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L4[00:26:49] <masa> hm, nice bug report once again... "Does not work with shaders and optifine" "Title says it all"
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L14[00:42:52] <Kaiyouka> rip masa
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L20[01:35:04] <Wuppy> :o
L21[01:35:10] <Wuppy> Kaiyouka speaks
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L23[01:59:59] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160823 mappings to Forge Maven.
L24[02:00:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160823-1.10.2.zip (mappings = "snapshot_20160823" in build.gradle).
L25[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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L60[05:56:06] <Tombenpotter> What is the default implementation of IFluidHandler? FluidTank doesn't have any methods to save/load to NBT
L61[05:56:51] <ghz|afk> use the storage provider
L62[05:56:59] <ghz|afk> CAP.writeNBT and CAP.readNBT
L63[05:57:29] <ghz|afk> It will work on anything that implementa IFluidTank
L64[05:57:42] <Tombenpotter> Okay, thanks
L65[05:58:42] <Tombenpotter> Why do I have to give an EnumFacing?
L66[05:58:46] <Tombenpotter> Can it be null?
L67[05:59:02] <ghz|afk> yes
L68[05:59:21] <ghz|afk> the side isn't used in this case
L69[05:59:50] <ghz|afk> in most capabilities the side parameter will be ignored
L70[06:00:02] <ghz|afk> however, there is the possibility of a capability that is side-aware by itself
L71[06:00:12] <ghz|afk> in which case it may be useful to store each sides' contents separately
L72[06:00:33] <Tombenpotter> Alrights, tha,ls
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L78[06:41:47] <LatvianModder> TIL "abc" == "abc" is true
L79[06:42:09] <LatvianModder> I thought thats only true for "" == "". Turns out every string can be compared with ==...
L80[06:42:59] <Ordinastie_> string litterals are cached
L81[06:43:07] <Ordinastie_> that's why
L82[06:43:11] <LatvianModder> I know that now
L83[06:43:26] <Ordinastie_> someString == someIdenticalString will return false
L84[06:45:40] <ghz|afk> string pooling and such
L85[06:46:11] <ghz|afk> you still can't rely on it
L86[06:47:17] <LatvianModder> it would be nice though if compiler replaced string==string with string.equals(string)
L87[06:48:26] <LatvianModder> huh. even a little more complicated strings compile as true.. interesting http://ss.latmod.com/pc/2016-08-23_14.48.13.png
L88[06:48:59] <ghz|afk> yes it would
L89[06:49:02] <ghz|afk> but then java would be less java
L90[06:49:04] <ghz|afk> and more C#
L91[06:49:13] <ghz|afk> C#'s == operator calls equals by default
L92[06:49:23] <Ordinastie_> which would not necessarily be a bad thing :p
L93[06:49:24] <ghz|afk> you have to use Object.ReferenceEquals
L94[06:49:26] <LatvianModder> imo it would just make it prettier
L95[06:49:36] <ghz|afk> if you want a strict reference comparison
L96[06:49:56] <LatvianModder> you probably dont want to check string references anyway in 99.(9)% cases
L97[06:50:19] <ghz|afk> (the Object part isn't needed explicitly sinceeverything extends Object, so every context has ReferenceEquals as a static method in scope)
L98[06:50:38] <ghz|afk> it's rarely needed
L99[06:50:39] <ghz|afk> but it's there
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L101[06:53:32] <LatvianModder> I meant ONLY for strings to compile to .equals()
L102[06:53:44] <ghz|afk> no that's be weird
L103[06:53:48] <ghz|afk> it's either all references, or none
L104[06:53:53] <ghz|afk> that'd*
L105[06:53:57] <ghz|afk> unless you introduce valuetypes
L106[06:54:05] <ghz|afk> and then there is no reference in valuetypes at all
L107[06:54:05] <LatvianModder> well int == int
L108[06:54:13] <ghz|afk> yes but String != int
L109[06:54:18] <ghz|afk> there's no "string" in java, only String
L110[06:54:22] <LatvianModder> Integer == Integer
L111[06:54:26] <LatvianModder> is not true always
L112[06:54:32] <LatvianModder> which is even worse, imo
L113[06:54:39] <LatvianModder> Either all Integer == Integer or none
L114[06:54:41] <ghz|afk> Integer(1) is not necessarily ==Integer(1)
L115[06:54:55] <ghz|afk> it will be, since the JVM caches Integer boxes and has special ones for 0 and 1 and such
L116[06:54:59] <ghz|afk> but that's beside the point
L117[06:55:03] <LatvianModder> No, that one is true. Integer(4020) != Integer(4020)
L118[06:55:34] <LatvianModder> it caches all between -128 and 127 iirc
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L120[06:55:48] <ghz|afk> yeah but
L121[06:55:51] <ghz|afk> skip that
L122[06:55:53] <ghz|afk> conceptually
L123[06:56:00] <ghz|afk> you are asking that certain things be made different
L124[06:56:21] <ghz|afk> yo uask the JVM to tread "class String extends Object" differently than "class Whatever extends Object"
L125[06:56:31] <ghz|afk> treat*
L126[06:56:33] <ghz|afk> IMo, that's ugly.
L127[06:56:44] <ghz|afk> it can have caches for it
L128[06:56:46] <Ordinastie_> but it kinda already does with the string keyword
L129[06:56:48] <ghz|afk> but the SEMANTICS
L130[06:56:50] <LatvianModder> maybe. I still like String == String :P
L131[06:56:54] <ghz|afk> yes
L132[06:56:57] <ghz|afk> so IMO
L133[06:57:00] <ghz|afk> I like C#'s approach more
L134[06:57:14] <Ordinastie_> s/approach//
L135[06:57:14] <ghz|afk> == evaluates to equal for ALL reference types
L136[06:57:30] <ghz|afk> and the default implementation of .Equals in object
L137[06:57:34] <ghz|afk> is ReferenceEquals
L138[06:57:41] <LatvianModder> I'd like that too. Isnt that a *little* slower though?
L139[06:57:43] <BordListian> String is a special type in C# tho
L140[06:57:46] <ghz|afk> so for non-equals-aware objects,
L141[06:57:46] <BordListian> iirc
L142[06:57:52] <ghz|afk> you get the same exact semantics
L143[06:58:08] <LatvianModder> as strings first check in equals() whether their references are equal
L144[06:58:39] <LatvianModder> that can save a couple of atto-seconds
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L146[07:02:40] <ghz|afk> well sure
L147[07:02:47] <ghz|afk> but since strings already check if their references are equal
L148[07:02:52] <ghz|afk> then you also don't really lose that much ;P
L149[07:03:04] <Dread_Boy> I'm having trouble getting Entity associated with IMerchant. I thought I could cast it to EntityVillager but it throws exception.
L150[07:03:07] <ghz|afk> C#'s equals are usually implemented something like
L151[07:03:40] <Ordinastie_> Dread_Boy, well, what class is it ?
L152[07:03:55] <ghz|afk> bool equals(object other) { if (!(other is ThisClass)) return false; if (other == this) return true; /* compare */ }
L153[07:04:43] <Dread_Boy> I think it's NpcMerchant
L154[07:05:04] <ghz|afk> well then, it's not an EntityVillager ;P
L155[07:05:37] <Dread_Boy> well, yes, I know why cast fails :)
L156[07:06:15] <ghz|afk> yeah so logic seems to indicate that you can't assume the IMerchant is an EntityVillager ;P
L157[07:06:46] <Dread_Boy> I have NpcMerchant but would like to EntityVillager because I need to manipulate villager entity, not its inventory
L158[07:07:28] <ghz|afk> NpcMerchant is a client-only class
L159[07:07:34] <ghz|afk> I guess you can only get to the entity in the server
L160[07:08:13] <ghz|afk> so make sure you are on the right side (thread) when doing this
L161[07:08:24] <ghz|afk> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L162[07:10:29] <LatvianModder> Choose your side!
L163[07:10:49] <Dread_Boy> Why would entities be available to server? Can't you query entities around player on SP? I'm doing client only mod, I already chose my side
L164[07:11:07] <LatvianModder> ...
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L166[07:11:21] <LatvianModder> Client only mod with entities?
L167[07:11:32] <LatvianModder> That doesnt work like that
L168[07:11:46] <BordListian> wat
L169[07:11:49] <LatvianModder> Entities, just like blocks and tile entities are handled on both sides
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L172[07:12:13] <BordListian> Dread_Boy, what are you trying to do
L173[07:12:19] <Dread_Boy> I only need to use processInteract from EntityVillager. I'd like to interact with villager
L174[07:12:23] <Ordinastie_> he didn't say he added one
L175[07:13:09] <LatvianModder> well.. did you even check if(entity instanceof IMerchant) before doing anything with it?
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L177[07:13:51] <LatvianModder> wait, IMerchant != EntityVillager. If your Entity doesnt extend EntityVillager, it can't be one
L178[07:14:08] <Dread_Boy> Yes, I get that now
L179[07:14:16] <Dread_Boy> yet my question still stands
L180[07:14:43] <Dread_Boy> I have reference to NpcMerchant, is it possible to get reference to EntityVillager
L181[07:15:00] <BordListian> oh is NpcMerchant the gui thingy?
L182[07:15:38] <Dread_Boy> Yes, GuiMerchant has NpcMerchant
L183[07:15:47] <LatvianModder> sounds like xyproblem. step by step, what do you want to happen?
L184[07:16:35] <Dread_Boy> 1. close current villager GUI (right now I use player.closeScreen();)
L185[07:16:41] <Dread_Boy> 2. wait few seconds
L186[07:16:54] <Dread_Boy> 3. reopen same villager GUI
L187[07:17:24] <LatvianModder> and did you add your own villager entity?
L188[07:17:33] <Dread_Boy> no, of course not
L189[07:17:36] <BordListian> no
L190[07:18:03] <Dread_Boy> All I did was extend GuiMerchant to offer my own GUI for villager trading
L191[07:18:27] <LatvianModder> "I'm having trouble getting Entity associated with IMerchant" well that sounded like you added your own entity and wanted it to be an IMerchant
L192[07:19:05] <BordListian> what the fuck is the purpose of NpcMerchant
L193[07:19:14] <LatvianModder> #Mojang
L194[07:19:31] <Dread_Boy> then I'm sorry, this sentence sounded right in my head
L195[07:19:34] <LatvianModder> I guess default implementation of IMerchant
L196[07:19:36] <BordListian> is it like a virtual entity
L197[07:19:45] <LatvianModder> Seems like so lol
L198[07:19:50] <BordListian> cause EntityVillager also implements IMerchant
L199[07:20:22] <Ordinastie_> do you really need "Dread_Boy> 2. wait few seconds" ?
L200[07:20:35] <LatvianModder> lol
L201[07:20:40] <Dread_Boy> honestly, I don't know :D
L202[07:20:44] <LatvianModder> So you want vanilla villagers to open your gui instead of vanilla's one
L203[07:20:46] <LatvianModder> ?
L204[07:20:50] <Dread_Boy> how fast do trades refresh?
L205[07:20:53] <Ordinastie_> there is an event for that
L206[07:21:19] <Dread_Boy> no, I already have that
L207[07:21:20] <LatvianModder> GuiContainerEvent or smth
L208[07:21:22] <BordListian> is it a serverside or clientside event :P
L209[07:21:58] <LatvianModder> well, for GuiScreen I doubt it would be server side :P
L210[07:22:27] <LatvianModder> Container though, that is both sides. but as long as you use the same container (a.k.a same amount of slots with the same IDs) it should be fine
L211[07:22:37] <Tombenpotter> How am I supposed to use the slot class nowadays? It requires an IInventory
L212[07:23:14] <Dread_Boy> ok, let's start from begining... I extended GuiMerchant and whenever I open villager, I see my own GUI. I added some buttons to it and one of those buttons should close villager GUI, wait 3 seconds and interact with same villager again.
L213[07:23:36] <Ordinastie_> Tombenpotter, look at vanilla inventories
L214[07:24:19] <Tombenpotter> Well, vanilla inventories use IInv don't they?
L215[07:24:33] <Ordinastie_> check ?
L216[07:25:22] <Tombenpotter> Yep, look
L217[07:25:32] <Tombenpotter> addSlotToContainer(new Slot(furnaceInventory, 0, 56, 17))
L218[07:25:46] <Tombenpotter> furnace inventory being an Iinv
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L220[07:26:29] <Ordinastie_> at the bottom of the class
L221[07:27:06] <Tombenpotter> What am I supposed to look for? I can't create a slot instance without iinv
L222[07:27:34] <Ordinastie_> there is an impl for slots for itemhandler somewhere
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L225[07:32:47] <Dread_Boy> anybody has a solution to my problem above?
L226[07:34:31] <Ordinastie_> don't close your giu
L227[07:34:38] <Ordinastie_> update it when you refresh
L228[07:35:09] <Dread_Boy> "update it when you refresh" what did you mean by that?
L229[07:35:36] <Dread_Boy> doesn't villager trades refresh only when I close villager GUI?
L230[07:36:05] <Ordinastie_> actually, I don't know what triggers a refresh
L231[07:37:48] <Dread_Boy> Hmm, you are right, I always assumed it's GUI closing but it might not be, I'll check
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L233[07:38:22] <Ordinastie_> maybe it better to not base your entire mod on assumptions
L234[07:38:31] <BordListian> setRecipes will update the trades i think
L235[07:38:47] <BordListian> but you can't really get the info without a serverside packet handler
L236[07:39:26] <BordListian> disregard, essentially
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L239[07:53:42] <Ordinastie_> anyone familiar with ContainerLocalRenderInformation and RenderChunk ?
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L242[08:05:30] <masa> Tombenpotter: use SlotItemHandler
L243[08:06:09] <masa> or make your own Slot class which extends it, depending on if that one is sufficient
L244[08:06:23] <Dread_Boy> LatvianModder and BordListian: I ended up using Minecraft.rightClickMouse and it works
L245[08:06:50] <masa> Dread_Boy: and what happens if the player turns while the GUI is closed? :p
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L248[08:07:39] <Dread_Boy> that's not intended usecase :P
L249[08:08:35] <masa> so are you making that villager trading mod?
L250[08:08:42] <Dread_Boy> Player shouldn't even interact with game while mod's actions are running... But hell, I can always change its direction to look against villager again
L251[08:08:44] <masa> and was it supposed to be client-side-only?
L252[08:08:54] <Dread_Boy> yes, I finished last piece of it
L253[08:09:30] <Dread_Boy> except Thread.sleep, I really shouldn't use these :P need to improve that too
L254[08:09:52] <masa> uhh yeah you don't want to freeze the game :D
L255[08:10:12] <ThePsionic> diesieben07 made a pretty nice schedule thingy
L256[08:10:23] <Dread_Boy> should I use Runnable or does Forge provide some utility?
L257[08:10:26] <masa> just use a ClientTickHandler or something to schedule the tasks
L258[08:11:00] <ThePsionic> https://github.com/ThePsionic/undercraft/blob/master/src/main/java/com/thepsionic/undercraft/util/Scheduler.java
L259[08:11:17] <masa> actually I*mn ot sure if there is anything in vanilla or Forge for delayed scheduling, I think not?
L260[08:11:28] <ghz|afk> nah only block updates
L261[08:11:36] <masa> right
L262[08:11:46] <ghz|afk> so you have basically two options
L263[08:11:58] <ThePsionic> https://github.com/ThePsionic/undercraft/blob/master/src/main/java/com/thepsionic/undercraft/items/consumable/InstantNoodles.java#L62-L66
L264[08:12:04] <ghz|afk> either you custom tick handler with a list of counters, and triggeting their Runnable on 0
L265[08:12:32] <ghz|afk> oryou use an external scheduling system and just use the scheduleTask stuff to make sure it runs inline
L266[08:12:40] <ghz|afk> the latter would be more efficient, but it won't be tick-bound
L267[08:12:53] <ghz|afk> so you can't ensure that it also runs slowly when the server can't keep up with the 20 ticks per second rate
L268[08:13:21] <ghz|afk> it woudl be nice for forge to provide one single global implementation of a delayed-task scheduling system
L269[08:14:53] <Tombenpotter> masa: yea, I found it in the meantime
L270[08:14:54] <Tombenpotter> Thanks
L271[08:15:05] <ghz|afk> class DelayedTask{ int delay; Runnable callback; public boolean tick() { if (--delay == 0) { callback.invoke; return true; } return false; }
L272[08:15:05] <masa> I also have my own schedulers, but they currently aren't for delayed tasks, but rather periodic tasks
L273[08:15:23] <masa> although
L274[08:15:38] <ghz|afk> for(iterator stuff) { if (delayedtask.get().tick()) delayedtask.remove(); }
L275[08:16:05] <masa> seems that it first triggers after the interval time, so it would still work, you just want to exit the task after one execution
L276[08:16:30] <ghz|afk> or you can complete my pseudocode with proper java ;P
L277[08:16:49] <masa> that's essentially what my scheduler is :D
L278[08:16:57] <masa> which isn't a huge surprise
L279[08:19:00] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/event/tasks/TaskScheduler.java
L280[08:24:41] <Dread_Boy> and wouldn't I use java.util.Timer().schedule?
L281[08:25:06] <Dread_Boy> and why wouldnt' I*
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L304[09:02:28] <IoP> *argh* Why did I touch my source tree. forge(!) project lost all its dependencies in idea
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L306[09:10:17] <Ordinastie_> god, this system is a fucking nightmare :/
L307[09:11:14] <Ordinastie_> what the client event for chunk unloading ?
L308[09:13:00] <Ordinastie_> is there even any ?
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L310[09:18:40] <IoP> Is there currently some tasks which should be executed before importing forge source to idea?
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L312[09:19:28] <Ordinastie_> setupForge ?
L313[09:19:45] <Ordinastie_> are you deving for forge ?
L314[09:20:08] <IoP> I was goingto check few things from sources
L315[09:20:34] <Ordinastie_> do you need *editable* sources?
L316[09:21:17] <howtonotwin> isn't it just "setup"?
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L318[09:21:46] <Ordinastie_> if you want to edit forge in order to make a PR, you do setupForge
L319[09:22:02] <Ordinastie_> else, it's just matter of setupDecompWorkspace in IDEA and refresh your project
L320[09:22:44] <IoP> forge itself does not have setupDecompWorkspace or I screwed something
L321[09:23:25] <howtonotwin> The MDK has sDW, the git repo has setup(Forge)
L322[09:28:33] <IoP> nope. Still no dependencies. (Did gradlew clean setupforge and then imported to indea)
L323[09:28:46] <IoP> idea & even refreshed gradle
L324[09:29:30] <Ordinastie_> so you do want editable source?
L325[09:30:03] <IoP> yes
L326[09:30:19] <Ordinastie_> ah
L327[09:30:22] <IoP> editable, navigable all bells and whistles
L328[09:30:23] <Ordinastie_> not sure it works with IDEA
L329[09:30:56] <IoP> I had dependencies visible hour ago but I broke it :P
L330[09:31:05] <PitchBright> anybody here intimately acquainted with the forgeChunkLoading.cfg?
L331[09:31:17] <PitchBright> tryin' to wrap my head around a couple things, as I tinker with my server
L332[09:31:35] <Ordinastie_> !gm renderChunk
L333[09:31:43] <Ordinastie_> !gf renderChunk
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L336[09:41:06] <Ordinastie_> so, no client event for when a chunk is unloaded apparently :(
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L338[09:43:47] <Ordinastie_> actually, it should :s
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L340[09:47:26] <Ordinastie_> and that's why you don't do println debugging -_-
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L342[09:48:45] <ThePsionic> I have a feeling there's so much of the story we've not seen here Ordinastie_
L343[09:48:55] <Ordinastie_> not really
L344[09:49:14] <Ordinastie_> just that I was printing more than what the log could show in the visible window
L345[09:49:23] <Ordinastie_> world.isRemote
L346[09:49:57] <Ordinastie_> and the calls where it was true were called first so it was immediately replaced by those where is was false
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L350[10:06:25] <ghz|afk> Got my new pc parts, in a bit, I'll haveto shut down to transfer the HDDs to the new case ;P
L351[10:07:22] <Ordinastie_> oh my god!
L352[10:07:37] <Ordinastie_> how will you leave without IRC for such an extended period of time??
L353[10:07:40] <Ordinastie_> *live
L354[10:07:48] <Ordinastie_> damn it, it's ruined now :(
L355[10:08:40] <ghz|afk> Wait, it will be sooner -- I need my PSU also ;P
L356[10:08:44] <ghz|afk> later ;P
L357[10:08:54] <ThePsionic> i can't find my mouse
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L359[10:09:11] <ThePsionic> as in, my mouse pointer
L360[10:09:13] <Ordinastie_> did your cat eat it ?
L361[10:09:13] <ThePsionic> i've lost it
L362[10:09:27] <Ordinastie_> my question still stands
L363[10:09:28] <ThePsionic> oh there it is
L364[10:09:33] <ThePsionic> i don't have a cat
L365[10:09:35] <thor12022> you hit a break point and it's trapped in mincraft, isn't it
L366[10:09:46] <ThePsionic> i don't even have my ide open
L367[10:10:01] <Ordinastie_> maybe it's the neighbor's cat
L368[10:10:04] <ThePsionic> i know i know, shame on me
L369[10:10:14] <ThePsionic> neighbor also does not own a cat
L370[10:10:18] <thor12022> Minecraft: eating mouse pointers even when not running
L371[10:10:28] <ThePsionic> heh
L372[10:14:00] <Ordinastie_> there is no way this shit won't blow... :x
L373[10:15:09] <ThePsionic> shit: blown
L374[10:15:13] <ThePsionic> dicks: out
L375[10:15:17] <ThePsionic> harambe: remembered
L376[10:15:28] <Ordinastie_> ThePsionic: out
L377[10:15:36] <ThePsionic> don't you mean >>>/out/
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L379[10:16:21] <BordListian> today i foolishly tried to do Color?[]?
L380[10:16:31] <BordListian> but arrays are already reference types
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L382[10:20:14] <Ordinastie_> meh http://puu.sh/qLybF.png :/
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L384[10:21:50] <Ordinastie_> I'm tempted to write something like Silenced.nullSafe(() -> do stuff without null check); and let it catch NPEs :x
L385[10:25:21] <ThePsionic> Pro tip: do not sit outside in the sun with your black metal laptop when it's 30 degrees C outside
L386[10:25:49] <Ordinastie_> I don't sit outside when it's 30° perioid
L387[10:25:55] <Ordinastie_> period
L388[10:25:59] <ThePsionic> Lol good point
L389[10:26:02] <ThePsionic> Or should I say
L390[10:26:04] <ThePsionic> Good period
L391[10:27:09] <ThePsionic> Today in Fun Java Things: ⁀ ‿ ⁀ is a valid variable name
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L393[10:27:37] <BordListian> unicode makes me so angry
L394[10:27:48] <sham1> Don't sit outside
L395[10:27:53] <sham1> that's what I do
L396[10:28:46] <sham1> Also, why u hate unicode
L397[10:31:54] <sham1> Unicode > ASCII
L398[10:32:15] <BordListian> nah
L399[10:32:22] <BordListian> only Unicode.len > ASCII.len
L400[10:33:03] <TechnicianLP> gradlew doesnt like it either
L401[10:33:08] <sham1> I cannot encode my language by just using ASCII so I like Unicode by default
L402[10:33:38] <BordListian> even japanese can be transscribed in ascii
L403[10:34:22] <sham1> Well, finnish cannot
L404[10:35:09] <BordListian> finnland may or may not even exist
L405[10:35:13] <sham1> Umn
L406[10:35:22] <sham1> Why did I receive a CTCP
L407[10:35:38] <BordListian> because someone sent you one?
L408[10:35:45] <BordListian> and you didn't disable them on your client?
L409[10:36:07] <sham1> but why
L410[10:36:19] <BordListian> who sent it
L411[10:37:03] <sham1> TechnicianLP
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L413[10:37:15] <BordListian> oh
L414[10:37:16] <BordListian> maybe whois
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L457[10:38:43] <sham1> Anyway, why do you prefer ASCII
L458[10:38:58] <BordListian> it fits in a signed byte
L459[10:39:04] <sham1> okay?
L460[10:39:15] <sham1> Even though every byte is unsigned
L461[10:39:19] <BordListian> and it's not a pain to support
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L503[10:39:37] <BordListian> >every byte is unsigned
L504[10:39:40] *** willieaway is now known as williewillus
L505[10:39:41] <BordListian> >java
L506[10:39:51] ⇨ Joins: iso2013 (~iso2013@c-67-176-10-45.hsd1.co.comcast.net)
L507[10:39:54] <sham1> Java is not the only language
L508[10:40:01] <sham1> Also, every byte can be thought as unsigned
L509[10:40:04] <sham1> even when used as signed
L510[10:40:12] <sham1> because that's how they exist in memory
L511[10:40:14] <williewillus> signedness is all in your head with a bit of language help
L512[10:40:15] <IoP> Most of the people who talk about ASCII are not even using ASCII but some 8-bit charset
L513[10:40:21] <williewillus> computer doesnt care its just bits
L514[10:40:28] <sham1> bytes*
L515[10:40:46] <BordListian> this is actual hair splitting
L516[10:40:47] <williewillus> either
L517[10:42:02] ⇨ Joins: adox (~adoxes@87.69.240.9)
L518[10:42:32] <sham1> Also what iop said
L519[10:42:52] <BordListian> yes but i said it fits into an unsigned byte
L520[10:42:57] <BordListian> *signed byte
L521[10:43:00] <BordListian> goddamnit
L522[10:43:00] <sham1> So does utf-8
L523[10:43:10] <sham1> well, you are technically correct
L524[10:43:19] <sham1> it fits into an unsigned byte
L525[10:45:05] <IoP> even § is not part of ASCII
L526[10:47:30] ⇨ Joins: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
L527[10:47:43] <raoulvdberge> !gm func_73660_a
L528[10:47:54] <raoulvdberge> !gm func_72939_s
L529[10:48:05] <raoulvdberge> !gm func_72939_s
L530[10:48:09] <BordListian> also unicode already crashed my image editor today
L531[10:48:23] <sham1> what text editor
L532[10:48:48] <LatvianModder> "unicode" "image editor"
L533[10:48:49] <howtonotwin> unicode crashed your image editor?
L534[10:49:07] <BordListian> it was a 1.40 MB unicode font image
L535[10:49:34] <sham1> Well you said unicode and image editor, so I assumed Emacs, but whatever
L536[10:49:50] <BordListian> emacs the image editor
L537[10:49:52] <BordListian> lmfao
L538[10:49:52] <howtonotwin> unicode + image editor => emacs
L539[10:49:53] <howtonotwin> wat
L540[10:50:06] <BordListian> i'm laffin
L541[10:50:10] <sham1> https://www.emacswiki.org/emacs/ArtistMode
L542[10:50:22] <howtonotwin> wtf emacs
L543[10:50:23] <BordListian> goddamnit emacs
L544[10:50:27] <sham1> https://www.gnu.org/software/emacs/manual/html_node/emacs/Picture-Mode.html
L545[10:50:32] <BordListian> emacs users leave
L546[10:50:35] <BordListian> reeeeee
L547[10:50:48] <sham1> Also, under X11 you can also have it display images on buffers
L548[10:50:54] <sham1> useful with LaTeX
L549[10:51:36] <IoP> sham1: maybe ISO 646 is the best solution :P
L550[10:51:39] <sham1> And if nothing else, you can always use M-x butterfly to edit your images
L551[10:51:44] <iso2013> i just got pinged :(
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L553[10:52:34] <BordListian> >M-x tetris
L554[10:52:37] <BordListian> EMACS LEAVE
L555[10:52:39] <sham1> Yes
L556[10:52:44] <sham1> it has tetris
L557[10:52:47] <sham1> it even has chess
L558[10:52:58] <sham1> A twitter mode (3rd-party though)
L559[10:53:03] <howtonotwin> M-x doctor on Mac :P
L560[10:53:08] <IoP> But does it have decent text editor?
L561[10:53:10] <howtonotwin> also snake I think
L562[10:53:19] <BordListian> hatred of unicode ended
L563[10:53:20] <sham1> Yes, it does have a decent text editor
L564[10:53:21] <BordListian> now i hate emacs
L565[10:53:30] <howtonotwin> Por que no los dos?
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L567[10:53:56] <sham1> What people have to realise that Emacs is not a text editor with all this crazy stuff built-in
L568[10:53:59] <IoP> "Almost every country needed an adapted version of ASCII, since ASCII suited the needs of only the USA and a few other countries. For example, Canada had its own version that supported French characters." :P
L569[10:54:21] <sham1> It's an elisp interpreter that has a builtin program of a text editor
L570[10:54:35] <BordListian> [ "USA" chanting ]
L571[10:54:57] <BordListian> >lisp interpreter
L572[10:55:03] <BordListian> how does it keep getting worse
L573[10:55:18] <sham1> Still better than Vimscript
L574[10:55:34] <BordListian> anything is better than lisp
L575[10:55:38] <williewillus> hey now
L576[10:55:41] <williewillus> don't knock lisp
L577[10:55:42] <BordListian> anything
L578[10:55:44] <ThePsionic> hey now
L579[10:55:46] <ThePsionic> you're an allstar
L580[10:55:46] <BordListian> literally anything
L581[10:55:59] <sham1> I actually warmed up to Lisp thanks to Emacs
L582[10:56:02] <sham1> Slime ftw
L583[10:56:04] <williewillus> how about you support your opinion with some reasons? :P
L584[10:56:15] <BordListian> it's lisp
L585[10:56:16] <ThePsionic> williewillus: it sucks because i think it sucks
L586[10:56:19] <BordListian> that's reason enough
L587[10:56:25] * howtonotwin throws willie out the door for bringing logic to this.
L588[10:56:25] <williewillus> no it isn't
L589[10:56:25] <raoulvdberge> there will be never a language as versatile and beautiful as lisp
L590[10:56:26] <thor12022> so, then is scheme better than lisp?
L591[10:56:34] <williewillus> thor12022: scheme is a lisp
L592[10:56:43] <ThePsionic> to be honest there's only one thing worse than lisp
L593[10:56:46] <raoulvdberge> you can do literally any programming construct in lisp
L594[10:56:46] <ThePsionic> and that's whitespace
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L596[10:56:51] <howtonotwin> brainfuck?
L597[10:56:53] <BordListian> i'm pretty sure every bad language is just a lisp dialect
L598[10:56:57] <howtonotwin> JSFuck?
L599[10:56:58] <williewillus> BordListian: like
L600[10:56:59] <ThePsionic> brainfuck is easy
L601[10:57:00] <williewillus> ?
L602[10:57:10] <williewillus> raoulvdberge: that honestly doesn't mean much
L603[10:57:20] <williewillus> goddamn command blocks are turing complete doesnt mean you should make things in them
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L605[10:57:33] <BordListian> they're better than lisp tho
L606[10:57:37] <sham1> no
L607[10:57:45] <raoulvdberge> no..
L608[10:57:52] <BordListian> :3
L609[10:58:03] <raoulvdberge> did you ever program in lisp?
L610[10:58:05] <sham1> What's your gripe with Lisp anyway
L611[10:58:06] <williewillus> as i said, any good reasons for that that aren't self-referential? :P
L612[10:58:17] <BordListian> briefly
L613[10:58:18] <howtonotwin> Turing tarpits are Turing complete, but good luck trying to get anything done in them :P
L614[10:58:20] <BordListian> unfortunately
L615[10:58:28] <ThePsionic> let's program java in a game written in java
L616[10:58:28] <sham1> Like I get that the amount of parenthesis can be annoying
L617[10:58:30] <thor12022> I would complain about lisp, but I've had to use prolog
L618[10:58:32] <ThePsionic> thanks command blocks
L619[10:58:45] <williewillus> that's what paredit is for
L620[10:58:50] <sham1> yes
L621[10:58:56] <williewillus> they hardly get in the way if you indent properly and use any decent editor
L622[10:59:03] <sham1> Like Emacs :P
L623[10:59:13] <williewillus> I use Cursive in idea but yeah same idea :P
L624[10:59:29] <sham1> Same IDEA*
L625[10:59:39] <ThePsionic> sham1: >>>/out/
L626[10:59:41] <howtonotwin> Haskell: >>=ing your x:_ to your _:xs
L627[10:59:47] <sham1> Hey
L628[10:59:48] <sham1> W0w
L629[10:59:53] <ThePsionic> you're an allstar
L630[11:00:06] <williewillus> howtonotwin: is that conjoinment?
L631[11:00:23] <howtonotwin> read that as "BINDing your HEAD to your TAIL" :P
L632[11:00:24] <sham1> Don't knock on haskell man
L633[11:00:34] <williewillus> i'm not
L634[11:00:38] <williewillus> i just don't know it :P
L635[11:00:43] <BordListian> >don't knock on haskell
L636[11:00:55] <BordListian> what is wrong with you
L637[11:01:06] <howtonotwin> >>= is pronounced "bind," a common operation on monads
L638[11:01:07] <williewillus> nothing
L639[11:01:08] <sham1> Haskell is a wonderful language
L640[11:01:17] <BordListian> didn't you say the same thing about lisp
L641[11:01:23] <williewillus> haskell is great
L642[11:01:28] <howtonotwin> x:_ deconstructs a list, putting the first elem in x, and everything else is thrown out
L643[11:01:32] <howtonotwin> so it's head
L644[11:01:39] <sham1> safehead
L645[11:01:44] <sham1> at that
L646[11:01:48] <howtonotwin> and _:xs is the opposite, the tail
L647[11:01:52] <raoulvdberge> m'monoids
L648[11:02:10] <sham1> Monoids aka stuff that have an addition and an identity operator
L649[11:02:23] <ThePsionic> m'onoids
L650[11:02:26] <sham1> Like numbers, and lists
L651[11:03:38] <howtonotwin> not addition strictly, any associative operation with an identity element
L652[11:04:01] <sham1> Well, it is easiest to explain with stuff like appending two lists or addition
L653[11:04:02] <howtonotwin> so for Z, it can be addition and 0, or multiplication and 1
L654[11:05:00] <sham1> Or lists whose associative operator is appending two lists and identity is empty list []
L655[11:05:56] <howtonotwin> a :: b != b :: a therefore I don't think that would work.
L656[11:06:15] <sham1> Pardon?
L657[11:06:29] <howtonotwin> nvm am dumb
L658[11:06:35] <howtonotwin> ignore that :P
L659[11:08:13] <sham1> Well, == and != is not even defined for non-matching types, therefore no stupid shit like comparing an integer to a string (fucking javascript)
L660[11:09:00] <BordListian> isn't that exactly the reason why javascript is dumb
L661[11:09:10] <BordListian> or is that it's defined in one direction but not the other
L662[11:09:45] <sham1> Javascript has some, ahem, interesting choices as far as the language design goes
L663[11:09:54] <howtonotwin> It's because you can do shit like this ![] == 0
L664[11:09:58] <howtonotwin> that's true btw
L665[11:10:16] <williewillus> thats how jsfuck works
L666[11:10:26] <williewillus> shady type coercion everywhere :D
L667[11:11:00] <howtonotwin> +![] is how you get 0, and +!![] is one
L668[11:11:05] <howtonotwin> but +[] is zero
L669[11:11:31] <sham1> number|0 is the fastest way to force a number to be integral in javascript
L670[11:11:45] <howtonotwin> but this is jsfuck, we don't have | :P
L671[11:11:45] ⇦ Quits: Gil (uid147942@id-147942.brockwell.irccloud.com) (Quit: Connection closed for inactivity)
L672[11:12:18] <sham1> Well, number|0 floors the number because javascript
L673[11:12:20] <howtonotwin> and you can coerce to string by []+<stuff>
L674[11:12:36] <howtonotwin> so ![]+[] === "false"
L675[11:13:14] <sham1> jsfuck sounds like a fun language to codegolf with
L676[11:13:15] <howtonotwin> and then (![]+[])[+!![]] == "a"
L677[11:13:27] <howtonotwin> because you coerce false to a string
L678[11:13:39] <howtonotwin> and then you "false"[1], which is "a"
L679[11:13:52] <sham1> https://www.youtube.com/watch?v=KUmEgOJNQ_w
L680[11:14:31] <sham1> sadly it is not *that* wat
L681[11:14:34] <howtonotwin> http://thedailywtf.com/articles/bidding-on-security
L682[11:14:39] <howtonotwin> tada!
L683[11:14:58] <ThePsionic> https://www.youtube.com/watch?v=wjYlw_VtPtw
L684[11:15:28] <sham1> thanks
L685[11:15:44] <sham1> Also touches on ruby
L686[11:15:59] <sham1> which is all the better because I believe that dynamic typing is evil
L687[11:16:07] <BordListian> number|0 floors the number because binary or is only defined for integers tho
L688[11:16:13] <sham1> still
L689[11:16:27] <BordListian> and 0 is the identity for or
L690[11:16:34] <TTFTCUTS> mod design question: small mod, would require code-level interaction with other mods in some places. Specific API classes, or just have them use the dev jar as a library?
L691[11:17:12] <sham1> there should be a separate integer type instead pf having every number be a double precision floating point number
L692[11:22:04] <howtonotwin> More evil, if you have an object, you can access methods on it with array syntax => "a".charAt(0) === "a"["charAt"](0)
L693[11:23:23] <sham1> And this is why I am so amazed that Javascript took over the internet
L694[11:23:32] <howtonotwin> So by []["constructor"]["constructor"], you get the function Function(), which takes a string and compiles a function from it
L695[11:23:57] <howtonotwin> []["constructor"]["constructor"]("return 2")() === 2
L696[11:23:58] <sham1> Wat
L697[11:24:31] <howtonotwin> Function("return 2") => function <anonymous>() { return 2 } :D
L698[11:24:37] ⇨ Joins: Abastro (~Abastro@112.166.128.227)
L699[11:24:42] <sham1> Well, nice way to have eval in your language I guess
L700[11:24:44] <howtonotwin> Function("return 2")() === 2
L701[11:25:17] <sham1> I am so exited for WebASM
L702[11:25:23] <sham1> could get away from js
L703[11:27:28] <ThePsionic> sham1: luckily JS has eval already
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L705[11:29:13] <howtonotwin> Because JSFuck only has 6 symbols, you can't actually spell eval. You have to construct the string "constructor" twice and use that to get the function constructor. Then you write the code out as a string and use Function to execute it
L706[11:36:09] <ThePsionic> JSFuck more like JeSusFuck
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L708[11:46:30] <sham1> Well you don't need JSFuck to say fuck to javascript
L709[11:51:22] <ThePsionic> Correct
L710[11:51:35] <Wuppy> hey ThePsionic
L711[11:51:37] <Wuppy> how've you been
L712[11:56:35] *** MrKick|Away is now known as MrKickkiller
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L715[12:00:33] <ThePsionic> Good
L716[12:00:35] <ThePsionic> Lazy but good
L717[12:01:11] <Wuppy> same same
L718[12:01:24] <Wuppy> although currently unable to walk because muscle pain
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L720[12:02:13] <gigaherz> I'm back!
L721[12:02:20] <gigaherz> and my computer clock is totally wrong!
L722[12:03:18] <gigaherz> now
L723[12:03:19] <gigaherz> that's better.
L724[12:03:26] <Wuppy> hai
L725[12:03:29] <gigaherz> it was saying it was 0:00 ;P
L726[12:03:42] <gigaherz> OS: Unsupported Windows 10.0 (Build #14393) CPU: Intel Core i7-6700K,  4.01 GHz, 0 KB Video: Unknown Video Card (2560x1440x32bpp 59Hz) Sound: Speakers (2- Realtek High Defin Memory: Used: 5061/32699MB Uptime: 17m 35s HD Space: Free: 1673.11 GB/4245.90 GB Connection: Intel(R) Ethernet Connection (2) I219-V @ 1000.0 Mbps (Rec: 88.46MB Sent: 3.80MB)
L727[12:03:50] <gigaherz> vcard is a nv GTX1070
L728[12:03:58] <howtonotwin> You missed a great 20 minutes during which I melted sham's brain with JSFuck :P
L729[12:04:02] <Wuppy> :O
L730[12:04:10] <Wuppy> I may or may not be incredibly jealous now gigaherz
L731[12:04:31] <gigaherz> don't be
L732[12:04:38] <gigaherz> now I have to pay 280eur to get a windows 10 license
L733[12:04:39] <gigaherz> ¬¬
L734[12:04:41] <Wuppy> :V
L735[12:04:43] <Wuppy> why?
L736[12:04:52] <ThePsionic> "OS: Unsupported Windows 10.0 (Build #14393)"
L737[12:04:52] <gigaherz> because it was a free upgrad
L738[12:04:56] <gigaherz> eyou can't transfer it to a new computer
L739[12:05:03] <Wuppy> yes, but why buy :P
L740[12:05:10] <gigaherz> because fuck pirating windows
L741[12:05:21] <gigaherz> !!calc 280/365
L742[12:05:21] <gigaherz> gigaherz: Result(s): 0.7671232877
L743[12:05:22] <Wuppy> I've got the same reason the other way around
L744[12:05:30] <gigaherz> I'm quite willing to pay 75 cents a day for it
L745[12:05:36] <williewillus> is there a method to wrap an Iterator->Iterable?
L746[12:05:37] <Wuppy> fuck microsoft
L747[12:05:40] <gigaherz> and that's if it only lasted one year
L748[12:05:46] <williewillus> oh who am I kidding i can just use a lambda
L749[12:05:46] <williewillus> nvm
L750[12:05:55] <gigaherz> williewillus: new Iterable() { iterator() {return it; } }
L751[12:05:56] <gigaherz> ;P
L752[12:06:03] <williewillus> bleh
L753[12:06:07] <gigaherz> or the lambda, yes
L754[12:06:07] <gigaherz> ;P
L755[12:06:41] <gigaherz> however that will only work once
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L757[12:06:53] <gigaherz> and iterables are supposed to be able to return multiple iterators
L758[12:06:55] <gigaherz> so be careful
L759[12:07:08] <williewillus> yeah I'm only using it locally
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L761[12:07:38] <gigaherz> brb wanna reboot to make sure shit still works
L762[12:07:41] <williewillus> aw I have to cast the lambda to make a for loop over it
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L777[12:37:36] <ThePsionic> http://i.imgur.com/MW8J9FL.png one of these is not like the others
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L782[12:41:27] <Wuppy> I must be missing something
L783[12:41:58] <BordListian> writing a modloader and i'm torn between a simple load order number or a thing like fml
L784[12:42:00] <PitchBright> lol
L785[12:42:01] <Koward> We're all missing something.
L786[12:42:06] <PitchBright> it's the kid
L787[12:42:28] <Wuppy> which is different why?
L788[12:42:39] <PitchBright> the kid's not a scenic shot
L789[12:42:48] <Wuppy> hmm true
L790[12:42:56] <Wuppy> although there's also a person in the one below and to the left
L791[12:43:10] <PitchBright> but that shot is scenic
L792[12:43:30] <PitchBright> the kid shot is a closeup on a face... and he looks like he's halway between taking a dump, and having an acid trip
L793[12:43:34] <PitchBright> halfway*
L794[12:44:00] <Wuppy> lol that's an incredibly accurate description of that face xD
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L796[12:44:59] <PitchBright> yeah
L797[12:45:14] <PitchBright> that's the look on my face, when I'm trying to code.
L798[12:45:41] * howtonotwin pukes a little inside
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L801[12:47:05] <ThePsionic> Wuppy: There's a huge difference between artists like Stonebank and the Kazoo Kid
L802[12:47:17] <Wuppy> how should I know :P
L803[12:47:39] <Wuppy> it's both extremely far from what I listen to: https://www.youtube.com/watch?v=Zpp7oIvexGU
L804[12:47:41] <ThePsionic> Fair point
L805[12:47:53] <ThePsionic> Oh yeah gotcha
L806[12:48:06] <Wuppy> listen to that though <3
L807[12:49:51] <ThePsionic> Yeah see I'm more of https://www.youtube.com/watch?v=t9eazV4Fmdg
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L809[12:50:54] *** Darkhax is now known as Darkhax_AFK
L810[12:51:02] <Wuppy> not the best, but it's fast & upbeat which is nice :)
L811[12:51:22] <ThePsionic> I like EDM really
L812[12:51:27] <Wuppy> same
L813[12:51:34] <Wuppy> also, check out this bus http://i.imgur.com/f7RZolr.png
L814[12:51:52] <ThePsionic> tbh Wuppy I wouldn't call what you just linked EDM
L815[12:52:00] <Wuppy> technically it is
L816[12:52:20] <ThePsionic> Ok let's rephrase that
L817[12:52:30] <ThePsionic> I like the likes of music that comes from Monstercat
L818[12:53:15] <ThePsionic> Electro, Glitch Hop, Indie Bass, the occasional DnB song
L819[12:53:48] <ThePsionic> A dubstep/drumstep song here and there
L820[12:54:05] <Wuppy> for me it's hardstyle, hardcore and harddance
L821[12:54:06] <ThePsionic> House
L822[12:54:11] <Wuppy> and some dance/house
L823[12:54:13] <ThePsionic> Like, the doctor
L824[12:54:22] <BordListian> (int)(double)table["loadorder"]
L825[12:54:25] <Wuppy> that's also good, yes
L826[12:54:27] <BordListian> everything is fire
L827[12:54:28] <ThePsionic> lol
L828[12:55:04] <ThePsionic> tbh I get most of my music from listening to Monstercat FM
L829[12:55:12] <ThePsionic> Oh also
L830[12:55:14] <ThePsionic> Electro Swing
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L833[12:57:58] <ThePsionic> This is strangely therapeutic https://www.youtube.com/watch?v=wGw7I0R48c0
L834[12:58:24] <BordListian> wow this is like the only usecase for the Convert class
L835[12:59:32] <PitchBright> Egyptian glitch dubstep: https://www.youtube.com/watch?v=uEocvib2EBY
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L837[13:02:57] <PitchBright> at least that's what I think you'd call it. I'm not that knowledgeable on the terminology or how music is classified
L838[13:03:14] <ThePsionic> PitchBright: The music is okay, I'm more impressed by the project tbh :P
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L840[13:03:55] <PitchBright> haha cool cool... yeah it took us 18 months. Official Guinness World Record for it.
L841[13:04:04] <Wuppy> is anyone interested in Regency Solitaire?
L842[13:04:05] <ThePsionic> Holy shit nice
L843[13:04:14] <Wuppy> or HexCells
L844[13:04:18] <ThePsionic> Anyway bbl
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L846[13:05:04] <Wuppy> who wants any of these games? http://i.imgur.com/HESglxz.png
L847[13:06:03] <killjoy> Um.. what happened to subscriptions on youtube?
L848[13:06:26] <Wuppy> killjoy, seems like youtube is updating again
L849[13:06:29] <PitchBright> not working?
L850[13:06:32] <killjoy> Subscriptions just gives me a list of channels now instead of recently uploaded videos
L851[13:06:33] <Wuppy> I heard someone say the UI changed for him a few days ago
L852[13:06:46] <gigaherz> killjoy: works for me
L853[13:06:53] <gigaherz> are you on Tiled mode or on list mode?
L854[13:07:01] <killjoy> google does rolling updates
L855[13:07:08] <gigaherz> or they could be AB testing
L856[13:07:10] <killjoy> neither
L857[13:07:36] <killjoy> http://imgur.com/a/4ZAE5
L858[13:07:49] <killjoy> I am subscribed to absolutely 0 of those channels
L859[13:07:55] <gigaherz> wat XD
L860[13:07:56] <gigaherz> wait
L861[13:08:19] <gigaherz> maybe they messed up and are shwoing recommendations or something
L862[13:08:41] <killjoy> well it's back to normal now
L863[13:08:55] <killjoy> refreshed and it's back
L864[13:09:06] <gigaherz> reminds me of the google play browsing
L865[13:09:15] <gigaherz> maybe they want to make youtube have browsable categories
L866[13:09:34] <killjoy> They should put that in it's own category.
L867[13:09:40] <killjoy> Not taking over a good one
L868[13:09:54] <killjoy> I also seem to have youtube red
L869[13:09:58] <gigaherz> no wait they already have that
L870[13:09:58] <gigaherz> https://www.youtube.com/channels
L871[13:10:11] <killjoy> I got 2 weeks free for downloading youtube music
L872[13:11:39] <gigaherz> lol
L873[13:12:06] <LatvianModder> huh, potions have a very interesting metadata.. I wonder how could they convert them once metadata goes away http://minecraft.gamepedia.com/Data_values#Potions
L874[13:12:21] <killjoy> they already have
L875[13:12:25] <killjoy> potions use nbt now
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L877[13:15:38] <killjoy> well.. https://redd.it/4z7tj7
L878[13:20:38] <howtonotwin> It looks like someone fucked up and swapped subscriptions with recommended or something. This looks like an accident.
L879[13:20:43] <gigaherz> LatvianModder: that's actually a perfect use case for a theoretical "item states" system
L880[13:20:45] <gigaherz> akin to blockstates
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L883[13:26:42] <secknv> so says here EvenBus bus() is deprecated
L884[13:26:55] <secknv> and the comment on it is "Use {@link MinecraftForge#EVENT_BUS} they're the same thing now"
L885[13:27:01] <Ordinastie_> yes
L886[13:27:04] <LatvianModder> yes, use only MinecraftForge.EVENT_BUS
L887[13:27:20] <killjoy> it means it will probably get removed soon
L888[13:27:31] <secknv> sorry for stupid but my questions was
L889[13:27:34] <secknv> isnted of FMLCommonHandler.instance().bus()
L890[13:27:38] <secknv> instead*
L891[13:27:41] <secknv> what do I put
L892[13:27:50] <killjoy> MinecraftForge.EVENT_BUS
L893[13:27:51] <LatvianModder> MinecraftForge#EVENT_BUS
L894[13:28:01] <LatvianModder> oi. '.'
L895[13:28:09] <killjoy> says it right there in the javadoc
L896[13:28:33] <LatvianModder> all events are handled in one bus now, no more mess with 2 different ones
L897[13:28:43] <howtonotwin> TerrainGen has its own bus though
L898[13:28:52] <LatvianModder> it has always had that
L899[13:28:59] <LatvianModder> and oregen too
L900[13:29:24] <secknv> yes but what's with the #
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L902[13:29:32] <LatvianModder> that just means .
L903[13:29:34] <killjoy> It's a reference
L904[13:29:50] <secknv> ok that was what was messing me up lol
L905[13:29:51] <killjoy> it's what you use to reference other members in javadoc
L906[13:30:00] <secknv> thx
L907[13:30:17] <killjoy> If you don't understand the raw javadoc, just hover over the method and the javadoc should be rendered
L908[13:30:36] <LatvianModder> if you use Idea, you have to enable it tho
L909[13:30:38] <secknv> intellij pls
L910[13:30:39] <killjoy> or put it in the javadoc tab
L911[13:30:45] <secknv> how do I enable it
L912[13:31:01] <killjoy> http://stackoverflow.com/questions/11053144/how-to-see-javadoc-in-intellij-idea
L913[13:31:08] <Koward> Speaking about Events, I'm looking for documentation about priority mechanisms
L914[13:31:12] <secknv> <3
L915[13:31:16] <secknv> #nohomo
L916[13:31:25] <killjoy> Koward, priority with events?
L917[13:31:37] <LatvianModder> higher priorty = your even will be first
L918[13:31:58] <LatvianModder> which often is opposite of what you want. Sometimes you want your event to be handled first, sometimes last
L919[13:32:07] <killjoy> Use arguments on the @SubscribeEvent annotation
L920[13:32:43] <Koward> Can I define order between some events.
L921[13:32:49] <Koward> Like between two high priority
L922[13:33:03] <killjoy> are the events the same type (assuming)
L923[13:33:07] <Koward> Yes.
L924[13:33:15] <killjoy> just give them different priorities
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L926[13:34:10] <Koward> But I may have set this high priority to come before other mods, or things like that. I don't have a use case right now, but it seems it lacks a bit of finesse.
L927[13:34:14] <killjoy> https://git.io/v6QU2
L928[13:34:21] <killjoy> give one high, give the other highest
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L930[13:34:54] <Koward> That'll do, I guess. Thanks
L931[13:35:13] <killjoy> We'd have more freedom if the priority was an int instead of enum
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L933[13:35:34] <killjoy> but I guess that could be abused
L934[13:35:43] <killjoy> such as setting your priority to -10000
L935[13:35:55] <williewillus> event priorities should be used with lots of care
L936[13:36:00] <williewillus> most eventhandlers should be left default
L937[13:36:04] <gigaherz> I have NO IDEA wtf is wrong
L938[13:36:15] <gigaherz> but there's something that's causing my machien to freeze for like a couple minutes
L939[13:38:26] <secknv> erm also says here neighborChanged is deprecated
L940[13:38:35] <williewillus> it's not
L941[13:38:46] <williewillus> it's one of the ones that has been pulled up into an interface
L942[13:38:46] <killjoy> *shrug*
L943[13:39:02] <williewillus> aka the "use iblockstate to call this" ones
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L945[13:39:19] <killjoy> so rtfd
L946[13:39:34] <secknv> so I should stop using the one from the block class and use that one yes
L947[13:39:42] <williewillus> well if you are implementing it
L948[13:39:47] <williewillus> impleement it in block obviously
L949[13:39:52] <williewillus> but when using it call it through iblockstate
L950[13:42:04] <secknv> oh I just found it on IBlockBehaviours
L951[13:43:54] <secknv> wait a sec I'm confused
L952[13:44:04] <williewillus> about what?
L953[13:44:13] <williewillus> if you are implementing it extend it on Block like normal
L954[13:44:20] <secknv> so I have a a class that makes a special block with redstone interaction
L955[13:44:39] <williewillus> if you are *calling* it do it through IBlockState (which extends IBlockBehaviours)
L956[13:44:40] <secknv> said class extends Block
L957[13:44:47] <secknv> yes but
L958[13:44:47] <williewillus> okay so jhust extend it from Block like normal
L959[13:44:54] <howtonotwin> Block still DEFINES the behavior, but you USE it from IBlockState
L960[13:44:57] <williewillus> ^
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L962[13:46:49] <secknv> the neighborChanged on IBlockSTate doesnt have the state parameter
L963[13:46:54] <williewillus> of course
L964[13:46:57] <howtonotwin> ... why would it
L965[13:47:00] <williewillus> thjink about what you just said
L966[13:47:01] <williewillus> :P
L967[13:47:02] <howtonotwin> it IS the state
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L969[13:47:26] <secknv> I am brainfucked rn
L970[13:47:30] <williewillus> well if we were speaking low level, it technically does have the state param as the first argument to an instance method
L971[13:47:36] <williewillus> but that's a jvm deal ;P
L972[13:47:56] <howtonotwin> world.getBlockState(pos).neighborChanged(blah)
L973[13:48:10] <howtonotwin> or something like that
L974[13:48:33] <secknv> http://pastebin.com/FiXNzZAf
L975[13:48:39] <secknv> this is my method
L976[13:48:47] <williewillus> okay
L977[13:48:51] <williewillus> thats fine
L978[13:48:53] <secknv> and idea is complaining it's deprecated
L979[13:48:53] <howtonotwin> That's fine. No changes
L980[13:48:57] <williewillus> ignore it
L981[13:49:07] <williewillus> it's just mojang being silly
L982[13:49:11] <howtonotwin> @Deprecated it as well if you really want to get rid of it
L983[13:49:21] <williewillus> I understand lifting stuff up into IBlockState but marking it all deprecated was unnecessary
L984[13:49:56] <secknv> maybe the forge guys also wanted to get rid of the warning
L985[13:50:06] <secknv> so they @deprecated it in blobk class
L986[13:50:09] <howtonotwin> ???
L987[13:50:12] <williewillus> no
L988[13:50:23] <williewillus> and what does that even mean
L989[13:50:29] <howtonotwin> block doesn't inherit those members
L990[13:50:31] <howtonotwin> it defines them
L991[13:50:33] <williewillus> Block is a top-level class
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L993[13:50:45] <williewillus> IBlockState and Block have no inheritance relationship
L994[13:50:50] <secknv> then why is this method there marked as deprecated
L995[13:50:57] <williewillus> don't worry about it >.<
L996[13:50:58] <howtonotwin> because mojang = dumb
L997[13:51:03] <williewillus> just ignore it
L998[13:51:10] <secknv> ok
L999[13:51:20] <secknv> yes this block class is mojang isnt it
L1000[13:51:24] <secknv> derp
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L1002[13:52:04] <williewillus> lol
L1003[13:52:09] <williewillus> i think you need sleep or something
L1004[13:52:09] <Koward> deprecated is the new abstract.
L1005[13:52:13] <williewillus> wat
L1006[13:52:16] <howtonotwin> no
L1007[13:52:21] <williewillus> what the hell does that even mean lol
L1008[13:52:21] <howtonotwin> because they have implementations
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L1010[13:52:34] <secknv> wat
L1011[13:52:39] <secknv> I am not understanding anything
L1012[13:52:54] * howtonotwin kills all of us to end the pain
L1013[13:53:14] <howtonotwin> Block defines behaviors
L1014[13:53:23] * williewillus gives up
L1015[13:53:24] <Koward> For Mojang, I mean. That's what I've been told. Well of course they have implementations but if they want us to never call them by putting this then their implementation should be where it is.
L1016[13:53:27] <howtonotwin> there are default behaviors in the top-level Block class
L1017[13:53:35] <howtonotwin> Therefore they are NOT ABSTRACT
L1018[13:53:36] <Koward> *shouldn't
L1019[13:53:42] <williewillus> Koward: have implenmentations = not abstract
L1020[13:53:50] <killjoy> They should've made an interface.
L1021[13:53:57] <Koward> Yes, agree. Sorry, I'm not being clear
L1022[13:54:09] <secknv> getStateFromMeta and IsOpaqueCube and IsBlockNormalCube are also marked as deprecated
L1023[13:54:11] <howtonotwin> The implementation of IBlockState delegates to the ones in Block
L1024[13:54:18] <williewillus> @Deprecated in this case LITERALLY just means "don't call" for the ones also in IBlockState
L1025[13:54:20] <secknv> so basically I should ignore all of that and go sleep yes?
L1026[13:54:24] <williewillus> secknv: those are probably ACTUALLY deprecated
L1027[13:54:27] <williewillus> because meta is going away soon
L1028[13:54:40] <williewillus> and the is<X>Cube ones are probably being folded together or refactored
L1029[13:54:55] <williewillus> secknv: yes :P
L1030[13:55:13] <howtonotwin> thank god I can't brain those methods for the life of me.
L1031[13:55:13] <williewillus> its all a side effect of deprecated being used carelessly
L1032[13:55:21] <Koward> ^
L1033[13:55:32] <secknv> I guess "only fix it when it stops working" it is
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L1035[13:55:33] <williewillus> howtonotwin: they're used for literally everything
L1036[13:55:40] <williewillus> i tried tracing them out
L1037[13:55:46] <williewillus> but all of them are used for everything
L1038[13:56:11] <williewillus> https://gist.github.com/williewillus/2eed04bea592c629c6cbd4b60a87db2b
L1039[13:56:20] <howtonotwin> 1.11 internal changes, only item: Got rid of Block::is*Cube
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L1042[14:03:55] <secknv> ok last question
L1043[14:04:06] <secknv> what's with calling vars p_185093_1_
L1044[14:04:26] <howtonotwin> well MC is obfuscated
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L1046[14:04:46] <howtonotwin> !!gf ItemStack.stackSize
L1047[14:04:47] <MCPBot_Reborn> === MC 1.10.2: net/minecraft/item/ItemStack.stackSize (adz.b) UNLOCKED ===
L1048[14:04:48] <MCPBot_Reborn> Name : b => field_77994_a => stackSize
L1049[14:04:49] <MCPBot_Reborn> Descriptor : I
L1050[14:04:49] <MCPBot_Reborn> Comment : Size of the stack.
L1051[14:04:50] <MCPBot_Reborn> Last Change: 2016-06-27 17:21:38.265700-04:00 (_bot_update_)
L1052[14:04:55] <killjoy> !gp 185093
L1053[14:04:55] <howtonotwin> see? adz.b
L1054[14:05:12] <killjoy> got a name for p_185093_1_?
L1055[14:05:25] <killjoy> !gp p_185093_1_
L1056[14:05:32] <howtonotwin> So when we deobf MC, we give everything new names
L1057[14:05:35] <secknv> it's a method param
L1058[14:05:45] <killjoy> yup. to wobble
L1059[14:05:56] <secknv> are you a wizard
L1060[14:06:01] <killjoy> mcpbot told me
L1061[14:06:09] <killjoy> wanna name it?
L1062[14:06:14] <howtonotwin> But the decompiler is a program that doesn't actually know what everything does, so everything just gets numbers for names
L1063[14:06:26] <killjoy> we use mappings to give them names
L1064[14:06:26] <secknv> can I call it worldyMcWorldFace?
L1065[14:06:28] <howtonotwin> The community can therefore name things with MCPBot
L1066[14:06:36] <killjoy> no. That's a dumb name.
L1067[14:06:42] <killjoy> so it's the world?
L1068[14:06:46] <secknv> worldIn
L1069[14:06:53] <secknv> is classic name
L1070[14:07:03] <howtonotwin> so you see that adz.b -> field_77994_a -> ItemStack.itemStack
L1071[14:07:13] <secknv> legit
L1072[14:07:20] <secknv> so how do I name it
L1073[14:07:21] <killjoy> Actually, It might not be worth setting that parameter name.
L1074[14:07:29] <howtonotwin> /m MCPBot_Reborn help
L1075[14:07:29] <killjoy> It's part of a anonymous class
L1076[14:07:32] <howtonotwin> like that
L1077[14:07:51] <secknv> well yes
L1078[14:08:00] <howtonotwin> gf/gm/gp -> get field/method/param
L1079[14:08:00] <killjoy> just type !help
L1080[14:08:13] <howtonotwin> and sf/sm/sp -> set field/method/param
L1081[14:08:19] <killjoy> go in #mcpbot if you plan on spamming
L1082[14:08:27] <secknv> sorry
L1083[14:08:37] <killjoy> Just saying. Not that you were
L1084[14:10:03] <secknv> what does srg stand for
L1085[14:10:24] <killjoy> it's short for searge
L1086[14:10:32] <killjoy> you know, the minecraft developer
L1087[14:10:40] <killjoy> also the one who created mcp
L1088[14:11:11] <howtonotwin> Notch names are the fully obfuscated names like adz.b
L1089[14:11:12] <secknv> oh lol
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L1091[14:11:27] <howtonotwin> SRG names are the decompiled names like field_blah_1
L1092[14:11:38] <howtonotwin> MCP names are the human readable ones like stackSize
L1093[14:11:46] <killjoy> srg classes are the same as mcp classes
L1094[14:12:04] <tterrag|ZZZzzz> quick rundown of how the system works. every minor MC patch, a lot of the notch names are shuffled. when this happens, MCP updates and fixes the notch->srg mappings. then mods can go happily along using the same srg names
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L1096[14:12:26] <killjoy> it uses black magic to do this.
L1097[14:12:54] <tterrag> black magic *and python*
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L1099[14:13:05] <killjoy> what's the difference?
L1100[14:13:14] <howtonotwin> python is deliberately designed to be less complicated than most languages
L1101[14:13:29] <killjoy> what if it was perl?
L1102[14:13:37] <secknv> so basically MC is just trying to mess with the modders every update?
L1103[14:13:45] <killjoy> kind of.
L1104[14:13:50] <killjoy> It's really a side effect of proguard
L1105[14:14:06] <LatvianModder> which is useless
L1106[14:14:06] <howtonotwin> In the Chomsky hierarchy, Python deliberately falls into a simpler category than say Java :D
L1107[14:14:17] <secknv> well ofc
L1108[14:14:27] <secknv> I come from python
L1109[14:14:30] <secknv> and I cant java
L1110[14:14:47] <killjoy> I need a python with JVM
L1111[14:14:51] <secknv> jython
L1112[14:14:54] <killjoy> groovy is close enough
L1113[14:15:05] <secknv> there is actaully a thing called jython
L1114[14:15:10] <secknv> python for the jvm
L1115[14:15:11] <killjoy> I know
L1116[14:15:28] <killjoy> But isn't that just a python interpreter on the JVM?
L1117[14:15:40] <killjoy> I meant an actual python program that uses jvm libs
L1118[14:16:30] <howtonotwin> Pretty sure it does that from the website
L1119[14:16:38] <howtonotwin> from java.util import Date
L1120[14:16:45] <Koward> I wanted to get rid of using metadata already but for items I'm not sure it's already possible. Vanilla still uses it a lot too.
L1121[14:17:06] <Koward> (see CraftingManager and logs)
L1122[14:17:27] <secknv> so what's happening to metadata
L1123[14:17:38] <secknv> is it gonna be pure blockstates from now on?
L1124[14:17:47] <killjoy> and nbt
L1125[14:17:48] <howtonotwin> hopefully block metadata is going to die a painful death in the future
L1126[14:17:53] <Koward> They could, but what about Items..
L1127[14:18:08] <killjoy> same way enchantments are handled I would guess
L1128[14:18:31] <Koward> I mean look at the log items, they are still doing f*cking bitwise operations to map log block metadata to log item one.
L1129[14:18:41] <Koward> That's hilarious
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L1131[14:19:10] <sham1> >python
L1132[14:19:11] <sham1> why
L1133[14:19:12] <Koward> Maybe they need.. itemstates
L1134[14:19:19] <secknv> why does log block meta need to be mapped to log item meta?
L1135[14:19:47] <killjoy> why do we need itemstates?
L1136[14:19:50] <howtonotwin> when you break a log
L1137[14:19:52] <howtonotwin> you get an item
L1138[14:19:57] <Koward> Only acacia and darkoak, which are LOG2
L1139[14:19:57] <killjoy> They're just like tileentities, but they're not a tile and they're not an entity
L1140[14:20:02] <howtonotwin> ergo you must map log meta to item meta
L1141[14:20:07] <killjoy> well it's an entity when it's on the grouind
L1142[14:20:16] <Koward> I think they were limited by the max size
L1143[14:20:28] <killjoy> metadata is a byte, yes?
L1144[14:20:31] <howtonotwin> because a log also holds info about direction and you have to remove that when creating the itemstack
L1145[14:20:36] <howtonotwin> block meta is 4 bit
L1146[14:20:39] <howtonotwin> item meta is a short
L1147[14:20:45] <secknv> why isnt there just a block for every log
L1148[14:20:54] <howtonotwin> Becuase blockids are limited
L1149[14:20:55] <killjoy> so it's a nibble
L1150[14:20:56] <Koward> this.addRecipe(new ItemStack(Blocks.PLANKS, 4, 4 + BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4), new Object[] {"#", '#', new ItemStack(Blocks.LOG2, 1, BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4)});
L1151[14:21:05] <secknv> what's the max block id?
L1152[14:21:15] <howtonotwin> 4096 iirc
L1153[14:21:20] <Koward> This line is a good example of what should disappear
L1154[14:21:24] <Koward> but can't
L1155[14:21:34] <howtonotwin> Chunks store blocks as a big array of shorts
L1156[14:21:47] <howtonotwin> 12 bits go to the log
L1157[14:21:51] <howtonotwin> *block
L1158[14:21:57] <howtonotwin> 4 go to the meta
L1159[14:22:36] <killjoy> 4 to type, 4 to direction (each type)
L1160[14:22:49] <killjoy> so all 16 metadata is used for logs
L1161[14:23:02] <Koward> Hence log2 when they added new wood types
L1162[14:23:05] <howtonotwin> 2 bits for type and 2 bits for axis
L1163[14:23:38] <howtonotwin> 4 + BlockPlanks.EnumType.DARK_OAK.getMetadata() - 4
L1164[14:23:39] <howtonotwin> wat
L1165[14:23:57] <Koward> shift two times
L1166[14:24:08] <Koward> get rid of part of metadata
L1167[14:24:13] <howtonotwin> But it's addition...
L1168[14:24:33] <howtonotwin> 4+x-4 = x even when you are limited in bits
L1169[14:24:53] <secknv> well I'd say that's just plain retarded
L1170[14:25:03] <BordListian> pfft
L1171[14:25:09] <secknv> but my knowledge of how things work is so bad I wont risk it
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L1177[14:37:38] <Koward> Okay in fact the +4 -4 is there to show a parallel with the later -4 which is there to get the actual log2 meta
L1178[14:38:30] <Koward> There is one enum for wood, 0,1,2,3,4,5. BlockOldLog uses the first 4 directly because it matches its 4 variants
L1179[14:38:43] <Koward> But log2 has 0,1 matching 4,5
L1180[14:38:50] <Koward> So they substract 4 each time
L1181[14:39:18] <killjoy> first 2 bits is type
L1182[14:39:24] <killjoy> first being right-most
L1183[14:39:28] <howtonotwin> A) I am very surprised javac didn't just nuke it B) wtf Mojang no stop
L1184[14:39:31] <killjoy> left most is orientation
L1185[14:41:15] <Koward> Yeah but it does not really matter for that, the logic to go from simple planks enumtype to metadata with axis is done in the getMetaFromState and vice versa, and it's the same for both blocks since bits are fixed
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L1187[14:44:11] <Koward> anyway that's the kind of thing they wouldn't be using at that level if they had itemstates
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L1189[14:45:13] <killjoy> itemstates are dumb
L1190[14:45:40] <killjoy> blockstates aren't saved anyway
L1191[14:45:47] <killjoy> last I checked at least
L1192[14:46:55] <Koward> You mean dumb like the blockstates or dumber ?
L1193[14:47:14] <williewillus> blockstates are not dumb
L1194[14:47:19] <killjoy> blockstates actually replace metadata because there's no other alternative
L1195[14:47:24] <williewillus> they will
L1196[14:47:25] <killjoy> blocks don't have nbt
L1197[14:47:27] <killjoy> items do
L1198[14:47:34] <williewillus> right now blockstates are shoehorned back into meta
L1199[14:47:45] <williewillus> but there's super evident prepwork to eliminate meta from the chunk data
L1200[14:48:57] <killjoy> That's why blockstates are good. It's better than arbitrary numbers
L1201[14:49:03] <williewillus> much better
L1202[14:49:10] <killjoy> itemstates? why?
L1203[14:49:12] <killjoy> we already have nbt
L1204[14:49:32] <williewillus> besides vanilla doesn't use item damage in any meaningful way
L1205[14:49:40] <williewillus> it uses it for 1: itemblock damage
L1206[14:49:43] <williewillus> 2. tool damage
L1207[14:49:44] <williewillus> 3. colors
L1208[14:49:45] <williewillus> :P
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L1210[14:50:12] <killjoy> itemblock damage?
L1211[14:50:14] <williewillus> I'm interested how the first will be resolved when blockstates get eliminatedm but the latter two map readily to numbers
L1212[14:50:37] <williewillus> killjoy: i.e. the andesite itemblock is the item minecraft:stone@1 or something
L1213[14:50:47] <killjoy> oh, vairants
L1214[14:51:02] <killjoy> and charcoal
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L1224[15:19:59] <shadekiller666> where does the player model that gets rendered in the survival inventory get drawn in code?
L1225[15:21:01] <williewillus> find usages on GuiInventory.drawEntityOnScreen
L1226[15:21:25] <killjoy> That's a thing?
L1227[15:21:35] <williewillus> ?
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L1230[15:30:18] <shadekiller666> how does one obtain the contents of a folder inside of the assets folder in a dev env during game launch?
L1231[15:30:53] <williewillus> resource system
L1232[15:31:03] <williewillus> or just read the mcDataDir
L1233[15:31:19] <shadekiller666> ok
L1234[15:31:30] <shadekiller666> where is that stored?
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L1236[15:32:15] <williewillus> Minecraft
L1237[15:32:25] <shadekiller666> oh, its in the Minecraft class... is there a way to obtain that server-side?
L1238[15:32:30] <williewillus> no
L1239[15:32:35] <williewillus> well
L1240[15:32:39] <williewillus> savedir / assets :P
L1241[15:32:55] <williewillus> MinecraftServer should have something if not the savehandler
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L1243[15:35:28] <williewillus> uhhh
L1244[15:35:38] <williewillus> anyone understand how the banner textures are laid out?
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L1246[15:35:58] <shadekiller666> FMLServerHandler.instance().getServer().getDataDirectory()
L1247[15:35:59] <williewillus> why are the top corners cut off and why are there two
L1248[15:36:33] <williewillus> well keep in mind when you have assets/ there's no guarantee there's anything other than structures and loot tables there
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L1250[15:36:45] <shadekiller666> thats the idea
L1251[15:37:09] <shadekiller666> i need to get to a folder that contains files that define multiblock structures
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L1253[15:38:09] <shadekiller666> and for some reason copying from the jar doesn't want to work in my dev env, so i need some way of getting to /assets/<modid>/structures/ during game launch so that i can parse the files and register them
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L1255[15:38:22] <ThePsionic> eyo
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L1257[15:38:29] <shadekiller666> and i don't want them to be overrideable via resource pack
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L1259[15:40:52] <williewillus> well none of the serverside things in assets are overrideable
L1260[15:40:59] <williewillus> because tghe resource system doesn't exist serverside
L1261[15:41:10] <shadekiller666> ok
L1262[15:41:15] <williewillus> as far as the server is concerned assets/ is another folder in the jar
L1263[15:42:21] <shadekiller666> i was able to access a custom folder in the run directory but i need to access src/main/resources/assets/<modid>/structures
L1264[15:42:29] <shadekiller666> or at least it would be nice to be able to...
L1265[15:43:06] <ThePsionic> I want to open my window because it's so hot in here but I can't :(
L1266[15:43:52] <williewillus> shadekiller666: well whatever you're doing it probably needs to change/won't work in obf
L1267[15:43:56] <williewillus> because everythings stuffed in a jar
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L1269[15:44:25] <williewillus> and also the resources folder should be on your classpath
L1270[15:44:35] <shadekiller666> i already have code to copy the files from the jar to where i need them, it just doesn't work when the game is running in a dev env
L1271[15:44:42] <williewillus> so you should be able to just get /assets/
L1272[15:45:17] <shadekiller666> like new File("/assets/")?
L1273[15:45:40] <williewillus> try it
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L1275[15:46:35] <thor12022> Would this do what you need http://www.minecraftforge.net/forum/index.php?topic=38340.0
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L1277[15:47:10] <williewillus> oh yeah derp'
L1278[15:47:15] <williewillus> thats how you access stuff on the classpath
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L1281[15:48:19] <williewillus> bleh how do the banner textures work
L1282[15:48:26] <williewillus> why is the side texture missing a pixel
L1283[15:48:43] <williewillus> oh derp, those are the up/down faces
L1284[15:48:43] <williewillus> nvm
L1285[15:49:27] <shadekiller666> MyMod.class.getResourceAsStream() works when in a jar file, does it also work for getting to the resources/assets/ directory in a dev env?
L1286[15:49:34] <williewillus> try it
L1287[15:49:48] <williewillus> it should get you anything on the classpath
L1288[15:50:30] <williewillus> it sdhould work or else vanilla wouldn't run in dev
L1289[15:55:14] <shadekiller666> this is what i end up getting: https://gist.github.com/shadekiller666/7ca96b59fd1bb51c99c2b5dc0a7ab671
L1290[15:56:23] <shadekiller666> i would like to have access to src/main/resources/assets/transitmod/structures/ in the dev env, so that i can copy its contents to the folder in /run/./
L1291[15:57:22] <williewillus> well you won't be accessing that folder
L1292[15:57:29] <williewillus> idea copies everything to another path before executing
L1293[15:58:12] <williewillus> idk but there is 100% a way because that's how mods have resource access in dev :P
L1294[15:58:36] <shadekiller666> i also need this to work in eclipse, as my codev uses it
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L1296[15:59:01] <shadekiller666> i guess i could put up with manually putting them into the run folder if need be
L1297[16:03:38] <shadekiller666> also, i'm not sure why the \classes\production\Transit_Mod_main\assets directory is saying that it doesn't exist, i can see it in intellij's file list
L1298[16:04:36] <shadekiller666> think it might have to do with the %20 in Transit%20Authority/Transit%20Mod/ bit?
L1299[16:04:43] <shadekiller666> those are supposed to be spaces
L1300[16:13:49] <williewillus> how can I make gimp show pixel grid above everything?
L1301[16:13:54] <williewillus> I'm editing a black texture and i can't see shit
L1302[16:14:15] <BordListian> er
L1303[16:14:32] <williewillus> or in a different color
L1304[16:14:57] <BordListian> you can change it in grid configuration
L1305[16:15:12] <BordListian> Image -> Grid something
L1306[16:15:24] <williewillus> Configure Gird
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L1308[16:15:26] <williewillus> thanks
L1309[16:15:33] <ThePsionic> Unrelated to literally anything, but my laptop changes the screen brightness by a tiny bit depending on the content of the screen and it's been annoying me for a week
L1310[16:15:47] <BordListian> you can probably turn that off you know
L1311[16:15:52] <ThePsionic> And I have no idea how to turn it off
L1312[16:15:58] <BordListian> google it
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L1314[16:16:14] <ThePsionic> I did, everyone said "change it in your intel settings", I did, nothing changed
L1315[16:17:01] <ThePsionic> Or rather, it does work on battery, but not when charging
L1316[16:17:21] <BordListian> change your energy settings
L1317[16:17:27] <BordListian> then change the setting again
L1318[16:17:32] <ThePsionic> Ok wait
L1319[16:17:38] <ThePsionic> I think I just figured it out
L1320[16:17:54] <ThePsionic> I need to unplug and re-plug my laptop in order for it to not happen when charging
L1321[16:17:54] <williewillus> why is the move tool not moving anything x.x
L1322[16:17:58] <ThePsionic> Fun times
L1323[16:18:03] ⇦ Quits: Lirianer (webchat@r167-60-135-86.dialup.adsl.anteldata.net.uy) (Ping timeout: 195 seconds)
L1324[16:18:03] <BordListian> you need to select first
L1325[16:18:11] <williewillus> yes
L1326[16:18:15] <williewillus> then I hit move and hit selection
L1327[16:18:18] <williewillus> then drag it
L1328[16:18:21] <williewillus> and theimage doesnt change
L1329[16:18:25] <williewillus> though the bounding box moves
L1330[16:18:27] <BordListian> you're moving the selection
L1331[16:18:30] <BordListian> lmfao
L1332[16:18:32] <williewillus> -.-
L1333[16:18:38] <BordListian> hit some other button
L1334[16:18:43] <williewillus> how do I move the you know, selection :P
L1335[16:18:52] <BordListian> switch to the grabber tool?
L1336[16:21:04] <BordListian> ah
L1337[16:21:07] <BordListian> i se
L1338[16:21:09] <williewillus> goddammit
L1339[16:21:14] <williewillus> i have to hit ctrl shift l then move it
L1340[16:21:20] <williewillus> who the hell thought that was a good idea
L1341[16:21:23] <williewillus> :P
L1342[16:21:57] <williewillus> or just hold ctrl alt and drag okay
L1343[16:22:52] ⇨ Joins: Koward (~Koward@2a02:2788:344:2d0:dc0c:b866:c68f:533)
L1344[16:23:44] ⇦ Quits: Hgreb (~Hgrebnedn@d8d872a6e.access.telenet.be) (Ping timeout: 190 seconds)
L1345[16:24:28] ⇨ Joins: Shambling (~Shambling@24-181-186-74.dhcp.nwtn.ct.charter.com)
L1346[16:24:52] <Shambling> good evening all.
L1347[16:25:40] <BordListian> apparently, you're supposed to make a new layer
L1348[16:25:47] <Koward> For my block I'd like to do something like that in lang/en_US : tile.myStone.name=tile.stone.stone.name
L1349[16:25:47] <Koward> to reference the original name, and if possible also get the existing translations
L1350[16:25:53] <BordListian> by doing copy and paste
L1351[16:25:59] <BordListian> then you can move the new layer
L1352[16:26:05] <williewillus> that's disgusting
L1353[16:26:18] <Koward> How could it be done ?
L1354[16:26:19] <williewillus> :P
L1355[16:26:32] <williewillus> Koward: what do you want to acheive again?
L1356[16:26:48] *** V is now known as Vigaro
L1357[16:27:03] <Koward> I want to give my block the name of a vanilla block.
L1358[16:27:13] <Koward> Sounds simple enough
L1359[16:27:26] <BordListian> hm
L1360[16:27:40] <BordListian> yeah, you can override getDisplayName or something
L1361[16:28:19] <BordListian> probably
L1362[16:28:22] <Koward> the Unlocalized name won't work as it only changes one word in the full name, but the second (which is variant dependant) will be different
L1363[16:28:48] <williewillus> it won't work the way you're thinking about it
L1364[16:28:55] <williewillus> localization is a pure unlocal name -> local name map
L1365[16:29:15] <williewillus> so you can't steal another localization without setting your own unlocal name to that exact one
L1366[16:29:51] <BordListian> tfw i need to open my dev enviroment to double check
L1367[16:30:05] <Koward> Damn it
L1368[16:30:17] <BordListian> i'm sure it can be done
L1369[16:30:23] ⇦ Quits: gigaherz (gigaherz@250.red-88-3-44.dynamicip.rima-tde.net) (Remote host closed the connection)
L1370[16:30:43] *** kroeser|away is now known as kroeser
L1371[16:30:49] <williewillus> how the hell do you delete a layer ><
L1372[16:30:51] <williewillus> i miss paint.net
L1373[16:30:53] <williewillus> lol
L1374[16:31:21] ⇦ Parts: thor12022 (~thor12022@ec2-52-38-180-186.us-west-2.compute.amazonaws.com) ())
L1375[16:31:31] <BordListian> do you want to delete a layer including everything on it?
L1376[16:31:43] <BordListian> or just merge it
L1377[16:32:02] <williewillus> everything on it. I go to the layer list and I can't select a layer and the - button just deletes the topmost one
L1378[16:32:19] <BordListian> rightclick -> delete layer
L1379[16:33:19] <BordListian> Koward, override public String getUnlocalizedName()
L1380[16:33:34] <williewillus> that won't help
L1381[16:33:37] <BordListian> why not
L1382[16:33:47] <williewillus> he wants "sub-localization" basically
L1383[16:33:52] <BordListian> ???
L1384[16:33:53] <williewillus> if i understood right
L1385[16:34:05] <BordListian> i don't understand the example
L1386[16:34:15] <BordListian> you want your block to be named after a vanilla stone, right
L1387[16:34:25] <williewillus> yeah i dont understand either
L1388[16:34:32] <williewillus> if you want them to be named the same you don't do anything in the lang file
L1389[16:34:34] <Koward> Yes, but I have new subtypes of stone
L1390[16:34:35] <BordListian> do you want like Granite Brazier or something?
L1391[16:34:41] <williewillus> you just setunlocalizedname to the exact same one as vanilla
L1392[16:34:49] <Koward> tile.myStone.blue.name, tile.myStone.red.name
L1393[16:34:58] <williewillus> yeah you can't take + extend
L1394[16:34:58] <BordListian> oh you mean like Red Granite?
L1395[16:35:01] <Koward> I want to make them match the name of tile.stone.stone.name
L1396[16:35:02] <williewillus> it has to be exact
L1397[16:35:03] <BordListian> yes you can
L1398[16:35:07] <williewillus> no you can't :P
L1399[16:35:08] <BordListian> override getLocalizedName()
L1400[16:35:11] <williewillus> disgusting
L1401[16:35:15] <BordListian> shut up
L1402[16:35:25] <williewillus> lol
L1403[16:35:30] <Shambling> so are you looking to make it look like your block is vanilla cobblestone lets say, but when you mine it, it explodes into termites?
L1404[16:35:32] <williewillus> the system is designed to work this way
L1405[16:35:38] <williewillus> leave localization in the lang file
L1406[16:35:39] <howtonotwin> Late to the party but whatever. willie: It's important to understand that GIMP can only edit raster images. It has no concept of "this is an object that I can move around." You have to use layers if you want to keep organized.
L1407[16:35:56] ⇨ Joins: gigaherz (gigaherz@250.red-88-3-44.dynamicip.rima-tde.net)
L1408[16:36:00] <williewillus> howtonotwin: i wanna bump some pixels a few around is it that hard :P
L1409[16:36:07] <howtonotwin> yes
L1410[16:36:14] <PitchBright> hey guys... i'm muckin' around and trying to edit player hunger and health stats when a player spawns into the world... right now I'm using the PlayerRespawnEvent, and it works beautifully...
L1411[16:36:14] <howtonotwin> :P
L1412[16:36:31] <Koward> But the name of the variant is append at the end before .name, so I end up with tile.stone.red.name and tile.stone.blue.name but that does not match tile.stone.stone.name
L1413[16:36:42] <williewillus> wat
L1414[16:36:43] <BordListian> you can override getLocalizedName and just localize normally
L1415[16:36:55] <williewillus> localization in-code is terrible
L1416[16:36:59] <BordListian> why
L1417[16:37:01] <williewillus> we got rid of it in 1.5/6 for a reason
L1418[16:37:02] <BordListian> mojang does it
L1419[16:37:06] <williewillus> no they don't
L1420[16:37:09] <BordListian> yeah they do
L1421[16:37:11] <williewillus> theuy use a goddamn lang file like mods do
L1422[16:37:12] <BordListian> they wrote it
L1423[16:37:14] <PitchBright> but I didn't account for when new players join the server... since they're not "respawning". It's a first-time-join thing, so the edits aren't working.
L1424[16:37:23] <PitchBright> any ideas if there is some other event that would do the trick?
L1425[16:37:36] <williewillus> I meant the raw encoding of english/russian/whatever strings into java code, not unlocalized names. those obviously have to be in code
L1426[16:37:36] <howtonotwin> EntityJoinWorldEvent?
L1427[16:37:48] <BordListian> okay fine i guess
L1428[16:38:04] <BordListian> you're not really supposed to do it that way because portugese has like reversed articles
L1429[16:38:13] <williewillus> how is that relevant?
L1430[16:38:13] <BordListian> or french or whatever
L1431[16:38:19] <williewillus> it's a raw complete replacement
L1432[16:38:26] <BordListian> Red Granite
L1433[16:38:28] <BordListian> Granite Red
L1434[16:38:28] <williewillus> the whole sentence is the thing you translate, not semantic units
L1435[16:38:36] <williewillus> yes, the WHOLE string has to be translated
L1436[16:38:39] <PitchBright> I was reading that EntityJoinWorldEvent kicks in when they change dimensions too
L1437[16:38:51] <BordListian> wait
L1438[16:38:53] <williewillus> it's not smart enough to extract semantics out of it (noun/adjective/etc.)
L1439[16:39:13] <howtonotwin> E.g. in spanish adjectives come after nouns: cosa roja/red thing
L1440[16:39:15] <BordListian> doesn't mojang do these little string replacements
L1441[16:39:26] <BordListian> that was literally my point howto
L1442[16:39:42] <BordListian> anyway
L1443[16:39:43] <williewillus> yes but I'm saying none of that happens because whole sentences/strings are translated in this system
L1444[16:39:45] <williewillus> which is the simplest
L1445[16:39:55] <Koward> if I could find the piece of code that adds the variant name to the unlocalized name that could help
L1446[16:40:05] *** kroeser is now known as kroeser|away
L1447[16:40:09] <BordListian> couldn't your l18n entry be tile.stone.blue.name = "blue %s" or something
L1448[16:40:34] <BordListian> death messages do this i think
L1449[16:41:06] <PitchBright> also too, I wouldn't want to edit the health stuff if they had logged out, and then back in. I just want "newly born" players to have different hunger/sat values that what Mojang thought made sense (ie. not "Full")
L1450[16:41:57] <BordListian> newly born players should be tinted blue because their mother was an alcoholic
L1451[16:42:04] <PitchBright> yes yes obviously
L1452[16:42:11] <PitchBright> :D
L1453[16:42:18] <PitchBright> I'll add that after
L1454[16:42:27] <BordListian> and spawn with placenta in their inventory
L1455[16:42:36] <PitchBright> i hadn't thought of that
L1456[16:42:41] <PitchBright> (writes it down)
L1457[16:43:01] <BordListian> (apparently this is a better than wolves meme)
L1458[16:43:28] ⇨ Joins: quadraxis (~quadraxis@host86-139-45-44.range86-139.btcentralplus.com)
L1459[16:43:51] <williewillus> you might want to look at how e.g. ticon detects a player's first time on the server and gives them the book
L1460[16:44:16] <PitchBright> aight cool... I'll check that out... thanks willie
L1461[16:44:45] <BordListian> also maybe also hook EntityJoinWorld or something?
L1462[16:44:55] <BordListian> do player entities call that?
L1463[16:45:01] <BordListian> they probably do
L1464[16:45:26] <williewillus> all of them do
L1465[16:47:05] ⇦ Quits: quadraxis (~quadraxis@host86-139-45-44.range86-139.btcentralplus.com) (Ping timeout: 186 seconds)
L1466[16:49:31] <PitchBright> apparently EntityJoinWorld also applies to when the player changes dimensions, BordListian
L1467[16:49:53] <PitchBright> I'll mess with it just to see
L1468[16:50:21] <williewillus> it does, it's any time any entity is spawned anywhere
L1469[16:50:34] <BordListian> yeah i saw that
L1470[16:50:46] <williewillus> so i would listen for that event but tag the player is some sort of data that marks them as "not new to the server so don't do it"
L1471[16:50:47] <BordListian> but i was too ashamed to mention that i hadn't paid attention
L1472[16:51:01] <williewillus> so check how other mods giev their starting guidebooks, etc. as an example
L1473[16:51:04] <PitchBright> ticon seems to check for an NBTTag on the player, when onPlayerLoggedIn... so I guess that's one way of going about it
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L1475[16:58:13] <BordListian> also if you put an nbttag on your player you'd need to remove it when they disconnect
L1476[16:58:26] <BordListian> i suppose
L1477[16:58:50] <williewillus> 0.o
L1478[16:59:04] <williewillus> nbt tags are persisted in the player's save file, no special handling on the modder's part is needed
L1479[16:59:14] <BordListian> that's the problem
L1480[16:59:15] *** MrKickkiller is now known as MrKick|Away
L1481[16:59:24] <williewillus> unless he wants to change people's health every single time they log in again
L1482[16:59:28] <williewillus> I don't see why you would remove it
L1483[16:59:53] <BordListian> oh right
L1484[16:59:58] <BordListian> durr
L1485[17:00:16] <BordListian> quads
L1486[17:00:28] <BordListian> i blame quad zeroes
L1487[17:01:32] <howtonotwin> wut
L1488[17:01:40] <BordListian> 00:00
L1489[17:02:27] <howtonotwin> I see none of those
L1490[17:02:35] <howtonotwin> burn the liar's pants
L1491[17:02:55] <BordListian> it's 00:02 where i'm at you dum
L1492[17:03:01] <howtonotwin> AHA!
L1493[17:03:03] <williewillus> why is the shield texturing done so bad :/
L1494[17:03:14] * BordListian stabs howtonotwin
L1495[17:03:22] * howtonotwin comes back to lie
L1496[17:03:26] <BordListian> AHA!
L1497[17:03:37] * howtonotwin swears he's not actually a liat
L1498[17:03:46] * howtonotwin destroys his keyboard
L1499[17:04:26] * howtonotwin accidentally copies JSFuck code to clipboard and then PMs it to Bord, lagging his client to oblivion
L1500[17:04:35] <williewillus> lol
L1501[17:05:12] <BordListian> must be another bord that got that
L1502[17:05:37] * howtonotwin realizes that his internet connection is broken, but then who was bord?
L1503[17:05:45] ⇦ Parts: Aroma1997 (~Aroma1997@2604:a880:800:10::168:d001) ())
L1504[17:05:50] * BordListian spooky arms
L1505[17:05:54] * howtonotwin commits suicide as he made a 4chan joke
L1506[17:06:53] *** Darkhax is now known as Darkhax_AFK
L1507[17:07:01] ⇦ Quits: JoltEffect (~leetorwee@host86-175-44-51.range86-175.btcentralplus.com) ()
L1508[17:07:03] <howtonotwin> Though what's bad about shield texturing?
L1509[17:07:25] <BordListian> where do we start...
L1510[17:07:40] <ThePsionic> at the beginning
L1511[17:07:49] <williewillus> 1. texture is not derived from the banner you have to reimplmenet every single banner texture for shields
L1512[17:08:00] <BordListian> literally why
L1513[17:08:03] <williewillus> 2. it's goddamn half the resolution
L1514[17:08:05] <BordListian> i hate it
L1515[17:08:21] <williewillus> left: banner. right: shield
L1516[17:08:21] <williewillus> https://i.gyazo.com/d341926833acc15391a0561ecd256838.png
L1517[17:08:27] <BordListian> hatred of emacs ended
L1518[17:08:32] <BordListian> now i hate banners
L1519[17:09:07] <BordListian> *shields
L1520[17:09:14] <williewillus> that was just an autoscale but that gives you an idea how low res it is :P
L1521[17:09:32] ⇦ Quits: johnnyhostile (~irssi@castlevania.blackholegate.net) (Ping timeout: 202 seconds)
L1522[17:09:32] <williewillus> like what was wrong with making the shield model 20x40 like banners :P
L1523[17:09:43] <BordListian> is it a multiply of the banner texture btw?
L1524[17:09:49] <BordListian> *multiple
L1525[17:09:50] ⇨ Joins: johnnyhostile (~irssi@castlevania.blackholegate.net)
L1526[17:09:53] <williewillus> half
L1527[17:09:55] <BordListian> would it be a dividiple
L1528[17:10:09] <BordListian> just double the texture size and put the banner texture :P
L1529[17:10:19] <williewillus> well you can't
L1530[17:10:24] <BordListian> what
L1531[17:10:31] <williewillus> the shield model is expecting a texture of that specific size
L1532[17:10:44] <BordListian> [ angry teeth gnashing ]
L1533[17:10:46] *** Darkhax_AFK is now known as Darkhax
L1534[17:11:01] <howtonotwin> Paging Dr. Quark :P
L1535[17:11:32] <BordListian> so you're telling me you can up the resolution of literally everything in the game
L1536[17:11:36] <BordListian> except banner shields
L1537[17:12:16] <williewillus> I'm actually not sure, but I was under the impression anything that uses the old modelbases can't be upscaled
L1538[17:12:28] <BordListian> err
L1539[17:12:39] <BordListian> you can upscale entities tho
L1540[17:12:53] <williewillus> do you just scale the texture size and itworks?
L1541[17:13:07] <BordListian> you need to double the width and height of the texture sheet
L1542[17:13:13] <williewillus> oh and to add to my list
L1543[17:13:21] <williewillus> 3. the goddamn texture is 64x64 for a 10x20 box
L1544[17:13:26] <ThePsionic> https://www.youtube.com/watch?v=QqJ7IuSLd8w somewhere, something went wrong
L1545[17:13:31] <williewillus> so now I need a 128x128 for a 20x40 box
L1546[17:13:33] <PitchBright> yeah, I think you guys are right... tag the player, boolean maybe... and set to false by default, and also when they die... check tag on join world if false, modify their hunger/sat
L1547[17:13:49] <BordListian> http://i.giphy.com/l4Ki2obCyAQS5WhFe.gif
L1548[17:14:01] <williewillus> lol
L1549[17:14:03] *** amadornes is now known as amadornes[OFF]
L1550[17:14:27] <BordListian> png has good compression
L1551[17:14:48] <williewillus> i was more concerned about runtime performance but it probably doesnt matter much
L1552[17:16:00] <BordListian> yeah reading a 20x40 box has like 4x the performance requirement a 10x20 box needs
L1553[17:16:08] <BordListian> 4 * 0 = 0
L1554[17:16:17] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net)
L1555[17:16:27] <williewillus> lolwat
L1556[17:16:36] <howtonotwin> effort for 10x20 = 0
L1557[17:16:44] <howtonotwin> 20x40 = 4 * 10x20
L1558[17:16:56] <howtonotwin> 2x40 = 4 * 0 = 0
L1559[17:16:58] <howtonotwin> tada
L1560[17:17:12] <howtonotwin> *2 -> 20 :P
L1561[17:17:44] <BordListian> -> ? $%%$ && 1?
L1562[17:18:01] <howtonotwin> wut
L1563[17:18:06] <BordListian> tuw
L1564[17:18:16] * howtonotwin explodes
L1565[17:19:03] <BordListian> now i kinda want to look into generating shield banner textures from actual banner textures at runtime
L1566[17:19:10] * howtonotwin scrambles the Integer cache in Bord's JVM
L1567[17:19:36] * williewillus sun.misc.Unsafe's random memory addresses of howtonotwin's vm to 0
L1568[17:20:24] * howtonotwin `dd if=/dev/urandom of=/dev/kmem`s willie's OS
L1569[17:20:42] <williewillus> okay upscaling the texture didn'twork
L1570[17:20:45] <williewillus> for the shield
L1571[17:20:48] <williewillus> it's just showing all white
L1572[17:20:59] <howtonotwin> did you know that bash supports tcp and udp connections without external programs :P
L1573[17:21:04] ⇦ Quits: [NK]Ghost (~GFt@72.64.90.31) (Read error: Connection reset by peer)
L1574[17:21:07] ⇨ Joins: Admiral_Damage (~Admiral_D@19.241.9.51.dyn.plus.net)
L1575[17:21:10] ⇨ Joins: [NK]Ghost (~GFt@72.64.90.31)
L1576[17:21:22] <williewillus> y
L1577[17:21:26] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Killed (NickServ (GHOST command used by Samario1)))
L1578[17:21:37] <howtonotwin> exec 3<>/dev/tcp/www.google.com/80
L1579[17:22:23] <howtonotwin> echo -e "GET /index.html HTTP/1.1\r\nHost: www.google.com\r\n Connection: close\r\n\r" >&3
L1580[17:22:25] <howtonotwin> :P
L1581[17:24:24] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1582[17:24:39] <PitchBright> ooooh i think I found something
L1583[17:24:40] <PitchBright> onEntityConstructing
L1584[17:25:00] <williewillus> you're going to get the same problems with that
L1585[17:25:08] <williewillus> that's any time any Entity() constructor runs
L1586[17:25:20] <PitchBright> oh... dammet
L1587[17:25:20] <williewillus> and when you switch dimensions your player is destroyed and a new one made
L1588[17:25:22] <BordListian> goddamnit
L1589[17:25:22] <BordListian> why is there literally this one texture that can't be upscaled
L1590[17:25:32] <howtonotwin> Because mojang
L1591[17:25:38] <PitchBright> dammet mojang
L1592[17:25:48] ⇦ Quits: agowa338 (~Thunderbi@p549189F5.dip0.t-ipconnect.de) (Ping timeout: 384 seconds)
L1593[17:26:08] <BordListian> okay so you can upscale regular banners apparently
L1594[17:26:09] <howtonotwin> In the words of the wise vaz: Fiiiix yoooouur gaaaaammee Mooooojaaaanng~
L1595[17:28:33] *** williewillus is now known as willieaway
L1596[17:29:09] <BordListian> kek
L1597[17:29:16] <BordListian> all textures need to be same size
L1598[17:29:19] <BordListian> that's why it didn't work
L1599[17:31:03] <ThePsionic> I wonder whether I could make 5092x5092 item icons
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L1661[17:33:46] <ThePsionic> rip tbh
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L1664[17:34:47] <howtonotwin> that took a moment
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L1736[17:48:39] <spKitten> Dear operators, I wish to complain on the strongest possible terms regarding the nickserv registration process
L1737[17:49:43] <spKitten> "#RegisterYourNameMoron" is an insulting, unpleasant explanation of an unnecessary and overcomplicated process to register on Nickserv
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L1739[17:50:46] <spKitten> On a different note, related to the API, does anyone know why this doesn't work?
L1740[17:50:51] <spKitten> mc.gameSettings.keyBindDrop.setKeyBindState(mc.gameSettings.keyBindDrop.getKeyCode(), true);
L1741[17:51:06] <spKitten> I would expect that to cause the client to drop one currently held item, but it has no effect.
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L1747[17:54:00] <Ordinastie_> why don't you just drop the item ?
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L1749[17:54:00] <BordListian> pfft
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L1754[17:54:25] <TehNut> >is an insulting
L1755[17:54:27] <TehNut> lol no it's not
L1756[17:54:31] <spKitten> Ordinastie_, the purpose of this mod is to do that (among other things) automatically.
L1757[17:54:39] <TehNut> If you find that insulting while on the internet, you need to not be on the internet
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L1759[17:54:58] <Ordinastie_> TehNut, yet that chan is pointless
L1760[17:54:59] <BordListian> he means in the code
L1761[17:55:11] <Ordinastie_> and yes I meant in the code
L1762[17:55:44] <TehNut> *shrug* it's effective
L1763[17:55:45] <spKitten> Ordinastie_, what is the proper way to drop it client side?
L1764[17:56:56] <spKitten> TehNut, I do find much of the Internet insulting, but I ignore it. There's no reason you or I can't try to be an improvement over an average Internet user.
L1765[17:58:07] <BordListian> okay let's start from the beginning
L1766[17:58:07] <BordListian> are you writing a clientside or serverside mod
L1767[17:58:07] <BordListian> i'd assume clientside only
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L1772[17:58:34] <spKitten> BordListian, this is pure clientside, and will hopefully work with unmodified servers.
L1773[17:58:39] <spKitten> yes, correct.
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L1775[17:58:46] <BordListian> honk
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L1777[17:59:32] <TehNut> EntityPlayer#dropItem() is a thing btw
L1778[18:00:12] <spKitten> Hm, search doesn't turn up much about it. I see a dropAllItems
L1779[18:00:28] <spKitten> oh, thanks TehNut, I believe there is some lag in the IRC server, or on my connection
L1780[18:00:39] <spKitten> I'll try that, it looks like what I need
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L1784[18:13:45] <KnightMiner> So, I have a TE's rendering bounding box created from two specific coordinates. Is there a practical way to expand the box to contain a third coordinate that I know is on the outside of that cube somewhere
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L1786[18:14:06] <Ordinastie_> KnightMiner, look at methods available in AABB
L1787[18:14:34] <KnightMiner> Which one? I tried using addCoord, but it ended up way too big
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L1789[18:15:09] <Ordinastie_> when I say look at them, I don't mean looking at the list proposed when you do aabb.
L1790[18:15:23] <Ordinastie_> I mean look inside the class at the actual code for the methods
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L1794[18:21:51] <KnightMiner> Yeah, basically the best function there is union, which using it requires making another AABB with the third position and third position +1, so it comes down about as simple as what I had before
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L1799[18:28:46] <secknv> so I noticed mc adds the iron/gold/dia/etc block as shaped
L1800[18:29:05] <secknv> no I meant the block to ingot
L1801[18:29:06] <secknv> recipes
L1802[18:29:21] <secknv> any particular reason why that is better than adding them as shapeless?
L1803[18:30:49] <TehNut> not really
L1804[18:31:20] <TehNut> less typing I guess
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L1818[19:14:21] <KnightMiner> New question: how can I inject a sprite into the map that I never use in a model?
L1819[19:14:44] <KnightMiner> Or am I better off binding it directly instead of the block map?
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L1825[19:23:34] <Ordinastie_> KnightMiner, TextureStich event
L1826[19:23:50] <KnightMiner> Thanks
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L1856[21:00:16] <Chaoschaot234> hey together ... smth. has hardly crashed my root server and now I am getting this error: http://paste.ee/p/F1f1j does this mean that smth is wring with the json-files from draconic evolution?
L1857[21:00:49] <Chaoschaot234> ther is also no cras-report or smth similar ... only the worlds data was horrible corrupted so that I must loaded a backup
L1858[21:01:12] <Chaoschaot234> but this error still occours since the hard crash
L1859[21:02:07] <williewillus> the file its trying to read probably got corrupted in a crash
L1860[21:05:05] <Chaoschaot234> the problem is whiche file? it can only be a .json file because the json-parser/interpreter is trigered ... well, then I'll reupload the things for draconic
L1861[21:05:17] <williewillus> yeah look around its config folders
L1862[21:05:30] <Chaoschaot234> ok, thanks :)
L1863[21:07:46] <Chaoschaot234> but I am still wondering how high the root server disruption must have been that the world and some files got corupted
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L1867[21:34:28] <williewillus> !gm func_185169_a
L1868[21:34:33] <Chaoschaot234> hmmm ... @williewillus ... the error is still left ... rly confused about it ... can it also be a corupted file in the worlds backup?
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L1870[21:43:49] <unclealex13> Well this channel is active.
L1871[21:44:02] <TehNut> You've been in here for less than 60 seconds.
L1872[21:44:16] <unclealex13> Does it take everyone 60 seconds to send a chat?
L1873[21:44:19] <unclealex13> Lol :P
L1874[21:44:55] <KnightMiner> Well, not everyone is constantly saying something. Activity is more defined by how fast people are responding
L1875[21:44:56] <Tazz> fricken creeper blew up a chunk of microblocks that took a while to place rofl
L1876[21:45:15] <unclealex13> Don't you love creepers?
L1877[21:45:22] <unclealex13> They're so...
L1878[21:45:23] <unclealex13> Creepy
L1879[21:45:49] <Tazz> http://i.imgur.com/jIFyVNf.png like this entire section is now a hole XD
L1880[21:46:14] <unclealex13> Wait what mod is that?
L1881[21:46:23] <unclealex13> That does the microblocks
L1882[21:46:24] <Tazz> ?
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L1884[21:46:28] <Tazz> forge microblocks XD
L1885[21:46:36] <unclealex13> I don't even do major mods lol
L1886[21:46:50] <unclealex13> Optifine and a couple not worth mentioning. *ahem*xray
L1887[21:46:55] <unclealex13> :P
L1888[21:47:25] <unclealex13> I like your TP though
L1889[21:47:30] <TehNut> Wait that's 1.7? ew
L1890[21:47:46] <unclealex13> How can you tell it's 1.7?
L1891[21:47:55] <TehNut> Because it uses Forge Microblocks
L1892[21:47:59] <williewillus> ^
L1893[21:48:09] <TehNut> That or 1.6
L1894[21:48:11] <unclealex13> Well I obviously know so much about Forge Microblocks, don't I?
L1895[21:48:17] <unclealex13> xD
L1896[21:48:44] <Tazz> lol TehNut its FTB Infinity Evolved Skyblock Expert Mode
L1897[21:48:49] <Tazz> the mouthful of a pack name XD
L1898[21:48:52] <TehNut> ew-er
L1899[21:49:05] <Tazz> Im enjoying it :p
L1900[21:49:05] <unclealex13> TehNut: what version do you play
L1901[21:49:09] <Tazz> I love skyblock XD
L1902[21:49:13] <TehNut> I don't play
L1903[21:49:19] <Tazz> I wish Ihad chisels and bits though XD
L1904[21:49:20] <unclealex13> Well then
L1905[21:49:25] <TehNut> I only dev
L1906[21:49:26] <unclealex13> I love skywars
L1907[21:49:30] <TehNut> 'tis the life of a dev
L1908[21:49:52] <Tazz> XD
L1909[21:50:03] <Tazz> I dev alot but sometimes I take part in some MC XD
L1910[21:50:30] <unclealex13> That sentence sounded like "I like coffee with my creamer"
L1911[21:50:37] <unclealex13> For some reason
L1912[21:50:38] <TehNut> Last time I played was when I joined a Q&A on BTM
L1913[21:50:43] <TehNut> "played"
L1914[21:51:32] <unclealex13> Tazz: what's your favorite server?
L1915[21:51:43] <Tazz> a private one that a friend used to run
L1916[21:51:56] <unclealex13> what's your favorite running server
L1917[21:51:59] <williewillus> bleh the potion packs mod doesn't support modded potions
L1918[21:52:01] <williewillus> and isn't open source
L1919[21:52:05] <williewillus> time to make my own
L1920[21:52:09] <TehNut> lol
L1921[21:52:10] <TehNut> doit
L1922[21:52:34] <williewillus> potions are an underdeveloped space in modding
L1923[21:52:48] <unclealex13> TehNut: Tazz: I keep getting your guyses names mixed up.
L1924[21:52:49] <unclealex13> Yes
L1925[21:52:51] <unclealex13> I said guyses
L1926[21:52:52] <williewillus> only found one on 1.10 that adds some cool effects https://minecraft.curseforge.com/projects/extra-alchemy
L1927[21:53:12] <TehNut> Most mods don't make new ones. They just "expand" on the current system
L1928[21:53:19] <TehNut> IE: Blood Magic and Botania
L1929[21:53:52] <TehNut> And to be fair, there's really only so many effects you can do in Minecraft
L1930[21:54:07] <williewillus> i mean that one i just linked has a bunch of creative/useful ones
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L1932[22:03:01] <Tazz> http://i.imgur.com/Fjk89Qv.png I think this looks prettier than the last one XD
L1933[22:06:22] <TehNut> ... why does my TE not exist when the world loads
L1934[22:06:31] <williewillus> what do you mean?
L1935[22:06:53] <TehNut> If I reload the world (I assume just the chunk in general) my TE does not exist anymore
L1936[22:07:01] <williewillus> did you register it?
L1937[22:07:02] <williewillus> :P
L1938[22:07:06] <TehNut> yes
L1939[22:07:20] <williewillus> did you call super when saving /reloading?
L1940[22:07:51] <TehNut> >/reloading?
L1941[22:07:57] <williewillus> extra space there
L1942[22:07:58] <TehNut> uhhh yesssss...... >.>
L1943[22:08:01] <howtonotwin> Also make sure you don't fuck up the x,y,z and id tags in NBT
L1944[22:08:08] <williewillus> howtonotwin: i mean if you call super it odes that for you
L1945[22:08:21] <howtonotwin> But you can overwrite them yourself :P
L1946[22:08:23] <TehNut> Well I am now at least
L1947[22:09:00] <TehNut> welp, that fixes my crash I've been having for the last week or so...
L1948[22:09:44] <TehNut> Thanks Willie. I can't believe I forgot to call super when reading...
L1949[22:09:59] <williewillus> lol
L1950[22:10:02] <TehNut> I triple checked writing. Didn't even think about reading ;-;
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L1958[22:40:15] <Tazz> http://i.imgur.com/Wf8O74m.png I had an idea XD
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