
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
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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*
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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.
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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
L1631[13:03:05] <howtonotwin> https://github.com/MinecraftForge/Documentation/pull/61
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
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L1680[13:41:43] <howtonotwin> gigaherz: So the PR is good so far?
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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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L1717[15:35:36] <LexDesktop> GOD DAMMET tterrag ! https://github.com/MinecraftForge/MinecraftForge/commit/e74e5cb3f1af9b86675ccc4f289fbb716b29d5cd#commitcomment-18626677
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
L1732[15:44:06] <tterrag> copy SHA from here https://github.com/MinecraftForge/MinecraftForge/commits/master
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
L1750[15:57:54] <LexDesktop> https://github.com/MinecraftForge/MinecraftForge/commit/4cd0f88a691e7f126affd0a4f15054f3e3522439 :/
L1751[15:58:02] <LexDesktop> didnt keep the 'commited with' :/
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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
L1758[16:03:22] <tterrag> https://github.com/MinecraftForge/MinecraftForge/pull/3034/commits
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
L1773[16:07:09] <tterrag> http://stackoverflow.com/questions/3042437/change-commit-author-at-one-specific-commit
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
L1780[16:09:19] <gabizou> tterrag should I re-open this one? https://github.com/MinecraftForge/MinecraftForge/pull/2250
L1781[16:10:04] <tterrag> gabizou, rebase it to 1.10.x
L1782[16:10:16] <tterrag> you can't reopen it :P
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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?
L1786[16:12:49] <quadraxis> https://help.github.com/articles/defining-the-mergeability-of-pull-requests/
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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L1794[16:15:35] <tterrag> https://github.com/edx/edx-platform/wiki/How-to-Rebase-a-Pull-Request
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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.
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L1801[16:18:47] <LexDesktop> However, the skip java_home thing, take 10 seconds and update it.
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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?
L1820[16:24:41] <quadraxis> https://github.com/MinecraftForge/MinecraftForge#pull-requests
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.
L1840[16:28:15] <tterrag> http://pastebin.com/uTuq5qkv
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"))
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L1847[16:35:20] <shadekiller666> i should probably make a fresh clone of the 1.10.x repo :/
L1848[16:35:21] <shadekiller666> hmm
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L1850[16:37:01] <primetoxinz> !gm wakeUpPlayer
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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?
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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
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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.
L1903[16:52:48] <gigaherz> SquareWheel: http://mcforge.readthedocs.io/en/latest/gettingstarted/#from-zero-to-modding
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.
L1932[16:59:34] <gigaherz> https://github.com/MinecraftForge/Documentation
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
L1948[17:05:25] <gigaherz> try this: https://gist.github.com/gigaherz/2dbaaff11e32940cc9500e863071b69b
L1949[17:06:21] <SquareWheel> Is the Forge wiki still updated, at http://www.minecraftforge.net/wiki/ ?
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...
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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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L2063[19:26:34] <howtonotwin> Can someone please proofread the last commit ("Using Models")? https://github.com/MinecraftForge/Documentation/pull/61 Thanks.
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
L2138[20:32:00] <kenzierocks> https://github.com/MinecraftForge/ForgeGradle/blob/FG_2.2/src/main/java/net/minecraftforge/gradle/common/BasePlugin.java#L528-L533
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!
L2171[20:38:23] <kenzierocks> it should be in the intellij log https://intellij-support.jetbrains.com/hc/en-us/articles/206544519-Directories-used-by-the-IDE-to-store-settings-caches-plugins-and-logs
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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