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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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L14[01:04:09] <gigaherz> UGH
L15[01:05:00] <gigaherz> I was hoping JER
would be silly and display the "EnumEnchantmentType.ALL"
as affecting all blocks when it should only be enchantable tools
and such
L16[01:05:02] <gigaherz> but no
L18[01:05:08] <gigaherz> it really means
ALL BLOCKS AND ITEMS IN THE GAME
L19[01:05:12] <gigaherz> wtf
minecraft?
L20[01:06:10] <gigaherz> oh there's a
BREAKABLE that will only allow damageable items to be
enchanted
L21[01:06:14] <gigaherz> still not quite
what I need
L22[01:06:23] <gigaherz> no flag for
"armor, weapons, and tools"
L23[01:07:06] <tterrag> sadly no
L24[01:07:21] <gigaherz> oh well, better
than "every single item in the game"
L25[01:08:31] <gigaherz> ah I see,
unbreaking and mending, are also BREAKABLE
L26[01:11:13] <gigaherz>
"%/&"%&
L27[01:11:14] <gigaherz>
java.lang.NoSuchMethodError:
net.minecraft.item.ItemStack.func_77978_p()Lnet/minecraft/nbt/NBTTagCompound;
L28[01:11:43] <gigaherz> (I forgot WHY I
had to use BON2 to deobf techreborn)
L29[01:11:51] <gigaherz> (forge's one
doesn't quite handle it)
L30[01:14:19] <tterrag> :D
L31[01:15:37] <gigaherz> yay from >3700
down to 253
L32[01:15:48] <gigaherz> in JER's
Enchantments category
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L42[01:59:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160822 mappings to Forge Maven.
L43[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160822-1.10.2.zip
(mappings = "snapshot_20160822" in build.gradle).
L44[02:00:13] <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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L52[02:45:41] <tterrag> lex, is it intended
that DrawBlockHighlightEvent is fired for MISS and ENTITY raytraces
?
L53[02:45:45] <tterrag> that seems
wrong
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L55[02:45:49] <tterrag> or at least, the
even needs a rename
L56[02:45:54] <tterrag> event
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L257[03:46:33] <TechnicianLP> what is
happening?
L258[03:46:49] <gigaherz> it's called a
net split
L259[03:47:06] <gigaherz> it happens when
a big network loses a hub server
L260[03:47:08] <McJty> We're cut off from
the other servers
L261[03:47:12] <gigaherz> and the network
becomes split into two or more sides
L262[03:47:37] <TechnicianLP> oh ok
L263[03:47:37] <gigaherz> as soon as the
server reboots or gets its hardware replaced
L264[03:47:41] <gigaherz> it will merge
back
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L316[04:14:58] <LatvianModder> whats
better, one event handler class for all events, or a separate class
for each event?
L317[04:15:43] <McJty> I used to go with
one. But lately I group my event handlers in the package for what
they are needed
L318[04:15:57] <McJty> i.e. if I need the
events for my 'Foobar furnace' I'll place it in the foobar
package
L319[04:16:06] <LatvianModder> Currently,
I 'group' events - multiple events in one class but only if they
are similar, e.g. ServerChatEvent and CommandEvent in one class
etc
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L322[04:28:13] <madcrazydrumma> Anyone
know how to create a custom particle?
L323[04:28:16] <madcrazydrumma> Its
changed from 1.7.*
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L326[04:38:07] ***
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L331[04:57:46] <Tombenpotter> Which
createNewTileEntity method am I supposed to use?
L332[04:58:02] <Tombenpotter> Cause
there's one that takes meta and the other one a state
L333[05:03:22] <madcrazydrumma> Use either
I guess, but I would go for BlockState, because you get just use
the getDefaultState
L334[05:04:46] <McJty> Use the one that is
not deprecated
L335[05:04:52] <McJty> (your IDE should
tell you)
L336[05:07:41] <madcrazydrumma> That would
be the blockstate one then because you get state from meta now or
something dont you?
L337[05:10:14] <Tombenpotter> McJty:
neither one is deprecated
L338[05:10:29] <Ordinastie_> Tombenpotter,
you only have one in Block
L339[05:10:38] <Ordinastie_> the other one
is in ITEP interface
L340[05:10:49] <Tombenpotter> Yea, the
block container one
L341[05:10:58] <Ordinastie_> no, don't
extend BlockContainer
L342[05:11:24] <Tombenpotter> Why
not?
L343[05:11:40] <Ordinastie_> because it's
dumb and old as shit
L344[05:11:53] <Ordinastie_> just override
hasTileEntity/createTileEntity
L345[05:12:08] <Ordinastie_> or
alternatively, implement ITEP and override
createNewTileEntity
L346[05:12:30] <Tombenpotter> Yea, but why
is it still there then? And used by MC itself?
L347[05:12:38] <McJty> That's why it is
there
L348[05:12:41] <McJty> Because MC uses
it
L349[05:12:44] <McJty> But we shouldn't
use it
L350[05:12:52] ⇦
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L351[05:12:53] <Tombenpotter> Hrm
L352[05:12:55] <Tombenpotter> Okay
then
L353[05:13:04] <Tombenpotter> I'll just
switch everything then :P
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L358[05:14:30] ***
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L359[05:16:45] ***
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L360[05:18:07] <madcrazydrumma>
Ordienastie ;)
L361[05:18:17] <Ordinastie_> .!..
L362[05:18:21] <madcrazydrumma> Know how
to make a custom particle? It's changed from 1.7.*
L363[05:18:24] <madcrazydrumma> Love
u
L364[05:18:26] <madcrazydrumma> xox
L365[05:19:05] <Ordinastie_> what's
difficult about custom particles ?
L366[05:19:26]
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L367[05:19:43] <Ordinastie_> make new one,
spawn it with particle manager ?
L368[05:19:51] <Ordinastie_> or renderer
or whatever
L369[05:22:40] <gigaherz>
madcrazydrumma:
L373[05:23:51] <madcrazydrumma> just them
3?
L374[05:24:12] <gigaherz> well those 3
should be enough to declare the particle, and the rendering
L375[05:24:30] <gigaherz> thne you spawn
them as usual
L376[05:24:33] <gigaherz> as you would any
other particle
L377[05:24:54] <gigaherz> in my case
L378[05:25:00] <gigaherz> it's just
tweaking an existing one
L379[05:25:02] <gigaherz> to be
smaller
L380[05:25:07] <Ordinastie_> do you have
to go though the EnumHelper ?
L381[05:25:16] <gigaherz> I had to in
1.8.9
L382[05:25:20] <gigaherz> if this has
changed, I was never told
L383[05:25:45] <Ordinastie_> where you
spawn it ?
L384[05:26:20] <gigaherz>
worldIn.spawnParticle(ElementsOfPower.SMALL_CLOUD_PARTICLE, x + rx
+ 0.4, y, z + rz, 0.0D, 0.05D, 0.0D);
L388[05:27:39] <gigaherz> the smoke on the
4 sides
L389[05:29:56] <Ordinastie_> gigaherz,
well, you can avoid all the factory + particle ID and simply add
your particle via the particle manager
L390[05:30:55] <Ordinastie_> but it
requires you to check side first before spawning
L391[05:31:56] <gigaherz> hmm so it would
only work on the client?
L392[05:31:59] ⇦
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L393[05:32:21] <gigaherz> I am really
using randomDisplayTick
L394[05:32:24] <gigaherz> which is
client-only
L395[05:33:01] <Ordinastie_>
ParticleManager is a client only class and you get it from
Minecraft directly
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L397[05:33:43] <Ordinastie_> and AFAIK
world.spawnParticle only does stuff on client
L398[05:34:00] <gigaherz> you still need
an id, though
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L400[05:34:14] <Tombenpotter> Just so that
I can make sure, IFluidHandler was also replaced by a capability
right?
L401[05:34:16] <Ordinastie_> no?
L402[05:34:31] <gigaherz>
ParticleManager#registerParticle takes (id, factory)
L403[05:34:39] <Ordinastie_> don't need to
register it
L404[05:34:49] <Ordinastie_> just
addEffect
L405[05:35:09] <gigaherz> ah so just
addEffect with the renderer as input
L406[05:35:18] <gigaherz>
"renderer"
L407[05:35:31] <gigaherz> I could do
that.
L408[05:36:29] <madcrazydrumma> So is
there an "easier" way?
L409[05:36:35] <madcrazydrumma> simpler i
should say
L410[05:36:39] <gigaherz> do yo uneed the
particle available on the server?
L411[05:36:46] <gigaherz> or are you just
spawning it on clients?
L412[05:36:54] <Ordinastie_> there is no
particle on servers
L413[05:37:05] <gigaherz> I thought you
could spawn them server-side?
L414[05:37:12] <Ordinastie_> you can, it
just does nothing
L415[05:37:12] <gigaherz> I mean
L416[05:37:17] <gigaherz> the particle ID
exists
L417[05:37:22] <gigaherz> and the server
can tel lthe client to spawn random particles
L418[05:37:29] <gigaherz> I have seen
servers do that
L419[05:37:32] <Ordinastie_> well, I
didn't find code for that
L420[05:37:41] <gigaherz> but anyhow
L421[05:37:51] <gigaherz> madcrazydrumma:
WHERE do you plan on using that particle
L422[05:38:17] <Ordinastie_> I think they
need to be entities to be spawn on server
L423[05:40:13] <madcrazydrumma> Just for
my entity that i spawn when i cast my spell
L424[05:40:24] <madcrazydrumma> The entity
is "empty" technically, its just a moving set of
particles
L425[05:40:35] <gigaherz> okay lets say
you only spawn the particles on the client, then
L426[05:40:35] <Ordinastie_> why do you
need an entity at all ?
L427[05:40:41] <gigaherz> you can just
use
L429[05:41:02] <gigaherz>
Minecraft.getMinecraft().effectRenderer.addEffect(new
YOURCUSTOMPARTICLE(worldIn, x, y, z, vx, vy, vz));
L430[05:41:10] <madcrazydrumma>
Ordinastie_, I want it to move; its just a simple way to get it
working
L431[05:41:15] <madcrazydrumma> So I dont
need to register it then?
L432[05:41:22] <gigaherz> nope
L433[05:41:27] <gigaherz> I got rid of all
the registration code, in fact
L434[05:41:40] <Ordinastie_> so that does
work, right? :p
L435[05:41:43] <gigaherz> no idea
L436[05:41:46] <Ordinastie_> lol
L437[05:41:47] <gigaherz> still booting
mc
L438[05:42:06] <madcrazydrumma> lmao
before I even do that let me know haha
L439[05:42:56] <Ordinastie_> I know that
for my blocks that don't have a texture directly, I add them
digging particles myself to the renderer
L440[05:43:10] <Ordinastie_> based on the
passed IBlockStates
L441[05:43:43] <Ordinastie_> like for the
mixedBlocks, when, you dig it, it spawns particles for both the
states
L443[05:44:34] <gigaherz> yep works
madcrazydrumma
L444[05:45:00] <madcrazydrumma> Okay
cheers gigaherz ill give it a go
L445[05:45:14] <gigaherz> good riddance
;P
L446[05:45:17] <Ordinastie_> (I'd suggest
a spawn() method in your particle that shortcuts the
Mc.effetRenderer.addEffect...
L447[05:45:22] <gigaherz> that enum
injection was ugly
L448[05:45:29] <madcrazydrumma> It looked
quite haha
L449[05:45:31] <gigaherz> Ordinastie_:
good idea lol
L450[05:45:35] <Ordinastie_> and stupid
too
L451[05:45:43] <madcrazydrumma> Any idea
how i can get rid of the black box on my entity?
L452[05:45:48] <madcrazydrumma> Or do i
need to just an empty render class?
L453[05:45:53] <Ordinastie_> I mean, there
is no reason the register doesn't take a Particle directly
L454[05:45:53] <gigaherz> just... don't
draw it?
L455[05:45:56] <gigaherz> that's your
renderer
L456[05:45:59] <gigaherz> you know what
renderer you use
L457[05:46:05] <gigaherz> ;P
L458[05:46:15] <madcrazydrumma> Wait what,
so register the renderer with no renderer?
L459[05:46:17] <madcrazydrumma> Im
confused haha
L460[05:46:39] <gigaherz> ??
L461[05:46:45] <gigaherz> you need to
register a renderer
L462[05:46:46] <madcrazydrumma> What do
you mean by dont draw it
L463[05:46:47] <madcrazydrumma> Okay
L464[05:46:49] <gigaherz> who's doRender
is empty, yes
L465[05:46:54] <madcrazydrumma> Thats what
i meant
L466[05:46:55] <gigaherz> ;P
L467[05:46:55] <madcrazydrumma>
Cheers
L468[05:46:57] <madcrazydrumma> ;)
L469[05:47:20] <Ordinastie_> imo, you
should just get rid of it
L470[05:49:06] <madcrazydrumma> how could
I do the same thing then?
L471[05:49:29] <Ordinastie_> you an entity
that spawns particles right ?
L472[05:49:36] <Ordinastie_> *have
L473[05:52:42] <madcrazydrumma> yeah
L474[05:52:54] <Ordinastie_> and what does
spawn you entity ?
L475[05:52:55] <madcrazydrumma> but i
shoot that entity and kill it after a few seconds
L476[05:53:16] <madcrazydrumma> and on
update i spawn the particles in a ring to make a
"trail"
L477[05:53:45] <gigaherz> IMO an entity is
best for spellcasts
L478[05:53:49] <Ordinastie_> what spaws
the entitity can spawn the particles
L479[05:53:54] <madcrazydrumma> a
keybind
L480[05:53:57] <gigaherz> it lets you
attach data to them so that the spellcast continues even if the
player disappears or dies
L481[05:54:01] <madcrazydrumma> ^^
L482[05:54:33] <gigaherz> although a
client-side-only entity wopuld be best, in this situation
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L485[05:57:48] <madcrazydrumma> I created
the particle class for the spell effect, how do I spawn it?
L486[05:58:19] <gigaherz> I told
you...
L487[05:58:33] <gigaherz> [12:41]
(gigaherz): Minecraft.getMinecraft().effectRenderer.addEffect(new
YOURCUSTOMPARTICLE(worldIn, x, y, z, vx, vy, vz));
L488[05:58:41] <madcrazydrumma> ^
L489[05:58:51] <madcrazydrumma> Is it
possible to get other clients to see it too?
L490[05:58:57] <madcrazydrumma> Through a
packet i guess
L491[05:59:06] <gigaherz> each client will
have to manage its own spellcast data
L492[05:59:15] <gigaherz> it's up to you
to sync it to them
L493[05:59:30] <Ordinastie_> I guess the
entity is convenient for that
L494[06:00:28] <madcrazydrumma> How do I
get past the protected constructor for the new PARTICLE
L495[06:00:43] <Ordinastie_> don't make it
protected? -_-
L496[06:00:59] <madcrazydrumma> but then i
get an error saying the particle superclass i inherit from doesnt
have a public constructor
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L499[06:02:26] <madcrazydrumma> Nevermind
sorted it
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L934[06:42:11] <Tombenpotter> For the
inventory capabilities
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L936[06:42:33] <Tombenpotter> In IInv you
used to be able to say which sides you wanted as input and
output
L937[06:42:49] <Tombenpotter> You can't do
that by default with capabilities now can you?
L938[06:42:51] <madcrazydrumma> gigaherz,
take a look at Particle#setRBGColorF
L939[06:42:53] <madcrazydrumma> How
misleading is that
L940[06:43:33] <Ordinastie_> it's not
?
L941[06:43:48] <Ordinastie_> or do you
mean the typo ?
L942[06:43:48] <madcrazydrumma> The method
name is RBG yet params are RGB
L943[06:43:52] <madcrazydrumma> yeah that
typo
L944[06:44:19] <P3pp3rF1y> Tombenpotter,
you have that with caps - public <T> T
getCapability(Capability<T> capability, EnumFacing
facing)
L945[06:44:45] <Tombenpotter> How does
that allow you to make a difference between input and output?
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L948[06:46:27] <TechnicianLP> you get the
side passed in -> return an implementation that has in/out for
that side
L949[06:48:10] <madcrazydrumma>
Ordinastie_, does it take regular RGB values?
L950[06:48:16] <madcrazydrumma> or is it
0-1 rather than 0-255?
L951[06:48:35] <Ordinastie_> it takes a
float
L952[06:48:39] <Ordinastie_> so...
L953[06:48:58] <madcrazydrumma> I tried
using a regular rgb and it just keeps coming out dark blue instead
of the lighter one i want
L954[06:48:59] <Ordinastie_> also, it's
specified in the code
L955[06:51:16] <madcrazydrumma> the method
is ridiculous
L956[06:51:21] <madcrazydrumma> now its
giving me an orange instead of a blue
L957[06:51:24] ⇦
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L959[06:51:39] <Ordinastie_> what params
are you giving it ?
L960[06:51:58] <madcrazydrumma> rgb
xD
L961[06:52:00] <madcrazydrumma>
Wait.
L962[06:52:09] <Ordinastie_> show the
params
L963[06:52:10] <madcrazydrumma> Should the
color of the particle matter?
L964[06:52:19] <madcrazydrumma>
this.setRBGColorF(25f, 254f, 181f);
L965[06:52:25] <madcrazydrumma> switch the
last two
L966[06:52:28] <madcrazydrumma> i tried
something else
L967[06:53:18] <TechnicianLP> flot: 0-1 -
int: 0-255
L968[06:53:20] ⇦
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L970[06:54:23] <Ordinastie_> you should
have looked at the fields that are set with that method
L971[06:55:02] ⇦
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L972[06:55:26] <gigaherz> [13:44]
(Tombenpotter): How does that allow you to make a difference
between input and output?
L973[06:55:28] <gigaherz> it doesn't
care
L974[06:55:35] <gigaherz> you choose where
input and output are
L975[06:55:41] <gigaherz> and return the
right version from the right side
L976[06:55:47] <gigaherz> using thin
wrappers is useful for those cases
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L978[06:55:56] <Tombenpotter> So I need to
have two capabilities?
L979[06:56:04] <gigaherz> as many as you
want
L980[06:56:07] <Tombenpotter> One for
input and one for output?
L981[06:56:09] <gigaherz> if you want
separate input and output sides
L982[06:56:14] <gigaherz> you'll want to
return different objects, yes
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L984[06:56:22] <gigaherz> but as I
said
L985[06:56:25] <gigaherz> you can use thin
wrappers
L986[06:56:32] <Tombenpotter> (which
are?)
L987[06:56:37] ⇦
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L988[06:56:46] <gigaherz> IFluidHandler
has 4 methods
L989[06:57:02] <gigaherz>
getTankProperties, fill, drain (x2)
L990[06:57:08] <Tombenpotter> Yep
L991[06:57:13] <gigaherz> so you implement
a little class
L992[06:57:19] <gigaherz> that takes an
IFluidHandler as input
L993[06:57:24] <gigaherz> and forwards all
the calls to it
L994[06:57:25] <gigaherz> xcept
L995[06:57:33] <gigaherz> if it's
read-only, it rejects fill/drain
L996[06:57:40] <Tombenpotter> Oooh
L997[06:57:41] <gigaherz> if it's
fill-only, it rejects drain
L998[06:57:43] <Tombenpotter> I
gotcha
L999[06:57:45] <gigaherz> ifit's
drain-only it rejects fill
L1000[06:57:54] <gigaherz> so then
L1001[06:57:57] <gigaherz> you can have
like
L1002[06:58:06] <gigaherz> IFluidHandler
real_container = new whatever
L1003[06:58:15] <Tombenpotter>
Understood
L1004[06:58:18] <gigaherz> IFluidHandler
drainOnlySide = new DrainOnlyWrapper(real_container);
L1005[06:58:30] <gigaherz> and you return
the right one from getCapabilities
L1006[06:59:15]
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L1007[06:59:25] <Tombenpotter> And same
for IInventory
L1008[06:59:29] <Tombenpotter> Okay,
that's cool
L1009[06:59:31] <gigaherz> not
IInventory
L1010[06:59:33] <gigaherz>
IItemHandler
L1011[06:59:35] <gigaherz> ;P
L1012[06:59:40] <gigaherz> but yes
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L1014[06:59:59] <Tombenpotter> Oops
L1015[07:00:03] <Tombenpotter> Haha,
habits
L1016[07:00:06] <gigaherz> remember, do
NOT return true from hasCapability, if you plan on returning null
from getcapability
L1017[07:00:07] <gigaherz> ;P
L1018[07:00:23] <gigaherz> you'll have to
keep track of the side on both
L1019[07:00:23] <Tombenpotter> Erm
L1020[07:00:27] <Tombenpotter> Yes
L1021[07:00:30] <Tombenpotter>
Right
L1022[07:01:51] <Tombenpotter> Okay, lets
see how it goes :P
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L1047[08:43:15] <sham1> o/
L1048[08:43:19] <gigaherz> \o
L1049[08:43:29] <BordListian> \o/
L1050[08:43:44] <gigaherz> let's not
forget the australians: /º
L1051[08:43:50] <sham1> :P
L1052[08:44:32] <sham1> I feel so tired
right now
L1053[08:44:45] <sham1> 2 and 1/2 hours
of chemistry
L1054[08:45:10] <gigaherz> oh so it's the
ideal time to talk about this mod idea... ;P
L1055[08:45:18] <sham1> Sure
L1056[08:45:34] <gigaherz> it was a long
time ago... I wanted to call it Alternate Chemistry
L1057[08:45:40] <gigaherz> or
"al-chemy" for short
L1058[08:45:57] <gigaherz> which isn't
the origin of that word, of course
L1059[08:46:01] <gigaherz> but that would
be the fun part of it
L1060[08:47:06] <gigaherz> I never got
around to deciding the exact gameplay mechanics of the mod
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L1062[08:47:14] <gigaherz> but since you
mentioned being tired after chemistry
L1063[08:47:14] <gigaherz> ;P
L1064[08:47:38] <sham1> fatigue would be
one I imagine :P
L1065[08:48:24] <gigaherz> one of the
ideas I did have for the mod
L1066[08:48:38] <gigaherz> would be to be
able to know the composing essence of each material
L1067[08:48:45] <gigaherz> and be able to
mix and match
L1068[08:48:48] <gigaherz> problem
is
L1069[08:48:55] <gigaherz> that's exactly
how thaumcraft works
L1070[08:48:55] <gigaherz> ;P
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L1072[08:50:04] <gigaherz> another idea,
would have been to use cauldron-brewing potions and such
L1073[08:50:08] <gigaherz> xcept
thaumcraft does that too!
L1074[08:50:17] <BordListian> since
when
L1075[08:50:23] <gigaherz> not potions
that you drink
L1076[08:50:33] <gigaherz> I mean that
you drop stuff into a cauldron, and out comes something else
L1077[08:50:39] <Ordinastie_> god, I need
motivation to code :/
L1078[08:50:53] <BordListian> why would
that stop you
L1079[08:51:04] <gigaherz> because I
don't want to repeat someone else's mechanics?
L1080[08:51:23] <gigaherz> anyhow
L1081[08:51:25] <BordListian> you mean
notch's mechanics?
L1082[08:51:27] <gigaherz> I eventually
gave up on it
L1083[08:51:35] <gigaherz> but it's still
in my head
L1084[08:51:41] <gigaherz> so maybe
someday...
L1085[08:51:44] <BordListian>
*shrugs*
L1086[08:52:04] <gigaherz> I'm far too
busy these days.
L1087[08:52:33] <gigaherz> I just
released a new version of my survivalist mod
L1088[08:52:43] <gigaherz> and the only
reason I was able to, is because I'm sick and couldn't go to
work
L1089[08:53:18] <gigaherz> next on my
list will be
L1091[08:54:08] <gigaherz> to make my
ender chests able to expose energy or fluids from items contained
within it
L1092[08:55:17] <BordListian> meme
science
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L1103[09:20:37] <Wuppy> man... dominos
the netherlands now has the best pizza
L1104[09:21:05] <Wuppy> quarter hawaii,
quarter chicken, quarter kebab and quarter pepperoni
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L1106[09:28:44] <MoxieGrrl> I do not
understand the concept of kebab pizza. Explain this to me. :P
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L1108[09:31:20] <Wuppy> it's chicken
kebab
L1109[09:31:23] <Wuppy> on a pizza
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L1112[09:34:11] <BordListian> stop
it
L1113[09:34:14] <BordListian> get some
help
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L1115[09:34:56] <Wuppy> BordListian,
o___0
L1116[09:35:40] <BordListian> obligatory
remove kebab
L1117[09:36:43] <Wuppy> why
L1118[09:36:53] <Wuppy> kebab on a pizza
is <3
L1119[09:37:01] <Ordinastie_> if you want
a kebab, why not just get a kebab
L1120[09:37:18] <BordListian> please find
jesus
L1122[09:37:43] <Wuppy> I dont see what's
wrong with that
L1123[09:37:46] <BordListian>
>onions
L1124[09:37:58] <BordListian> [ screaming
]
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L1126[09:38:26] <Wuppy> are you
crazy?
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L1128[09:39:31] <Wuppy> onions on a pizza
is normal
L1129[09:39:38] <Wuppy> not to mention
absolutely delicious
L1130[09:40:09] <RANKSHANK_mob1> Depends
on the pizza really
L1131[09:40:30] <RANKSHANK_mob1> Also how
the onion is prepped
L1132[09:40:48] <Wuppy> when I make pizza
myself, thinly sliced, done
L1133[09:40:52] <BordListian> it's okay
if the way of preparing the onion is throwing it in the trash
L1134[09:40:59] <Wuppy> what the?
L1135[09:41:00] <Wuppy> why?
L1136[09:41:04] <Wuppy> do you just not
like onion
L1137[09:41:08] <BordListian> yep
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L1139[09:41:20] <Wuppy> :o
L1140[09:41:23] <RANKSHANK_mob1> Grilled
onion and steak. Mmmmph
L1141[09:41:24] <OrionOnline> Hey
guys
L1142[09:41:34] <Wuppy> RANKSHANK_mob1,
that stuff <3
L1143[09:41:35] <Wuppy> but money
L1144[09:41:38] <BordListian> we were
just talking about how much i hate you
L1145[09:41:40] <BordListian> wait
L1146[09:41:44] <BordListian> you're
orion, not onion
L1147[09:42:27] <OrionOnline>
BordListian, :P
L1148[09:42:30] <RANKSHANK_mob1> I feel
ya wupps, all the good cuts cost an arm and a leg
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L1150[09:43:58] <Ordinastie_> !gm
renderItemModelIntoGUI
L1151[09:44:34] <Wuppy> at least I can
still get a free dominos pizza because I'm not in a state of
cooking today
L1152[09:44:39] <Wuppy> or standing, for
that matter :P
L1153[09:45:07] <BordListian> >tilt
aiming
L1154[09:45:22] <OrionOnline> Damn why is
ItemLayerModel creating big quads for the North and the South
side.......... Just why Please.....
L1156[09:48:41] <OrionOnline> ??
L1157[09:48:59] <OrionOnline> That class
is a copy of the Original ItemLayerModel, minus the final
declaration
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L1160[09:52:28] <killjoy> yeah! bug fix
get!
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L1165[10:07:32] <sham1> Onions on
pizza
L1166[10:07:33] <sham1> why
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L1176[10:17:08] <BordListian> >pistons
can now push chests
L1177[10:22:51] <IoP> must be a bug
L1178[10:23:52] <Curle> where did you see
that, bord?
L1179[10:24:16] <Curle> oh, i see
it:L
L1180[10:24:37] <killjoy> If you want to
move a chest, use a chest minecart
L1181[10:24:39] <killjoy> duh
L1182[10:24:53] <TechnicianLP> that could
break a lot of tileentites
L1183[10:26:04] <killjoy> well it's
pocket edition.
L1184[10:26:10] <killjoy> there's not
that many TEs
L1185[10:26:47] <TechnicianLP> i think if
gets implemented to PE it will also be implemented in normal
MC
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L1187[10:28:05] <BordListian> it will
be
L1188[10:28:11] <BordListian> nestled
into the piston class
L1189[10:28:18] <BordListian> i can
immediently tell
L1191[10:29:03] <BordListian> it will be
like
L1192[10:29:28] <BordListian>
if(blockstate.getBlock().getClass() == BlockChest.class)
L1193[10:30:04] <howtonotwin> y u no use
Blocks.CHEST
L1194[10:30:08] <killjoy> and not
bs.getBlock() instanceof BlockChest
L1195[10:30:14] <sham1>
"bs"
L1196[10:30:27] <BordListian> mojang
hates interfaces and instanceof
L1197[10:30:49] <BordListian> :3
L1198[10:30:51] <killjoy> Interfaces are
only good for callbacks
L1199[10:30:55] <killjoy> yup
L1200[10:30:59] <killjoy>
GuiYesNoCallback
L1201[10:31:06] <BordListian> wat
L1202[10:31:21] <killjoy> GuiChat
implements that I think
L1203[10:31:36] <killjoy> or maybe it was
just GuiScreen
L1204[10:31:38] <killjoy> for some
reason
L1205[10:31:50] <BordListian> wait were
you sarcastic
L1206[10:31:58] <killjoy> a little
bit
L1207[10:32:00] <killjoy> but also
serious
L1208[10:32:01] <BordListian> okay
good
L1209[10:32:10] <killjoy> There is a
class called GuiYesNoCallbaCk
L1210[10:32:16] <BordListian> the other
option would've been that you're a java developer
L1211[10:32:32] <killjoy> yup
L1212[10:32:45] <killjoy> interface
GuiYesNoCallback{void confirmClicked(boolean result, int
id);}
L1213[10:37:35] <sham1> callbacks are
funny
L1214[10:37:48] ***
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L1216[10:41:43] <sham1> Well
L1217[10:41:55] <sham1> GuiYesNoCallback
can be a lambda
L1218[10:42:07] <killjoy> no it
can't.
L1219[10:42:13] <killjoy> it won't
reobfuscate
L1220[10:42:29] <killjoy> it's only
usable as a lambda in dev
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L1222[10:42:44] <killjoy> of course you
could probably use a method reference
L1223[10:42:47] <sham1> That's dumb
L1224[10:43:00] <killjoy> it's a
specialsource bug last I checked
L1225[10:43:10] <sham1> Who should be
yelled at
L1226[10:44:09] <killjoy> i'd say
md_5
L1227[10:44:17] <killjoy> but don't yell
at him.
L1228[10:44:20] <killjoy> He's
fragile
L1229[10:44:55] <BordListian> wait wasn't
the lambda not reobfuscating a bug that was fixed?
L1230[10:45:00] <killjoy> probably
L1231[10:45:03] <BordListian> i heard
something about it yesterday
L1233[10:47:09] <sham1> Well, one could
use retrolambda then to at least have the syntax of a lambda
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L1237[10:56:34] <sham1> but
seriously
L1238[10:56:42] <sham1> Who would eat
onions in their pizza
L1239[10:56:44] <Curle> me
L1240[10:57:18] <sham1> why
L1241[10:57:24] <Curle> because
L1242[10:57:26] <Curle> onions
L1243[10:57:37] <Curle> yumions
L1244[10:57:55] <sham1> not on a
pizza
L1245[10:58:05] <Curle> Always on a
pizza.
L1246[10:58:20] <killjoy> gotta have them
grilled
L1247[10:58:38] <sham1> that's
disgusting
L1248[10:58:39] <sham1> no
L1249[10:58:49] <SkySom> Onions are okay
on a pizza.
L1250[10:58:53] <SkySom> Okayish.
L1251[10:59:01] <SkySom> As long as it's
not pineapple, you're okay.
L1252[10:59:02] <howtonotwin> Probably
grilled on my CPU while it's decompiling :P
L1253[10:59:06] <killjoy> I like my pizza
with chicken, grilled onion, and bbq sause
L1254[10:59:20] <howtonotwin> sause
L1255[10:59:25] <howtonotwin> SAUSE
L1256[10:59:32] <killjoy> Yes. I know I
misspelled it
L1257[10:59:33] *
howtonotwin sauses
L1258[10:59:33] <killjoy> sauce
L1259[10:59:38] <howtonotwin> :P
L1260[10:59:39] <killjoy> saunter
L1261[10:59:42] <BordListian> behead
those who put onion on anything
L1262[11:00:00] <sham1> suna
L1263[11:00:01] *
howtonotwin beheads BordListian because clearly he's cutting
onions
L1264[11:00:25] <BordListian> onions are
disgusting
L1265[11:00:26] <Curle> cut him like he
cuts onions
L1266[11:00:26] <killjoy> what about in
buttered noodles?
L1267[11:00:37] <killjoy> with cream of
mushroom
L1268[11:00:44] <BordListian> so don't
cut me at all
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L1273[11:06:14] <Curle> i hate it when
modmakers split their mods into two parts and make each other a
dependancy
L1274[11:06:17] <Curle> and don't mention
it
L1275[11:08:01] <Curle> oh, ffs.
L1276[11:08:13] <Curle> forge and it's
incredibly vague errors again
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L1381[11:15:27] <Curle> what on earth
just happened?
L1382[11:15:40] <sham1> netsplit
L1383[11:15:45] <Curle> u wat
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L1385[11:16:21] <IoP> tarp!
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L1387[11:19:21] <BordListian> an irc
network is made from several servers that are interconnected
L1388[11:19:44] <BordListian> so when
temporarily, one of the servers can't reach the other ones, this
happens
L1389[11:25:21]
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Connection reset by peer)
L1390[11:31:57] <Curle> gotcha
L1391[11:32:10] <sham1> lrn2irc
L1392[11:35:01] <sham1> Also, javascript
gets template literals
L1393[11:35:40] <Curle> finally
L1394[11:35:53] <Curle> i am absoloutely
sick and tired of undeclared mod dependencies
L1395[11:36:44] <sham1> also, I love how
droid sans mono looks'
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L1401[11:57:10] <gigaherz> mirc includes
the ? in the url
L1402[11:57:16] <gigaherz> but it's ok
since it's still a valid url
L1403[11:57:16] <gigaherz> XD
L1404[11:57:55] <williewillus> and if you
guys have an opinion comment them on the ticket
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L1406[11:59:01] <sham1> ouch
L1407[11:59:14] <gigaherz> wtf are
curative items? XD
L1408[11:59:57] <BordListian> milk
L1409[12:00:38] <BordListian> you can set
it up so a strength effect is only curable by eating steak or
something stupid like that
L1410[12:00:52] <williewillus> anything
that cures a PotionEffect
L1411[12:00:58] <williewillus> by default
in vanilla it's just milk
L1412[12:01:05] <gigaherz> appatenrly
there's some sort of attached ItemStack list on the PotionEffect
o_O
L1413[12:01:13] <williewillus> actually
the whole curative items system is a forge thing
L1414[12:01:16] <gigaherz> can that be
edited in the game?
L1415[12:01:17] <williewillus> milk
bucket is hardcoded in vanilla
L1416[12:01:27] <williewillus> yes when
you instantiate the potioneffect
L1417[12:01:29] <williewillus> you can
change it
L1418[12:01:38] <gigaherz> oh I see
L1419[12:01:46] <gigaherz> why's that not
part of the "template" for that potion effect? :/
L1420[12:01:57] <gigaherz>
(Potion?)
L1421[12:02:11] <williewillus> well
that's the discussion ongoing :P
L1422[12:02:14] <BordListian> because
this allows you to do more things with it?
L1423[12:02:23] <gigaherz> yes I'm trying
to understand it ;P
L1424[12:02:27] <gigaherz> okay so
L1425[12:02:31] <gigaherz> I get the idea
I think
L1426[12:02:40] <gigaherz> if people can
do the equivalent of
L1427[12:02:58] <gigaherz> ... /addeffect
@p poison {CurativeItems:...}
L1428[12:03:14] <gigaherz> you'd want to
keep that customization
L1429[12:03:38] <gigaherz> but that seems
likea rather weak system overall
L1430[12:04:51] <gigaherz> now I suppose
there's two questions there, rather than just one
L1431[12:05:12] <gigaherz> 1. if we want
to keep that list in PotionEffect at all (are there any known users
of the feature?)
L1432[12:05:45] <gigaherz> 2. if there
should be that list on Potion instead
L1433[12:06:08] <gigaherz> however #2
seems like material for another PR, unless #1 is
"no"
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L1435[12:07:00] <gigaherz> and the answer
to "are there any known users?" seems to be, yes.
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L1437[12:07:32] <gigaherz> at least
L1439[12:07:43] <gigaherz> someone is
acgively *rejecting* the feature, lol
L1440[12:07:50] <gigaherz> eh
L1441[12:07:53] <gigaherz> that came out
wrong
L1442[12:07:58] <gigaherz> someone is
actively *rejecting* the cures
L1444[12:09:24] <gigaherz> yet another
example of people using it to make un-removable potion
effects
L1445[12:09:51] <gigaherz> both use cases
are prime material for #2
L1447[12:18:12] <BordListian> here's a
case #1
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L1459[12:56:34] <gigaherz> lol
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L1463[13:02:30] <KnightMiner> Is there a
practical way to add new AI tasks to a vanilla entity? As in, I'd
like to add an additional default target to blazes, but targetTasks
are an instance variable
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L1465[13:04:22] <gigaherz> KnightMiner:
EntityConstructingEvent? or if that's too early
L1466[13:04:26] <gigaherz>
EntityJoinWorldEvent?
L1467[13:04:39] <KnightMiner> Could work,
I'll try it
L1468[13:04:42] <williewillus> you need
to be careful for that though
L1469[13:04:47] <williewillus> AI tasks
are now added in a separate method
L1470[13:04:53] <williewillus> and
there's conditions surrounding when that method is called
L1471[13:05:27] <williewillus> though it
seems to just be a remote check rn so nvm
L1472[13:05:28] <williewillus> :P
L1473[13:05:30] <KnightMiner> Second
question is if I have an entity that extends EntityBlaze and tell
an entity to attack EntityBlaze, will it attack both blazes and
entities that extend EntityBlaze?
L1474[13:05:40] <williewillus> i believe
both
L1475[13:05:47] <williewillus> lemme
check the ai target task
L1476[13:06:12] <KnightMiner> Hmm, that
would be less preferable. I basically have an alternate blaze type
and its supposed to battle with blazes
L1477[13:06:19] <williewillus> yeah it
does getEntitiesInAABB with the class
L1478[13:06:22] <williewillus> which gets
all subclasses
L1479[13:06:51] <KnightMiner> Could I
possibly write my own task to ignore subclasses?
L1480[13:07:06] <williewillus> yeah
L1481[13:07:21] <KnightMiner> Like, I
know I can grab the class of the entity and check if it equals
EntityBlaze.class
L1482[13:07:26] <williewillus>
EntityAINearestAttackableTarget, line 70
L1483[13:07:35] <williewillus> just add
an extra predicate requiring an exact class match
L1484[13:07:58] <KnightMiner> Okie dokie,
thanks for the help!
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L1489[13:26:24] <Ordinastie_> love it so
far
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L1493[13:42:49] <killjoy> does an
entity's noclip status get sent to the client?
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L1497[13:53:36] <killjoy> So I didn't
know windows could recover minecraft
L1499[13:54:20] <killjoy> It froze up
(probably a rouge thread) and windows offered to recover it.
L1500[13:54:22] <killjoy> It worked
L1501[13:54:30] <killjoy> I was kicked
for sending too many packets, but it worked
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L1509[14:16:10] <BordListian> private
boolean isPathToBlockOpenToShitting(EntityWolf wolf, World world,
BlockPos pos)
L1510[14:17:12] <killjoy> wut
L1511[14:17:29] <killjoy> and what class
is that in?
L1512[14:17:41] <BordListian> primetox's
bwm repo
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L1551[15:21:35] <gigaherz> WOAH
L1552[15:21:36] <gigaherz> wtf
L1554[15:21:39] <gigaherz> from bad to
worse
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L1556[15:22:33] <gigaherz> the only good
design is the protocol one.
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L1558[15:24:13] <infinitefoxes_> am I
supposed to be registering my SoundEvent?
L1559[15:24:28] <gigaherz>
ofcourse?
L1560[15:24:37] <infinitefoxes_> I looked
in SoundEvent, but there doesn't seem to be a way to do it
L1561[15:24:46] <williewillus>
GameRegistry.register
L1562[15:24:48] <williewillus> like
everything else ;p
L1563[15:24:53] <williewillus>
mcforge.readthedocs.io/en/latest/effects/sounds/
L1564[15:24:56] <gigaherz>
GameRegistry.register(new SoundEvent(...).setRegistryName())
L1565[15:25:37] <infinitefoxes_>
thats'
L1566[15:25:40] <infinitefoxes_>
interesting
L1567[15:25:56] <infinitefoxes_> I was
looking for a specific registerSoundEvent method rather than the
generic one
L1568[15:25:58] <infinitefoxes_>
thanks
L1569[15:26:10] <gigaherz> well there was
an effort to make a generic registry ;P
L1570[15:26:26] <gigaherz> anything that
extends IForgeRegistryEntry, can be used in
GameRegistry.register
L1571[15:26:54] <gigaherz> that includes
blocks and items, sounds, enchants, potions... even mod-added
things!
L1572[15:27:00] <gigaherz> I have a WIP
mod
L1573[15:27:06] <infinitefoxes_> so I
shouldn't be continuing to use GameRegistry#registerBlock and the
such I assume, then?
L1574[15:27:18] <gigaherz> wel lthey are
deprecated for a reason
L1575[15:27:26] <gigaherz> did you ever
read the comment in those methods?
L1576[15:27:26] <gigaherz> ;P
L1577[15:27:44] <infinitefoxes_>
truthfully, I've never seen a deprecation warning in IntelliJ for
it until just now
L1578[15:27:57] <gigaherz> it was
deprecated in 1.9
L1579[15:28:05] <gigaherz> somewhere in
the middle of the 1.9 iteration
L1580[15:28:11] <infinitefoxes_> I
must've overlooked it with the other 400 deprecation warnings
L1581[15:28:17] <gigaherz> so unless you
were using a very old 1.9 forge...
L1582[15:28:31] <Ordinastie_> gigaherz,
when you say protocol one, you mean the Moz://a one ?
L1583[15:28:36] <gigaherz> yep
L1584[15:28:41] <Ordinastie_> yeah, same
here
L1585[15:28:44] <gigaherz> that's by far
the best
L1586[15:28:57] <kashike> gigaherz: looks
like a 4 year old made all of those
L1587[15:28:58] <Ordinastie_> and it
works in ascii too
L1588[15:28:58] <kashike> :p
L1589[15:29:10] <gigaherz> kashike: a
whole bunch of them -- namely mozilla's creative design team
L1590[15:29:36] <infinitefoxes_> is there
something I'm missing then with the deprecated methods in
Block/Item classes?
L1591[15:29:48] <infinitefoxes_> I
noticed during my port from 1.8 to 1.10 that a ton appeared
L1592[15:29:58] <kashike> ignore
deprecation
L1593[15:30:01] <kashike> it comes from
Mojang
L1594[15:30:22] <gigaherz> there's two
kinds of deprecation
L1595[15:30:23] <williewillus> ignore
deprecation *from Mojang
L1596[15:30:33] <williewillus> do obey
the ones from forge patched stuff
L1597[15:30:33] <gigaherz> the one in the
Block methods that are also represented in IBlockState
L1598[15:30:40] <gigaherz> means
"call the IBlockState if you can!"
L1599[15:30:51] <infinitefoxes_> I've
noticed blockstate classes delegate to them, yeah
L1600[15:30:51] <gigaherz> the one from
forge stuff, usually has a comment explaining why
L1601[15:31:08] <gigaherz> ones*
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L1603[15:31:43] <infinitefoxes_> hm,
thanks for that then
L1604[15:31:55] <infinitefoxes_> I'll
stop using the deprecated registry methods
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L1606[15:32:13] <gigaherz> start reading
the javadocs, too
L1607[15:32:18] <gigaherz> many of us
don't do it enough ;P
L1608[15:32:36] <infinitefoxes_> I've
been reading over a lot of it, just didn't notice how a lot of
things got deprecated between 1.8 and 1.10
L1609[15:32:42] <shadekiller666> is there
a way to disable logging from a log4j logger from a specific class
or classes at runtime
L1610[15:33:09] <shadekiller666> without
having to comment out every line that calls to Logger.<log
something>
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L1617[15:50:35] <killjoy> shadekiller666,
use log4j.xml
L1618[15:50:45] <killjoy> or was it
log4j2.xml
L1619[15:51:49] <killjoy> Don't ask me
how it works, because I don't know
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L1622[15:53:16] <MalkContent> there a way
to remove the component adress from things?
L1623[15:53:23] <williewillus> wat
L1624[15:53:27] <MalkContent> say to get
copies of lua bios eeprom to stack
L1625[15:53:41] <MalkContent> errrr wrong
channel
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L1638[16:08:53] <ThePsionic>
wewlads
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L1642[16:21:13] <ThePsionic> Hmm,
setupDecompWorkspace doesn't quite want to work
L1644[16:21:31] <ThePsionic> Unless I'm
using a way too old Gradle release (2.1 snapshot)
L1645[16:21:50] <gigaherz> try with 2.2
;P
L1646[16:22:00] <gigaherz> always compare
your build.gradle with the stock one, when changing versions
;P
L1647[16:22:19] <ThePsionic> This is such
an old mod tbh :P but I'll try
L1648[16:24:22]
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())
L1652[16:35:33] <ThePsionic> gigaherz: it
works but Forge doesn't show up as library and I can't for the life
of me remember how to fix that
L1653[16:35:40] <ThePsionic> It's been a
while as you can probably tell lol
L1654[16:35:58] <Ordinastie_> eclipse
?
L1655[16:36:02] <gigaherz> or idea?
L1656[16:36:40] <ThePsionic> IDEA
L1657[16:37:59] ***
V is now known as Vigaro
L1658[16:38:08] <Ordinastie_> did you
import the build.gradle ?
L1659[16:38:18] <ThePsionic> Ye
L1660[16:38:39] <Ordinastie_> and
setDecompWorkspace from withing IDEA ?
L1662[16:38:49]
⇨ Joins: cpup (~cpup@32.218.113.196)
L1663[16:38:56] <ThePsionic> Not from
within IDEA since it gives a Java heap error
L1664[16:39:43] <Ordinastie_> usually you
do genIntellijRuns after but I'm not sure if that's what sets the
libraries
L1665[16:40:17] <ThePsionic> No, that
just makes the runs to be able to launch the client and
server
L1666[16:40:23] <TechnicianLP> there
should be a cleanIDEA command in gradlew to reset
configuration
L1667[16:41:25] <ThePsionic> I have a lot
of clean commands, but cleanIDEA isn't one of them
L1668[16:41:52]
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L1669[16:42:32] <TechnicianLP> wel
cleanIdea get listed by gradlew tasks
L1670[16:45:23] <ThePsionic> Oh duh I'm
dumb
L1671[16:45:28] <ThePsionic> You just
refresh the Gradle project
L1672[16:47:28]
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L1674[16:50:09] <gigaherz> ThePsionic: if
you create a gradle.properties on your user profile gradle
folder
L1675[16:50:13] <gigaherz> it will work
fine from IDEA
L1676[16:50:13] <gigaherz> also
L1677[16:50:20] <gigaherz> after doing
stuff, you have to press theblue refresh icon
L1678[16:50:22] <gigaherz> on the gradle
panel
L1679[16:50:26] <gigaherz> so that idea
notices the changes
L1680[16:50:26] <ThePsionic> Yeah that's
what I meant
L1681[16:50:30] <ThePsionic> Now for the
following
L1682[16:50:46] <ThePsionic> Where's
minecraft.util.EnumChatFormatting now :P
L1683[16:50:53] <gigaherz> just
chatformatting
L1684[16:50:54] <williewillus>
TextFormatting
L1685[16:51:00] <gigaherz> or
textformatting, rather
L1687[16:52:47] <ThePsionic> Apparently
net.minecraft.client.resources.model.ModelResourceLocation is also
gone, and not in the wiki
L1688[16:52:57] <gigaherz> no it's not
gone
L1689[16:52:59] <gigaherz> maybe changed
packages
L1690[16:53:18] <williewillus> yes
package change
L1691[16:53:25] <williewillus> just use
the migration mappings
L1692[16:53:37] <gigaherz> yeh there's a
link at the bottom that helps a lot, if you use IDEA
L1694[16:53:53] <williewillus> it's not
perfect but it zaps a lot of them
L1695[16:54:07]
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(~Kodos@2602:306:ce20:6c30:5d9f:ea41:86fa:fa85)
L1697[16:57:12] <ThePsionic> Oh boy, it
seems item/block registration got a nice overhaul too
L1698[16:57:25]
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(unknown@ool-4574115b.dyn.optonline.net)
L1699[16:57:46] <TechnicianLP> the
register methods got merged into one
L1700[16:58:23]
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()
L1701[16:58:56] <ThePsionic> I see
that
L1702[16:59:04] <ThePsionic> I just have
no idea how to work with it :P
L1703[16:59:16]
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L1704[17:00:12] <BordListian> you just
call register
L1705[17:00:58] <TechnicianLP> things
need a registry name - itemblock registration is manual
L1706[17:01:55]
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(~aidancbra@res400d-128-61-102-197.res.gatech.edu)
L1707[17:02:10] <ThePsionic> But all
items now need to implement IForgeRegistryEntry or am I
misunderstanding
L1708[17:02:20] <gigaherz> no Item
does
L1709[17:02:25] <gigaherz> the base
one
L1710[17:02:41] <gigaherz> everything
that inherits from Item will then by definition inherit from
IForgeRegistryEntry
L1711[17:02:51] <ThePsionic> I see
L1712[17:02:59] <gigaherz> the idea is
that you can apply for new registries, by having a new type of
object do similarly
L1713[17:03:08] <gigaherz> and then
registering a registry for that type of object
L1714[17:03:28] <ThePsionic> So it's
literally just GameRegistry.register(Item item); or
GameRegistry.register(Block block);
L1715[17:03:50] <gigaherz> and the same
for potions, sounds, enchantments
L1716[17:04:46] <ThePsionic> Noice
L1717[17:08:28]
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L1719[17:09:21] <ThePsionic> Hmm, seems
like TextComponentTranslation.getChatStyle() is no longer a
thing
L1720[17:09:49] <ThePsionic> Oh now just
getStyle() nvm
L1721[17:10:44] <LatvianModder> all the
chat stuff is still there, just renamed
L1722[17:13:45]
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seconds)
L1723[17:13:52] ***
MrKickkiller is now known as MrKick|Away
L1724[17:14:03]
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L1725[17:15:43] <ThePsionic> Now for the
next one
L1726[17:16:05] <ThePsionic>
onItemRightClick has changed to return an
ActionResult<ItemStack> rather than an ItemStack
L1727[17:16:06] ***
amadornes is now known as amadornes[OFF]
L1728[17:18:27] <ThePsionic> Oh that's
easy actually
L1729[17:19:01]
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L1731[17:20:45] <ThePsionic> What is the
difference between EnumActionResult.SUCCESS and
EnumActionResult.PASS
L1732[17:21:09] <TehNut> SUCCESS = I did
my thing. Stop here.
L1733[17:21:12] <williewillus> ^
L1734[17:21:16] <TehNut> PASS = I may
have done something, but keep going
L1735[17:21:29] <TehNut> If you return
SUCCESS in mainhand, the offhand does nothing
L1736[17:21:30] <williewillus> "keep
going" as in "go try the next interaction or the other
hand"
L1737[17:21:38] <TehNut> If you return
PASS in mainhand, offhand will run
L1738[17:21:55] <TehNut> I don't remember
if FAIL stops it or not
L1739[17:22:07] <williewillus> it does
for some and doesnt for others
L1740[17:22:09] <williewillus> iirc
L1741[17:22:18] <williewillus> entities
check == SUCCESS but some other ones check != PASS
L1742[17:22:27] <TehNut> ew mojang
why
L1743[17:22:45] <williewillus> i might
not remember correctly
L1744[17:22:48] <williewillus> but I
recall it being different
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L1746[17:24:35] <ThePsionic> Oh that's
fine then
L1747[17:24:56] <ThePsionic> Next issue:
Item#getItemFromColorStack is gone
L1748[17:25:06] <williewillus> moved to
sepaarate system
L1749[17:25:07] <ThePsionic> Er I
mean
L1750[17:25:09] <williewillus> see my
gist
L1751[17:25:11] <ThePsionic>
Item#getColorFromItemStack
L1753[17:25:27] <williewillus> ctrl f
getCOlorFromItemstack
L1754[17:26:00] <TehNut> tldr IItemColor
and Minecraft.getMinecraft().getItemColors().register() or
something
L1755[17:26:06] <williewillus> yes
L1756[17:26:11] <SatanicSanta> Side note:
the casing of IItemColor#getColorFromItemstack is infuriating
:P
L1757[17:26:13] <TehNut> But yeah, read
over that gist
L1758[17:26:22] <williewillus>
SatanicSanta: what about it?
L1759[17:26:23] <howtonotwin>
s/Item/Block/g for blocks
L1760[17:26:25] <williewillus> I mapped
it
L1761[17:26:28] <TehNut> ^
L1762[17:26:28] <williewillus> but I just
copied the old names
L1763[17:26:30] <SatanicSanta>
williewillus: lowercase s in ItemStack
L1764[17:26:36] <williewillus> blame
whoever named the ancient one :D
L1765[17:26:45] <SatanicSanta> nah the
ancient one had a capital S
L1766[17:26:55] <williewillus> oh lol so
its my fault, woops. i wonder if I can change it now
L1767[17:27:02] <williewillus> but that
might be infuriating on its own
L1768[17:27:07] <williewillus> so I think
i'll leave it
L1769[17:27:11] <SatanicSanta> Yeah that
will probably be slightly more infuriating
L1770[17:27:16] <TehNut> Wait for
1.11
L1771[17:27:19] <TehNut> If at all
L1772[17:27:25] <williewillus> whats more
infuriating is when people name the tint Index parameter
"render pass"
L1773[17:27:51]
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L1774[17:27:56] <williewillus> it's. not.
render. pass. stop. thinking. in. 1.7. ;p
L1775[17:28:10] <SatanicSanta> heh
L1776[17:28:13] *
SatanicSanta is guilty
L1777[17:28:21] <SatanicSanta> but only
half the time ;)
L1778[17:28:24] *
howtonotwin stabs SatanicSanta
L1779[17:28:24] <williewillus> lol
L1780[17:29:00]
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L1781[17:29:02] <Ordinastie_> oh, so
that's how you got rid of your twin, you stabbed him
L1782[17:29:26] <howtonotwin> But I'm a
loser, not George ;_;
L1783[17:29:53] <Ordinastie_> that's the
second time you wrote that but I still don't get the reference if
there is any
L1784[17:30:03] <howtonotwin> Harry
Potter
L1785[17:30:16] <Ordinastie_> ah
L1786[17:32:08] <BordListian>
besides
L1787[17:32:17] <BordListian> George
would've gotten stabbed if anything
L1788[17:32:30] <BordListian> so his
adoptive son can become a timestopping vampire
L1789[17:34:33] <ThePsionic> TehNut:
sorry if I don't understand, does the recolourable item get the
IItemColor or do I need to make a separate handler
L1790[17:34:33]
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L1791[17:34:55] <TehNut> You don't need
to implement it on the item
L1792[17:35:01] <TehNut> Just create a
new instance of IItemColor
L1793[17:35:04] <williewillus> its a
separate thing
L1794[17:35:09] <williewillus> see how
vanilla does it
L1795[17:35:12] <TehNut> I usually just
do it in the register method itself
L1796[17:35:16] <ThePsionic>
Example?
L1797[17:35:18] <williewillus>
vanilla
L1798[17:35:19] <TehNut> sec
L1799[17:35:24] <TehNut> that too
L1800[17:35:26] <ThePsionic> Spawn
eggs?
L1801[17:35:28] <williewillus> yes
L1802[17:35:36] <williewillus> look at
the ItemColors class
L1803[17:35:40] <williewillus> a bunch of
them are registered tehre
L1804[17:36:32]
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L1805[17:36:35] <howtonotwin> It's like
setCustomMeshDefinition, it registers a mapping between an item and
an associated IItemColor: item -> color
L1806[17:36:58] ***
__0x277F is now known as Hex
L1807[17:37:03] <williewillus> no idea
why they did that but guess it reduces *some* code duplication
:P
L1808[17:37:14] <williewillus> splitting
the colors out, i mean
L1809[17:38:22]
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L1810[17:38:26] <gigaherz> it also avoids
calling from rendering code into logic code
L1811[17:39:34]
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L1812[17:39:54] <ThePsionic> Does
registering colors happen in preInit or init
L1814[17:40:17] <gigaherz> init
L1815[17:40:20] <ThePsionic> top
L1816[17:40:30] <gigaherz>
Minecraft.getMinecraft is not reliable before init
L1817[17:40:33] <Ordinastie_> and it's
annoyign
L1818[17:40:44] <williewillus> but
necessary :P
L1819[17:41:02] <williewillus> preinit
runs before Minecraft object is even fully constructed
L1820[17:41:11] <howtonotwin> GHz: y u no
lambda?
L1821[17:41:21] <gigaherz> howtonotwin:
because at least up until very recently
L1822[17:41:24] <williewillus> oh yeah
they fixed the lambda reobf thing some time since I last
checked
L1823[17:41:26] <gigaherz> lambdas didn't
reobf correctly
L1824[17:41:30] <williewillus> so you can
use them for obf interfaces now
L1825[17:41:40] <gigaherz> if it really
works now
L1826[17:41:48] <gigaherz> I'll
reintroduce them into my mods
L1827[17:42:05] <williewillus> it
does
L1828[17:42:07] <howtonotwin> It was
closed in May :P
L1829[17:42:15] <williewillus> well they
still didnt work for a short while
L1830[17:42:18] <williewillus> after it
was closed
L1831[17:42:23]
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L1832[17:42:27] <williewillus> but i
tried again a week ago and it worked :P
L1833[17:42:34] <gigaherz> good to
know
L1834[17:42:35] <gigaherz> ;P
L1835[17:42:48] <Ordinastie_>
williewillus, not it's not necessary at all, the instance could be
created in the initializer the same
L1836[17:43:56]
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L1837[17:44:18] <williewillus> extra
patches
L1838[17:44:36] <howtonotwin> Why in cake
does GH have a search option for Brainfuck?
L1839[17:44:43] <williewillus> why
not
L1840[17:44:48] <howtonotwin> How do you
even search BF?
L1841[17:45:03] <williewillus> bf isn't
even that esoteric anymore its all about jsfuck
L1842[17:45:12] <williewillus> ;p
L1843[17:45:15] <howtonotwin> oh god get
the holy water
L1844[17:46:24] <howtonotwin>
[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]][([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+
L1845[17:46:25] <howtonotwin>
[+[]]]+([][[]]+[])[+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[+!+[]]+([][[]]+[])[+[]]+([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!
L1846[17:46:27] <howtonotwin>
![]+[])[+!+[]]]((!![]+[])[+!+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+([][[]]+[])[+[]]+(!![]+[])[+!+[]]+([][[]]+[])[+!+[]]+(+[![]]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+!+[]]]+([][[]]+[])[+[]]+([][[]]+[])[+!+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]
L1847[17:46:33] <howtonotwin>
]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(![]+[])[+!+[]]+(+(!+[]+!+[]+[+!+[]]+[+!+[]]))[(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(+![]+([]+[])[([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![
L1848[17:46:38] <howtonotwin>
]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+([][[]]+[])[+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[+!+[]]+([][[]]+[])[+[]]+([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!
L1849[17:46:38] <williewillus> y
L1850[17:46:43] <howtonotwin>
![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!![]+[])[+[]]+(!![]+[])[+!+[]]+([![]]+[][[]])[+!+[]+[+[]]]+([][[]]+[])[+!+[]]+(+![]+[![]]+([]+[])[([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]
L1851[17:46:46] <williewillus> er
L1852[17:46:47] <howtonotwin>
+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+([][[]]+[])[+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[+!+[]]+([][[]]+[])[+[]]+([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[
L1853[17:46:52] <howtonotwin>
]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!![]+[])[+!+[]]])[!+[]+!+[]+[+[]]]](!+[]+!+[]+!+[]+[+!+[]])[+!+[]]+(!![]+[])[!+[]+!+[]+!+[]])()([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!!
L1854[17:46:53] <Ordinastie_> ffs, just
quit your client right now
L1855[17:46:59] <howtonotwin>
[]+[])[+!+[]]][([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+([][[]]+[])[+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[+!+[]]+([][[]]+[])[+[]]+([][(![]+
L1856[17:47:04] <Lord_Ralex> it's kiwi,
it don't care
L1857[17:47:04] <howtonotwin>
[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(!![]+[])[+!+[]]]((!![]+[])[+!+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+[]]+([][[]]+[])[+[]]+(!![]+[])[+!+[]]+(
L1858[17:47:09] <howtonotwin>
[][[]]+[])[+!+[]]+(+[![]]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+!+[]]]+(!![]+[])[!+[]+!+[]+!+[]]+(![]+[])[!+[]+!+[]+!+[]]+([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(![]+[])[+!+[]]+(+(!+[]+!+[]+[+!+[]]+[+!+[]]
L1859[17:47:14] <Ordinastie_>
howtonotwin, just close
L1860[17:47:15] <howtonotwin>
))[(!![]+[])[+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]])[+!+[]+[+[]]]+(+![]+([]+[])[([][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]+(!![]+[])[!+[]+!+[]+!+[]]+(!![]+[])[+!+[]]]+[])[!+[]+!+[]+!+[]]+(!![]+[][(![]+[])[+[]]+([![]]+[][[]])[+!+[]+[+[]]]+(![]+[])[!+[]+!+[]]+(!![]+[])[+[]]
L1861[17:47:15] <gigaherz> night
ppl
L1862[17:47:19]
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(Quit: Leaving)
L1863[17:47:20] <williewillus>
night
L1864[17:47:24] <ThePsionic> lol
L1865[17:47:24] ***
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L1867[17:47:46] <Hex> Well, that sure is
a way to not win.
L1868[17:47:55] <Ordinastie_> idiot
:x
L1869[17:48:02] <ThePsionic> Where can I
find a list of potion IDs
L1870[17:48:55] <williewillus> there
aren't any
L1871[17:49:02] <williewillus> they use
string id's
L1872[17:49:06] <howtonotwin> Registry
has replaced them :D
L1873[17:49:06] <williewillus> meaning
you deal with Potion objects
L1874[17:49:15] <williewillus> MobEffects
class houses the vanilla ones
L1875[17:49:34] <williewillus> It
would've been called `Potions` but we know the true name of it is
MobEffects so it's called that :P
L1876[17:50:20] <ThePsionic> So
PotionEffect is no longer used?
L1877[17:50:22]
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L1878[17:50:27] <williewillus>
what?
L1879[17:50:31] <williewillus> of course
it is
L1880[17:50:40] <williewillus> the int
field inside of it is just replaced with a Potion field
L1881[17:51:13] <ThePsionic> Oh I get
it
L1882[17:53:34] <ThePsionic> The biggest
thing I'm struggling with right now is the fact that this laptop is
fairly new and I have to figure out where all the special buttons
are
L1883[17:55:34] <MalkContent> what
happens if you hit max metadata with maps
L1884[17:55:45] <MalkContent> and then
create a new one?
L1885[17:55:58] <TehNut> boom
L1886[17:57:23] <shadekiller666> why did
notch make minecraft's coordinate system left-handed?
L1887[17:58:20] <ThePsionic> Oh this is
fun
L1888[17:58:34] <ThePsionic> I can't run
the Minecraft client due to ClassNotFound: GradleStart
L1889[17:59:01] <infinitefoxes_> is it
possible to change which dimension a player respawns in?
L1890[17:59:01] <TehNut> Set your run
config to _main
L1891[17:59:45] <ThePsionic> TehNut:
???
L1892[17:59:46] <williewillus>
MalkContent: it probably rolls over and overwrites your old one
:P
L1893[17:59:52] <williewillus>
ThePsionic: open your run config
L1894[18:00:03] <williewillus> where it
says "Module" change it to
"<projectname>_main"
L1895[18:00:08] <williewillus> instead of
just "<projectname>"
L1896[18:00:21] <MalkContent> i mean not
like anyone really uses these
L1897[18:00:27] <ThePsionic> Are you also
talking about IDEA because I definitely am
L1898[18:00:31] <williewillus> yes
L1899[18:00:44] <MalkContent> aside from
the one thing you put on your wall for your base surroundings
L1900[18:00:45] <williewillus> open your
run config -> "Use classpath of module"
L1901[18:00:51] <williewillus> change it
to whatever ends with _main
L1902[18:01:03] <ThePsionic> oh ah
L1903[18:01:20] <ThePsionic> we have
liftoff
L1904[18:02:19] <MalkContent>
shadedkiller666: lefthanded?
L1905[18:02:21] <williewillus>
MalkContent: yeah the map storage just increments a short every
time
L1906[18:02:26] <williewillus> so it'll
roll over and overwrite map 0
L1907[18:02:52] <MalkContent> wonder if
some big server ever hit that
L1908[18:02:55] <williewillus> but thats
32767 maps
L1909[18:03:36] <ThePsionic> hm
L1910[18:03:38] <ThePsionic>
"java.lang.IllegalArgumentException: No registry name set for
object
com.thepsionic.undercraft.items.UndercraftHealItem@7dfbdcfe"
L1911[18:03:42]
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L1912[18:03:58] <howtonotwin> Set the
name with Item::setRegistryName
L1913[18:04:06] <LatvianModder> do
.setRegistryName(...) begore GameRegistry.register()
L1914[18:04:15] <infinitefoxes_>
ThePrisonic: Item#setRegistryName
L1915[18:04:23] <howtonotwin> Basically
anything you register to a registry needs to have a name set
first
L1916[18:04:24] <TehNut> Or in
.register()
L1917[18:04:25] <williewillus> lol i
think he got it after the first one
L1918[18:04:37]
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L1919[18:04:44] <LatvianModder> thats
what happens when you type without reading chat lol
L1920[18:05:07] <infinitefoxes_> I'm
trying to add bed spawnpoints to my dimension, and currently, it
works fine
L1921[18:05:13] <LatvianModder>
"begore" Yikes
L1922[18:05:26] <infinitefoxes_>
whichever dimension you die in is the dimension it checks for a
spawn point
L1923[18:05:48] <infinitefoxes_> however,
if there is no bed spawnpoint for that dimension, I want it to
spawn the player in the overworld
L1924[18:06:05] <howtonotwin> There's
also a convenience overload of register() that takes a
ResourceLocation, which is equivalent to setting the name and then
calling register with 1 arg.
L1925[18:06:18] <williewillus>
infinitefoxes_: isnt that the default behaviour?
L1926[18:06:22] <williewillus> i dont
remember
L1927[18:06:30] <infinitefoxes_> it
appears not
L1928[18:07:03] <infinitefoxes_> if there
is no bed for the dimension, it just chooses that dimension's
spawn
L1929[18:07:12] <infinitefoxes_> which in
my case, is in the air, sending you to your death
L1930[18:07:43] <infinitefoxes_> The only
way to change the dimension it chooses to respawn in is with
WorldProvider#getRespawnDimension
L1931[18:07:56] <infinitefoxes_> but
that's only called if you have WorldProvider#canRespawnHere return
false, which causes beds to explode
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L1933[18:09:28] <ThePsionic> Hurrah, 1.8
mod ported to 1.10.2
L1934[18:11:15] <williewillus> !gf
EntityPlayer.playerLocation
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L1937[18:15:27] <ThePsionic> Ok not
quite
L1938[18:15:39] <ThePsionic> Currently it
looks like i'm using the items as shields in-hand
L1939[18:16:09] <howtonotwin> You mean
they rotate wrong?
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L1941[18:16:21] <ThePsionic> I
guess
L1942[18:16:38] <ThePsionic> I assume
something has changed in the model JSON
L1943[18:16:47] <williewillus> yes
L1944[18:16:54] <howtonotwin> use
item/generated as the parent
L1945[18:16:56] <ThePsionic> ah
L1946[18:17:12] <howtonotwin> That one
adds in the default transforms for items
L1947[18:17:13] <williewillus> in 1.9 the
transforms changed, and mojang added top0-level jsons with all the
default transforms
L1948[18:17:14] <ThePsionic> I had
builtin/generated
L1949[18:17:20] <williewillus>
item/generated and block/block
L1950[18:17:32] <ThePsionic> Oh so I
don't need the display section of the JSON anymore?
L1951[18:17:39] <williewillus> no
L1952[18:17:42] <howtonotwin> not unless
you did something custom
L1953[18:17:42] <ThePsionic> cool
L1954[18:17:44] <williewillus> if you're
using the default transforms
L1955[18:17:46] <ThePsionic> I'm
not
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L1962[18:37:06] <ThePsionic> now if my
client wouldn't run at a solid 3 FPS that'd be great
L1963[18:38:32] <howtonotwin> what are
you doing that you only get 3 fps o_O
L1964[18:39:29] <LatvianModder> Yeah tell
me your secrets. I get solid 2
L1965[18:39:30] <ThePsionic> I have no
idea tbh
L1966[18:39:33] <ThePsionic> lol
L1967[18:40:21] *
howtonotwin tries to cook an egg on your GPU, which is obviously
melting under the strain
L1968[18:40:49] <ThePsionic> not even, I
think Java just gets like no resources lol
L1969[18:41:44] <LatvianModder>
"Scientists were able to achieve nuclear fusion for the first
time. Required temperature came from old PC running modded
Minecraft"
L1970[18:42:06] <ThePsionic> This laptop
is approx. 1 week old
L1971[18:42:11] <howtonotwin> 1.7.10
modded MC with as many weirdly shaped blocks as possible
L1972[18:42:24] <LatvianModder> You mean
just Slopes
L1973[18:42:59]
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L1975[18:43:09] <LatvianModder> because
iirc, those werent even rendered in IBSRH but in TESR
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L1978[18:45:14] <TehNut> Carpenter's
Blocks?
L1979[18:46:02] <TehNut> They actually
appear to be ISBRH
L1980[18:46:24] <ThePsionic> I bet people
will be happy with my first mod release in 9 months
L1981[18:52:19]
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L1982[18:54:13] ***
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L1983[18:55:28]
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L1991[19:19:05] <infinitefoxes_> forgive
me, but what does the acronym IBSRH mean?
L1992[19:21:15] <TehNut>
ISimpleBlockRenderingHandler
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L1995[19:29:52] <blood_> anyone actually
seen this rwtema respond to a ticket?
L1996[19:29:59] <blood_> seems to ignore
ours completely
L1997[19:30:07] <blood_> quite
hilarious
L1998[19:30:39] <blood_> seems to idle on
esper in private channels
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L2002[19:34:08] <blood_> classic code
right there
L2003[19:34:11] <blood_> thanks
rwtema
L2004[19:34:26] <blood_> totally
violating the event contract
L2005[19:39:44]
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L2020[20:45:02] <killjoy> Someone took
down Mojang's youtube
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L2026[20:57:09] <ziggurism> i think i'm
an idiot but how do you run a mod and forge instance in eclipse
from a git clone from github? doing "gradlew
setupDecompWorkspace" & "gradlew eclipse" and
then open workspace is what I do with release, but doesn't work
with repo checkout
L2027[20:57:45] <SatanicSanta>
what.
L2028[20:58:44] <ziggurism> if I try
those gradlew commands, I get error "setupDecompWorkspace not
found in root project forge"
L2029[20:59:01] <AbrarSyed> didnt we put
a readme on the forge repo?
L2030[20:59:14] <ziggurism> um
L2031[20:59:18] <ziggurism> lemme
check
L2032[20:59:49] <SatanicSanta> AbrarSyed:
There really should be non-video instructions too
L2033[20:59:57] <SatanicSanta> in the
readme
L2034[21:00:04] <ziggurism> yeah, i guess
there are some youtubes
L2035[21:00:07] <kashike> PR one then?
:)
L2036[21:00:28] <AbrarSyed> I coulda
sworn there were
L2037[21:00:28] <ziggurism> "read
me" should change to "watch me"
L2038[21:00:42] <SatanicSanta> AbrarSyed:
There used to be, but they got replaced with videos
L2039[21:00:50] <AbrarSyed> tsk tsk
tsk
L2040[21:00:55] *
AbrarSyed smacks the person who made that PR
L2041[21:01:07] <AbrarSyed> btw, gitlab
is great. yall should start using it.
L2042[21:01:16] <kashike> cpw pushed the
new README :p
L2045[21:01:24] <kashike> bah
L2046[21:01:26] <SatanicSanta> :P
L2047[21:01:28] <ziggurism> jinx
L2048[21:01:37] <AbrarSyed> but no text??
WHY
L2049[21:02:12] <ziggurism> ok so
L2050[21:02:46] <ziggurism> the video is
for intelliJ
L2051[21:03:07] <ziggurism> maybe it will
be educational enough that I will know how to also setup
eclipse?
L2052[21:03:12] *
SatanicSanta looks into gitlab
L2053[21:03:15] <ziggurism> or should I
switch to intelliJ?
L2054[21:03:28] <SatanicSanta> It's
basically the same process IIRC. Then again I haven't used Eclipse
in years
L2055[21:03:33] <kashike> You can try
IntelliJ - everyone has their preference
L2056[21:03:37] <kashike> each IDE has
perks and downsides
L2057[21:03:38] <ziggurism> I was really
just hoping there would be an easy way to test an existing Forge
mod with current snapshot of forge
L2058[21:03:51] <ziggurism> mod exists as
an eclipse project, so...
L2059[21:04:09] <AbrarSyed> should go for
intellij
L2060[21:04:14] <TehNut> README.txt seems
to be a text tutorial for setup
L2061[21:04:19] <AbrarSyed> eclipse has
been declining.. and has actually been getting worse with each
release
L2062[21:05:18] <SatanicSanta> IntelliJ
Ultimate has duplicate code detection so thats nice ;)
L2063[21:05:22] <SatanicSanta> don't
think eclipse has that
L2064[21:06:10] <AbrarSyed> that actually
annoys me.. but anyways
L2065[21:06:29] <AbrarSyed> I use
intellij because I want the frontend web stuff, coexisting with
backend java, + the DB tools.. best combo evar
L2066[21:06:55]
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L2067[21:07:51] <ziggurism> so following
the README.txt, the advice seems to be gradlew setupDevWorkspace,
gradlew setupDecompWorkspace, and no call for gradlew
eclipse.
L2068[21:07:58] <ziggurism> I shall now
try it, thanks TehNut
L2069[21:08:21] <TehNut> Don't use
setupDev. It's uselss if you're using setupDecomp
L2070[21:09:12] <ziggurism> well but
gradlew setupDecompWorkspace isn't there. that's what brought me to
this channel in the first place
L2071[21:09:28] <ziggurism> I'm hoping
that gradlew setupDev will "create" it or something
L2072[21:09:43] <TehNut> Wait, what
repository did you clone
L2073[21:09:45] <howtonotwin> If you want
to dev a mod in the forge git repo (which is only supposed to be
used to dev FORGE; you should NOT be testing mods under it unless
it's a test mod for a forge feature), you'd just add a folder for
the mod source and add that to the build path
L2074[21:09:59] <TehNut> Did it provide
the required gradle files?
L2075[21:10:19] <howtonotwin> If you just
want to work on a mod, please use the MDK, because that's what
you're SUPPOSED to do.
L2076[21:10:42] <ziggurism> @howtonotwin,
it's exactly the scenario I'm in: i reported a forge but, lex
committed a fix, and I need to test my mod with current
snapshot
L2077[21:10:54] <ziggurism> *bug
L2078[21:11:18] <TehNut> So you want to
setup a Forge developement environment. Not a standard developement
environment
L2079[21:11:18] <howtonotwin> Well, just
put a TestMod.java file under src/test (or something like)
L2080[21:11:35] <TehNut> You weren't very
clear about that from what I see
L2081[21:11:39] <ziggurism> no
L2082[21:12:00] <ziggurism> I was perhaps
not clear about why I wanted to test a mod with current repo
L2083[21:12:03] <ziggurism> sorry about
that
L2084[21:12:14] <howtonotwin> You know
how forge already has a ton of test mods in the repo? Just put a
new one next to those.
L2085[21:12:16] <TehNut> Do you mean the
mushroom decorate event thing?
L2086[21:12:24] <ziggurism> yes, that's
me. mushrooms
L2087[21:12:33] <TehNut> It's already
built and on the file server
L2088[21:12:42] <ziggurism> oh
really?
L2089[21:12:44] <TehNut> Update your
Forge version in your local environment
L2090[21:12:49] <TehNut> Always check the
file repo
L2091[21:13:01] <TehNut> 2072 contains
the fix
L2092[21:17:23] <ziggurism> I'm doing
setupDecompWorkspace now
L2093[21:17:26] <ziggurism> on 2072
L2094[21:17:31] <ziggurism> but maybe
um
L2095[21:18:01] <ziggurism> can I ask,
how can you tell whether a release number contains a given commit
hash?
L2096[21:18:08] <TehNut> the
changelog
L2098[21:18:38] <SatanicSanta> The
changelog does not include the commit
L2099[21:18:53] <ziggurism> no, but it
does include the commit log message
L2100[21:18:57] <SatanicSanta> yes
L2101[21:19:00] <ziggurism> which would
have been enough in this instance
L2102[21:19:05] <ziggurism> ok
L2103[21:19:19] <TehNut> All you really
need is the name
L2104[21:19:30] <ziggurism> what
name?
L2105[21:19:36] <SatanicSanta> the
message
L2106[21:20:35] <TehNut>
"messages" to me are a name and a description
L2107[21:20:58] <ziggurism> ok
L2108[21:20:59] <SatanicSanta> I blame
GitHub for that thought process.
L2109[21:21:11] <SatanicSanta> because
they give you two little boxes to write your message
L2110[21:21:21] <SatanicSanta> but its
really just a single message with a forced newline
L2111[21:21:29] *
SatanicSanta shakes his fist
L2112[21:21:36] <TehNut> I use the single
message with forced newline
L2113[21:27:29] <howtonotwin> It IS a
widely accepted standard that the first line of a commit mesg is
<51 chars and is separated from the rest by a newline, and that
it is called the "title." This is supported by
git-commit(1) (section "Discussion"), so it is the
canonically "correct" thing.
L2114[21:29:19] <ziggurism> lex's commits
in the change log did not appear to adhere to a title/body
distinction
L2115[21:31:13] <ziggurism> i've been
told he is to be viewed as somewhat godlike in this community
L2116[21:31:26] <howtonotwin> Why do you
say that? The message is longer that 50 chars, I give that, but
there is no requirement for a commit to actually have more than
just a title. Some things just don't need much elaboration.
L2117[21:32:08] <howtonotwin> The
newlines in the commit are automatically inserted by something
doing line-wrapping.
L2118[21:32:19] <howtonotwin> *commit
-> changelog
L2119[21:34:34] <ziggurism> yeah for
example the topmost commit has a runon sentence covering two lines
totalling 109 chars, and no second act that could be called a
body
L2120[21:39:55] <SatanicSanta>
howtonotwin: I usually see 72 as the "title" length, but
its still 1 message
L2121[21:40:50] <AbrarSyed> ziggurism,
lex is lex, not a god
L2122[21:40:57] <AbrarSyed> I on the
otherhand, totally goly :P
L2123[21:41:01] <AbrarSyed> *totally
godly
L2124[21:41:16] <killjoy> ... a sex
god?
L2125[21:41:18] <killjoy> nah
L2126[21:41:23] <AbrarSyed> rofl
L2127[21:43:22] <killjoy> you're more of
a... sex goddess
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L2129[21:44:43] <ziggurism> everything is
awesome
L2130[21:52:10]
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L2131[21:52:40] <killjoy> is everything
cool when you're part of a team?
L2132[21:52:52] <Hex> No.
L2133[21:53:08] <howtonotwin> not with
that attitude
L2134[21:54:12] <killjoy> merging is hell
when you're part of a team
L2135[21:58:22] <ziggurism> lol i get
it
L2136[21:58:33] <ziggurism> lego
movie
L2137[21:58:50] <Hex> clap clap
clap
L2138[21:58:51] <ziggurism> no i meant,
lex's commit fixed my issue. = awesome
L2139[21:59:12] <AbrarSyed> killjoy use a
git branching model
L2140[21:59:17] <ziggurism> with service
like this, i should tip
L2141[21:59:19] <killjoy> yup
L2142[21:59:22] <TehNut> no you were
starting a forge dev singalong
L2143[21:59:37] <Hex> Singalong, you
say?
L2144[21:59:49] <TehNut> attempted
singalong*
L2145[21:59:58] *
Hex screeches a little bit
L2146[22:04:48]
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L2149[22:15:41] ***
illy is now known as illyohs_
L2150[22:15:59] <illyohs_> wait is that
at wild Abrar? What year is this?
L2151[22:16:25] <AbrarSyed> yeah summer
is over so im back.. atleast for now
L2152[22:17:35] ***
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L2153[22:28:55] <LexManos> ...
L2154[22:29:26] <LexManos> fuck are
people bitching about now?
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L2156[22:31:26] <LexManos>
<ziggurism> @howtonotwin, it's exactly the scenario I'm in: i
reported a forge but, lex committed a fix, and I need to test my
mod with current snapshot
L2157[22:31:33] <LexManos> Then just
fucking update your forge in your mod workspace
L2158[22:31:51] <LexManos> EVERY commit
to the repo is auto built and deployed... its not hard..
L2159[22:32:51] <ziggurism> yeah, i
thought i had to build against a repo checkout, but TehNut set me
straight
L2160[22:33:24] <ziggurism> I did not
realize that all commits get built and deployed.
L2161[22:33:50] <TehNut> I thought they
were manual builds. Or does it check Git ever X minutes?
L2162[22:34:54] <killjoy> github deploy
hooks
L2163[22:35:02] <killjoy> something like
that
L2164[22:35:43] <ziggurism> cracklin oat
bran is worse than halloween candy
L2165[22:35:44] <LexManos>
callbacks
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L2187[23:30:16] <killjoy> The best
joke
L2188[23:31:23] <Tazz> lol
L2189[23:34:19]
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L2192[23:35:19] <thecodewarrior> What's
the point of FMLRenderAccessLibrary?
L2193[23:35:20] ***
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L2194[23:35:34] <thecodewarrior> What
does it do?
L2195[23:36:02] <killjoy> Where is
this?
L2198[23:36:55] <killjoy> looks like old
code
L2199[23:37:12] <killjoy> Like from a
time before Access Transformers
L2200[23:37:42] <killjoy> basically an
access library is a class you put in another package to access
protected members.
L2201[23:37:50] <thecodewarrior> Ah,
ok.
L2202[23:37:52] <thecodewarrior> Makes
sense
L2203[23:38:13] <killjoy> Use it if you
don't want to use reflection or ATs
L2204[23:38:33] <killjoy> but I'm not
sure if it gets reobfuscated into the default package
L2205[23:38:38] <killjoy> probably
does.
L2206[23:38:56] <thecodewarrior> Ok.
Thanks.
L2207[23:39:40] <killjoy> It's also
useful when interacting with other mods.
L2208[23:40:16] <killjoy> just be careful
because you're adding classes to a package that is not your
own.
L2209[23:40:28] <killjoy> it might cause
problems later on.
L2210[23:40:32]
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