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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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L40[00:25:54] <tterrag> we do :P
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
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.
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
L240[04:32:30] ⇦
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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.
L256[04:38:06] ⇦
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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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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
L264[04:40:27] <sham1> nice
L265[04:40:29] ***
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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
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L293[05:19:22] <LatvianModder> ChunkPos
makes me mad. getCenterXPos() and getCenterZPosition(),
seriously?
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]
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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
L321[05:59:55]
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L322[05:59:56] <MalkContent> 32x32?
L323[06:01:34] <LatvianModder> Resource
Pack*
L324[06:03:59]
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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
L336[06:29:09]
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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? -.-
L343[06:37:41] ⇦
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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 ?
L354[06:48:22]
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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
L378[07:14:30] ⇦
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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?
L385[07:29:22] ⇦
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L386[07:30:06] <sham1> AFAIK yes
L387[07:31:23] <MalkContent> good enough
for me
L388[07:33:04]
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L389[07:36:13] <LatvianModder> Well, lets
check
L390[07:36:13]
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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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L397[07:42:04] ***
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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
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
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
?
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
L462[08:07:10] ⇦
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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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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
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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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
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
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
L763[12:32:35]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L764[12:33:13]
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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
L773[12:40:45]
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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
L798[12:44:50] ⇦
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L799[12:44:51] <secknv> but it can have
different values in different instances?
L800[12:44:55] ⇦
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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
L813[12:47:50] ***
Darkhax is now known as Darkhax_AFK
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
L833[12:53:15] ***
williewillus is now known as willieaway
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
L898[13:04:28] ⇦
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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
L905[13:05:41] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Ik
ga weg)
L906[13:05:47] <Ordinastie_> do the
rest
L907[13:05:49]
⇨ Joins: auenf (David@DC-24-199.bpb.bigpond.com)
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
L915[13:09:02]
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L920[13:16:53] ***
Darkhax_AFK is now known as Darkhax
L921[13:19:18] ⇦
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error: Connection reset by peer)
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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
L938[13:27:11] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
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
L954[13:30:19]
⇨ Joins: Girafi
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L955[13:30:24] ***
Darkhax is now known as Darkhax_AFK
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
L964[13:31:56] ***
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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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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.
L998[13:44:30]
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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
L1025[13:55:00] ***
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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?
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
L1088[14:37:17]
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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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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
L1164[15:18:27] ***
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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
L1187[15:41:59] ***
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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 ?
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)
L1200[15:47:56]
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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
L1205[15:48:46]
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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
L1207[15:49:28]
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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.
L1210[15:51:02]
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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
L1214[15:52:04]
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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
L1223[16:02:17] ***
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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
L1226[16:03:49]
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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.
L1251[16:11:41] <SquareWheel> It's really
tricky to find 1.10 mods with blockfluids to compare against.
L1252[16:12:26] ***
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L1253[16:12:55] <SquareWheel> Excellent,
has dynbucket code too.
L1254[16:12:58]
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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"
L1264[16:16:30]
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L1265[16:16:45] <Vigo> thanks foudn
it
L1266[16:17:28]
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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
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
L1297[16:26:53]
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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
L1302[16:27:16]
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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
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
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
L1370[16:40:06]
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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
L1392[16:47:55]
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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
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
L1433[16:56:19]
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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
L1450[17:02:08] ***
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L1451[17:03:25] ***
kroeser|away is now known as kroeser
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
L1462[17:05:44] <LatvianModder> I do mine
like this
L1463[17:06:14] <LatvianModder>
Silicio.register is pretty much shortcut to
GameRegistry.register
L1464[17:06:14]
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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?
L1479[17:12:48] ***
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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
L1500[17:16:35]
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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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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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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
L1559[17:55:35]
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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
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
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
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*
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...
L1652[18:36:47] <diesieben07> look up
forge events.
L1654[18:37:05] <theFlaxbeard> Why isn't
this a valid blockstate json?
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
L1713[19:59:37]
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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*
L1723[20:19:26]
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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
L1727[20:26:06]
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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
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.
L1772[20:59:26] <SquareWheel>
Pretty!
L1773[21:02:18]
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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
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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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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
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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seconds)
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*
L1925[23:59:50]
⇦ Quits: Vigo (~Vigo@c-73-46-5-36.hsd1.fl.comcast.net)
()