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L31[01:59:58] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160824 mappings to Forge Maven.
L32[02:00:02] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160824-1.10.2.zip (mappings = "snapshot_20160824" in build.gradle).
L33[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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L46[03:18:38] <gigaherz|work> random idea: a thing where trapdoors launch items upward/sideways when opening/closing -- for item elevators ;P
L47[03:19:07] <gigaherz|work> the direction would be determined based on which side(s) of the trapdoor are not covered by a solid face
L48[03:25:08] <sham1> sounds like bouncy board
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L50[03:30:33] <sham1> I was wondering how fun it would be to distribute server resources to client as base64
L51[03:30:59] <sham1> stuff like configurations
L52[03:31:16] <gigaherz|work> "fun" is relative?
L53[03:31:18] <gigaherz|work> I mean
L54[03:31:27] <gigaherz|work> encoding to base64 means simply... encoding to base64
L55[03:31:30] <gigaherz|work> and sending over the string
L56[03:31:38] <gigaherz|work> but that string would be BIGGER than the original
L57[03:31:53] <gigaherz|work> since the purpose of base64 is to encode raw bytes into printable characters
L58[03:32:43] <sham1> indeed
L59[03:32:58] <sham1> 1.33 times as big
L60[03:34:13] <gigaherz|work> easier to say it's 3:4
L61[03:34:13] <sham1> But embedded images
L62[03:34:14] <gigaherz|work> ;P
L63[03:34:24] <sham1> 4/3
L64[03:34:45] <gigaherz|work> you are sending data from a server over to a client through a binary protocol
L65[03:34:51] <gigaherz|work> there's no need or reason for base64 ;P
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L67[03:35:18] <sham1> Who said anything about having a reason
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L70[03:38:11] <sham1> And not just MC
L71[03:38:29] <sham1> It could work in stuff like "VoIRC"
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L82[04:16:07] <Koward> I just can't make floating EntityItems. Their position gets correct but visually they look like glitched cubes moving up and down at a tick pace.
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L84[04:17:05] <gigaherz|work> how do you make them float?
L85[04:18:43] <Koward> In a custom EntityFloatingItem class, I override onUpdate and put this code : http://hastebin.com/hovosubude.java
L86[04:19:40] <Koward> The position is correct, to pickup the item you have to go at the top of the water, as intended. But visually the item is top, then moves down, then reappears at top and always move down.
L87[04:19:57] <Koward> Like if it was always moving down, but teleported at its correct position each tick
L88[04:20:44] <ThePsionic> Ah, the classic "item stuck in tree leaves" graphical bug
L89[04:23:03] <Koward> Looks quite similar indeed.
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L91[04:27:27] <Koward> But the leaves bug has been fixed, right ?
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L96[05:13:55] <BordListian> are you using the same entity id as vanilla items, Koward?
L97[05:14:54] <BordListian> packet handlers are hardcoded for vanilla entities
L98[05:15:37] <BordListian> so if you extend EntityItem, on the client it will not make your EntityWaterAffectedItem but rather the original EntityItem
L99[05:16:08] <Koward> I just wrap it around, like this : http://hastebin.com/oqinijuhig.java
L100[05:16:24] <Koward> And I replace it with EntityJoinWorld event.
L101[05:16:31] <BordListian> ah
L102[05:16:37] <BordListian> does that do it on the client too
L103[05:17:38] <Koward> I'm not sure, but I don't see what a custom renderer should change anyway
L104[05:17:54] <BordListian> custom renderer?
L105[05:18:37] <Koward> I thought you were suggesting about editing how the entity is renderer
L106[05:18:39] <Koward> *rendered
L107[05:18:47] <BordListian> no
L108[05:18:51] <BordListian> entity id
L109[05:18:57] <BordListian> in the entity registry
L110[05:19:42] <BordListian> I had pretty much the same problem but with falling block entities
L111[05:20:57] <BordListian> i made my own EntityFallingGourd with one extra value but clientside it would still produce EntityFallingBlock and subsequently crash
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L113[05:25:55] <TechnicianLP> func_189654_d seems to be ignore gravity
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L116[05:33:18] <Koward> With Reflection I can't use unobfuscated names because it'll mean nothing afterwards, right, damn what I moron I am
L117[05:34:34] <gigaherz|work> that's why ReflectionHelper lets you pass in more than one name
L118[05:34:47] <gigaherz|work> if you pass the SRG name first
L119[05:34:50] <gigaherz|work> and then the pretty name
L120[05:35:13] <gigaherz|work> in non-dev builds the SRG name will work on first try
L121[05:35:23] <gigaherz|work> and in dev builds it will fail and the pretty name will be used instead
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L132[06:22:27] <Tazz> the tree is sooo derpy but its coming out nice: http://i.imgur.com/0yEattH.png :D
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L134[06:31:39] <sham1> what a derpy tree
L135[06:32:29] <Tazz> ikr
L136[06:32:36] <Tazz> Im working on making it more organic
L137[06:32:40] <Tazz> Ive made some nice trees
L138[06:32:49] <Tazz> but I need flight to make it look actually good XD
L139[06:33:06] <gigaherz|work> I have been considering making a mod where trees are entities
L140[06:33:10] <gigaherz|work> rather than blocks
L141[06:33:12] <Tazz> XD
L142[06:33:26] <gigaherz|work> but for that to be efficient, I'd have to make a massive hack
L143[06:33:30] <Tazz> I wanna invest some time in adding some trees to minecraft
L144[06:33:39] <Tazz> I feel like thats one gray area of minecraft mods
L145[06:33:41] <gigaherz|work> that allows caching static entity models into chunk rendering caches
L146[06:34:15] <gigaherz|work> otherwise a forest would be a lag-rest
L147[06:35:16] <ThePsionic> Tazz: I hate to be a buzzkill, but Forestry
L148[06:35:17] <Tazz> lol
L149[06:35:21] <ThePsionic> And BoP
L150[06:35:32] <gigaherz|work> and Twilight Forest (is that being ported?)
L151[06:35:34] <Tazz> ThePsionic, yes but that requires like interest in playing with forestry
L152[06:35:45] <ThePsionic> BoP not so much
L153[06:35:48] <Tazz> like I want trees that are naturally generated in the world
L154[06:35:51] <Tazz> yeah BoP yaeh
L155[06:35:52] <gigaherz|work> and IC2(?) (rubber trees)
L156[06:35:54] <Tazz> but I hate BoP :(
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L158[06:36:05] <ThePsionic> I hate IC2 lol
L159[06:36:06] <Tazz> mostly because of the weird water pools and lack of interesting biomes XD
L160[06:36:10] <gigaherz|work> butyou want new species of trees
L161[06:36:12] <gigaherz|work> or just new shapes?
L162[06:36:22] <ThePsionic> EnderIO 4 lyfe
L163[06:36:32] <Tazz> uh I want like new tree species?
L164[06:36:38] <gigaherz|work> aha
L165[06:36:42] <Tazz> interesting ones
L166[06:36:46] <Tazz> not just like copouts rofl
L167[06:36:56] <Tazz> like some worth like finding
L168[06:37:19] <gigaherz|work> I believe someone was making some mod with like, magical trees?
L169[06:37:26] <Tazz> there is ancient trees
L170[06:37:31] <Tazz> but Im not sure how maintained it is
L171[06:37:37] <Tazz> and only has like 10 trees XD
L172[06:37:40] <ThePsionic> I'm making a mod with magic trees
L173[06:37:47] <ThePsionic> Not magic*al*
L174[06:37:48] <ThePsionic> Just magic
L175[06:38:00] <Tazz> a couple past projects I was working on added a few trees
L176[06:40:20] <sham1> macic is awesome for mods
L177[06:40:30] <ThePsionic> Slightly overdone imho
L178[06:41:14] <gigaherz|work> "magic" and "tech" both
L179[06:41:15] <sham1> Well, one cannot stay original forever in a modder base like this
L180[06:41:21] <ThePsionic> the magic of magic mods tho is that each of them find their own way of interacting *with* the magic
L181[06:41:38] <sham1> but has magical tech been done
L182[06:41:45] <gigaherz|work> yes.
L183[06:41:49] <gigaherz|work> aura cascade
L184[06:41:50] <Tazz> Im still deciding upon architectural structure for the buildings Im going to be doing on this XD
L185[06:41:54] <ThePsionic> Like Thaumcraft requires you to get aspects and discover things, Botania needs you to throw things in cauldrons with power coming from flowers
L186[06:41:55] <gigaherz|work> thaumcraft machinery
L187[06:42:07] <gigaherz|work> there's stuff
L188[06:42:12] <ThePsionic> There's a lot of diversity when it comes to magic mods, and I don't feel the same with tech mods
L189[06:42:30] <gigaherz|work> we are missing more... ancient tech?
L190[06:42:40] <gigaherz|work> there was Ancient Warfare on 1.7.10
L191[06:42:42] <ThePsionic> Define ancient tach
L192[06:42:44] <Tazz> I stil wanna finish Herbarium XD
L193[06:42:45] <ThePsionic> tech*
L194[06:42:55] <gigaherz|work> but it was still basically just normal tech in disquise
L195[06:43:05] <gigaherz|work> the mechanical pipes were still RF API
L196[06:43:07] <Tazz> it was like a magic mod but relative to the real world nothing was really too abstract with it XD
L197[06:43:28] <gigaherz|work> is there any mod using concepts from ancient greece/egypt tech?
L198[06:43:34] <ThePsionic> I've decided to pick up the pace on WCReborn again
L199[06:43:41] <sham1> Steampunk tech is also overdone
L200[06:43:48] <Tazz> no gigaherz|work but I would love to see something greek in a mod XXD
L201[06:43:54] <gigaherz|work> they had some hydraulic mechanisms
L202[06:43:59] <Tazz> mostly like aquaducts that are pretty and work XD
L203[06:44:10] <sham1> yey for roma
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L205[06:45:10] <ThePsionic> Why is it always that I get back into modding a week before school starts
L206[06:45:10] <sham1> But the thing about ancient tech is that it feels kikd of weird to have in a mod
L207[06:45:30] <Tazz> I would love a mod based upon "ancient tech"
L208[06:45:43] <Tazz> specially if its pretty like thaumcraft or immersive engineering XD
L209[06:45:46] <gigaherz|work> ThePsionic: because the whole point of vacation
L210[06:45:48] <gigaherz|work> is that you are resting
L211[06:45:54] <gigaherz|work> when you start modding
L212[06:45:58] <gigaherz|work> it means you already finished resting
L213[06:46:05] <gigaherz|work> which is a good time to go back to school
L214[06:46:06] <gigaherz|work> ;P
L215[06:46:21] <ThePsionic> More like "I'm bored of literally everything because I've already done it so much during vacation"
L216[06:46:24] <Tazz> nah I always thought it was you being brought back into the quicksand pit that is modding XD
L217[06:46:53] <gigaherz|work> yeah and being bored of things you do during vacation, is a good sign that the vacation was a tiny bit too long ;P
L218[06:47:19] <ThePsionic> Heh
L219[06:48:39] <Tazz> I still need to pick up Eschelle again XD
L220[06:48:49] <Tazz> its been sitting there incubating for a while XD
L221[06:50:38] <ThePsionic> Yeah Ingens has been sitting around for a while too but I've not felt the need to pick it up
L222[06:51:04] <ThePsionic> And Astus... well, basically got overtaken by WCReborn I guess
L223[06:51:04] <sham1> I wanted to make a steam power mod. But when I started to design it, I just designed a watered-down version of RC
L224[06:51:27] <sham1> pun not intended
L225[06:52:00] <ThePsionic> hue
L226[06:52:27] <gigaherz|work> I was thinking about actual mechanical power transfer
L227[06:52:48] <gigaherz|work> shafts would be multiblocks
L228[06:52:49] <gigaherz|work> acting as one
L229[06:52:56] <gigaherz|work> but keeping track of rpm and torque
L230[06:53:11] <gigaherz|work> and they'd have more friction loss the longer they would be
L231[06:53:31] <gigaherz|work> and have breaking points from stress
L232[06:53:39] <gigaherz|work> then junction/distribution boxes
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L234[06:53:48] <gigaherz|work> with tiers based on transfer efficiency
L235[06:54:21] <gigaherz|work> then I'd have semi-wireless connections with the machines, by attaching bands between two shafts
L236[06:54:33] <gigaherz|work> up to a max distance
L237[06:54:53] <ThePsionic> Maybe various bandwidths?
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L239[06:55:08] <gigaherz|work> yeh, could be
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L241[06:55:19] <ThePsionic> Like, thinner bands can go longer distances, but have a greater chance of breaking
L242[06:55:32] <sham1> I'm sad that RC never updated beyond 1.7.10
L243[06:55:54] <ThePsionic> That's what I thought of WildyCraft, why I'm doing WCReborn
L244[06:55:57] <sham1> It has the only powersystem I actually am interested in when ysing it
L245[06:57:04] <sham1> Because RF is way too simplistic to me
L246[06:57:35] <gigaherz|work> I remember a conversation
L247[06:57:44] <sham1> it feels more like a prototype energy system than an actual one actually used
L248[06:57:49] <gigaherz|work> augmented by new ideas
L249[06:57:53] <gigaherz|work> about a power system
L250[06:57:56] <gigaherz|work> that would use filled pipes
L251[06:58:15] <gigaherz|work> and you'd have to maintain internal pressure in order for the fluid to be able to transfer the power
L252[06:58:21] <sham1> You mean using hydraulic pressure
L253[06:58:24] <gigaherz|work> no
L254[06:58:33] <gigaherz|work> I mean like, "charged fluid"
L255[06:58:40] <gigaherz|work> or like, two-fase fluids
L256[06:58:45] <sham1> hmm
L257[06:59:09] <gigaherz|work> the pipes have to be pressurized for it to be most efficient
L258[06:59:36] <gigaherz|work> and you could need to have a return pipe with the "used" fluid
L259[06:59:44] <gigaherz|work> so that it can be recharged and reintroduced
L260[06:59:47] <ThePsionic> So like ThermalEx redstone conduits, except you'd need to fill it on the fly rather than beforehand
L261[06:59:53] <gigaherz|work> akin to using steam+water
L262[07:00:27] ⇨ Joins: Backslash (~Backslash@ip-84-119-213-220.unity-media.net)
L263[07:00:30] <gigaherz|work> but instead of it simply being simple phase conversions that introduce the energy
L264[07:00:50] <gigaherz|work> (1 bucket of water + 200 RF <-> 1 bucket of steam)
L265[07:01:05] <gigaherz|work> the actual ability to contain charge would depend on the internal pressure of the system
L266[07:01:14] <gigaherz|work> or stuff like that
L267[07:01:32] <ThePsionic> Requirements for installing: Minecraft 1.10.2, a physics PhD, Minecraft Forge
L268[07:01:35] <gigaherz|work> maybe hmm
L269[07:01:45] <gigaherz|work> right
L270[07:01:55] <gigaherz|work> the more energy you transfer, the more of the fluid you use up in the process
L271[07:02:03] <gigaherz|work> but the higher the pressure, the more energy you can transfer
L272[07:02:40] <gigaherz|work> while at the same time you can't just endlessly pump because if the pressure reaches a limit, the pipes would start to break
L273[07:02:51] <gigaherz|work> and the more you go over that limit, the higher the chance it breaks on that one tick
L274[07:03:46] <sham1> every i ticks you would have like 1/9 change to explode and leak? I'd be down
L275[07:04:07] <gigaherz|work> yep if it ruptures, it would have explode-y results
L276[07:04:11] <gigaherz|work> worse on higher tiers
L277[07:04:15] ⇦ Quits: Backslash (~Backslash@ip-84-119-213-220.unity-media.net) (Client Quit)
L278[07:04:17] <gigaherz|work> since it would be a more catastrophic failure
L279[07:04:22] <ThePsionic> risk-reward type of situation
L280[07:04:25] <sham1> But the problem becomes "what could one do with that kind of energy anyway"
L281[07:04:27] ⇨ Joins: Backslash (~Backslash@ip-84-119-213-220.unity-media.net)
L282[07:04:45] <gigaherz|work> that's a whole separate thing to think about
L283[07:04:45] <gigaherz|work> ;P
L284[07:04:53] ⇦ Quits: Backslash (~Backslash@ip-84-119-213-220.unity-media.net) (Client Quit)
L285[07:05:01] <sham1> Like, two phase fluids can transport heat
L286[07:05:05] <Ordinastie_> gigaherz|work, pretty sure that's already been done
L287[07:06:16] <sham1> I thought about restarting the development of Fluidcraft (once again) and use fluid pressure to do work
L288[07:06:50] <sham1> But then I hit a brick wall with smelting stuff
L289[07:07:14] <ThePsionic> And according to Newton's laws, the brick wall hit you too
L290[07:07:27] <sham1> "I have this system of pressure and heat, how to make that smelt things"
L291[07:08:56] <sham1> Because the fluid pressure idea was primarily for being able to transfer
L292[07:09:08] <sham1> the fluids and have them go to right directions
L293[07:10:02] <Naiten> oh energy talk
L294[07:10:12] <sham1> yes
L295[07:10:41] <sham1> Also another problem with pressure is how one would handle junctions
L296[07:10:53] <sham1> because it would spread
L297[07:11:08] <ThePsionic> As I said, you need a physics PhD for this shit
L298[07:11:42] <Naiten> heil hydraulic calculus
L299[07:12:15] <Naiten> can you even into Bernoulli's principle?
L300[07:12:20] <ThePsionic> I cannot
L301[07:12:42] <ThePsionic> I've got high-school physics on my side
L302[07:12:45] <ThePsionic> that's about it
L303[07:13:06] <Naiten> sham1, you may want to take a look at how electric circuit simulators work
L304[07:13:08] <ThePsionic> And I disliked it at that
L305[07:13:12] <ThePsionic> I did like science tho
L306[07:13:49] <Naiten> i'm sure they have like, two buffers containing data about all nodes (junctions), one for old data and another for new
L307[07:14:22] <sham1> Well with electric circuits at junctions the current gets divided
L308[07:14:22] <Naiten> like, the method which calculates pressure drop will intake data from first buffer and output to second
L309[07:15:23] <Naiten> and after this method runs about all nodes, 'new' buffer data is copied to 'old'
L310[07:15:33] <Naiten> ^ repeat
L311[07:17:46] ⇨ Joins: XioanAskari (webchat@host86-156-114-84.range86-156.btcentralplus.com)
L312[07:18:31] <Naiten> sham1, hydralics is much like electricity. You have potential (voltage/pressure), you have resistance (ohmic and reactive resistance for electricity / linear, local and weight losses for hydraulics), and finally, you have flow
L313[07:19:14] <gigaherz|work> normal hydraulics doesn't really work the same
L314[07:19:23] <gigaherz|work> you can make a simile between water and electricity
L315[07:19:31] <gigaherz|work> if you consider a circuit with a water tank at the top
L316[07:19:38] <gigaherz|work> and then using the potential force caused by gravity
L317[07:20:36] <gigaherz|work> I suppose you could still flatten the circuit
L318[07:20:43] <gigaherz|work> anyhow
L319[07:20:45] <gigaherz|work> nevermindme
L320[07:21:01] <Naiten> like, 'current' basically means amount of electric charge passing though conductor section in a period of time, while flow is amount of liquid (volume or mass) passing though piepe section
L321[07:21:04] ⇦ Quits: XioanAskari (webchat@host86-156-114-84.range86-156.btcentralplus.com) (Client Quit)
L322[07:22:12] <gigaherz|work> the simile breaks down the moment you introduce semiconductors
L323[07:22:13] <gigaherz|work> ;P
L324[07:22:23] <Naiten> gigaherz|work, i know it doesn't work same, my speciality is 'Ship's energy plants', and we got loads of hydralics
L325[07:23:02] <Naiten> i was trying to explain sham1 that things aren't so hard as they may seem to
L326[07:23:08] <gigaherz|work> sure
L327[07:23:13] <gigaherz|work> it's a really good teaching tool
L328[07:23:25] <sham1> Well it's not hard
L329[07:23:50] <gigaherz|work> basic electronics are relatively easy
L330[07:23:56] <gigaherz|work> resistors, capacitors and inductors
L331[07:24:27] <gigaherz|work> it's when you introduce semiconductors that everything goes to shit and the maths switch to another level
L332[07:26:07] <Ordinastie_> why do I always get caught in deep refactoring before even finishing a feature :(
L333[07:26:19] <Naiten> gigaherz|work, though you can represent diode via nonreturn valve, and triode (transistor) via cutoff plate drived by hydraulic actuator ;p
L334[07:26:24] <sham1> because you are a programmer
L335[07:26:46] <Naiten> *driven
L336[07:27:01] <gigaherz|work> Naiten: yes but that's a simplification
L337[07:27:07] <gigaherz|work> your valve doesn't actually LOWER the pressure
L338[07:27:19] <gigaherz|work> while a diode "takes" some volts for itself
L339[07:27:50] <gigaherz|work> (somewhere between 1v and 3v depending on the type of diode)
L340[07:28:34] <gigaherz|work> hmmm
L341[07:28:39] <ThePsionic> My valve never lowers the pressure, HL3 stays a constant expectation
L342[07:28:43] <gigaherz|work> unless it's a spring-loaded return valve
L343[07:29:00] <gigaherz|work> hmm how would a spring-loaded valve affect the fluid pressure?
L344[07:29:09] <ThePsionic> gigaherz|work: what are you, a plumber
L345[07:29:34] <gigaherz|work> no I'm an engineer
L346[07:29:47] <gigaherz|work> software engineer by specialization, but I like all tech regardless
L347[07:30:29] ⇨ Joins: Xtcent (~Xtcent@5.179.20.211)
L348[07:31:08] <sham1> >HL3
L349[07:31:09] <sham1> nice one
L350[07:31:26] <Naiten> ThePsionic, a plumber won't tell you the matter of things and actual laws of nature, he just repairs things
L351[07:32:38] <Ordinastie_> gigaherz|work, and will you be willing to use MalisisCore for your new mod ?
L352[07:32:44] <Naiten> gigaherz|work, engineerfist!
L353[07:33:02] *** Darkhax is now known as Darkhax_AFK
L354[07:33:07] <gigaherz|work> Ordinastie_: I'm not going to start any new mod right now
L355[07:33:14] <Xtcent> is there any way to cancel entity spawns, without using entity instanceof? Because it cancels the spawn of entities that extend that class
L356[07:33:16] <Ordinastie_> erf, was worth a try :(
L357[07:33:22] <gigaherz|work> WOW Legion launches next week.
L358[07:33:28] <gigaherz|work> ;P
L359[07:33:44] <Ordinastie_> don't think I'm gonna buy it this time
L360[07:35:21] <gigaherz|work> I prepurchased
L361[07:35:29] <gigaherz|work> I have been doing the pre-expansion events for a couple weeks already
L362[07:35:43] <gigaherz|work> I have my main (druid healer) ready
L363[07:35:47] <gigaherz|work> I tried a Demonhunter
L364[07:35:58] <gigaherz|work> and I have my top alt (shaman healer) also ready
L365[07:36:59] <ThePsionic> I've never cared about WoW and I doubt I ever will :P
L366[07:37:14] <gigaherz|work> that's ok
L367[07:37:25] <gigaherz|work> did you ever do a trial or anything?
L368[07:37:29] <gigaherz|work> or just no interest at all?
L369[07:37:30] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Ping timeout: 384 seconds)
L370[07:37:43] <gigaherz|work> I know a lot of people who were like "I did classic wow for a week, and it sucked!"
L371[07:37:47] <gigaherz|work> and I agree with that
L372[07:38:01] <gigaherz|work> wow hasn't been like that for like, 8 years XD
L373[07:38:02] <ThePsionic> No interest
L374[07:38:07] <masa> gigaherz|work: you have some weird diodes then... my diodes only have a threshold voltage somewhere between ~0.2v for some schottky diodes, to ~0.7V for regular ones
L375[07:38:11] <ThePsionic> To be honest I do play RuneScape a shit ton
L376[07:38:21] <masa> then of course there are LEDs where blue ones are around the 3V mark
L377[07:38:42] <gigaherz|work> masa: hm? OH yes
L378[07:38:44] <gigaherz|work> I was thinking LEDs
L379[07:38:49] <masa> yep
L380[07:38:58] <gigaherz|work> where the red ones are like 1.2 and whites are 3v or so
L381[07:39:06] <masa> gree/yellow/red LEDs are somewhere around 1.5-1.8V
L382[07:39:08] <gigaherz|work> somehow the two concepts blend together in my brain
L383[07:39:25] <masa> well LED is a diode too so..
L384[07:39:39] <gigaherz|work> yep
L385[07:39:41] <gigaherz|work> Light-emitting one
L386[07:39:42] <gigaherz|work> ;P
L387[07:39:45] <ThePsionic> Where's Wuppy when you need him
L388[07:39:45] <masa> yep :p
L389[07:40:37] <gigaherz|work> welp
L390[07:40:43] <gigaherz|work> I wondered how oleds work
L391[07:40:56] <gigaherz|work> The organic molecules are electrically conductive as a result of delocalization of pi electrons caused by conjugation over part or all of the molecule.
L392[07:41:05] <gigaherz|work> my brain exploded.
L393[07:41:09] <LatvianModder> Not always blue leds are more power consuming
L394[07:41:17] <LatvianModder> SMD leds are all pretty much the same :P
L395[07:42:04] <Ordinastie_> I'm beginning to regret IDE/language flame wars *_*
L396[07:42:09] ⇦ Quits: sweetpi (~sweetpi@c-67-172-57-82.hsd1.pa.comcast.net) (Quit: Leaving)
L397[07:42:13] <masa> why would that make a difference, if you mean that blue SMD LEDs would have a lower threshold voltage?
L398[07:42:41] <masa> isn't that just a factor of the semiconductor materials that are used to get the desired color
L399[07:43:07] <sham1> No, don't regret
L400[07:43:22] <Ordinastie_> I was kidding
L401[07:43:26] <sham1> Unless you don't use emacs
L402[07:43:36] <sham1> in which case you are an infidel
L403[07:44:02] ⇨ Joins: Koward (~Koward@2a02:2788:344:2d0:3c21:89c1:8ba7:5b1a)
L404[07:44:10] <gigaherz|work> I don't like anything that has "mac" in the name, unless it's for eating
L405[07:44:15] ⇦ Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a) (Remote host closed the connection)
L406[07:44:23] <Xtcent> what is emac
L407[07:44:51] <gigaherz|work> "emacs" is a general-purpose text editor for unix/linux console
L408[07:44:52] <Ordinastie_> think I should just have shut the fuck up :x
L409[07:45:29] <gigaherz|work> it's in an endless war against vim and variants of it
L410[07:45:44] <gigaherz|work> while other editors just go like "lol, whatever."
L411[07:45:51] <Xtcent> huh never used it
L412[07:46:53] ⇨ Joins: Johannes13_ (~Johannes1@141.70.98.80)
L413[07:48:15] <LatvianModder> I think I know whats up with LEDs, yo :P http://imgur.com/m5MAZAd & http://imgur.com/vd4sxbu
L414[07:48:48] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Quit: Leaving)
L415[07:48:56] <LatvianModder> I keep SMD ones in tic-tac boxes because I can lol
L416[07:50:03] <gigaherz|work> not a bad place for them
L417[07:50:15] <masa> lol a box of arduinos
L418[07:50:31] <gigaherz|work> woudl be fun to have a modified sweetener dispenser
L419[07:50:32] <LatvianModder> yeah those are the few that I have left :/
L420[07:50:36] <masa> http://masa.dy.fi/temp/img_2715.jpg
L421[07:50:40] <gigaherz|work> that dispenses SMD leds
L422[07:51:01] <LatvianModder> Oh I had this board too, but I failed to understand how to connect it to PC :P
L423[07:52:01] <masa> this is my electronics components etc. closet :p http://masa.dy.fi/temp/huone_2014-03-16/img_2725.jpg
L424[07:52:16] ⇨ Joins: BordListian (~BordListi@213-47-142-14.cable.dynamic.surfer.at)
L425[07:52:22] <gigaherz|work> I have one of these: http://www.ebay.com/itm/NooGroove-USB-Board-ATMEGA32-AT90USB162-AVR-Stick-DFU-/160496312004
L426[07:52:23] <sham1> Best name for a folder
L427[07:52:30] <sham1> directory*
L428[07:52:34] <sham1> "Huone"
L429[07:53:25] <masa> well, it has pics of my room so..
L430[07:53:35] <sham1> I know, right
L431[07:54:02] <LatvianModder> is there FTP uploader for Androids?
L432[07:54:12] <LatvianModder> I hope there is. I dont want to use imgur every time I need to upload images
L433[07:54:29] <LatvianModder> wtf happened http://ss.latmod.com/pc/2016-08-24_15.52.25.jpg
L434[07:54:36] <LatvianModder> I guess it failed to upload it...
L435[07:54:48] <sham1> of corruptings
L436[07:54:51] <gigaherz|work> or partially uploaded
L437[07:55:01] <gigaherz|work> there's apps for android, such as the imgur app
L438[07:55:05] <gigaherz|work> that can upload for you
L439[07:55:06] <gigaherz|work> ;P
L440[07:55:48] <LatvianModder> But I want to upload on my server not imgur :P
L441[07:56:44] <gigaherz|work> oh I see
L442[07:58:29] <gigaherz|work> bb in a bit from home
L443[07:58:38] <gigaherz|work> I reached my saturation point for today
L444[07:58:43] ⇦ Quits: gigaherz|work (~gigaherz@84.89.63.25) ()
L445[08:01:03] <Koward> Still can't get rid of that god damn graphical bug, items just always visually fall
L446[08:02:57] <TechnicianLP> hould it fall at all? if not give it nogravity (via nbt)
L447[08:03:09] <TechnicianLP> or make your own entity
L448[08:04:50] <masa> Koward: what are you doing?
L449[08:05:26] <Koward> I already made my own entity, the bug persists. What I'm doing is just keeping dropped items floating.
L450[08:06:18] <Koward> Their position is correct, you have to go at the surface to pick them up, but visually they look like falling and then teleporting back, at a tick pace
L451[08:07:09] <masa> well if you have your own entity and overrode the update method with your own position/speed update logic, then they shouldn't fall... unless you aren't changing the entity on the client?
L452[08:08:11] ⇨ Joins: Dragroth (~Dragroth@dslc-082-083-115-072.pools.arcor-ip.net)
L453[08:08:55] <masa> have you verified that the item entity is your own on both sides?
L454[08:09:00] <Koward> I'm not sure how I could check that. The position&speed logic seems good, else I would not have the good position when trying to pick it up
L455[08:09:06] <Dragroth> Hey, how can i get an itemstack of a potion? for example the health-potion?
L456[08:09:11] <Koward> I switch it at EntityJoinWorld event.
L457[08:09:25] <masa> like, make a redstone ready world with no entities, and then breakpoint the EntityItem udpate method to see if it still gets called
L458[08:09:38] <masa> or otherwise list all entities in the world on both sides
L459[08:09:53] ⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L460[08:10:04] <TechnicianLP> if it is you item: Look at item.createEntity and Item.hasCustomEntity
L461[08:10:48] <masa> Koward: and you have checked that the entity gets created/replaced on the client too?
L462[08:10:54] ⇦ Quits: Nitrodev (~Nitrodev@85-23-77-207.bb.dnainternet.fi) (Quit: Veni, Vidi, Non reliquit in)
L463[08:11:02] <Koward> It is a class inherited from EntityItem and it wraps around it
L464[08:11:44] <Koward> No I have not, I simply use this event : http://hastebin.com/eqeboxekax.java
L465[08:12:05] <masa> if(event.getWorld().isRemote) return;
L466[08:12:13] <masa> so you are not doing it on the client then?
L467[08:12:32] <Koward> That's the server, no ?
L468[08:12:51] <masa> isRemote is true on the client
L469[08:12:56] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L470[08:13:16] <masa> hmm so..
L471[08:14:24] <masa> but I guess no EntityItems should get spawned o nthe client side normally though, only when the server syncs them to the client
L472[08:14:27] <Koward> I just removed that line, and I now spawn hundreds of entity by just throwing it
L473[08:17:35] *** gigaherz_y is now known as gigaherz
L474[08:17:46] <gigaherz> home o/
L475[08:18:53] <Koward> That's really, really weird
L476[08:20:02] ⇨ Joins: Davnit (~Davnit@72-189-103-223.res.bhn.net)
L477[08:20:38] <Wuppy> \o
L478[08:21:05] <gigaherz> so in case anyone missed it yesterday
L479[08:21:08] <gigaherz> OS: Unsupported Windows 10.0 (Build #14393) CPU: Intel Core i7-6700K,  4.01 GHz, 0 KB Video: NVIDIA GeForce GTX 1070 (2560x1440x32bpp 59Hz) Sound: Speakers (2- Realtek High Defin Memory: Used: 10621/32708MB Uptime: 15h 49m 58s HD Space: Free: 1680.69 GB/4245.90 GB Connection: Intel(R) Ethernet Connection (2) I219-V-WFP 802.3 MAC Layer LightWeight
L480[08:21:08] <gigaherz> Filter-0000 @ 1000.0 Mbps (Rec: 359.97MB Sent: 219.92MB)
L481[08:21:15] <gigaherz> got my new computer parts
L482[08:21:22] <gigaherz> (kept the HDDs and PSU only)
L483[08:21:38] <gigaherz> the rest I'm selling to my flatmate
L484[08:22:38] <Wuppy> so jelly
L485[08:23:14] <LatvianModder> how much did it cost?
L486[08:23:47] <LatvianModder> HD Space: Free: 1680.69 GB/4245.90 GB WHAT the hell... I can only fill up 100 gb max on my own
L487[08:25:40] ⇨ Joins: Thefjong (~Thefjong@3e6b1b1c.rev.stofanet.dk)
L488[08:26:04] <gigaherz> LatvianModder: ~1400 eur
L489[08:26:22] <gigaherz> and regarding HDD
L490[08:26:29] <LatvianModder> oh wow thats all I have.. well.. NO RAGRETS! *buys two*
L491[08:26:39] <gigaherz> I watch a lot of HD tv series
L492[08:26:55] <LatvianModder> oh, that makes sense. I dont watch anything
L493[08:26:58] <gigaherz> and I rarely delete stuff from the downloads folder
L494[08:27:06] <LatvianModder> I dont even have BitTorrent installed
L495[08:27:09] <gigaherz> so it piles up
L496[08:27:47] <LatvianModder> GTX 1070 vs GTX 1060. I can't decide which one I want
L497[08:27:58] <gigaherz> I had a gtx970
L498[08:28:00] <LatvianModder> 60 is way cheaper and also doesnt seem so much worse than 70
L499[08:28:09] <gigaherz> 1060 wasn't enough of a difference
L500[08:28:10] <gigaherz> ;P
L501[08:28:22] <LatvianModder> ok ok but get this
L502[08:30:52] <ThePsionic> Wuppy: At least I got your validation :P
L503[08:30:59] <Wuppy> hmm?
L504[08:31:37] ⇦ Quits: Hgreb (~Hgrebnedn@d8d872a6e.access.telenet.be) (Ping timeout: 186 seconds)
L505[08:32:32] <ThePsionic> The song
L506[08:33:33] <Wuppy> still not as good as hardstyle though
L507[08:34:04] <ThePsionic> I mean, it had some elements of hardstyle
L508[08:34:31] <Wuppy> not the 3 best parts though: the speed, kick and bass
L509[08:35:05] *** TTFT|Away is now known as TTFTCUTS
L510[08:35:17] <ThePsionic> ah well, you can't have it all
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L512[08:37:09] <Wuppy> also, I've been listening to stuff like Lange Frans & The Vengaboys today so it's all over the place atm :P
L513[08:44:33] <Koward> Every time we change motionX,Y,Z of EntityItem it results in graphical bug. Could that be a vanilla problem ?
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L516[08:46:10] <gigaherz> crap
L517[08:46:18] <gigaherz> HarvestDropsEvent has no .setDrops
L518[08:46:42] <gigaherz> and I got a crash report saying the drops was an ImmutableList
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L520[08:46:58] <LatvianModder> im pretty sure you just modify getDrops()
L521[08:47:07] <gigaherz> it's an ImmutableList.
L522[08:47:10] <LatvianModder> getDrops().clear(), getDrops().add(whatever)
L523[08:47:15] <gigaherz> that's waht I do
L524[08:47:26] <gigaherz> xcept it'scrashing becasue ImmutableList doesn't like .clear()
L525[08:47:27] <gigaherz> ;P
L526[08:47:37] <LatvianModder> no its now
L527[08:47:39] <LatvianModder> not
L528[08:47:48] <gigaherz> THAT'S WHAT THE CRASH REPORT SAYS
L529[08:47:50] <LatvianModder> its called from Block.harvestBlock
L530[08:47:54] <LatvianModder> what? weird
L531[08:47:56] <gigaherz> http://pastebin.com/Qtgz0ZYq
L532[08:48:05] <gigaherz> it's from Explosion
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L535[08:48:32] <gigaherz> I'm checking if it's vanilla explosions or not
L536[08:48:34] <LatvianModder> forge bug maybe?
L537[08:49:24] <LatvianModder> because im my IDE I dont see it being marked as immutable
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L540[08:51:48] <gigaherz> !gm func_180653_a
L541[08:52:05] <gigaherz> okay you know what
L542[08:52:07] <gigaherz> it must be a mod
L543[08:52:44] <gigaherz> I'll have to ignore Immutables, even if it fucks up with the rocks system
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L545[08:53:55] <gigaherz> I wish List<T> had a .isReadonly
L546[08:53:58] <gigaherz> like C#'s lists have
L547[08:54:16] <gigaherz> I don't like using if (drops instanceof ImmutableList) return;
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L549[08:56:48] <sham1> But there is no such thing as an immutable list in Java
L550[08:56:55] <gigaherz> ofc there is
L551[08:57:11] <gigaherz> in libraries that implement them
L552[08:57:25] <sham1> Yes, in libraries
L553[08:57:43] <sham1> But why have this method exist for only library implementations
L554[08:57:54] <gigaherz> because not having this method
L555[08:58:00] <gigaherz> does NOT prevent lists from being made immutable
L556[08:58:05] <gigaherz> and there's NO WAY to know beforehand
L557[08:58:10] <gigaherz> if .clear, .add etc will crash
L558[08:58:18] <gigaherz> so because java doesn't have a way to indicate immutability
L559[08:58:26] <gigaherz> you haveto treat external libraries case-by-case
L560[08:59:15] <gigaherz> hence, not having such a method is bad.
L561[09:00:27] <gigaherz> WTF's Expedition mod does NOT play well with TNT ;P
L562[09:00:38] <gigaherz> (it lags to death)
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L565[09:05:55] <ThePsionic> god damnit blizzard http://us.battle.net/forums/en/overwatch/topic/20748794686
L566[09:07:42] <sham1> Is Owerwatch
L567[09:07:57] <sham1> Also, what am I looking for
L568[09:08:16] <sham1> I only see this terminal-like textbox
L569[09:08:20] <ThePsionic> Sombra ARG
L570[09:08:55] <gigaherz> I saw "topic is locked" ... then it twisted around and got some base64
L571[09:08:58] <ThePsionic> It's been going on for a while
L572[09:09:27] <gigaherz> https://gist.github.com/gigaherz/c50f8b81514b95f7e75d6330b94153e9
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L574[09:09:46] <gigaherz> which looks like it could be something else encoded, too
L575[09:09:50] <gigaherz> but I can't be bothered ;P
L576[09:10:01] <ThePsionic> Yeah you're not in deep enough lol
L577[09:10:05] <ThePsionic> It's been going for like
L578[09:10:07] <ThePsionic> A month
L579[09:10:14] <ThePsionic> And the conclusion finally seems to be nearing
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L624[11:50:22] <Corosus> lol
L625[11:50:45] <Corosus> just realized how broken the isCollided check for particles is, isCollided is only true if y != y
L626[11:50:55] <Corosus> i suspect that will never be true :P
L627[11:51:14] <BordListian> is y a float?
L628[11:51:20] <thor12022> quantum particles?
L629[11:51:23] <Corosus> a double
L630[11:51:28] <BordListian> then it could be true
L631[11:51:39] <BordListian> probably
L632[11:51:41] <Corosus> i think its supposed to be d0 != y, as they store the y as d0 before modifying it from collisions
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L635[12:04:09] <gigaherz> BordListian: no y != y can't be false
L636[12:04:26] <gigaherz> can't be true*
L637[12:04:30] <gigaherz> but (y * 2) / 2 != y could be
L638[12:05:09] <BordListian> are the special values also equal to themselves?
L639[12:05:17] <BordListian> NaN, -inf and +inf?
L640[12:06:55] <sham1> NaN is never equal with anything
L641[12:07:00] <sham1> Not even another NaN
L642[12:08:00] <gigaherz> I knwo nans aren't but not sure about infs
L643[12:08:24] <BordListian> then if y is NaN
L644[12:08:27] <BordListian> y != y
L645[12:08:38] <BordListian> :p
L646[12:09:08] <LatvianModder> NaN != NaN
L647[12:09:21] <LatvianModder> So that means (y != y) != (y != y)
L648[12:09:28] <LatvianModder> which means false != false
L649[12:09:31] <LatvianModder> what. the. fuck
L650[12:09:32] <BordListian> u wot
L651[12:09:40] <BordListian> (y != y) == (y != y)
L652[12:10:13] <BordListian> y != y returns false
L653[12:10:17] <BordListian> false == false
L654[12:10:40] <LatvianModder> http://ss.latmod.com/pc/2016-08-24_20.10.39.png
L655[12:10:42] <LatvianModder> No.
L656[12:10:47] <LatvianModder> NaN is not equal to itself
L657[12:11:06] <BordListian> tht's what i said
L658[12:11:11] <BordListian> oh right
L659[12:11:17] <LatvianModder> fail man
L660[12:11:18] <LatvianModder> :P
L661[12:11:19] <BordListian> replace false with true
L662[12:11:30] <BordListian> look you failed harder when you asserted that false != false
L663[12:11:43] <BordListian> so shut it
L664[12:11:45] <BordListian> :P
L665[12:11:48] <LatvianModder> alright. true != true
L666[12:12:05] <BordListian> dude i dare you to type that into java
L667[12:12:16] <BordListian> say that to my face irl and see what happens
L668[12:12:48] <LatvianModder> I just did
L669[12:12:57] <LatvianModder> thats where the screenshot is from
L670[12:13:00] <LatvianModder> |:I
L671[12:13:13] <BordListian> how is that true != true
L672[12:13:23] <LatvianModder> uuugh
L673[12:13:40] <BordListian> it would need to be (Double.NaN != Double.NaN) != (Double.NaN != Double.NaN)
L674[12:13:52] <LatvianModder> NaN is produced when y != y
L675[12:13:58] <LatvianModder> or 0 / 0
L676[12:14:11] <BordListian> NaN is produced from a wide range of operations but go on
L677[12:14:24] <LatvianModder> public static final boolean isNaNEqualToItself = Double.NaN == Double.NaN;
L678[12:14:27] <LatvianModder> this returns false
L679[12:14:40] <BordListian> yes
L680[12:14:44] <BordListian> go ahead
L681[12:14:51] <LatvianModder> thats it
L682[12:15:06] <BordListian> then why is true != true
L683[12:15:25] <BordListian> :I
L684[12:16:14] <LatvianModder> I take NaN as theory, not a number
L685[12:16:23] <LatvianModder> much like Infinity
L686[12:17:15] <BordListian> so what you meant to say is that there exists one case where equality of two floating point numbers is not consistent?
L687[12:17:35] <LatvianModder> Pretty much. Im a simple man, what do you want :P
L688[12:17:46] <BordListian> i got mad irl
L689[12:17:54] <LatvianModder> Cool
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L691[12:28:31] <MalkContent> huh
L692[12:28:48] <MalkContent> do pigmen drop xp when you aggrod them but did no damage to them?
L693[12:29:02] <MalkContent> i got a couple of suicidal ones jumping off a cliff here, dropping xp
L694[12:30:11] <masa> have you never seen the 1.8+ pigman gold farms?
L695[12:30:16] <masa> the answer is yes
L696[12:30:37] <gigaherz> yep
L697[12:30:38] <masa> aggro one, get infinite xp while standing still afk
L698[12:30:47] <gigaherz> they drop xp if they receive damage while aggroed to a player
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L700[12:31:34] <gigaherz> it's stupid but...
L701[12:31:47] <masa> yep..
L702[12:32:16] <masa> I actually had to build an xp burning mechanism to my gold farm so that the server doesn't crash because of the amount of entities :D
L703[12:34:27] <BordListian> dragon vessels for vanilla when
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L711[12:52:34] <MalkContent> lol
L712[12:52:37] <MalkContent> brutal
L713[12:53:04] <MalkContent> and no, ive never seen those
L714[12:53:26] <MalkContent> no overworld portal spam anymore?
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L726[13:25:04] <Xilef11> looks like the latest forge is no longer compatible with 1.9.4?
L727[13:26:07] <McJty> Latest forge is for 1.10.2
L728[13:26:44] <gigaherz> you mean mods for latest 1.10.2?
L729[13:26:51] <gigaherz> or that latest forge doesn't accept 1.9.4 mods?
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L731[13:27:09] <gigaherz> I don't see anything in the changelog about that
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L733[13:27:58] <Xilef11> I just updated the forge version for building my mod (last was also a 1.10.2 version) and didn't change any code, now my mod won't load in an 1.9.4 instance
L734[13:28:17] <gigaherz> did you have to change any code for it to compile?
L735[13:28:20] <Xilef11> no
L736[13:28:24] <gigaherz> do you have logs?
L737[13:28:38] <gigaherz> also, does it happen if you use older mappings with the same forge?
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L739[13:29:26] <Xilef11> same mappings
L740[13:31:09] <Xilef11> log: http://pastebin.com/MvaBYJUV
L741[13:32:22] <gigaherz> [14:29:55] [Client thread/ERROR] [FML]: The mod runesofwizardry does not wish to run in Minecraft version Minecraft 1.9.4. You will have to remove it to play.
L742[13:32:26] <gigaherz> you need
L743[13:32:35] <gigaherz> acceptedMinecraftVersions = "[1.9.4,1.11.0)",
L744[13:32:36] <gigaherz> or similar
L745[13:32:44] <gigaherz> if you want it backward-compatible
L746[13:32:54] <gigaherz> or more accurately, if you don't want forge 1.9.4 to reject it
L747[13:34:02] <Xilef11> that used to not be necessary
L748[13:34:58] <TechnicianLP> it corrects 1.9.4 to [1.9.4,1.10.2] but not the other way round
L749[13:35:20] <TechnicianLP> 1.11?
L750[13:37:35] <gigaherz> TechnicianLP: "up to, but not including, 1.11"
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L755[13:50:25] <gigaherz> back
L756[13:50:27] <gigaherz> [20:34] (Xilef11): that used to not be necessary
L757[13:50:31] <gigaherz> it has always been
L758[13:50:31] <gigaherz> but
L759[13:50:36] <gigaherz> you may have been building with 1.9.4 forge
L760[13:50:44] <gigaherz> and then it would work on newer forge
L761[13:50:52] <gigaherz> while the opposite has never worked without explicit version range
L762[13:51:20] <Xilef11> oh? I'm pretty sure I was building with 1.10.2-12.18.1.2014
L763[13:51:51] <Xilef11> (not sure I actually tried to run it on that version though :p )
L764[13:52:54] <gigaherz> well I'm sure either it wasn't working, or it wasn't that version
L765[13:52:55] <gigaherz> ;P
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L767[13:53:27] <gigaherz> because forge for 1.9.4 has never had an "if version is 1.10.2, change it to [1.9.4,1.10.2]" in it, the way the 1.10.2 forge does
L768[13:54:17] <Xilef11> makes sense, unless building on 1.10.2 did the change...
L769[13:54:36] <Xilef11> anyways, it works now that's the most important
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L771[14:07:31] <gigaherz> Xilef11: nope forge doesn't presume that your mod will be backward-compatible -- you have to be explicit about it ;P
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L780[14:33:15] <masa> what annoys me is that they did make that assumption for 1.9.4 to 1.10.x
L781[14:33:55] <masa> because one of my mods was one of those few that didn't work in 1.10
L782[14:38:43] <gigaherz> I just found something awesome: http://esheep.petrucci.ch/
L783[14:38:58] <gigaherz> masa: well, really
L784[14:39:10] <gigaherz> it's like, ALL the mods work, xcept an unlucky few
L785[14:39:14] <gigaherz> it had to be done
L786[14:39:17] <gigaherz> ;P
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L788[14:39:37] <masa> why though? to encourage modder lazyness? :p
L789[14:41:32] <gigaherz> no, because the mods worked as-is.
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L794[15:16:19] <BordListian> input.mouse.x = input.mouse.instance.position.x
L795[15:16:25] <BordListian> bordcodeslua.jpg
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L801[15:36:23] <gigaherz> meh
L802[15:36:36] <gigaherz> I got the legendary ring in wow earlier
L803[15:36:51] <gigaherz> that was my driving goal in wow these days
L804[15:36:56] <gigaherz> now all I have is waiting for the expansion
L805[15:37:26] <gigaherz> I'm over il700, I have completed all the LFR raids and their stories
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L807[15:41:54] <TechnicianLP> is there a way to make capabilities on itemstacks aware on metadata?
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L810[15:53:55] <heldplayer> !gm func_184592_cb
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L814[15:58:43] <gigaherz> TechnicianLP: what?
L815[16:01:03] <TechnicianLP> the metadata get set after capabilites are collected .... so nothing like this metadata has different caps tha the other one
L816[16:01:21] <gigaherz> hmmmm
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L819[16:02:06] <gigaherz> so you'd like different capabilities based on itemstack, but someone could change the metadata later with setItemDamage
L820[16:02:08] <gigaherz> I see your issue
L821[16:02:21] <TechnicianLP> by the constructor as we..
L822[16:02:40] <gigaherz> well initCapabilities has the ItemStack
L823[16:02:43] <gigaherz> so getting the initial one is easy
L824[16:02:53] <gigaherz> the only issue would be .setItemDamage
L825[16:03:23] <TechnicianLP> if you look at the constructor meta gets set after item
L826[16:03:37] <gigaherz> yes but initCapabilities gets called after, no?
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L828[16:03:58] <TechnicianLP> initCaps gets called by setItem
L829[16:04:32] <gigaherz> ah right
L830[16:04:34] <gigaherz> it's set before
L831[16:04:35] <gigaherz> hmf
L832[16:04:37] <gigaherz> well
L833[16:04:43] <gigaherz> it doesn't matter, really
L834[16:04:51] <gigaherz> what you attach
L835[16:04:53] <gigaherz> isn't a capability
L836[16:04:57] <gigaherz> it's an ICapabilityProvider
L837[16:05:07] <gigaherz> pass the ItemStack instance to this provider
L838[16:05:25] <gigaherz> and then whenever someone calls hasCapability/getCapability
L839[16:05:34] <gigaherz> check if the metadata is the same that you remember
L840[16:05:37] <gigaherz> and if not
L841[16:05:47] <TechnicianLP> why did i not see that solution?
L842[16:05:49] <gigaherz> discard the internal cache
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L858[16:40:41] <ThePsionic> ugh
L859[16:40:43] <ThePsionic> hexchat pls
L860[16:41:14] <ThePsionic> i have the python plugin installed but it doesn´t want to load this python script
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L864[16:51:12] <ThePsionic> I´m testing this real quick: ¨a quote¨
L865[16:51:18] <ThePsionic> well that didn´t work
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L869[16:55:01] <Ordinastie_> Dries007, ah, you're here too :p
L870[16:55:36] <Ordinastie_> was answering for the 2nd issue
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L874[17:22:40] <ThePsionic> http://amomentincrime.com/ this was at 3% three hours ago, if it updates every 3 hours then it will reach 100% in 288 hours, which is 12 days from now... hmm
L875[17:22:48] <ThePsionic> @Blizzard nice ARG tbh
L876[17:24:58] <ThePsionic> Actually it seems like once every 2 hours, making it 192 hours or 8 days
L877[17:25:16] <ThePsionic> #SombraConfirmedNextWeek
L878[17:25:22] <LexManos> What is this?
L879[17:25:36] <ThePsionic> The Sombra ARG, new Overwatch hero
L880[17:26:00] <ThePsionic> It has been going on for about a month now
L881[17:26:11] <LexManos> meh
L882[17:27:05] <LexManos> https://blizzcon.com/en-us/news/20194252/snag-a-blizzcon-goody-bag-in-a-box-with-the-virtual-ticket
L883[17:27:16] <LexManos> I may have to snag that... its got a ban hammer!
L884[17:28:27] <TehNut> I'd buy a virtual ticket if I played more than just Overwatch
L885[17:28:38] <TehNut> ThePsionic: And yeah, the ARG is really cool
L886[17:28:46] <ThePsionic> Mhm
L887[17:29:35] <ThePsionic> I like how, at one point, the detectives became so desperate for clues that they started looking for patterns and barcodes in the skyboxes of the game, at which point the devs had to step in and basically tell them that they were being dumb
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L889[17:30:27] <BordListian> kek
L890[17:31:40] <LexManos> hehe
L891[17:31:58] <LexManos> Not really, devs would do that.
L892[17:32:14] <LexManos> IIRC Minecraft had a easter egg in a snapshot having to do with clouds on time.
L893[17:32:36] <BordListian> you mean the QR code created by snow on a flatgrass world?
L894[17:32:56] <LexManos> no
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L897[17:33:47] <ThePsionic> I mean look at this shit https://imgur.com/a/FY9zC
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L899[17:33:56] <ThePsionic> You cannot take this seriously
L900[17:34:13] <MalkContent> :D
L901[17:34:13] <BordListian> lmfao
L902[17:34:24] <MalkContent> check that guys history
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L904[17:34:41] <MalkContent> maybe there's some juicy chemtrails stuff, too
L905[17:34:47] <MalkContent> also bigfoot
L906[17:35:46] <LexManos> ya that one is dumb
L907[17:36:01] <ThePsionic> But yeah, at the moment everything points to Sombra being released on Día de los Muertos
L908[17:36:17] <LexManos> actually that one makes it sound like hes making fun of the 'skycode'
L909[17:36:19] <ThePsionic> Most likely announced and PTR´d before that though
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L911[17:37:03] <ThePsionic> It is tbh
L912[17:37:09] <ThePsionic> This one is an actual one tho http://cdn.gamerant.com/wp-content/uploads/overwatch-sky-code-611x389.jpg.optimal.jpg
L913[17:37:09] <LexManos> So the haloween update
L914[17:37:14] <ThePsionic> Basically
L915[17:37:19] <LexManos> Anyways, overwatch is dumb, lets move on
L916[17:37:27] <ThePsionic> Except becau- oh ok
L917[17:37:57] <ThePsionic> So anyway, about those memes
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L921[17:45:10] <killjoy> !latest stable
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L925[17:55:48] <Ordinastie_> !gm 186025
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L933[18:13:05] <Ordinastie_> damn why does Optional.transform requires the function to return a non null :x
L934[18:13:18] <Ordinastie_> couldn't they just fromNullable() on the return value? :/
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L936[18:21:21] <killjoy> Ordinastie_, guava or java8?
L937[18:21:25] <Ordinastie_> guava
L938[18:21:50] <Ordinastie_> return new Present<V>(checkNotNull(function.apply(reference),
L939[18:21:50] <Ordinastie_> "the Function passed to Optional.transform() must not return null."));
L940[18:21:52] <killjoy> well it implements Function, right?
L941[18:21:57] <Ordinastie_> but WHY? :(
L942[18:22:09] <killjoy> Try Null.NULL
L943[18:22:21] <killjoy> I think that's right
L944[18:22:27] <Ordinastie_> wut ?
L945[18:22:39] <Ordinastie_> the issue is the function can return null
L946[18:22:42] <howtonotwin> Steal scala.Option :P
L947[18:23:07] <Ordinastie_> they says "must not return null", but for what reason is that ?
L948[18:23:55] <Ordinastie_> they could simply do return Optional.fromNullable(function.apply(reference));
L949[18:23:55] <killjoy> https://commons.apache.org/proper/commons-lang/apidocs/org/apache/commons/lang3/ObjectUtils.Null.html
L950[18:24:27] <Ordinastie_> but I don't want my other method to do something special
L951[18:24:37] <Ordinastie_> it just does map.remove(stuff);
L952[18:24:38] <killjoy> Rethink things
L953[18:24:57] <Ordinastie_> I want to know whyyyyy :'(
L954[18:25:19] <killjoy> I don't work for google
L955[18:25:28] <Ordinastie_> well, go there and ask!
L956[18:25:36] <howtonotwin> Honestly, from the looks of it, guava's Optional makes my FP side scream
L957[18:25:44] <Ordinastie_> FP ?
L958[18:25:48] <Ordinastie_> ah
L959[18:27:04] <killjoy> do Optional<Value<T>>
L960[18:27:12] <killjoy> where Value is a holder object
L961[18:27:38] <killjoy> or maybe just Optional<Optional<>>
L962[18:28:06] <Ordinastie_> but that means I need to change another part of the code totatlly unrelated simply to fit the pointless restrictions of transform()
L963[18:28:11] <Ordinastie_> that won't happen :p
L964[18:28:24] <killjoy> use java8's?
L965[18:28:37] <killjoy> reimplement it
L966[18:28:37] <Ordinastie_> I'm reading about it, see if I can do the same thing :p
L967[18:28:49] <killjoy> they use map instead of transform
L968[18:28:55] <Ordinastie_> just read that part :p
L969[18:29:10] <howtonotwin> You want flatMap
L970[18:29:11] <Ordinastie_> I was given the impression that Guava's was much better
L971[18:29:18] <killjoy> fromNullable is also different
L972[18:29:53] <killjoy> and they don't just overload or
L973[18:29:59] <Ordinastie_> also flatMap has the same restriction :s
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L975[18:30:21] <howtonotwin> flatMap != map
L976[18:30:40] <Ordinastie_> yeah I don't wat flatMap
L977[18:30:45] <Ordinastie_> I do want map
L978[18:30:57] <Ordinastie_> and they do use Optinal.ofNullable()
L979[18:31:02] <howtonotwin> you turn your function, which is input -> output (nullable), into flatMap input -> Optional(output) (never null)
L980[18:31:37] <howtonotwin> Basically stick an ofNullable at the end of your function
L981[18:31:45] <Ordinastie_> map() does that already
L982[18:32:12] <howtonotwin> map NPEs if you return null, which was your problem, no?
L983[18:32:35] <Ordinastie_> the function is not null, the return value of the function can be
L984[18:32:51] <Ordinastie_> and it does : return Objects.requireNonNull(mapper.apply(value));
L985[18:32:59] <Ordinastie_> wait no
L986[18:33:01] <Ordinastie_> that's flatMap
L987[18:33:05] <Ordinastie_> return Optional.ofNullable(mapper.apply(value));
L988[18:33:06] <Ordinastie_> there
L989[18:35:17] <howtonotwin> End result: You want Java8's Optional::map and my last 3 messages were dumb :P
L990[18:35:43] <Ordinastie_> well, you tried :p
L991[18:35:59] <killjoy> just implement that one method as a static util method
L992[18:36:11] <Ordinastie_> I'd rather just use Java's
L993[18:36:16] <Ordinastie_> fits my needs
L994[18:36:22] <howtonotwin> And what in cake was Google thinking when they implemented Optional, but then proceeded to not make it a proper monad.
L995[18:36:29] <killjoy> hey, if you're already using java 8, go for it
L996[18:36:29] <Ordinastie_> and I don't see what guava's would have better over java's
L997[18:39:20] <Ordinastie_> fuck, it's too damn hot :x
L998[18:39:24] <Ordinastie_> almost 30
L999[18:39:37] <killjoy> why is it 30?
L1000[18:39:50] <killjoy> that's like 90, right?
L1001[18:39:51] <Ordinastie_> because it's hot ?
L1002[18:40:13] <Ordinastie_> 86
L1003[18:40:22] <killjoy> close enough
L1004[18:40:26] <Ordinastie_> yes
L1005[18:40:33] <Ordinastie_> but it's almost 2AM
L1006[18:41:25] <killjoy> that's summer for you.
L1007[18:41:29] <killjoy> Unless it's from your computer
L1008[18:41:51] <Ordinastie_> windows are open
L1009[18:41:59] * howtonotwin tries to bake a cake with Ordi's CPU
L1010[18:42:00] <Ordinastie_> but no air flow
L1011[18:42:18] <killjoy> get a large trashcan of ice and put it in your room
L1012[18:42:35] <killjoy> that outta keep the servers cool
L1013[18:42:51] <Ordinastie_> cpu and gpu temps are not that high
L1014[18:42:59] <Ordinastie_> not asking much of them anyway
L1015[18:43:12] * howtonotwin remembers the one guy who baked their iPhone into a cake
L1016[18:43:37] * howtonotwin wishes he had enough money to be able to do that
L1017[18:43:55] <Ordinastie_> oh, actually, CPU temps are high :x
L1018[18:44:01] <killjoy> There's this youtube channel that does things with an iphone 7 and drops it from 100ft
L1019[18:44:07] <Ordinastie_> 65°
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L1021[18:44:19] <killjoy> to see if it survives
L1022[18:44:27] <howtonotwin> But is it as exciting as crushing a book in a hydraulic press?
L1023[18:44:29] <killjoy> the first one I saw was with harry potter and the order of the pheonix
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L1026[18:47:54] <shadekiller666> anyone here use IDEA 2016 community edition for dev?
L1027[18:48:05] <killjoy> rollcall!
L1028[18:48:10] <TehNut> o/
L1029[18:48:51] <shadekiller666> i have 2016.2.2 community, and the dickheads at JetBrains made json file support only be included in the ultimate edition
L1030[18:49:01] <killjoy> wow.
L1031[18:49:04] <killjoy> get vscode
L1032[18:49:14] <killjoy> have it be opened with that
L1033[18:49:30] <howtonotwin> notepad++? JSON isn't exactly complicated :P
L1034[18:49:33] <shadekiller666> though community edition still syntax highlights and formats jsons correctly
L1035[18:49:45] <killjoy> then what do you mean "support"?
L1036[18:49:54] <TehNut> ^
L1037[18:50:00] <TehNut> I'm not noticing anything different tbh
L1038[18:50:06] <Ordinastie_> it's not the right shade of blue!
L1039[18:50:55] <shadekiller666> but if you try and rename a file to end with .json, it throws up a window that says something like "this file type is only supported in the ultimate edition" or something, remembers the file name you gave it, and disables syntax highlighting and formatting checks for that specific filename
L1040[18:51:03] <shadekiller666> and its really fucking annoying
L1041[18:51:16] <shadekiller666> its not so much the syntax highlighting
L1042[18:51:22] <shadekiller666> its the formatting support
L1043[18:51:47] <howtonotwin> jsonlint.com will lint AND format it :D
L1044[18:52:10] <TehNut> Um
L1045[18:52:13] <TehNut> It didn't for me
L1046[18:52:32] <TehNut> Created blah.txt, renamed to blah.json, no popup
L1047[18:52:56] <shadekiller666> in what version of IDEA 2016?
L1048[18:53:02] <TehNut> 2.2
L1049[18:53:09] <shadekiller666> wtf
L1050[18:53:22] <shadekiller666> did you use Refactor | Rename
L1051[18:53:34] <shadekiller666> or just change the file name in windows
L1052[18:53:46] <TehNut> Shift+F6
L1053[18:53:49] <TehNut> So rename I think
L1054[18:54:27] <shadekiller666> ok
L1055[18:54:34] <TehNut> Yeah I'm having 0 issues creating and modifying JSON files in any way
L1056[18:54:49] <shadekiller666> i can create them from scratch with no issues
L1057[18:55:18] <shadekiller666> but i have this one json filename that it refuses to recognize as a json
L1058[18:55:45] <TehNut> I've had that issue before, actually. I'm not sure why and I'm not sure how I fixed it
L1059[18:56:22] <shadekiller666> because "we're jetbrains and we're removing support for a file type in the community edition that we used to include because fuck you we want our money"
L1060[18:56:38] <killjoy> maybe there's a plugin
L1061[18:56:47] <shadekiller666> i've tried finding one
L1062[18:57:04] <TehNut> Except they didn't do that...
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L1064[18:57:10] <TehNut> Again, I have 0 issues.
L1065[18:57:35] <TehNut> Well, that one. But I've noticed that since 2014 or something
L1066[18:57:45] <shadekiller666> do you remember anything about how you fixed the file association?
L1067[18:58:18] <shadekiller666> it has to be stored in some file somewhere
L1068[18:58:43] <TehNut> Does it work if you name it something else?
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L1070[18:59:28] <shadekiller666> i can create a file named <anything>.json except for "busLiftPlatform.json", and it will recognize it fine
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L1072[18:59:55] <shadekiller666> but if i create one that is named "busLiftPlatform.json" it thinks its a regular text file
L1073[19:00:43] <Ordinastie_> wait, does idea have "Open as" for files, like eclipse has ?
L1074[19:00:49] <TehNut> That name works for me. So I'm not sure
L1075[19:01:25] <shadekiller666> ...
L1076[19:01:48] <killjoy> eclipse has open with
L1077[19:01:49] <shadekiller666> i just made "stupidThing.txt", refactored it to "stupidThing.json", and it worked fine...
L1078[19:02:32] <shadekiller666> the refactor that disabled busLiftPlatform.json for me happened in an earlier version of 2016 community edition...
L1079[19:02:32] <Ordinastie_> wait, so you mean jetbrains doesn't really want your money ?
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L1083[19:07:02] <shadekiller666> ....
L1084[19:07:07] <shadekiller666> mother fucker....
L1085[19:08:12] <shadekiller666> the Text file type in the Settings | Editor | File Types has "busLiftPlatform.json" in its Registered Patterns list...
L1086[19:08:32] <killjoy> name all your json files .jason
L1087[19:08:53] <killjoy> so why can't you change the file association?
L1088[19:09:25] <shadekiller666> i can, i just didn't realize that it was under the File Type of "Text"
L1089[19:09:30] <Ordinastie_> so I guess i was right ? <Ordinastie_> wait, does idea have "Open as" for files, like eclipse has ?
L1090[19:11:45] <shadekiller666> no it doesn't
L1091[19:12:17] <shadekiller666> it associates patterns with types, and always opens them in that
L1092[19:12:18] <shadekiller666> afaik
L1093[19:12:25] <Ordinastie_> yes that what I means
L1094[19:12:28] <Ordinastie_> *meant
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L1096[19:12:56] <killjoy> can it open in an external program?
L1097[19:12:58] <Ordinastie_> except I should have said "Open with"
L1098[19:13:24] <shadekiller666> i believe so
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L1113[20:11:23] <luacs1998> is there an easy place where i can get statistics on who runs what mc version?
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L1115[20:11:53] <luacs1998> evaluating a move to 1.10 but to do that i'm planning on killing 1.8.9
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L1139[21:07:18] <shadekiller666> all of the colors on my main monitor just inverted themselves...
L1140[21:07:24] <shadekiller666> but not on my second monitro
L1141[21:07:27] <shadekiller666> monitor*
L1142[21:07:29] <shadekiller666> wtf
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L1154[21:38:31] <killjoy> How do I get a BufferedImage from a DynamicTexture?
L1155[21:48:51] <tterrag> you don't :P
L1156[21:48:57] <tterrag> or rather - why would you want to?
L1157[21:49:30] <tterrag> it is possible, but I think this might be an XY problem :D
L1158[21:54:58] <tterrag> for my own question - what's the best way to replace a vanilla blocks' model with a custom IBakedModel
L1159[21:55:10] <tterrag> resource override? if so, how/
L1160[22:00:49] <killjoy> I ended up extending DynamicTexture and have it save the image
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L1166[22:07:50] <tterrag> killjoy: that's a huge waste of memory but ok :P
L1167[22:08:00] <killjoy> I use it temporarially
L1168[22:08:08] <killjoy> as soon as I'm done with it, it's deleted
L1169[22:08:12] <tterrag> make sure to kill the reference
L1170[22:08:16] <killjoy> yes.
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L1172[22:09:04] <killjoy> DynamicTexture saves the data anyway
L1173[22:09:21] <killjoy> as int[]
L1174[22:11:30] <tterrag> yes, that's why I said it was a waste
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L1176[22:24:50] <tterrag> fry: why is MultiModel deprecated?
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L1196[23:29:21] <McJty> In a network packet you can use this code to schedule a task for executation in the main thread: FMLCommonHandler.instance().getWorldThread(ctx.netHandler).addScheduledTask(
L1197[23:29:31] <McJty> How can one do that elsewhere (server side)?
L1198[23:30:36] <McJty> ah world.getMinecraftServer().addScheduledTask()
L1199[23:42:36] <tterrag> what is the point of this check? http://pastebin.com/sGt62uXt
L1200[23:42:50] <tterrag> why does the parent need to be VanillaModelWrapper ?
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