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L1[00:11:01] <Unh0ly_Tigg> lex, in regards to the translation on serverside code, I know of at least 1 server mod that does irc connections, that posts achievement messages into irc alongside regular chat, it would need translations at some point.
L2[00:11:39] <killjoy> Unh0ly_Tigg, use TextComponentTranslation
L3[00:12:01] <killjoy> the server prints those to the console sometimes
L4[00:13:28] <McJty> I also need to do translations serverside in one of my mods
L5[00:13:40] <McJty> Because my mod supports item searching in a big storage
L6[00:13:51] <McJty> And that searching (on readable name) happens server side
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L9[00:15:26] <killjoy> it might be better to that client-side
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L11[00:16:52] <tterrag> exactly
L12[00:16:57] <tterrag> that's not a "need" that's a design flaw :P
L13[00:17:35] <McJty> So first send over thousands of items to the client to search them there?
L14[00:17:36] <McJty> Right
L15[00:17:44] <McJty> I'm talking AE2 like storage system
L16[00:17:52] <McJty> And searching an item in that based on what the user types
L17[00:17:55] <killjoy> and if there is no filter?
L18[00:17:55] <McJty> Can't do that client side
L19[00:18:06] <McJty> It doesn't show all the items. It shows inventories with items
L20[00:18:13] <McJty> Player clicks on inventory that is highlighted
L21[00:18:25] <killjoy> Here's an idea
L22[00:18:45] <killjoy> map the query to items client-side. send the qualified items to the server
L23[00:19:10] <McJty> If the player types 'e' that can be a big list
L24[00:19:36] <killjoy> send a list of numbers then
L25[00:19:50] <killjoy> ids are still short, right?
L26[00:20:04] <killjoy> actually, that's dumb
L27[00:20:23] <McJty> Some items have names that depend on meta
L28[00:20:26] <McJty> Or enchantments
L29[00:20:36] <McJty> Item names can even depend on NBT
L30[00:20:43] <tterrag> McJty: talk to henryloenwind
L31[00:20:47] <McJty> RFTools has such items
L32[00:20:51] <tterrag> afaik the inventory panel's searchign is entirely clientside
L33[00:21:02] <killjoy> well if it's in the nbt, the server has access to that
L34[00:21:16] <tterrag> killjoy: what you were saying is not dumb, it's actually how we manage it (basically)
L35[00:21:24] <tterrag> each item in the DB gets assigned a numeric ID
L36[00:21:43] <killjoy> Well it would still be better to serialize some itemstacks instead of managing the ids manually
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L39[00:25:51] <tterrag> killjoy: https://github.com/SleepyTrousers/EnderIO/blob/c70377e3e3325f701630d9cd46b70257a41fcf2f/src/main/java/crazypants/enderio/machine/invpanel/InventoryDatabase.java#L92-L100
L40[00:25:54] <tterrag> we do :P
L41[00:26:46] <tterrag> actually ID is always a hash https://github.com/SleepyTrousers/EnderIO/blob/c70377e3e3325f701630d9cd46b70257a41fcf2f/src/main/java/crazypants/enderio/machine/invpanel/InventoryDatabase.java#L84-L90
L42[00:27:03] <tterrag> hash collisions are technically possible but extremely unlikely. not sure if they are handled
L43[00:27:06] <tterrag> (not my code)
L44[00:28:17] <killjoy> I sure hope not.
L45[00:28:23] <killjoy> That guy's using 2 space indentations
L46[00:28:31] * Naiten got clear with quaternion rotations, yay! http://i.imgur.com/oosNHrh.png http://i.imgur.com/KTe1L00.png
L47[00:28:32] <tterrag> that is the EnderIO style settings
L48[00:29:00] <tterrag> Naiten: are they supposed to be randomly shifted?
L49[00:29:14] <Naiten> tterrag, that's a feature!
L50[00:29:16] <TehNut> i hope so
L51[00:29:23] <TehNut> I like the non-uniform look
L52[00:29:30] <tterrag> yeah it's not bad
L53[00:29:40] <killjoy> You should just make an album next time :p
L54[00:29:44] <Naiten> ^ the point of making seed and random generator
L55[00:30:11] <Naiten> killjoy, good idea -.-
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L57[00:31:12] <tterrag> McJty: I believe the gist of our system is: server gathers items -> server hashes items -> send hashes to client -> client requests items for displaying/creating by their hash
L58[00:31:22] <tterrag> this way the full item data is only ever sent for visible itmes
L59[00:31:58] <tterrag> and of course on serverside changes the updates are differential
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L63[00:36:48] <McJty> Yes but that will not solve the problem that I also have when I need to search items when there is no client
L64[00:36:56] <McJty> Which is something that I will have in my upcoming mod
L65[00:37:06] <McJty> i.e. a kind of 'programming logic' for item routing and such
L66[00:37:25] <killjoy> provide the "translations" yourself
L67[00:37:27] <McJty> With little 'programs' that can search the storage for stuff (based on constructed strings and so on)
L68[00:37:34] <McJty> What?
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L70[00:38:10] <killjoy> what do you mean programs?
L71[00:38:14] <killjoy> external tools?
L72[00:38:16] <McJty> OpenComputers
L73[00:38:18] <killjoy> oh
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L75[00:38:21] <McJty> No program inside MC
L76[00:38:22] <McJty> But not with OC
L77[00:38:24] <McJty> Own system
L78[00:38:39] <McJty> i.e. logic for item routing programmable by player
L79[00:38:46] <McJty> brb
L80[00:39:16] <killjoy> I say make them use actual data.
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L82[00:39:36] <tterrag> sorry but using localized names on the server is always a design flaw
L83[00:39:41] <tterrag> I have no advice other than that idea is flawed
L84[00:39:47] <tterrag> perhaps use other data, instead of names
L85[00:40:01] <killjoy> if they're smart enough to make a opencomputer program, they're smart enough to use unlocalized names.
L86[00:40:20] <tterrag> that's a bad UX, really. unloc names should be hidden
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L88[00:41:09] <killjoy> well no unlocalized per-se, but their ids
L89[00:41:15] <killjoy> expose nbt if you need it
L90[00:43:56] <McJty> Well, I respectfully disagree with the idea that is wrong to use localized names on the server
L91[00:44:25] <McJty> But afk now
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L94[00:48:54] <tterrag> it's not really something you can disagree with
L95[00:48:58] <tterrag> resources do not exist on the server
L96[00:49:09] <tterrag> english (and ONLY english) localizations existing is a massive hack workaround by mojang
L97[00:49:21] <tterrag> and mods should not rely on it as it could disappear (hence the deprecation)
L98[00:49:23] <killjoy> Could always do what worldedit does.
L99[00:49:46] <killjoy> https://git.io/v6gv5
L100[00:50:43] <tterrag> christ
L101[00:50:58] <killjoy> That's some legacy code from before named ids
L102[00:51:06] <killjoy> but I think it's still used
L103[00:51:27] <killjoy> so worldedit has to be updated every time a new item is added in order to use it (unless you use the numeric id)
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L107[01:09:23] <McJty> tterrag, btw, I guess that the enderio inventory panel will not be able to search on rftools dimlets correctly
L108[01:09:35] <tterrag> why not?
L109[01:09:42] <tterrag> does it not expose an IItemHandler ?
L110[01:09:45] <McJty> They have a localized name that is a combination of the dimlet and what they are about. i.e. Dimlet Biome Extreme Hills
L111[01:09:52] <McJty> what?
L112[01:09:58] <McJty> I'm talking about dimlets (items)
L113[01:10:05] <tterrag> ok
L114[01:10:10] <tterrag> why would that cause an issue for searching?
L115[01:10:21] <McJty> Well how are you going to handle that client side?
L116[01:10:28] <McJty> I mean the player types 'extreme'
L117[01:10:37] <McJty> How are you going to know client side what items that might return?
L118[01:11:29] <killjoy> include getLocalizedName() in the query
L119[01:11:50] <McJty> What?
L120[01:12:10] <McJty> What query. I thought the idea was to decide all matching items client side and send that to the server?
L121[01:12:25] <McJty> But client side you can't know that there exists something like 'Dimlet Biome Extreme Hills'
L122[01:12:43] <killjoy> I would match it using the items in the creative inventory
L123[01:12:48] <McJty> It isn't there
L124[01:12:55] <McJty> There are thousands of dimlets
L125[01:12:56] <killjoy> then I guess it wouldn't work
L126[01:12:59] <McJty> None are in JEI or creative tabs
L127[01:13:29] <tterrag> ok I take back what I said
L128[01:13:34] <tterrag> on first open, the entire DB is sent to the client
L129[01:13:43] <tterrag> so the client has all info about items to start
L130[01:13:47] <tterrag> thus it can lookup any localized name
L131[01:13:58] <McJty> Well that can be really huge
L132[01:14:04] <McJty> And also change all the time when items get adde
L133[01:14:05] <McJty> added
L134[01:14:20] <tterrag> as I said, updates are differential
L135[01:14:21] <killjoy> how do you think normal inventories do it?
L136[01:14:32] <tterrag> the entire DB is sent exactly once
L137[01:14:33] <McJty> Normal inventories don't have thousands of items typically
L138[01:14:43] <killjoy> same concep
L139[01:14:46] <killjoy> concept
L140[01:14:47] <McJty> Spread over possbily 10-50 inventories
L141[01:14:53] <McJty> Same concept yes, but not same volume or packet size
L142[01:15:20] <McJty> Means that every time the player would open the GUI of that panel a huge packet has to be constructed and sent to the client
L143[01:15:49] <tterrag> also, the clientside TE will cache the clientside DB
L144[01:15:55] <tterrag> it is only sent once
L145[01:16:04] <killjoy> you could send it when the chunk loads
L146[01:16:25] <tterrag> I think you are overestimating the size
L147[01:16:40] <tterrag> basic items are an integer
L148[01:16:49] <tterrag> NBT is more data, but that's maybe 10% or less of all items
L149[01:16:49] <McJty> Well what I'm working towards is AE2 style storages. i.e. millions of items
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L151[01:16:59] <killjoy> and the packets are also compressed
L152[01:17:02] <tterrag> millions of items yes
L153[01:17:04] <killjoy> I think
L154[01:17:07] <tterrag> millions of UNIQUE items no
L155[01:17:08] <tterrag> killjoy: yes
L156[01:17:29] <tterrag> stacksize is just another byte/int
L157[01:17:36] <tterrag> it doesn't really contribute to packet size
L158[01:17:47] <tterrag> your main concern is NBT, which is going to be a very small % of all items
L159[01:17:58] <killjoy> if anything, you just send a copy of every single itemstack on the server (you can merge them)
L160[01:18:11] <killjoy> well, not EVERY one, butyou know what I mean
L161[01:18:16] <McJty> Well I'm not convinced. But I ran out of time to discuss this anyway :-)
L162[01:18:38] <tterrag> you're not convinced test it yourself
L163[01:18:41] <killjoy> more if any use nbt
L164[01:19:14] <tterrag> it would not be hard to set up a packet which sends the entire DB and test how large it is
L165[01:19:17] <tterrag> compressed and uncompressed
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L167[01:19:36] <tterrag> if it's anything over a few kb for moderately sized networks, I'd be extremely surprised
L168[01:20:09] <tterrag> with agressive caching, even sending a 10-100kb packet once in a while is not that bad
L169[01:20:15] <killjoy> gotta love varints
L170[01:20:36] <tterrag> consider that most people have >1Mbit/s connections
L171[01:20:55] <tterrag> as with most things, premature optimization is the root of all evil
L172[01:21:04] <tterrag> try it, if it turns out to be infeasible, then don't do it
L173[01:21:05] <killjoy> so how big is the chunk packet normally?
L174[01:21:22] <killjoy> and that gets sent (128?) times.
L175[01:21:36] <killjoy> ..
L176[01:21:47] <killjoy> with 10 as default view distance.. 100
L177[01:22:08] <tterrag> not quite, view distance is past the current chunk, so it's 121
L178[01:22:15] <tterrag> iirc
L179[01:22:17] <killjoy> I was closer the first time
L180[01:22:24] <killjoy> but if this was the price is right, I would have gone over
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L184[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160815 mappings to Forge Maven.
L185[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160815-1.10.2.zip (mappings = "snapshot_20160815" in build.gradle).
L186[02:00:15] <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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L233[04:24:55] <sham1> Meh, kind of frusturated that I need at least 50 rep to comment a post in StackOverflow
L234[04:30:44] <auenf> need to buy more internet points?
L235[04:30:55] <sham1> Probably
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L237[04:31:30] <auenf> actually, is stackoverflow p2w?
L238[04:31:36] <sham1> Nah
L239[04:32:02] <auenf> welp, chrome says no internet browsing today
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L241[04:34:42] <sham1> foldl' (flip (:)) []
L242[04:35:02] <sham1> a creative way to flip a Foldable and make it into a list
L243[04:35:18] <ghz|afk> ah, they reset the passwords on purpose
L244[04:35:24] <ghz|afk> for a moment I was scared
L245[04:35:28] <ghz|afk> (curse)
L246[04:36:00] <sham1> Curses
L247[04:36:23] <ghz|afk> someone DID attempt a password recovery around 6am though
L248[04:36:26] <ghz|afk> that is more scary
L249[04:36:29] ⇦ Parts: sokratis12GR (~sokratis1@moritz30.de) ())
L250[04:36:42] <ghz|afk> pointless, though, unless they also had my email
L251[04:36:42] <ghz|afk> XD
L252[04:36:51] <ghz|afk> I guess they had a list of hacked email accounts
L253[04:36:57] <ghz|afk> and were spamming recovery links
L254[04:37:02] <ghz|afk> to see if any of them reached a hacked email
L255[04:37:25] <ghz|afk> anyhow email password reset also, just in case.
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L257[04:38:41] <ghz|afk> my 2900 poitns are still all present, which is good ;P
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L259[04:39:23] MineBot sets mode: +o on fry|back18aug
L260[04:39:33] <sham1> Dat feeling when your answer has more upboats than the accepted answer on StackOverflow
L261[04:39:44] <ghz|afk> lol
L262[04:39:52] <sham1> Feels bad man
L263[04:40:15] <Tazz> http://i.imgur.com/C1yB1C3.png thoughts anyone? D
L264[04:40:27] <sham1> nice
L265[04:40:29] *** amadornes[OFF] is now known as amadornes
L266[04:40:40] <sham1> Could never build something like that
L267[04:40:54] <sham1> Carpenter's blocks?
L268[04:41:13] <Tazz> yes
L269[04:41:27] <Tazz> mostly chisel + carpenter's blocks + microblocks in some spots
L270[04:41:28] <ghz|afk> fancy.
L271[04:41:48] <Tazz> and surprisingly I used the tinker's construct torches XD
L272[04:42:04] <ghz|afk> not chiseled torches? ;P
L273[04:42:13] <Tazz> nah :p
L274[04:42:30] <Tazz> the tinker's construct torches were better in this case XD
L275[04:42:59] <sham1> I need 30 more internet points in SO so I can comment to people
L276[04:43:03] <Tazz> XD
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L293[05:19:22] <LatvianModder> ChunkPos makes me mad. getCenterXPos() and getCenterZPosition(), seriously?
L294[05:25:16] <Tazz> http://i.imgur.com/JuQIuC2.png maybe I got a little too out of hand? XD
L295[05:25:33] <istasi> yes
L296[05:25:44] <Tazz> stupid vines didnt work :( XD
L297[05:26:29] <Tazz> I really like how that little lamp came out XD
L298[05:26:35] <LatvianModder> Is that John Smith RP?
L299[05:26:42] <Tazz> yes
L300[05:26:48] <Tazz> love it
L301[05:26:49] ⇨ Joins: minot (~minot@pool-100-1-168-123.nwrknj.fios.verizon.net)
L302[05:26:50] <LatvianModder> I love it
L303[05:26:51] <LatvianModder> ha
L304[05:26:54] <Tazz> fits the style Im going for right now
L305[05:27:05] <Tazz> also works good for the oriental build I did a while ago :P
L306[05:27:08] <LatvianModder> what are those bushes?
L307[05:27:16] <Tazz> the red/white leaves?
L308[05:27:19] <Tazz> chisel leaves XD
L309[05:27:29] <LatvianModder> I havent played with JS since.. well 2011 I think
L310[05:27:35] <Tazz> lol
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L313[05:31:47] <Tazz> I do have to say that if I turned around you wouldnt believe that I built that structure XD
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L320[05:59:36] <MalkContent> mm that's a tasty looking texture pack
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L322[05:59:56] <MalkContent> 32x32?
L323[06:01:34] <LatvianModder> Resource Pack*
L324[06:03:59] ⇨ Joins: CoderPuppy (~cpup@32.218.119.6)
L325[06:04:35] <sham1> Same difference
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L330[06:20:15] <MalkContent> what's it got besides textures?
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L335[06:28:51] <LatvianModder> animated textures
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L337[06:32:13] <MalkContent> huh. you can do that with a ressource pack?
L338[06:34:54] <LatvianModder> play with it
L339[06:35:19] <LatvianModder> thats the new name for texture packs, for few years now
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L342[06:36:35] <istasi> trying to figure how to self help abit, so wanted to try and find the code that checks for light level on seeds, so i found net.minecraft.items.itemSeed, not there, then checked Block.canSustainPlant, not there either ... could i get a hint where this might be hidden? -.-
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L344[06:41:16] <LexLap> well
L345[06:41:25] <LexLap> you're trying to figure out if the seed block..
L346[06:41:30] <LexLap> has light...
L347[06:41:37] <LexLap> as a block...
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L351[06:47:38] <istasi> mmh, ingame it doesn't check on placement, you can place a normal seed no problem regardless of current light level, light level can also be turned on/off without it changing, it seems the check happens on neighbourChanged?, but it only works this way on farmland, so i've checked BlockFarmland no light level related code in it, i would have guessed it would ahve had to be in neighborChanged given how it seems to work ingame
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L353[06:48:21] <istasi> am I thinking about this wrong ?
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L355[06:48:48] <quadraxis> by seeds, you mean wheat?
L356[06:49:00] <istasi> yes, normal standard minecraft wheat
L357[06:49:06] <quadraxis> BlockCrops
L358[06:49:41] <istasi> ohh, thanks!
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L362[06:50:41] <MalkContent> ik its the new name, but ressource packs also can have models if i'm not wrong
L363[06:50:48] <MalkContent> so there :P
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L365[06:53:51] <LatvianModder> Rarely
L366[06:54:12] <LatvianModder> I *think* the banner for JS said that there are models, but I havent installed it yet
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L368[06:59:52] <LexLap> ya my point was he was looking at the item form of the seeds for shit the block was doing...
L369[07:00:05] <LexLap> he should be looking at the BLOCK not everything around the block.
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L373[07:10:33] <LatvianModder> Lex, is there any reason for checking permissions for offline players? If not, context would be a lot smaller (because it wouldnt contain player and world)
L374[07:11:32] <istasi> lex, nope, your hint makes perfect sense now, i went at it completely wrong :)
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L377[07:13:29] <Javaschreiber> LatvianModder: Chunkloaded quarries
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L381[07:24:33] <LatvianModder> Those are.. damnit he quit. whatever. Those are all FakePlayers. And if not, shame on you, quarry creator
L382[07:27:31] <sham1> :P
L383[07:28:20] *** amadornes is now known as amadornes[OFF]
L384[07:28:31] <MalkContent> what happens if you check a block in an unloaded chunk? does it load?
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L386[07:30:06] <sham1> AFAIK yes
L387[07:31:23] <MalkContent> good enough for me
L388[07:33:04] ⇨ Joins: adox (~adoxes@87.69.240.9)
L389[07:36:13] <LatvianModder> Well, lets check
L390[07:36:13] ⇨ Joins: Naiten (Naiten@86-102-0-8.xdsl.primorye.ru)
L391[07:36:25] <LatvianModder> im pretty sure it returns AIR if you check it in unloaded chunk
L392[07:36:45] <LatvianModder> if you Set block, then it probably loads it, sets, unloads. though not sure
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L395[07:40:25] <LatvianModder> huh, nope, it actually loads chunk on both get and set
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L400[07:53:31] <Naiten> LatvianModder, i missed the thing, were you talking about getting blocks from unloaded chunks?
L401[07:54:11] <LatvianModder> <MalkContent> what happens if you check a block in an unloaded chunk? does it load?
L402[07:54:29] <LatvianModder> Turns out it does
L403[07:55:10] <MalkContent> o. thanks :)
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L405[07:56:37] <MalkContent> amadornes: i could swear that there rotation helpers/for that
L406[07:56:51] <MalkContent> +are
L407[07:57:12] <amadornes> yes
L408[07:57:13] <amadornes> there are
L409[07:57:19] <amadornes> TRSRTransformation
L410[07:57:26] <amadornes> but that doesn't fit my needs entirely
L411[07:57:33] <amadornes> it doesn't have all the vector projection systems I use
L412[07:57:46] <amadornes> maybe it can rotate renderers
L413[07:57:50] <amadornes> but it can't do the AABBs
L414[07:58:00] <amadornes> nor... any of the other stuff, really
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L416[07:58:23] <amadornes> and atm I'm getting to the point where raytracing has become too heavy...
L417[07:58:30] <amadornes> and I need to cache the AABBs
L418[07:58:51] <amadornes> because I can't be scaling them and rotating them in real time every tick :/
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L420[07:59:11] <amadornes> so yeah...
L421[07:59:14] <amadornes> quite painful
L422[07:59:23] <amadornes> but that's the thing with these kinds of projects
L423[07:59:43] <amadornes> they are so modular they require a crapton of optimizations
L424[07:59:45] <LatvianModder> you talking about MCMP?
L425[07:59:49] <amadornes> no
L426[07:59:50] <amadornes> SCM
L427[07:59:50] <LatvianModder> or SCM?
L428[08:00:12] <amadornes> I'm trying to get circuits working on walls
L429[08:00:42] <LatvianModder> is raytracing really that expensive there? iirc it was pretty simple to trace multiple boxes
L430[08:00:57] <LatvianModder> and iirc, every entitiy uses raytracing for falling. every tick
L431[08:01:23] <amadornes> yes Lat...
L432[08:01:35] <amadornes> but you forget the fact that I'm taking the boxes for all the components
L433[08:01:38] <amadornes> scaling them down
L434[08:01:40] <amadornes> and rotating them
L435[08:01:46] <amadornes> *EVERY GAME TICK*
L436[08:01:51] <amadornes> possibly multiple times
L437[08:01:59] <LatvianModder> how do you rotate them?
L438[08:02:10] <LatvianModder> sin/cos or the simple way?
L439[08:02:30] <amadornes> oh god no
L440[08:02:35] <amadornes> I've done sin/cos and quats in the past
L441[08:02:48] <amadornes> just +- and switching values around
L442[08:02:50] <LatvianModder> x = y ; y = 1 - x; is what I do to rotate around Y axis
L443[08:03:15] <amadornes> that sounds very wrong
L444[08:03:15] <Ordinastie_> that's how I do it : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/AABBUtils.java#L174
L445[08:03:22] <amadornes> considering you're altering the Y value...
L446[08:03:31] <Ordinastie_> LatvianModder, yeah pretty sure that doesn't work
L447[08:03:33] <amadornes> and that you're reading the x after you've changed it
L448[08:04:14] <amadornes> I just have this: http://ss.amadornes.com/ama-1471266238-566 :P
L449[08:04:38] <LatvianModder> err. I read that from my notebook lol. the actual formula is x1 = z0; z1 = 1 - x0;
L450[08:04:56] <amadornes> (bear in mind those rotations may not always work for you since I've tweaked them a bit to match my circuit's logic)
L451[08:05:03] <amadornes> * circuits'
L452[08:05:39] <Ordinastie_> but what does rotateFace NORTH means ?
L453[08:05:43] <Ordinastie_> from where ?
L454[08:06:10] <LatvianModder> https://github.com/LatvianModder/FTBLib/blob/1.9/src/main/lib/com/latmod/lib/math/MathHelperLM.java#L628-L679
L455[08:06:21] <amadornes> if you have an AABB that's flat against the ground
L456[08:06:27] <LatvianModder> This rotates the AABB IF the box is facing DOWN by default
L457[08:06:32] <amadornes> that method rotates it so that face is facing the direction you want
L458[08:06:34] <LatvianModder> which is what all normal blocks do
L459[08:06:46] <Ordinastie_> I prefer my method
L460[08:06:56] <amadornes> it's probably more versatile
L461[08:07:06] <amadornes> this one is just easier to use for what I want it :P
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L463[08:07:13] <LatvianModder> I prefer amas over ords. just because it doent have sin/cos
L464[08:07:26] <Ordinastie_> I don't either
L465[08:07:32] <amadornes> at least it's just an array lookup
L466[08:07:45] <amadornes> and not an actual calculation that's happening when you call the method
L467[08:08:16] <LatvianModder> one feature I really like about AABB - it automatically corrects min/max values in its constructo
L468[08:08:18] <LatvianModder> r
L469[08:08:38] <Ordinastie_> ah yes, I think that fixes the issue with your system
L470[08:08:56] <Ordinastie_> I remember I tried that first but before the auto fixing for the AABBs
L471[08:09:12] <LatvianModder> yeah, then you have to do it yourself
L472[08:09:18] <LatvianModder> had*
L473[08:11:06] <LatvianModder> how do I get minecraft to create texture_atlas_dump_textures_mipmap_0.png? (it did that somehow in my forge dev)
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L475[08:11:48] <amadornes> huh... okay... the source of lag may not be raytracing...
L476[08:11:52] <amadornes> it might be my TESR...
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L478[08:12:11] <amadornes> welp, time to preload some matrices
L479[08:12:17] <LatvianModder> does any of those ... how do you call individual part inside SCM?
L480[08:12:36] <LatvianModder> like mini block.. any of those miniblocks emit light?
L481[08:14:07] <amadornes> components
L482[08:14:12] <amadornes> and no, they don't
L483[08:14:16] <amadornes> but I could add something like that
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L485[08:15:52] <Ordinastie_> why do you need TESR ?
L486[08:16:02] <Ordinastie_> are they animated ?
L487[08:16:04] <amadornes> wires and torches flash all the time
L488[08:16:23] <amadornes> and doing it with an IBM would be quite laggy (in fact, the first alpha was *REALLY* laggy because of that)
L489[08:16:29] <amadornes> so I currently mix IBM and TESR
L490[08:16:52] <amadornes> things that don't need to update go in the IBM, and those that may change at any time go in the TESR
L491[08:18:00] <amadornes> hmm... caching the matrices didn't help much :/
L492[08:18:54] <amadornes> (and by that I mean that my FPS still drops from 220 to 65 with just 47 wires... :/)
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L499[08:36:59] <amadornes> upon further investigation...
L500[08:37:07] <amadornes> all my calculations put together take about 0ms
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L502[08:37:20] <amadornes> and pushing the quads through forge's pipeline takes over 10ms >_>
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L506[08:45:16] <amadornes> welp
L507[08:45:21] <amadornes> this doesn't seem easy to fix :/
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L509[08:48:04] <LatvianModder> You shoudve thought of name that involves A, so it could be SCAM. Fits very well with other mods like FML, FFS, etc :P
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L518[09:00:26] <Akka-Wakka> Hi. Is this the right place to ask a question about Forge's item rendering system?
L519[09:04:35] <Akka-Wakka> I'm looking to transform a held item model based on some arbitrary state of the time. E.g. Make the item smaller if it is damaged.
L520[09:05:17] <Akka-Wakka> But I can't see how to get the state into the IBakedModel class.
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L522[09:06:32] <OrionOnline> Can sombody tell me why this method causes a lot of strain while rendering through a TESR: https://github.com/SmithsGaming/SmithsCore/blob/Development-1.10/src/com/smithsmodding/smithscore/util/client/RenderHelper.java#L82-L85
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L527[09:15:36] <Koward> What new things do these "World Capabilities" allow us to mod ?
L528[09:16:39] <LatvianModder> I suppose the same as WorldSavedData, but better, right Abastro?
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L530[09:17:21] <raoulvdberge> I don't quite get the point of world caps myself too
L531[09:18:24] <LatvianModder> Just store custom data
L532[09:18:41] <raoulvdberge> But, WSD's can do that too
L533[09:18:58] <LatvianModder> Yes, and IEEP could do that too before that, but its depricated
L534[09:19:14] <raoulvdberge> what is the advantage with world caps over WSD's?
L535[09:19:20] <raoulvdberge> WSD's are pretty flexible
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L548[09:25:59] <OrionOnline> Anyone in the chat having experience with the FastTESR?
L549[09:26:05] <OrionOnline> I need some advice
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L560[09:46:39] <Naiten> When I see some newcommers complainging about modding being hard, i feel strange urge to say something like 'You merely adopted Forge. I was born in it, molded by it. I didn't see the IDE until I was already a man'...
L561[09:46:59] <kenzierocks> lol
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L563[09:50:55] <OrionOnline> Naiten, forged by forge I see what you did there :D
L564[09:56:53] <Naiten> OrionOnline, some guy told me i make art with rails, and i remembered that one dude actually forged a palm out of rail back in a day
L565[09:56:54] <Naiten> http://i.imgur.com/yAKdTAN.jpg
L566[09:57:38] <Naiten> i'd like to get an actual forge and learn some blacksmithing though
L567[09:58:21] <plathrop> Naiten I highly recommend it, it's a lot of fun, and very satisfying.
L568[09:59:58] <plathrop> Naiten if you are serious, pick up "The Backyard Blacksmith" by Lorelei Sims
L569[10:00:11] <Naiten> plathrop, is electric arc furnace a way to go, or only coal+blower is a good choice?
L570[10:01:01] <plathrop> Coal+blower is a great choice. I also like the propane forge for smaller work.
L571[10:01:47] <plathrop> Haven't played with the electric arc myself :-)
L572[10:02:28] <Naiten> thing is, i also wanted to try molding some stuff i need from aluminum, and i saw that video on YT
L573[10:02:44] <Naiten> Thomas Grant or how is the name of that guy
L574[10:03:10] <plathrop> the "King of Random" on YT has a great video on a small backyard foundry
L575[10:03:16] <Naiten> erm, yeah
L576[10:03:31] <Naiten> Grant Thompson, the King of Random
L577[10:03:35] <plathrop> yeah, that guy!
L578[10:03:37] <plathrop> :-)
L579[10:04:07] <plathrop> He's insane, I wouldn't do anything *else* he does w/o experience... but that foundry is actually really well designed and relatively safe.
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L581[10:05:41] <Naiten> well, this vid https://www.youtube.com/watch?v=JIlZsuRc9jQ makes me take a ply to arc furnace
L582[10:06:04] <Naiten> since i have no yard to work at
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L584[10:06:19] <Naiten> burning coal will require travelling somewhere
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L593[10:40:43] <SquareWheel> Last night I dreamt I fixed the bug that's been stumping me. Sadly, the imagined solution makes no sense in the real world.
L594[10:40:56] <diesieben07> lol
L595[10:41:29] <MalkContent> heh
L596[10:42:08] <TTFTCUTS> I've done that a few times
L597[10:42:44] <MalkContent> *wakes up* OF COURSE! I JUST HAVE TO FEED THE ORANGE TO THE WIZARD!
L598[10:43:21] <MalkContent> dreaming a solution worked for me way back when i was 12 or 13
L599[10:43:35] <MalkContent> dreamt how to finally beat the last level of worms armageddon
L600[10:43:57] <MalkContent> it was fantastic
L601[10:44:12] <SquareWheel> Oh that's cool. Some outside the box thinking?
L602[10:44:21] <TTFTCUTS> I've also had some novel ideas come to me in dreams
L603[10:44:48] <TTFTCUTS> one in particular was for a mod in another game, and nobody had come up with anything like it before
L604[10:44:57] <TTFTCUTS> and it even took several months for someone to work out how it worked
L605[10:44:59] <TTFTCUTS> :p
L606[10:45:49] <SquareWheel> I used to dream up a lot of game ideas when I was doing gamedev. Mostly went away, but still get the odd one.
L607[10:45:59] <MalkContent> i don't remember anymore. i only remember that it actually worked and i was more psyched by that than by beating the level
L608[10:48:33] <SquareWheel> Had one recently about a space RTS game where you could "zoom in" to go inside of various units. Zoom in on the mothership to see an entire map of smaller units and ships being produced inside. Those could be flown out of "port holes" to enter the real map and attack the enemy. Was strange, but actually looked fun.
L609[10:49:39] <TTFTCUTS> a shame that it'd mostly be eyecandy or sub-optimal for play
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L612[10:50:55] <SquareWheel> Yeah, really can't say how it'd translate to fun gameplay. Would probably spend all your time optimizing production inside the ships while neglecting the real battle outside.
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L614[10:54:42] <BordListian> QueuedSprites.Count == null
L615[10:54:46] <BordListian> maybe i'm tired
L616[10:54:59] <BordListian> or i spontaneously retarded
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L619[11:03:07] <TTFTCUTS> SquareWheel, consider a two-player game, where one commands the ships and the other manages the interiors :p
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L621[11:04:02] <BordListian> Guns of Icarus?
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L623[11:09:07] <MalkContent> or a multiplayer game
L624[11:09:07] <MalkContent> like ns2 in space
L625[11:09:55] <TTFTCUTS> a closer parallel in that respect would be battlezone
L626[11:10:07] <TTFTCUTS> but I'm talking an rts/management sim cross
L627[11:10:26] <BordListian> well
L628[11:10:31] <BordListian> i suppose
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L633[11:32:55] <thor12022> Homeworld + Artemis
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L644[11:51:44] <raoulvdberge> Is there a way to get the default fluid container from a fluid? :/
L645[11:52:07] <williewillus> thats not guaranteed to exist is it?
L646[11:52:09] <raoulvdberge> Trying to fill up IC2 liquids to a bucket using IFluidHandler#fill but it doesn't work on buckets
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L649[12:05:59] <OrionOnline> Anyone with experience in rendering Fluids inside a block in the chat?
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L651[12:11:16] <secknv> how do I use world.getEntitiesWithinAABB to get the object of specific block(which has a tileent associated)
L652[12:11:24] <williewillus> you don't
L653[12:11:27] <williewillus> the method gives you entities
L654[12:11:40] <williewillus> you call that method from your tile entity
L655[12:11:54] <secknv> wait a sec
L656[12:12:16] <secknv> last night I was looking at TileEntityMobSpawner and got some ideas
L657[12:12:33] <secknv> lemme try and run them by you so you can explain why it's stupid or why it wont work
L658[12:12:48] <williewillus> start with what you wanna accomplish first then go into details
L659[12:14:04] <secknv> basically I want a boolean set to true if the player is in range of a specific block && said block is redstone activated
L660[12:14:17] <secknv> and set to false otherwise
L661[12:14:49] <secknv> and then I'll use that bool in an if statement inside my IItempropertyGetter
L662[12:15:06] <secknv> to make the compass behave like I want
L663[12:15:12] <williewillus> okay then that changes the problem
L664[12:15:14] <secknv> in mod scenario or vannila scenario
L665[12:15:17] <williewillus> you want the search to come from the player
L666[12:15:53] <williewillus> where would you store this boolean?
L667[12:16:16] <secknv> looking at the spawner tile entities I saw a method they use to check if the player is in range
L668[12:16:29] <sunshinehunter> Hey there, I'm a bit stuck. First the more simple question: Can a Block object store metadata/damage? (in 1.7.10) Maybe I'm just missing something there
L669[12:16:41] <williewillus> sunshinehunter: no, Block objects should have 0 state
L670[12:16:56] <williewillus> metadata is just that, metadata on top of a Block object instance
L671[12:17:06] <secknv> TileEntityCoil: http://pastebin.com/8wD30509 ModCompass implements IItemPropertyGetter: http://pastebin.com/pUiWvEwh
L672[12:17:15] <williewillus> secknv: yes but it doesn't make sense to put the check in the te
L673[12:17:17] <williewillus> how would it turn off?
L674[12:17:18] <secknv> I put some comments to lead you on my ideas
L675[12:17:30] <secknv> turn what off
L676[12:17:37] <williewillus> say I am in range of a bunch of them and then someone breaks them all
L677[12:17:40] <williewillus> who resets the boolean?
L678[12:17:43] <williewillus> where is this boolean?
L679[12:17:50] <williewillus> the TE objects are destroyed when the block is broken
L680[12:18:03] <secknv> so it'd stay true
L681[12:18:07] <secknv> haha nice one
L682[12:18:27] <secknv> so it has to go on the compass class
L683[12:18:39] <williewillus> yeah just search all blocks around the player
L684[12:18:49] <williewillus> in that getSpawnToAngle
L685[12:18:58] <Ordinastie_> please don't
L686[12:18:59] <williewillus> I doubt you need the TE
L687[12:19:05] <williewillus> every few ticks
L688[12:19:10] <williewillus> Ordinastie_: suggest something better :P
L689[12:19:15] <williewillus> instead of saying no
L690[12:19:16] <BordListian> >search all blocks around the player
L691[12:19:23] <williewillus> > every few ticks
L692[12:19:27] <BordListian> goddamnit
L693[12:19:39] <Ordinastie_> for simplicity, looking for players nearby in the TE
L694[12:19:40] <secknv> it's only a range of 3 blocks
L695[12:19:50] <secknv> if i do it 1/second
L696[12:19:51] <williewillus> Ordinastie_: no, that's not going to work
L697[12:19:53] <Ordinastie_> or you can check TEs around the player
L698[12:20:02] <BordListian> i keep blockcoords in a seperate handler and clean it up every once in a while if the block it points to is no longer valid
L699[12:20:03] <Ordinastie_> williewillus, yes it would
L700[12:20:15] <BordListian> but that's pretty garbage aswell
L701[12:20:21] <williewillus> how is checking for TE'sw around any different from checking blocks around??
L702[12:20:32] <williewillus> and as he said it's a 3-radius
L703[12:20:35] <Ordinastie_> because you already have a list of TEs
L704[12:20:35] <secknv> Ordinastie_ a bit up I have pastebins of my TE
L705[12:20:35] <williewillus> which is nothing
L706[12:20:52] <williewillus> iterating the whole te list is a lot more expensive than iterating 3x3x3 block poses
L707[12:20:55] <BordListian> Ordinastie, that's so much worse
L708[12:21:04] <Ordinastie_> lol no
L709[12:21:12] <BordListian> if you're trying to get TE's in a 3 block radius around the player
L710[12:21:22] <secknv> pls don't fight because of me ahaha
L711[12:21:24] <BordListian> and the chunk is made of several hundred tile entities
L712[12:21:25] <Ordinastie_> well, admittingly, 3 blocks is not many
L713[12:21:27] <williewillus> it's not fighting
L714[12:21:33] <williewillus> it's finding the simplest solution
L715[12:21:40] <williewillus> which is getBlockState and check in a 3x3x3
L716[12:21:49] <BordListian> i disagree
L717[12:21:52] <williewillus> why
L718[12:21:53] <BordListian> implement a quadtree
L719[12:21:58] <williewillus> lol
L720[12:22:01] <BordListian> clearly the best variant
L721[12:22:01] <williewillus> it's a 3x3x3
L722[12:22:04] <williewillus> every 1 second :P
L723[12:22:10] <Ordinastie_> also, 3 blocks around the player, to me is 7x7x7
L724[12:22:18] <secknv> ^
L725[12:22:28] <secknv> xD
L726[12:22:31] <Lumien> Alternatively just keep a seperate list of the tile entity you want to search for
L727[12:22:32] <williewillus> alright then distribute it over several ticks
L728[12:22:39] <williewillus> well we're tryuing to eliminate the TE here
L729[12:22:41] <Lumien> That should be pretty fast to go throuhg
L730[12:23:06] <Lumien> Why?
L731[12:23:16] <secknv> but can't i just keep the isPlayerNearby on the TE and have like a "whenDestroyed" method set it to false
L732[12:23:38] <secknv> is there not a method that's called when the TE is destroyed?
L733[12:23:40] <Ordinastie_> you have to recheck regularly
L734[12:23:54] <secknv> like the spawner
L735[12:24:06] <secknv> the mob spawner does the player check on the TE
L736[12:24:24] <Ordinastie_> but yes, you would need to either disable when block is destroyed, or double check the TE is actually here in your property getter
L737[12:24:26] <istasi> Entity.raytrace whats the 2nd argument for, partialTicks?
L738[12:25:22] <OrionOnline> Anyone in here experience with rendering Fluids with a FastTESR?
L739[12:25:26] <Ordinastie_> anyway you have 2 possibilities
L740[12:25:33] <Ordinastie_> either have the TE check for players around
L741[12:25:46] <Ordinastie_> or have the item check for blocks/TEs arounds
L742[12:25:56] <secknv> either way I need to have a search for TEs in my property getter how am i going to know which instance of the TE class do i want
L743[12:26:19] <Lumien> Keep a list of your te's, go through them every whatever and check whether one of them is close enough
L744[12:26:19] <secknv> like the TE has a this.messUpCompass boolean
L745[12:26:21] <Ordinastie_> if for some reason you really don't want a TE, then yes, manually checking for blockpos will be the only viable option
L746[12:27:52] <secknv> also, another problem is with the player check in the TE and the redstone Enabled/disabled in the block class
L747[12:28:13] <secknv> my If statement in the TE needs playerNear && redstone enabled
L748[12:28:28] <secknv> how do I get that info from the corresponding block's instance
L749[12:28:30] <secknv> ?
L750[12:28:53] <Ordinastie_> the power should be stored in the state
L751[12:29:02] <sunshinehunter> Okay, then to the next question.. I want to generate some TE ores, which are initialized with metadata. How would I now generate something with metadata? I'm using a fork of FWG, because a friend asked me to add modded ores to it https://github.com/OwlDreams/Fun-World-Gen/blob/master/src/main/java/fwg/data/Planets.java#L77 https://github.com/OwlDreams/Fun-World-Gen/blob/master/src/main/java/fwg/map/MapG
L752[12:29:02] <sunshinehunter> enPlanets.java#L21
L753[12:29:11] <secknv> I guess my question is how do I get from the TE instance to the corresponding block instance?
L754[12:29:25] <Lumien> te.worldObj.getBlockState(te.pos)
L755[12:29:48] <secknv> Lumien that for me?
L756[12:29:50] <sunshinehunter> All the blocks are stored in a Block array, so I don't really now how I should now add ItemStacks with metadata to it
L757[12:29:51] <Lumien> yes
L758[12:29:52] <secknv> thx
L759[12:30:07] <Ordinastie_> sunshinehunter, update to 1.10.2
L760[12:30:27] <sunshinehunter> lol
L761[12:31:27] <Ordinastie_> it's not a joke
L762[12:31:49] <Ordinastie_> there is no support for older versions
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L765[12:33:59] <sunshinehunter> Really? That's not even my mod, I'm just trying to help out a friend, and updating it isn't really an option
L766[12:38:00] <secknv> so in my TE class this.worldObj.getBlockState(this.pos) gives me the block state of the corresponding block instance
L767[12:38:33] <secknv> in my block class I added a PropertyBool ENABLED
L768[12:38:59] <secknv> and in mentioned block class blockstate.getValue(ENABLED) is a boolean
L769[12:39:41] <secknv> so I tried putting this ".getValue(ENABLED)" in the TE class
L770[12:40:19] <secknv> as you might guess "ENABLED can't be resolved to a var" is what I got
L771[12:40:32] <McJty> secknv, worldObj.getBlockState(pos).getValue(ENABLED)
L772[12:40:35] <McJty> You can do that in your TE
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L774[12:41:03] <McJty> You of course need to static import ENABLED from the block class
L775[12:41:08] <McJty> Or else use a fully qualified name
L776[12:41:11] <secknv> oh ok
L777[12:41:13] <McJty> i.e. YourBlock.ENABLED
L778[12:41:22] <secknv> so thats what I missed
L779[12:41:24] <secknv> 1 sec lemme try
L780[12:42:04] <secknv> ok all good thx ^
L781[12:42:08] <secknv> ^^*
L782[12:42:28] <McJty> I use IDEA and it suggests that kind of thing
L783[12:42:41] <McJty> i.e. if you type just ENABLED it will suggest a static import from a nearby class
L784[12:42:43] <Ordinastie_> that's basic programming knowledge though
L785[12:42:55] <secknv> I just missed it because derp
L786[12:42:57] <secknv> xd
L787[12:43:22] <secknv> but now some other basic programming knowledge is messing with me
L788[12:43:40] <secknv> if ENABLED is static, doesn't that mean it's the same for all the instances?
L789[12:43:55] <Ordinastie_> it does
L790[12:43:56] <McJty> yes of course
L791[12:44:05] <McJty> The value differs per block in the world obviously
L792[12:44:13] <McJty> i.e. that value (usually) depends on meta
L793[12:44:18] <McJty> But the property itself is unique
L794[12:44:19] <Ordinastie_> you only have one instance of the block too
L795[12:44:26] <secknv> oh ok
L796[12:44:34] <McJty> (in contrast with TE's)
L797[12:44:41] <secknv> so the property is unique
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L799[12:44:51] <secknv> but it can have different values in different instances?
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L801[12:45:08] <secknv> is that the gist of it?
L802[12:45:10] <McJty> ENABLED is a property that is mapped to a metavalue in your block code
L803[12:45:19] <McJty> i.e. you probably have getMetaFromState and getStateFromMeta in your block
L804[12:45:22] <secknv> yes 8 in this case
L805[12:45:25] <McJty> That's how it gets a value
L806[12:46:10] <secknv> so the block doesn't actually have "enabled = true" written on it
L807[12:46:15] <secknv> all it has is the metadata
L808[12:46:35] <Ordinastie_> the block doesn't have anything
L809[12:46:37] <secknv> and the program reads that and interprets "oh it's enabled"
L810[12:46:45] <secknv> so wtf is going on then
L811[12:47:02] <Ordinastie_> your block class is just a "type of block"
L812[12:47:35] <Ordinastie_> that type of block can have properties associated
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L814[12:48:18] <Ordinastie_> the world stores the id of the block and the metadata data for each position
L815[12:48:43] <secknv> and every property is read and translated into metadata?
L816[12:48:49] <Ordinastie_> yes
L817[12:49:02] <Ordinastie_> thats why you need getStateFromMeta and getMetaFromState in your block
L818[12:49:09] <Ordinastie_> so that the worlds know how to store it
L819[12:49:44] <Ordinastie_> and that's why you need a TE if you have more data than can not be stored in only 4 bits
L820[12:49:59] <Ordinastie_> because TEs do have a separate instance for each position
L821[12:50:13] <secknv> so the world is basically like a big json of {chunk 1:{coord1:blockID,blockMeta}}
L822[12:50:28] <Ordinastie_> if you want to see it like that yes
L823[12:50:35] <Ordinastie_> technically it's an array
L824[12:50:55] <Ordinastie_> and block id is combined with the metadata in there
L825[12:51:30] <secknv> and the coords are the index ?
L826[12:51:44] <Ordinastie_> it's a bit more complicated but basically, yes
L827[12:52:03] <Ordinastie_> and when you do world.getBlockState(pos), it reads that value, and gets the corresponding IBlockState
L828[12:52:14] <secknv> i see
L829[12:52:34] <McJty> Note that some properties don't map to meta. But don't worry about that yet
L830[12:52:47] <secknv> when you say you only have one instance of the block and you have many instances of TEs
L831[12:53:02] <secknv> it means 1 instance makes 50 blocks
L832[12:53:10] <McJty> No
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L834[12:53:15] <McJty> Say you have a furnace
L835[12:53:20] <McJty> If you have five furnaces in your world
L836[12:53:21] <secknv> each block has 50 TE instances on each respective one?
L837[12:53:26] <McJty> There is still only one furnace block instance
L838[12:53:31] <McJty> But there are 5 furnace TE's
L839[12:53:37] <secknv> that's what I said
L840[12:53:45] <secknv> maybe my wording was poor ahah
L841[12:53:48] <Ordinastie_> no that's not what you said
L842[12:54:02] <secknv> that's what I thought* and failed wording sorry
L843[12:54:06] <McJty> Every furnace in the world corresponds to one TE
L844[12:54:32] <secknv> so you said 5 furnaces have the same instance?
L845[12:54:52] <secknv> the same instance of the BlockFurnace*
L846[12:54:54] <Ordinastie_> they're represented by the same Block instance, but each position has its own TE
L847[12:55:15] <Ordinastie_> like I said Block is actually BlockType
L848[12:55:50] <secknv> so help me understand what I mean if I say 1 instance of BlockFurnace is making 5 furnaces
L849[12:56:26] <secknv> i.e. why is this wording wrong
L850[12:56:28] <McJty> It is worded a bit weird
L851[12:56:36] <McJty> The BlockFurnace is not 'making' those 5 furnaces
L852[12:56:47] <Ordinastie_> well, kinda
L853[12:56:49] <secknv> oh I see what you mean lol
L854[12:56:50] <McJty> It is just a description or type that each of these 5 furnaces share
L855[12:57:16] <McJty> While the TE's of those furnaces are not shared (well the code is since they use the same TE code)
L856[12:57:27] <McJty> But the data that belongs to each furnace is different
L857[12:57:32] <McJty> Like what it is currently cooking
L858[12:57:34] <McJty> How much time is left
L859[12:57:41] <McJty> That differs per furnace and so is stored in the TE
L860[12:58:20] <McJty> So if you need to store anything more complicated then a simple 4 bit number with your block you usually need a TE
L861[12:59:08] <secknv> so following up on that, the "boolean messUpCompass" I have on my TE needs to be accessed with the right instance -> the TE on the block I near me
L862[12:59:38] <McJty> yes, something like ((YourTileClass)world.getTileEntity(pos)).messUpCompass
L863[12:59:38] <secknv> some1 was saying I could make a list of all my TEs and iterate though it for the one that's in range?
L864[12:59:50] <McJty> That depends on what you want to do?
L865[13:00:01] <McJty> I don't have such lists in my code
L866[13:00:09] <Ordinastie_> secknv, I advise against that
L867[13:00:11] <McJty> But I have plenty of TE's. Just depends on what you're doing
L868[13:00:17] <McJty> and yes, don't store references to TE's
L869[13:00:24] <Ordinastie_> or well, actually not really
L870[13:00:26] <Ordinastie_> that can work
L871[13:00:26] <McJty> That's dangerous unless you're very careful and know what you're doing
L872[13:00:39] <McJty> Well certainly don't do it client side. That's guaranteed to break
L873[13:00:42] <Ordinastie_> WeakRef ftw
L874[13:00:53] <secknv> basically the whole point of this is: the TE is for a copper coil, when I power the coil I want it to make compasses point to it like irl
L875[13:00:53] <McJty> But even server side you have to be careful if you store it in a TE that is in a different chunk then the other TE
L876[13:00:57] <McJty> And one chunk gets unloaed
L877[13:01:18] <Ordinastie_> secknv, you should focus on the rest first
L878[13:01:19] <McJty> What if there are more coils in the vicinity?
L879[13:01:27] <secknv> that will come later on
L880[13:01:36] <secknv> right now i'm nooby noob simple code
L881[13:01:53] <secknv> but if there are more coils it'll average it and point in the middle basically
L882[13:02:04] <secknv> or not I'll think about that later
L883[13:02:08] <McJty> What's the range?
L884[13:02:16] <secknv> for now only 1 coil or crash is good for me
L885[13:02:19] <secknv> 3 block range
L886[13:02:40] <secknv> so i have already made the IItemPropertyGetter to override the vanilla one
L887[13:02:42] <McJty> Ok, for only 3 block range I would have the coil scan a 7x7x7 block around it every few ticks
L888[13:02:50] <McJty> What?
L889[13:02:55] <McJty> Why do you need that?
L890[13:03:06] <secknv> to make the compass point at the coil insted of the spawn
L891[13:03:10] <secknv> no?
L892[13:03:16] <Ordinastie_> yes
L893[13:03:50] <secknv> 1 sec I get a pastebin
L894[13:03:53] <McJty> Not sure what the compess actually is. It is another block? And how will it actually point?
L895[13:04:04] <Ordinastie_> it's the actual vanilla compass
L896[13:04:11] <Ordinastie_> that points to spawn
L897[13:04:23] <McJty> ah that one
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L899[13:04:49] <secknv> http://pastebin.com/gMG4pM0L
L900[13:04:51] <McJty> Hmm, that makes my suggestion a bit harder
L901[13:05:05] <secknv> look here this is the method in the compass that I need to change
L902[13:05:09] <Ordinastie_> secknv, tbh, don't bother with the compass interaction yet
L903[13:05:36] <McJty> brb
L904[13:05:39] <secknv> so what should I bother with
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L906[13:05:47] <Ordinastie_> do the rest
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L908[13:05:54] <Ordinastie_> have your block work first
L909[13:06:11] <secknv> yes my block is already working and has a neat lil texture
L910[13:06:24] <secknv> the lever turns it on but there is no indicator in game rn
L911[13:07:01] <Ordinastie_> F3 displays the current state for the block, so you can check it does work at least
L912[13:07:22] <secknv> ok imma do rn
L913[13:07:35] <Ordinastie_> gtg anyway
L914[13:08:55] <secknv> have a nice whatever you're doing
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L923[13:21:38] <diesieben07> this is the single best post ever. http://www.minecraftforge.net/forum/index.php/topic,35151.msg219946.html#msg219946
L924[13:22:52] <McJty> oh my
L925[13:23:03] <McJty> I think I'm going to move my laptop to speed up gradle
L926[13:23:04] <McJty> :-)
L927[13:24:15] <secknv> when I add a new property to my block
L928[13:24:24] <sham1> "Leave the gradlew.bat file alone. Then just make sure you have JDK installed, the newest one and it will work."
L929[13:24:25] <sham1> Umn
L930[13:24:26] <sham1> Wat
L931[13:25:01] <secknv> wait what
L932[13:25:24] <MalkContent> someone only even slightly less informed than me will read those posts and follow their advice
L933[13:25:46] <sham1> Feels good to have almost a hundred reputation in StackOverflow
L934[13:26:08] <secknv> how do I add a property to BlockStateContainer?
L935[13:26:09] <sham1> Who knew that helping newbie java devs is so lucrative
L936[13:26:34] <raoulvdberge> you help newbie java devs just for the SO reputation? :P
L937[13:26:36] <secknv> too bad irc reputation aint a thing
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L939[13:27:11] <secknv> I'd feel less bad if i payed y'all in "thumbs ups"
L940[13:27:15] <sham1> Well, when their questions are about stuff like "What is System.in used for in Scanner"
L941[13:27:22] <howtonotwin> To add a property, you can get the existing properties from the container, add the new ones to the resulting (immutable!) collection, and then make a new container from the new collection
L942[13:27:59] <secknv> my block has facing and enabled
L943[13:28:36] <secknv> I have a method down there called createBlockState()
L944[13:28:50] <secknv> that returns new BlockStateContainer(this, FACING)
L945[13:29:08] <secknv> do I to do something with that for the ENABLED
L946[13:29:15] <sham1> You add the other property there with the FACING
L947[13:29:19] <howtonotwin> Its varags, just stick enabled after facing.
L948[13:29:31] <secknv> (this, FACING, ENABLED)?
L949[13:29:34] <sham1> yes
L950[13:29:36] <howtonotwin> Yes
L951[13:29:46] <secknv> thx
L952[13:29:52] <secknv> lemme try and run it now
L953[13:30:11] <Ordinastie_> secknv, please read that : http://mcforge.readthedocs.org/en/latest/
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L956[13:30:29] <sham1> I have to go to school tomorrow
L957[13:30:33] <sham1> #FeelsBadMan
L958[13:30:36] <secknv> ahaha
L959[13:30:40] <secknv> still summer hollidays here
L960[13:30:53] <sham1> when did your holiday start
L961[13:31:20] <secknv> first week of june
L962[13:31:29] <sham1> ah
L963[13:31:45] <secknv> but I had exams in the first part of the last half of june
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L965[13:31:59] <secknv> and now it's till the end of september I think
L966[13:32:31] <sham1> Also, this year will be painful because matriculation exams
L967[13:33:08] <secknv> univ?
L968[13:33:27] <secknv> i'm starting univ this september
L969[13:34:18] <sham1> Upper secondart
L970[13:34:26] <sham1> If everything goes well, I can start uni next year
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L972[13:35:50] <secknv> ok wtf
L973[13:36:02] <secknv> so I go ingame and everything works perfectly
L974[13:36:08] <secknv> all the properties and stuff
L975[13:36:19] <secknv> the block has texture while I'm holding it
L976[13:36:34] <secknv> but when i place it it's black and purple crap
L977[13:36:41] <secknv> what did I miss?
L978[13:36:52] <sham1> Did you set the model for all the permuations?
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L981[13:37:45] <secknv> yes in the blockstates
L982[13:38:03] <secknv> east/west/south/north you mean
L983[13:38:51] <secknv> crap laptop's outta battery
L984[13:39:00] <MalkContent> bwwwww... when installing egit, which packages do i want?
L985[13:39:06] <secknv> well I go home and figure this out
L986[13:39:28] <secknv> back in ~2h
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L988[13:39:36] <sham1> the one that allows you to use git commands from command line in eclipse
L989[13:40:26] <MalkContent> what about Eclipse Git Team Provider - Gitflow support and Task focused Interface?
L990[13:41:23] <Rallias> So... about how long does extractForgeRangemap take normally?
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L992[13:41:50] <Ordinastie_> MalkContent, that's what I use : http://puu.sh/qCoQR.png
L993[13:43:10] <MalkContent> no jgit?
L994[13:43:37] <MalkContent> *java implementation of git
L995[13:43:43] <Ordinastie_> don't know, that's the one provided with eclipse
L996[13:43:56] <MalkContent> (not sure if that is called jgit. i just saw jgit written somewhere)
L997[13:43:56] <MalkContent> huh.
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L999[13:45:31] <MalkContent> a well. ill just click all the things xcept source and java impl o git apache and lts support
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L1021[13:52:26] <Rallias> How do I disable optimize imports in Idea?
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L1024[13:54:17] <RANKSHANK> Rallias there's an option in settings/Editor/Ispections
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L1030[14:11:23] <heldplayer> Oh my god https://github.com/blog/2224-change-the-base-branch-of-a-pull-request
L1031[14:11:28] <heldplayer> Finally
L1032[14:11:48] <RANKSHANK> wat
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L1034[14:11:49] <amadornes> YES
L1035[14:11:51] <amadornes> FINALLY \o/
L1036[14:11:53] <plathrop> shweet!
L1037[14:11:58] <amadornes> I was about to post it here, held
L1038[14:12:06] <amadornes> but you ninja'd me >_>
L1039[14:12:08] <RANKSHANK> the messiah has come in the form of scottjg
L1040[14:12:10] <Ordinastie_> love the branch name
L1041[14:12:10] <heldplayer> Muahahaha beat you ama <3
L1042[14:12:21] <sham1> yay github
L1043[14:12:26] <sham1> Maybe you will be worth using again
L1044[14:14:04] <tterrag> just in time for all the accidentally closed PRs
L1045[14:14:05] <tterrag> lol
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L1050[14:22:27] <illy> yay, now the only thing left is for github to give us sane branch perms and then we're golden :D
L1051[14:23:14] <tterrag> or just sane perms in general
L1052[14:23:20] <tterrag> issues-only, etc
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L1055[14:24:34] <secknv> ok so when I add the property ENABLED to my block it gets black&purple when I place it
L1056[14:24:38] <illy> ok time to figure out how to parse this json then the bot should be read for the most part
L1057[14:24:46] <secknv> What in the blockstates do I need to add
L1058[14:25:10] <secknv> json
L1059[14:25:22] <secknv> The blockstate json
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L1061[14:28:20] <secknv> Evry1 dieded?
L1062[14:28:34] <Rallias> I'm having a case of moronic mondays. What am I doing wrong? https://gist.github.com/rallias/aa96ecf4175629e8f37d5039cb22739f
L1063[14:29:58] <Ordinastie_> Rallias, well only logger being null can cause NPE here
L1064[14:30:03] <Ordinastie_> that means logger is not set
L1065[14:30:04] <Rallias> ...
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L1067[14:30:09] <Ordinastie_> that means preInit is not called
L1068[14:30:10] <Rallias> I forgot an eventhandler.
L1069[14:30:12] <Rallias> *sigh*
L1070[14:30:22] * Rallias goes to grab more coffee.
L1071[14:30:23] <Ordinastie_> yep
L1072[14:30:50] <Ordinastie_> at least you were right about the symptom :p
L1073[14:31:00] <tterrag> you can just do logger in static init
L1074[14:31:13] <Ordinastie_> also that
L1075[14:31:31] <Rallias> Yeah, well, I could do that, but this is something I just want to push out the door.
L1076[14:31:50] <Rallias> And I don't care enough to figure out how to deal with the logger in static init.
L1077[14:32:08] <secknv> Ordinastie_ everything works as it should except for a texture
L1078[14:32:23] <Ordinastie_> public static Logger log = LogManager.getLogger(modid);
L1079[14:32:38] <secknv> Because I added the ENABLED property block no longer has texture when placed
L1080[14:32:51] <Ordinastie_> read the link I posted earlier
L1081[14:32:51] <secknv> What thing do I need to add in the blockstates json
L1082[14:33:06] <secknv> What link
L1083[14:33:20] <Ordinastie_> mcforge.readthedocs.io/en/latest/
L1084[14:33:57] <secknv> Im on mobile cus laptop dieded didnt have that in history
L1085[14:36:27] <secknv> Ok finally got that page to open
L1086[14:36:38] <secknv> #reallybadnethere
L1087[14:36:51] <secknv> Lol thanks for the link
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L1090[14:41:24] <MalkContent> o fuck me
L1091[14:41:33] <RANKSHANK> k
L1092[14:41:46] <MalkContent> *makes gitrepository* *fucks workspace*
L1093[14:42:02] <RANKSHANK> I'm gonna say it again...
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L1095[14:42:23] <RANKSHANK> That site gits the best of us :D
L1096[14:42:44] <MalkContent> :P
L1097[14:43:33] <MalkContent> a well
L1098[14:43:34] <MalkContent> sources still there
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L1100[14:44:09] <MalkContent> how does one create a git repository without fucking with the forge dev setup?
L1101[14:44:30] <ghz|afk> you jsut... create it?
L1102[14:44:38] <RANKSHANK> wait forge dev branch?
L1103[14:44:45] <MalkContent> no
L1104[14:44:45] <RANKSHANK> intellij or eclipse?
L1105[14:44:58] <MalkContent> eclipse. used egit
L1106[14:44:58] <MalkContent> it errored
L1107[14:45:12] <ghz|afk> I use Tortoisegit in windows
L1108[14:45:13] <RANKSHANK> mdk repo? or dev repo? :P
L1109[14:45:26] <MalkContent> mdk
L1110[14:45:30] <ghz|afk> and so far, using "create repository here" has never messed up any mod folder
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L1112[14:46:09] <RANKSHANK> ahh it's probably the same :P I always used an external program to pull to local, and then rand the gradlew commands
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L1115[14:46:18] <RANKSHANK> pointed eclipse to the local repo once it was built
L1116[14:46:30] <RANKSHANK> worked every time 90% of the time
L1117[14:46:34] <RANKSHANK> ;)
L1118[14:47:43] <Ordinastie_> MalkContent, I make the repo on Github and clone it into the dir of the project
L1119[14:48:06] <Ordinastie_> then make a java project at the same place
L1120[14:48:18] <Ordinastie_> then you put the mdk there and setup
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L1123[14:49:56] <Rallias> https://github.com/rallias/FR2352Test <- What am I doing that's so thouroghly mangling my access transformer?
L1124[14:50:03] <MalkContent> gonna do that then
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L1127[14:51:12] <Ordinastie_> Rallias, what do you mean ?
L1128[14:51:29] <Rallias> The access transformer works in a gradle environment, but not in an obfuscated environment.
L1129[14:52:34] <Ordinastie_> put it in META-INF
L1130[14:52:53] <Rallias> Line 45 of build.gradle
L1131[14:54:19] <Rallias> It's in the meta-inf, but still ignored.
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L1133[14:57:17] <Ordinastie_> is the line present in the manifest ?
L1134[14:57:22] <Rallias> Yep.
L1135[14:57:25] <Ordinastie_> is the AT present in the jar ?
L1136[14:57:51] <Rallias> In the base directory.
L1137[14:58:05] <Ordinastie_> <Ordinastie_> put it in META-INF
L1138[14:59:02] <Rallias> ... I knew I was doing something moronic... misreading your statement falls in that category.
L1139[15:01:45] <MalkContent> Ordinastie: so in baby steps, i clone the repository, chose a folder
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L1141[15:02:08] <MalkContent> then a folder gets created inside that folder with the name of the repo
L1142[15:02:22] <MalkContent> and then you start eclipse with the workspace set to the latter folder?
L1143[15:02:50] <Ordinastie_> Import Project from Git > Chose folder > Make Java Project from it, put it in the same folder
L1144[15:03:38] <Ordinastie_> no, the workspace directory is just where eclipse will store the list of projects and their locations
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L1148[15:13:19] <MalkContent> Ordinastie: "Chose folder" is repo folder or workingspace? juuust to be doubly sure
L1149[15:13:44] <Ordinastie_> directory for the project
L1150[15:14:04] <Ordinastie_> where you will unzip the MDK
L1151[15:15:45] <MalkContent> do i make the workingspace mdkunzipdestination or mdkunzipdestination/eclipse ?
L1152[15:15:55] <ghz|afk> doesn't matter
L1153[15:16:11] <ghz|afk> I think
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L1155[15:16:12] <MalkContent> project directory*
L1156[15:16:12] <Ordinastie_> The workspace folder is irrelevant
L1157[15:16:22] <ghz|afk> the project will be in eclipse/
L1158[15:16:30] <ghz|afk> but youcan just attach it (add existing project to workspace)
L1159[15:16:44] <Ordinastie_> wait there is an ecplise folder? ôO
L1160[15:16:53] <ghz|afk> i nthe mdk, yes
L1161[15:17:03] <Ordinastie_> ah yes, I don't use that
L1162[15:17:06] <ghz|afk> with .metadata/.plugins/
L1163[15:17:15] <MalkContent> when i set up the mdk, there's an eclipse folder, yea
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L1165[15:18:30] <MalkContent> so ill set the project location to mdkfolder/eclipse, yes?
L1166[15:18:43] <Ordinastie_> I don't personally
L1167[15:18:59] <Ordinastie_> I set it to mdkfolder
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L1169[15:19:24] <Ordinastie_> I think th eclipse folder is for the debug config but I do that manually anyway
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L1177[15:36:46] <MalkContent> *punches eclipse*
L1178[15:37:32] <Ordinastie_> maybe if you treated it better, it would play nice with you :p
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L1180[15:39:44] <MalkContent> so I'm in the import git wizard
L1181[15:40:10] <MalkContent> and am at select wizard for prjoect import
L1182[15:40:33] <MalkContent> and I'm chosing "Import using New Project Wizard", yes?
L1183[15:40:51] <Ordinastie_> yes
L1184[15:40:56] <Ordinastie_> then select Java Project
L1185[15:41:27] <MalkContent> and set the java project location to where the mdk is gonna be
L1186[15:41:49] <Ordinastie_> set the project location at the same place you set the git checkout
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L1188[15:42:22] <Ordinastie_> what's your github ?
L1189[15:43:08] <MalkContent> see, i chose a different place than that
L1190[15:43:26] <Ordinastie_> <Ordinastie_> Import Project from Git > Chose folder > Make Java Project from it, put it in the same folder
L1191[15:43:30] <MalkContent> thinking it'd mirror what i do in my fuckabout-folder in the repo
L1192[15:43:39] <MalkContent> no errors now
L1193[15:44:01] <Ordinastie_> what's your github project ?
L1194[15:44:28] <MalkContent> https://github.com/MalkContent/ArcaneStorageAndSecurity.git
L1195[15:44:51] <Ordinastie_> hum, do you really want your project be ASS ? ><
L1196[15:45:17] <howtonotwin> FML?
L1197[15:45:23] <MalkContent> hehe
L1198[15:45:33] <MalkContent> ^^
L1199[15:45:46] <MalkContent> (yes)
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L1201[15:47:59] <MalkContent> asas officially ofc
L1202[15:47:59] <Ordinastie_> I thought I'd make a quick vid
L1203[15:48:12] <Ordinastie_> but it doesn't record right click menus
L1204[15:48:18] <Ordinastie_> nor eclipse menus :s
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L1206[15:49:02] <MalkContent> im hoping its working now. waiting on the mdk (grabbed the new one while i was at it
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L1208[15:50:08] <MalkContent> comes with a .gitignore ... i was wondering how all those files stayed out of other people repos
L1209[15:50:33] <howtonotwin> Honestly we're just as bad as Hermione when it comes to initialisms and acronyms.
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L1211[15:51:27] <MalkContent> every time i read that name
L1212[15:51:27] <MalkContent> i think of a spacecraft called Hermi-1
L1213[15:52:01] <Ordinastie_> good for you, every time I read that name, I think jailbait
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L1215[15:55:38] <MalkContent> fair enough
L1216[15:57:49] <howtonotwin> Would it be possible (as a purely theoretical exercise ofc I won't implement this) to create a World that distorts space to use non-Euclidean geometry by munging getBlockState and setBlockState?
L1217[15:57:57] <RANKSHANK_mob1> Jails are gonna be pretty full if that's the bait they're using ;)
L1218[15:58:31] <Ordinastie_> howtonotwin, not possible
L1219[15:58:39] <williewillus> you would need to change the saving
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L1221[15:58:58] <Ordinastie_> I mean it would be more a job for the renderer
L1222[15:59:01] <Ordinastie_> I think
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L1225[16:03:31] <Vigo> What do I put in the super when extending BlockStairs? I have super(Blocks.STONE_BRICK_STAIRS.getDefaultState()); for now but I cant help but feel there is a better way to do it
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L1227[16:04:29] <Vigo> Also where is the default minecraft jsons for blocks like stairs to use as a template for the json for stairs that I can mod in
L1228[16:04:47] <williewillus> no you don't pass that state
L1229[16:04:52] <williewillus> you pass the state that you are a stair of
L1230[16:05:10] <williewillus> so vanilla stone brick stairs would pass the actual stone brick block to super
L1231[16:05:30] <williewillus> they're in the assets folder with everything else
L1232[16:05:38] <Vigo> so if wanted to make a stair of hardened clay it woudl be super(Blocks.Hardened_Clay.getDefaultState())? or seomthing like that
L1233[16:05:39] <MalkContent> there we go. looks fine now. thanks Ordi
L1234[16:05:58] <williewillus> Vigo: yes
L1235[16:06:01] <Vigo> thanks ill try it
L1236[16:06:30] <Ordinastie_> remember to add the resource forlder to the buildpath
L1237[16:07:03] <secknv> ok everything is working just fine
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L1239[16:07:40] <secknv> now how do I get the right instance of my TE from inside my IItemPropertyGetter
L1240[16:09:26] <SquareWheel> Probably a silly question, but do BlockFluids use blockstates?
L1241[16:09:47] <Ordinastie_> secknv, world.getTileEntity(pos)
L1242[16:10:00] <williewillus> SquareWheel: yes
L1243[16:10:11] <secknv> but I dont know the pos
L1244[16:10:17] <SquareWheel> Oh wow, thanks.
L1245[16:10:19] <williewillus> you need to find it
L1246[16:10:32] <williewillus> SquareWheel: forge fluids have a set-and-forget wormhole that takes of it all for you though
L1247[16:10:37] <williewillus> see the forge test mods on github
L1248[16:10:48] <williewillus> *takes care
L1249[16:11:30] <SquareWheel> I'll check it out, thanks.
L1250[16:11:34] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json
L1251[16:11:41] <SquareWheel> It's really tricky to find 1.10 mods with blockfluids to compare against.
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L1253[16:12:55] <SquareWheel> Excellent, has dynbucket code too.
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L1255[16:14:40] <Vigo> Wheres the default minecraft assets/blockstates located I cant seem to locate it anywhere.
L1256[16:14:54] <secknv> look for stone_brick_stairs
L1257[16:15:00] <williewillus> do a global search
L1258[16:15:03] <Vigo> kk
L1259[16:15:03] <williewillus> double shift in idea
L1260[16:15:09] <secknv> in the minecraft.whatever.blockstate
L1261[16:15:13] <secknv> I just saw it there
L1262[16:15:19] <SquareWheel> External Libraries > forgeSrc-xxx > assets > minecraft > blockstates
L1263[16:15:35] <secknv> it just isnt called simply "stairs"
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L1265[16:16:45] <Vigo> thanks foudn it
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L1268[16:19:03] <secknv> so my TE class has a method that returns it's pos
L1269[16:19:12] <secknv> but to use it I need the right instance
L1270[16:19:19] <secknv> and to get instance I need pos
L1271[16:19:27] <secknv> pls help
L1272[16:20:15] <LatvianModder> wot is this https://github.com/MinecraftForge/MinecraftForge/pull/3198
L1273[16:20:31] <tterrag> secknv: all TEs already store their POS
L1274[16:20:48] <tterrag> so, what you were doing was already pointless :P
L1275[16:21:53] <SquareWheel> So these test mods just throw all the classes into one giant file?
L1276[16:21:59] <williewillus> yeah :P
L1277[16:22:14] <williewillus> it's easier to have it all in one because it's just a demonstration
L1278[16:22:15] <SquareWheel> I mean... makes ctrl+f-ing faster at least.
L1279[16:22:25] <Vigo> How do I open the default minecraft jsons? I get the message "problem opening editor for *: system editor can only open base resources
L1280[16:22:47] <tterrag> Vigo: eclipse? change your file associations to open them in the system editor
L1281[16:22:47] <SquareWheel> Which IDE are you using?
L1282[16:22:51] <williewillus> LatvianModder: commented then they closed lol
L1283[16:22:53] <tterrag> erm
L1284[16:22:58] <tterrag> *built-in editor
L1285[16:23:00] <tterrag> NOT system editor
L1286[16:23:16] <Vigo> Eclipse Neon
L1287[16:23:20] <Ordinastie_> williewillus, but what's the point of fastTESR again ?
L1288[16:23:35] <Vigo> kk ill try that
L1289[16:23:41] <secknv> yes i had that problem too and eclipse just told to go get this editor from the marketplace
L1290[16:23:46] <williewillus> tesr's that do not directly touch GL state (e.g. they only use the tess) can be batched together
L1291[16:24:18] <Ordinastie_> but then why using a TESR in the first place ?
L1292[16:24:31] <williewillus> you have dynamic rendering? :P
L1293[16:25:10] <williewillus> a tesr can only be using the tess but rendering different things dynamically based on the TE
L1294[16:25:50] <Ordinastie_> but if a thing doesn't move, it shouldn't be a TESR
L1295[16:26:00] <williewillus> wat
L1296[16:26:07] <williewillus> the information can dynamically change
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L1299[16:26:53] <secknv> whatever I do I always need to have something search for nearby TEs on my compass IItemPropertyGetter if I want the compass to point at mentioned nearby TEs no?
L1300[16:27:03] <williewillus> yes
L1301[16:27:15] <Ordinastie_> humf, fair enough
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L1304[16:27:31] <secknv> is this where I use that world.getEntitiesWithinAABB ?
L1305[16:27:32] <Ordinastie_> secknv, keyword : search
L1306[16:27:34] <shadowfacts> yes, having a better wifi connection decreases the amount of memory you need for decompilation: http://www.minecraftforge.net/forum/index.php/topic,35151.msg219946.html#msg219946
L1307[16:27:43] <williewillus> secknv: no. tile entity != entity
L1308[16:27:56] <secknv> yes crap wrong method
L1309[16:27:59] <secknv> so what method
L1310[16:28:10] <SquareWheel> shadowfacts - this explains so much.
L1311[16:28:14] <Ordinastie_> you manually loops through positions until you find your TE
L1312[16:28:34] <SquareWheel> Having better internet means you can download ram at a faster speed.
L1313[16:28:41] * shadowfacts gasps
L1314[16:28:45] <shadowfacts> it all makes sense now
L1315[16:28:50] <LatvianModder> williewillus: now I feel bad lol http://ss.latmod.com/pc/2016-08-16_00.28.40.png
L1316[16:29:05] <shadowfacts> lol
L1317[16:29:07] <williewillus> LatvianModder: i mean someone else would've said the same thing anyway
L1318[16:29:17] <RANKSHANK> lol offshore decomp ftw
L1319[16:29:36] <secknv> is there a place where all the positions of my TEs are already listed that I can loop through?
L1320[16:30:40] <williewillus> no
L1321[16:30:45] <williewillus> loop coordinates
L1322[16:30:48] <secknv> or when you say loop throught positions you mean literally all possible positions within set radius
L1323[16:30:53] <williewillus> yes
L1324[16:31:06] <secknv> isn't that really a big performance failure
L1325[16:31:09] <williewillus> no
L1326[16:31:10] <williewillus> it's a tradeoff
L1327[16:31:21] <williewillus> if you keep a list of positions you spend more memory
L1328[16:31:24] <secknv> if I wanted a range of 10 blocks
L1329[16:31:33] <secknv> it'd be 11*11*11
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L1331[16:31:42] <Ordinastie_> secknv, yes, that method is costly and you can't increase the size
L1332[16:31:49] <Ordinastie_> but for now, it will be enough
L1333[16:32:04] <illy> shadowfacts: that thread is the gift that keeps on giving :D
L1334[16:32:07] <Ordinastie_> because to be honest, you clearly lack programming knowledge to do something better optimized
L1335[16:32:13] <shadowfacts> if you're really that concerned about performance, you can store the positions to check in a queue and check one per tick
L1336[16:32:20] <shadowfacts> also what Ordi said
L1337[16:32:25] <LatvianModder> secknv: there is no other way to KNOW where your other entities are, even if you kept them, you'd still have to loop though all of them
L1338[16:32:25] <williewillus> one per tick is kinda overkill
L1339[16:32:25] <shadowfacts> illy, yup xD
L1340[16:32:40] <shadowfacts> (yes, but that's not my point)
L1341[16:32:49] <secknv> with a radius of 3 that's 343 possible positions
L1342[16:33:03] <williewillus> well it's up to you to choose the tradeoff
L1343[16:33:05] <Ordinastie_> that's short enough
L1344[16:33:13] <Ordinastie_> I think
L1345[16:33:14] <shadowfacts> radius of 3 or diameter of 3, because those are completely different
L1346[16:33:19] <williewillus> and yeah that's mall enough just do it over 1-3 ticks
L1347[16:33:32] <shadowfacts> radius of 3: 6^3 diameter of 3: 3^3
L1348[16:33:47] <secknv> I did 7³
L1349[16:33:47] <Ordinastie_> he wants 7x7x7 for start
L1350[16:34:27] <LatvianModder> tile entities are stored in hashmap
L1351[16:34:32] <LatvianModder> of chunk
L1352[16:34:39] <secknv> still if I had a list of TE pos, I'd need to have 343 placed to have to check 343 stuffs
L1353[16:34:41] <LatvianModder> so it itsnt that big of a hit on performance
L1354[16:34:51] <Ordinastie_> that would be the best solution for bigger zone, the TE map in chunk
L1355[16:35:05] <secknv> what is this sorcery you speak of
L1356[16:35:07] <LatvianModder> you can iterate though 100000 in milliseconds
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L1358[16:35:34] <secknv> so in the chunk every TE pos is known?
L1359[16:35:34] <LatvianModder> actually, im just gonna check how much items I can iterate trough in one second
L1360[16:36:38] <LatvianModder> basically, minecraft stores tile entities in hashmaps of chunks. when you use getTileEntity(), it gets Chunk first, then TileEntity. It doesnt actually scan ALL tile entities in world, that would be super wasteful
L1361[16:37:31] <williewillus> LatvianModder: make sure the JIT doeesnt screw your primitive benchamrks :P
L1362[16:38:21] <secknv> well since I clearly lack programming knowledge to do something better optimised I think I'll start with a for loop that checks every one of those 343 blockpos for my TE
L1363[16:39:22] <secknv> once again thanks for the tips y'all and dw since you guys have already done like 50% of I'll probably put your names in the mod credits
L1364[16:39:33] <secknv> of it* shshs
L1365[16:39:36] <secknv> ahaha*
L1366[16:39:41] <secknv> jesus gnight
L1367[16:39:45] <williewillus> by the way you can get an iterable of BlockPos'es using BlockPos.getAllInBox
L1368[16:39:56] <williewillus> so you don't have to make a triple nested for loop
L1369[16:39:56] <secknv> noted
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L1372[16:42:22] <Ordinastie_> I long for the time someone who actually knows how to code, comes in here asking for help :s
L1373[16:43:09] <Ordinastie_> and we would only give details about forge and not dispensing java lessons :(
L1374[16:43:16] <RANKSHANK> I think the ones that know don't come visit ;)
L1375[16:44:58] <ghz|afk> or are the ones helping
L1376[16:44:59] <ghz|afk> ;P
L1377[16:46:00] <RANKSHANK> O.o maybe I'm the only bumbling one here :D
L1378[16:46:18] <Vigo> after makign the class for a stair and all the json, my "stair block" renders as a cube but you can walk up it like a stair, any idea ho to fix it?
L1379[16:46:29] <williewillus> errors in the log?
L1380[16:46:36] <Ordinastie_> that's a model issue
L1381[16:46:46] <Ordinastie_> the collision is determined by your class
L1382[16:46:58] <RANKSHANK> ^
L1383[16:47:07] <Vigo> mm yes, a bunch of model errors in the console
L1384[16:47:19] <williewillus> what yes and what do they say?
L1385[16:47:20] <Ordinastie_> it's always the models... ><
L1386[16:47:30] <williewillus> *-what
L1387[16:47:41] <Vigo> Exception loading model for variant res:BlockStairs0#facing=south,half=top,shape=outer_right for blockstate
L1388[16:47:42] <Vigo> and so forth
L1389[16:47:49] <RANKSHANK> I swear every other question is models :P
L1390[16:47:51] <williewillus> where is your blockstate json
L1391[16:47:55] <williewillus> located
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L1393[16:48:26] <Ordinastie_> RANKSHANK, you'd assume there would be more demand for a system that doesn't need JSONs...
L1394[16:48:37] <Vigo> src/main/resources/assets/res(modid)/blockstates
L1395[16:48:45] <williewillus> show the blockstate json
L1396[16:48:55] <Vigo> paste the entire thing?
L1397[16:49:00] <williewillus> pastebin it yes
L1398[16:49:03] <Vigo> kk
L1399[16:49:24] <williewillus> is it named BlockStairs0.json? if not that's your issue
L1400[16:49:29] <RANKSHANK> Ordinastie_ but those RssPk makers are people too D: Gotta be able to turn flowers into 3d wangs and such
L1401[16:49:43] <Ordinastie_> meh, fuck them
L1402[16:49:51] <Vigo> yeah thats the name
L1403[16:49:52] <Vigo> http://pastebin.com/1ERvqegP
L1404[16:50:01] <Vigo> im trying to make a "test stair" for the diamond block
L1405[16:50:04] <williewillus> uh
L1406[16:50:06] <Vigo> as a base for the rest of the blocks in my mod
L1407[16:50:09] <williewillus> the models you are requesting
L1408[16:50:10] <williewillus> don't exist
L1409[16:50:16] <williewillus> when you say "model": "x"
L1410[16:50:16] <Vigo> what should i be putting
L1411[16:50:31] <williewillus> you are saying "go look at model json /assets/minecraft/models/block/diamond_block"
L1412[16:50:52] <Vigo> I see
L1413[16:51:03] <williewillus> so those you have there obviously don't exist
L1414[16:51:53] <Vigo> what would I have to put in to get the model? juding from the vanilla json from stonebrick stairs they just used the same name of stone_brick_stairs in place where i have diamond_block
L1415[16:52:13] <williewillus> yes
L1416[16:52:21] <williewillus> because there is an actual json in that path
L1417[16:52:22] <Ordinastie_> and that's why you have a block instead of stairs maybe ?
L1418[16:52:34] <williewillus> you can't point to files taht don't exist :P
L1419[16:52:50] <RANKSHANK> lmao
L1420[16:53:10] <Vigo> right
L1421[16:53:47] <SquareWheel> Hey, is it considered poor form to not use the client/server proxies, but just slap @SideOnly(Side.CLIENT) on methods from time to time?
L1422[16:53:55] <williewillus> sometimes
L1423[16:53:59] <williewillus> actually rarely
L1424[16:54:09] <williewillus> only use sideonly if you are overriding something else that already ahs it
L1425[16:54:28] <Ordinastie_> SquareWheel, it's ok if you know what you're doing
L1426[16:54:31] <williewillus> what sort of methods are you thinking of?
L1427[16:55:07] <SquareWheel> Well, rather than call an item rendering method from my client proxy, I was thinking I'd keep it all together and just call it from the item class itself.
L1428[16:55:30] <SquareWheel> Seemed cleaner to me, but also against the standard.
L1429[16:55:53] <Ordinastie_> because usually people don't understand the annotation
L1430[16:56:03] <SquareWheel> It's entirely possible that's the case.
L1431[16:56:05] <Ordinastie_> they think it's like world.isRemote
L1432[16:56:17] <RANKSHANK> My projected is littered with @SideOnly :D
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L1434[16:56:30] <RANKSHANK> *project wtf is grammar
L1435[16:56:35] <SquareWheel> Is it only a hint to Forge, and not a magic "run on client only" feature?
L1436[16:56:49] <RANKSHANK> no classloader skips it
L1437[16:56:54] <MalkContent> "<Ordinastie_> remember to add the resource forlder to the buildpath" ?
L1438[16:57:07] <howtonotwin> It makes forge delete it from the class as it loads
L1439[16:57:22] <SquareWheel> Ah. Seems that'd work in this example then.
L1440[16:57:36] <Ordinastie_> MalkContent, right click on the folder > Build Path > Use as source folder
L1441[16:58:27] <RANKSHANK> yeah it's a dangerous method in that sense. @SideOnly means it's either loaded only on the client/integrated or only on the dedicated server
L1442[16:58:29] <Ordinastie_> otherwise your resources are not added the the buildpath when running
L1443[16:59:17] <Ordinastie_> if only mojang shipped only 1 jar :/
L1444[17:00:03] <williewillus> yeah i don't get why its still separated now
L1445[17:00:13] <williewillus> just make the launcher add a flag to launch the client
L1446[17:00:35] <Vigo> and thank god i finally figured out the stair issue, the name i was trying to call before changing it the diamond block nonsense was a mistype of my models folder name -_-
L1447[17:00:46] <williewillus> lol
L1448[17:00:54] <SquareWheel> Typo bugs are the worst.
L1449[17:01:06] <Vigo> especially when yo ugog full retard trying to fix them
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L1452[17:04:08] <SquareWheel> Got another best practices question if you don't mind.
L1453[17:04:37] <SquareWheel> Instantiating items/blocks from a main ModBlocks-type class, or making them static? Is there a preferred way?
L1454[17:04:57] <Ordinastie_> I do both
L1455[17:04:59] <LatvianModder> anything that looks good and doesnt crash
L1456[17:05:06] <howtonotwin> Scala'
L1457[17:05:10] <howtonotwin> derp
L1458[17:05:12] <SquareWheel> All good answers.
L1459[17:05:13] <howtonotwin> ignore that
L1460[17:05:29] <Ordinastie_> static from dedicated inner class in my @Mod class
L1461[17:05:41] <LatvianModder> https://github.com/LatvianModder/Silicio/blob/1.9/src/main/java/com/latmod/silicio/block/SilBlocks.java#L53-L57
L1462[17:05:44] <LatvianModder> I do mine like this
L1463[17:06:14] <LatvianModder> Silicio.register is pretty much shortcut to GameRegistry.register
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L1465[17:07:21] <Ordinastie_> https://github.com/Ordinastie/MalisisDoors/blob/1.9.4/src/main/java/net/malisis/doors/MalisisDoors.java#L104
L1466[17:07:51] <LatvianModder> that works too but.. wth is wrong with your classnames...
L1467[17:07:55] <SquareWheel> Seems similar to the vanilla approach.
L1468[17:08:12] <Ordinastie_> my classnames ?
L1469[17:08:18] <LatvianModder> Door not BlockDoor
L1470[17:08:27] <shadekiller666> SquareWheel, i store an instance variable of every block/item within the Block/Item class itself, unless its generic and doesn't have its own class
L1471[17:08:39] <Ordinastie_> because BlockDoor is a vanilla class
L1472[17:08:40] <williewillus> i do the ModItems think
L1473[17:08:43] <williewillus> *thing
L1474[17:08:46] <Ordinastie_> and my block is a Door
L1475[17:08:58] <LatvianModder> I.. hmm, I guess your right
L1476[17:09:18] <SquareWheel> Thanks all. Appreciate the answers.
L1477[17:11:34] <Ordinastie_> well, beats the "what's a map" questions... ><
L1478[17:11:50] <SquareWheel> how 2 computer?
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L1480[17:12:53] <howtonotwin> First, we must understand transistors...
L1481[17:13:53] <RANKSHANK> not for long :D quantum pc's are on their way ;D
L1482[17:14:10] <howtonotwin> First we must understand matrices
L1483[17:14:47] <Ordinastie_> we're not going to have full quantum computer anytime soon
L1484[17:14:48] <RANKSHANK> you mean voodoo boxes?
L1485[17:15:03] <Ordinastie_> if ever
L1486[17:15:03] <RANKSHANK> Ordinastie_ don't rain on my parade
L1487[17:15:05] <JoltEffect> evening guys, hope you can help me with a query again this evening, I am trying to access TE variables from within a gui, but I only seem to be able to access the client side of the TE rather than the server side. How would I be able to access the server side TE from within the ClientGui?
L1488[17:15:13] <williewillus> quantum computers are only useful for a very small niche
L1489[17:15:25] <williewillus> conventional computers will be used for a long time to come
L1490[17:15:27] <SquareWheel> Quantum cryptography is a pretty neat field.
L1491[17:15:32] <williewillus> JoltEffect: you sync it
L1492[17:15:36] <williewillus> client and server are separated by the network
L1493[17:15:44] <JoltEffect> bingo
L1494[17:15:49] <JoltEffect> thank you
L1495[17:15:58] <RANKSHANK> well just saying once we have a working quantum pc/processor we're going to have a tech leap
L1496[17:16:04] <RANKSHANK> some may call it a quantum leap
L1497[17:16:06] <RANKSHANK> ;F
L1498[17:16:20] <howtonotwin> That show was great
L1499[17:16:33] <JoltEffect> I have seen NetworkPacket methods, but never had to use them thus far, time for more education
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L1501[17:16:48] <JoltEffect> thanks guys
L1502[17:16:55] <williewillus> JoltEffect: if you're in a container and what you need to sync is a short or smaller you don't need packets
L1503[17:17:07] <williewillus> otherwise you do :P
L1504[17:17:15] <JoltEffect> long :(
L1505[17:18:31] <RANKSHANK> explains the long face :)
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L1510[17:23:08] <Tazz> I love decocraft XD
L1511[17:23:19] <Tazz> so many cheap but awesome looking models XD
L1512[17:24:35] <LatvianModder> craft mini latvian, if he's there!
L1513[17:25:09] <Tazz> really?
L1514[17:25:11] <Tazz> I will :D
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L1516[17:26:15] <Tazz> LatvianModder, http://i.imgur.com/7jiHz8G.png
L1517[17:26:25] <LatvianModder> heck yeah
L1518[17:27:36] <Tazz> anyone else a donator? XD
L1519[17:27:49] <LatvianModder> type in Doll, iirc to see all
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L1525[17:42:53] <shadekiller666> has anyone seen this error before? it happened when i tried typing "/help" in my mod dev env in 1.10.2: https://gist.github.com/shadekiller666/db4f399f8a0d133f9cf578b24a13ab21
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L1527[17:43:19] <diesieben07> shadekiller666, you have a command that implements compareTo in a broken fashion
L1528[17:43:41] <diesieben07> really CommandBase::compareTo should never be overridden
L1529[17:43:53] <ghz|afk> wtf is ComparableTimSort?
L1530[17:44:06] <diesieben07> TimSort is the default sorting algorithm in java
L1531[17:44:55] <shadekiller666> i've had that same command class registered with the game up to this point and it hasn't been a problem
L1532[17:45:08] <shadekiller666> and i haven't touched it at all
L1533[17:45:08] <diesieben07> show the command
L1534[17:45:59] <shadekiller666> refresh the gist link
L1535[17:46:07] <ghz|afk> meh tired, sleepy, and I work tomorrow
L1536[17:46:08] <ghz|afk> night
L1537[17:46:09] <ghz|afk> ;P
L1538[17:46:42] <diesieben07> yeah why the fuck are you overriding compareTo?
L1539[17:46:48] <shadekiller666> no idea
L1540[17:46:51] <diesieben07> compareTo returning constant 0 is almost never correct
L1541[17:46:54] <diesieben07> remove it ;)
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L1544[17:47:26] <shadekiller666> that class probably won't be around in that form in the near future anyway :P
L1545[17:48:23] <istasi> how come getServerGuiElement doesn't use blockpos ?
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L1547[17:49:11] <diesieben07> it might not be a block position
L1548[17:49:15] <diesieben07> it's just 3 args of data
L1549[17:49:22] <shadekiller666> where does the sound for placing a block actually get played in code?
L1550[17:49:48] <howtonotwin> In the itemblock's code IIRC
L1551[17:49:56] <howtonotwin> onItemUse maybe?
L1552[17:49:57] <diesieben07> yup, ItemBlock::onItemUse
L1553[17:50:48] <shadekiller666> cuz i have a block that can face NSWE, and it plays the block placement sound for SWE, but not for N
L1554[17:50:55] <shadekiller666> not a damn clue why :P
L1555[17:51:09] <diesieben07> that is... very trange
L1556[17:51:26] <shadekiller666> probably has to do with the StructureComponent stuff i have in onBlockPlaced
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L1558[17:55:32] <shadekiller666> is there a way to tell whether or not the tile entity for a block that has one actually exists at the block's location
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L1560[17:55:46] <shadekiller666> or a way to visualize where TileEntities are in-world
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L1562[17:57:13] <diesieben07> uhh
L1563[17:57:21] <diesieben07> if a TE doesnt exist there is somethign seriously wrong
L1564[17:57:28] <shadekiller666> i know
L1565[17:58:48] <shadekiller666> ahh i think i know why it isn't playing the sound...
L1566[17:59:07] <RANKSHANK> O.o
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L1571[18:08:10] <secknv> I can't live without you guys
L1572[18:08:35] <secknv> help I don't think my block is instantiating my TE
L1573[18:09:43] <secknv> also btw this is how I ended up doing the TE search http://pastebin.com/hEJFyA3U
L1574[18:11:09] <diesieben07> thats a very inefficient way of doing it
L1575[18:11:33] <diesieben07> at that point you might as well do it the non-te way
L1576[18:12:24] <secknv> "<Ordinastie_> because to be honest, you clearly lack programming knowledge to do something better optimized"
L1577[18:12:34] <secknv> ^ my life in a sentence
L1578[18:12:54] <secknv> how would you suggest I do it?
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L1580[18:13:33] <diesieben07> depends. i originally didn't know it was supposed to be that small of a radius
L1581[18:13:37] <secknv> also any tips on why isnt my block instantiating a te are very welcome
L1582[18:13:39] <diesieben07> how often is htis triggered?
L1583[18:13:43] <diesieben07> show your Block class
L1584[18:14:30] <secknv> http://pastebin.com/pJbRdJk9
L1585[18:14:33] <secknv> this is the block
L1586[18:15:11] <diesieben07> you overrode the deprecated version of hasTileEntity...
L1587[18:15:20] <RANKSHANK> If you were to use scheduled tasks you could probably have the Tiles stash their coords during ITickable update and get them cleared by a TickEvent consumer. the only issue would be making sure you don't have concurrent modifications when accessing the list for rendering
L1588[18:16:09] <secknv> I didn't even know there was a deprecated version
L1589[18:16:42] <RANKSHANK> probably have a transient style boolean for locking the 'locations' and keeping a backup blockpos of the nearest coord in the renderer
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L1591[18:16:48] <secknv> also the very inefficient way of doing it is right inside here, the implementation of IItemPropertyGetter http://pastebin.com/2w06GEQL
L1592[18:17:06] <secknv> to addPropertyOverride to compass with my custom behaviour
L1593[18:17:48] <diesieben07> yay copypasta....
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L1595[18:18:24] <secknv> well yes
L1596[18:19:02] <secknv> I copied the vanilla one and added the inefficient thing for custom behaviour
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L1598[18:19:20] <secknv> that way it behaves like vanilla when conditions are not me no?
L1599[18:19:23] <secknv> not met*
L1600[18:19:25] <RANKSHANK> db7 copypasta? check this baby out https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/java/mod/rankshank/arbitraria/client/util/texture/CustomTextureMap.java ;)
L1601[18:19:47] <diesieben07> secknv, ehhh i told you already how to preseve vanilla if you want yours to not apply...
L1602[18:20:10] <secknv> return -1
L1603[18:20:16] <secknv> is what you said
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L1605[18:20:26] <secknv> if I recall correctly
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L1607[18:20:27] <diesieben07> well, provided you have the ItemOverrides set up properly
L1608[18:20:52] <secknv> I havent done those yet
L1609[18:21:21] <secknv> what is the non deprecated hasTileEntity btw
L1610[18:22:02] <diesieben07> the one thats not deprecated...
L1611[18:22:08] <diesieben07> jesus man, use your IDE
L1612[18:22:12] <secknv> IBlockState arg yes
L1613[18:22:18] <secknv> i was just having trouble finding it
L1614[18:23:38] <secknv> I am also a noob at "using my IDE"
L1615[18:23:43] <secknv> I'm learning
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L1617[18:24:45] <RANKSHANK> probably the first thing you should learn is how to use your ide
L1618[18:25:08] <secknv> well I can't really argue with that
L1619[18:27:02] <secknv> diesieben07 so on the ItemOverrides thing
L1620[18:27:17] <secknv> basically I have to copy compass.json
L1621[18:27:56] <secknv> and put my resource location there instead of vanilla's "angle"?
L1622[18:28:03] <diesieben07> uhh you dont make a json at all
L1623[18:28:06] <diesieben07> this is all in code
L1624[18:28:28] <secknv> then I'm lost
L1625[18:28:35] <secknv> What is an ItemOverride instance?
L1626[18:29:00] <secknv> willie had let me to believe it was the thing on the json
L1627[18:29:01] <diesieben07> do you know what the word "instance" means?
L1628[18:29:07] <secknv> I think so
L1629[18:29:24] <diesieben07> what does it mean
L1630[18:29:52] <diesieben07> (this is basic java 101 now...)
L1631[18:29:56] <secknv> when you do ClassName whatever = new ClassName() you have just created an instance of ClassName and put it whatever
L1632[18:30:03] <secknv> it's an object
L1633[18:30:18] <secknv> and you use "this" to refer to it inside the class
L1634[18:30:26] <secknv> that's basically what I know I guess
L1635[18:30:32] <diesieben07> exactly
L1636[18:30:41] <diesieben07> so if i say "you make an ItemOverride instance"
L1637[18:30:43] <diesieben07> what does that mena?
L1638[18:31:09] <secknv> ItemOverride myoverride = new ItemOverride()
L1639[18:31:19] <secknv> ?
L1640[18:31:29] <diesieben07> Yep.
L1641[18:31:57] <secknv> but how do I make one for every possible one and where do I make it?
L1642[18:32:08] <secknv> ok 32 angles so 32 instances
L1643[18:32:21] <secknv> as to where
L1644[18:32:23] <secknv> ?
L1645[18:33:10] <diesieben07> ModelBakeEvent would be a good idea probably
L1646[18:33:16] <diesieben07> because there you have access to the baked compass model
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L1648[18:35:26] <secknv> does that mean I have to do it in a class that extends ModelBakeEvent?
L1649[18:36:30] <secknv> I guess this might be one stupidity level too deep for you but what's kinda messing with me is where do I literally write "ItemOverride asdf = new ItemOverride()"
L1650[18:36:42] <diesieben07> No...
L1651[18:36:43] <howtonotwin> This is how overrides work in general, but stealing the existing ones through the event is the better idea. https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/overrides.md
L1652[18:36:47] <diesieben07> look up forge events.
L1653[18:37:02] <howtonotwin> https://mcforge.readthedocs.io/en/latest/events/intro/
L1654[18:37:05] <theFlaxbeard> Why isn't this a valid blockstate json?
L1655[18:37:05] <theFlaxbeard> https://gist.github.com/Flaxbeard/0917271df21df0ae76eeeb61c89dddca
L1656[18:37:12] <theFlaxbeard> Says that the fence_bar_n isn't a valid json component
L1657[18:37:23] <theFlaxbeard> but it exists in my block models folder
L1658[18:37:33] <theFlaxbeard> I think I'm misusing submodel but I can't figure out how
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L1663[18:39:52] <secknv> I already read that forge readthedocs page the first time some1 sent me that link
L1664[18:39:56] <secknv> just fully re-read it
L1665[18:40:05] <secknv> and still have no idea what that has to do with my case
L1666[18:40:21] <secknv> I'm sorry for fail modder
L1667[18:40:47] <diesieben07> it has nothing to do with what you want.
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L1669[18:41:29] <secknv> thank you for telling me I'm not completely retarded
L1670[18:41:31] <diesieben07> i'm gonna have to get going here though, its almost 2 am
L1671[18:41:44] <diesieben07> so... good luck.
L1672[18:41:46] <secknv> yes Imma read on that ItemOverride docs
L1673[18:41:51] <secknv> and do some more research
L1674[18:41:53] <secknv> gnight
L1675[18:41:56] <secknv> and thanks
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L1677[18:42:28] <SparkVGX> !gm func_71515_b 1.8.9
L1678[18:42:57] <howtonotwin> That's a pending PR to the docs btw. Tell if anything doesn't make sense and I'll improve it.
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L1680[18:43:07] <SparkVGX> !gm func_180525_a 1.8.9
L1681[18:43:37] <SparkVGX> !gm func_71045_bC 1.8.9
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L1683[18:47:33] <secknv> howtonotwin the thing is what I got from that is basically overrides are a thing you do on the json
L1684[18:47:42] <SparkVGX> !gm func_181673_a 1.8.9
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L1688[18:49:19] <secknv> so not really helpful to my situation
L1689[18:50:18] <Tazz> lol my entire platform is like a parkour map XD
L1690[18:50:51] <secknv> ok I think I got a lead
L1691[18:51:00] <secknv> gnight I'll go home to work on it hehe
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L1696[18:58:27] <Redrield> Does someone know of a guide, or can show me how I would have 2 handlers for one packet. one for client, and one for server?
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L1700[19:19:37] <killjoy> Redrield, use 2 packets
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L1702[19:20:12] <RANKSHANK> or head it with a flavor byte
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L1712[19:58:16] <Vigo> Im getting "Execution failed for task ':retromapReplacedMain'. when compiling yet there are no errors in eclipse
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L1716[20:03:59] <Vigo> Any other way to compile other than using gradlew build?
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L1720[20:17:20] <vastatio> way to hyperlink something in a GUI?
L1721[20:18:21] <vastatio> I would guess to just check mouseX and mouseY until it hits the desired image/text, but I wouldn't know how to open a link in someone's home browser.
L1722[20:18:24] <vastatio> default*
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L1724[20:21:11] <vastatio> !gm GuiConfirmOpenLink.disableSecurityWarning()
L1725[20:21:17] <vastatio> !gm GuiConfirmOpenLink
L1726[20:22:03] <vastatio> !gm GuiYesNoCallback
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L1734[20:42:42] <theFlaxbeard> I'm sort of at wits end here - I have a TE, it's saving its data successfully in WriteToNBT and WriteToNBT is being called, but on ReadFromNBT one of my fields isn't being set
L1735[20:43:05] <kenzierocks> code or gtfo :)
L1736[20:43:59] <theFlaxbeard> Yeah just give me a sec
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L1738[20:45:31] <vastatio> !gm GuiButton
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L1740[20:48:07] <theFlaxbeard> Alright so there's a block and a TE
L1741[20:48:09] <theFlaxbeard> Block: https://github.com/Flaxbeard/Cyberware/blob/1900e65ca460dc16ab3304f8b2f558c2cc590ef3/src/main/java/flaxbeard/cyberware/common/block/BlockBeaconPost.java
L1742[20:48:13] <theFlaxbeard> TE: https://github.com/Flaxbeard/Cyberware/blob/1900e65ca460dc16ab3304f8b2f558c2cc590ef3/src/main/java/flaxbeard/cyberware/common/block/tile/TileEntityBeaconPost.java
L1743[20:48:36] <theFlaxbeard> I set the value of the master feild on ReadFromNBT, it's set (confirmed by the println), but when I access it in BlockBroken it's null
L1744[20:49:17] <theFlaxbeard> The only other place that master is set has a println in it so I know it's never being triggered
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L1747[20:50:26] <vastatio> so, best way to hyperlink an image in a GUI?
L1748[20:50:38] <howtonotwin> The base TileEntity class uses x,y,z to store the coords of the TE itself, so you're trampling all over them.
L1749[20:50:49] <theFlaxbeard> ...I'm not storing the position of the TE
L1750[20:50:54] <theFlaxbeard> I'm storing the position of the multiblock "master"
L1751[20:50:56] <howtonotwin> TileEntity is
L1752[20:51:07] <theFlaxbeard> I realize that
L1753[20:51:14] <theFlaxbeard> I'm storing the position of a different TE
L1754[20:51:39] <theFlaxbeard> A structure is built, one block is designated as "master", other blocks have their TEs pointed to it
L1755[20:51:42] <theFlaxbeard> works fine without relogging
L1756[20:51:46] <theFlaxbeard> but the save/load breaks the behavior
L1757[20:51:50] <howtonotwin> So you're overwriting the tags of the superclass and expecting it to not break?
L1758[20:52:29] <theFlaxbeard> Oh you're talking about in the NBT tag?
L1759[20:52:43] <howtonotwin> yes
L1760[20:53:11] <kenzierocks> yea
L1761[20:53:19] <kenzierocks> you're overwriting x/y/z fields
L1762[20:53:40] <kenzierocks> i'm not suprised that's exploding
L1763[20:53:50] <theFlaxbeard> Yeah that was it
L1764[20:53:57] <theFlaxbeard> For some reason I though the internal data was written to its own tag
L1765[20:54:10] <theFlaxbeard> Thanks for the help
L1766[20:54:31] <howtonotwin> np
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L1769[20:56:34] <SquareWheel> Yaaay, I got a fluid to render.
L1770[20:57:58] <SquareWheel> Don't tell anybody that took me a week to figure out.
L1771[20:59:01] <Tazz> thoughts?: http://i.imgur.com/27qSGUz.png
L1772[20:59:26] <SquareWheel> Pretty!
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L1775[21:03:33] <Tazz> SquareWheel, thanks :)
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L1779[21:07:59] <Vigo> Im getting "Execution failed for task ':retromapReplacedMain'. when compiling yet there are no errors in eclipse
L1780[21:08:10] <kenzierocks> logs?
L1781[21:08:18] <kenzierocks> PROJECT_DIR/.gradle/gradle.log
L1782[21:08:23] <Vigo> one moment
L1783[21:09:28] <Vigo> http://pastebin.com/e6qjgZgX
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L1788[21:15:51] <kenzierocks> taking a look Vigo
L1789[21:16:45] <kenzierocks> huh
L1790[21:16:52] <kenzierocks> this is weird code
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L1792[21:17:00] <kenzierocks> https://github.com/MinecraftForge/Srg2Source/blob/master/src/main/java/net/minecraftforge/srg2source/rangeapplier/RangeApplier.java#L421
L1793[21:17:21] <kenzierocks> it should break on line.isEmpty, not loop....
L1794[21:17:41] <kenzierocks> Vigo: you might want to clearCache and run setup*Workspace again
L1795[21:17:47] <LexDesktop> um no...
L1796[21:17:53] <LexDesktop> That loop skips empty lines
L1797[21:18:01] <kenzierocks> no it doesn't lex
L1798[21:18:07] <LexDesktop> Yes, it does
L1799[21:18:21] * LexDesktop should know, I wrote it
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L1801[21:18:31] <kenzierocks> while (line.isEmpty()) { // runs when line is empty }
L1802[21:18:32] <kenzierocks> right ?
L1803[21:18:39] <LexDesktop> yes
L1804[21:18:55] <kenzierocks> ok
L1805[21:19:05] <kenzierocks> wait
L1806[21:19:07] <kenzierocks> i see
L1807[21:19:11] <Vigo> ok ill try clearing the cache and compiling
L1808[21:19:13] <kenzierocks> it's not line.substring
L1809[21:19:18] <kenzierocks> it's data.substring
L1810[21:19:19] <kenzierocks> ok
L1811[21:19:28] <LexDesktop> hurr
L1812[21:19:34] <vastatio> A way to hyperlink an image in a GUI?
L1813[21:19:37] <vastatio> im quite lost right now
L1814[21:19:40] <vastatio> can't find anything
L1815[21:19:53] <kenzierocks> lex: what happens if the last line is an empty line
L1816[21:20:00] <kenzierocks> I think this breaks, right?
L1817[21:20:13] <LexDesktop> no clue, possibly
L1818[21:20:20] <kenzierocks> since indexOf("\n", previousNewline) would be non-existent
L1819[21:20:23] <LexDesktop> I know there is a open issue that I havent bethered to fix
L1820[21:20:37] <vastatio> Any vanilla classes that inherit this sort of behavior? can't think of any
L1821[21:20:51] <kenzierocks> https://github.com/MinecraftForge/Srg2Source/issues/12 ?
L1822[21:21:09] <LexDesktop> AIOOB error? Ya probably {dont feel like clicking it}
L1823[21:21:42] <kenzierocks> StringIndex, but yea
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L1825[21:21:51] <kenzierocks> it's closed
L1826[21:21:54] <kenzierocks> as bad build.gradle
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L1828[21:22:03] <kenzierocks> Vigo: whats your build.gradle?
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L1830[21:23:19] <LexDesktop> Oh no thats not the right one
L1831[21:23:42] <LexDesktop> hurm guess there isnt a issue about it
L1832[21:23:52] <kenzierocks> it looks exactly like what's happening here
L1833[21:24:17] <kenzierocks> index out of bounds in updateImports
L1834[21:24:36] <kenzierocks> same line, same issue
L1835[21:25:27] <kenzierocks> i gotta sleep
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L1844[21:32:17] <LexDesktop> possibly, but the root cause was his fucked up codebase
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L1846[21:33:15] <Arkazex> Does anyone here know how to specify the texture for a .b3d model?
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L1848[21:34:15] <Arkazex> I've got myself set up to export the geometry from blender, but I'm not sure how the textures work.
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L1851[21:35:20] <Noc7is> Is Entity.entityId consistant between world load and save? Say I was trying to keep track of an entity between world load and save, should I use that or the UUID of the entity?
L1852[21:38:56] <kashike> Noc7is: UUID, integer id is allocated on entity construct
L1853[21:40:10] <Noc7is> Alright, thank you.
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L1900[23:20:09] <Arkazex> Is anyone here familiar with how to assign b3d textures in blender?
L1901[23:20:29] <LexDesktop> fffffffffffff Went to the store and got Until Dawn to play tonight...
L1902[23:20:38] <LexDesktop> 8.922GB patch file -.-
L1903[23:20:57] <Arkazex> I've been trying for a few hours and all I've ended up with was a pulsating red/orange blob of disappointment
L1904[23:29:24] <sham1> nice patch
L1905[23:32:16] <TTFTCUTS> where on earth is the villager trade list filled?
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L1913[23:39:46] <TTFTCUTS> I can't see any references to it except the 11 times it's used to set up the villager careers
L1914[23:40:59] <sweetpi> TTFTCUTS: VillagerRegistry.init()
L1915[23:41:39] <TTFTCUTS> that's where it is used to populate the trades of each profession, not where it itself is populated
L1916[23:42:03] <TTFTCUTS> I mean where the default list of trades is populated
L1917[23:42:27] <TTFTCUTS> oh, found it
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L1923[23:49:54] <Vigo> I am getting a "execution failed for task: retromapReplaceMain" - string index out of range -824. http://pastebin.com/g9Drwb6c Ive tried clearing chace and resetting workspace but it just refuses to leave me compile
L1924[23:50:04] <Vigo> to let me compile*
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