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L26[01:49:25] <Hanii> Just curious: Is there a way to get the angle terrain is generated at, at a given x/z coörd?
L27[01:49:44] <sham1> What do you mean
L28[01:50:00] <Hanii> e.g. so you could tell if a given x/z is generated as on a slope or if it’s a bit of flat ground
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L30[01:50:38] <Hanii> Or would that be the kind of thing I’d have to roll myself?
L31[01:51:23] <sham1> Probably
L32[01:51:35] <sham1> I don't think Vanilla would use that for anything
L33[01:52:11] <sham1> But why do you try to do that
L34[01:52:24] <Hanii> I have something I add to worldgen, but I don’t want to generating on the sides of cliffs or halfway up a steep hill or anything like that :P
L35[01:52:34] <Hanii> *Don’t want it generating
L36[01:52:59] <SatanicSanta> How would I go about preventing a player from performing a crafting recipe? I was going to subclass ShapedOreRecipe, but that does not give you access to the player, or their inventory even
L37[01:53:24] <SatanicSanta> preferrably without showing the output of the recipe, as well
L38[01:54:13] <sham1> http://www.minecraftforge.net/forum/index.php/topic,23133.0.html
L39[01:54:28] <sham1> Read and understand
L40[01:54:35] <SatanicSanta> thanks homie
L41[01:56:15] <SatanicSanta> this is exactly what I was looking for :)
L42[01:59:57] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160828 mappings to Forge Maven.
L43[02:00:01] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160828-1.10.2.zip (mappings = "snapshot_20160828" in build.gradle).
L44[02:00:11] <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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L70[03:14:20] <shartte> Good morning (whereever you are)
L71[03:15:21] <Tazz> haha
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L73[03:15:22] <Tazz> morning
L74[03:16:41] <sham1> Good *insert time of date*
L75[03:16:49] <Tazz> XD
L76[03:16:54] <Tazz> whattup sham1
L77[03:17:02] * Tazz has something interesting coming out later today :D
L78[03:17:07] <Tazz> its hopefully gonna look purty asf
L79[03:17:08] <sham1> Ohh
L80[03:17:10] <sham1> Am exited
L81[03:17:21] <Tazz> I have a buddy of mine helping me with the logistics of it
L82[03:17:28] <Tazz> because hes amazing at GL and shader stuffs
L83[03:17:40] <Tazz> https://www.dropbox.com/s/q02x3vqpev25uqu/Screenshot%202016-07-26%2019.50.51.png?dl=0 sample of his shader pack he is working on
L84[03:18:13] <shartte> too. much. bloom.
L85[03:19:03] <Tazz> XD
L86[03:19:08] <Tazz> yeah it was heavily a WIP
L87[03:19:11] <Tazz> but its still purty asf
L88[03:19:12] <Tazz> XD
L89[03:19:24] <Tazz> and aparently it was pretty good algo
L90[03:20:08] <shartte> heh. i just wished that vanilla minecraft would allow multi texturing of blocks man :P
L91[03:20:13] <shartte> not even asking for crazy shaders here!
L92[03:20:17] <Tazz> XD
L93[03:20:20] <Tazz> multitexturing?
L94[03:20:25] <Tazz> elaborate?
L95[03:20:47] <shartte> erm yes. you know, the technique from more than a decade ago? :P
L96[03:20:55] <Tazz> I do not :p
L97[03:20:57] <shartte> layering multiple textures onto one face
L98[03:21:02] <Tazz> ahh
L99[03:21:02] <Tazz> okay
L100[03:21:03] <Tazz> haha
L101[03:21:10] <shartte> while specifying how the colors of them will be combined
L102[03:21:11] <Tazz> I wasnt aware of what you were referencing :P
L103[03:21:14] <shartte> using an equation, basically
L104[03:21:34] <shartte> usually you can just program how the textures are combined in a shader nowadays
L105[03:21:58] <shartte> but i think minecraft still uses the legacy pipeline of triyng to configure the mathematical expression using the GL API
L106[03:22:07] <shartte> they use it for applying the sky/block lightmap
L107[03:22:24] <Tazz> lol
L108[03:22:25] <Tazz> lost
L109[03:22:44] <shartte> you know how the block light level is applied smoothly to the blocks?
L110[03:22:48] <shartte> ever wondered how that works?
L111[03:22:58] <shartte> it's not using dynamic lighting...
L112[03:23:48] <shartte> they use multi texturing for that :P
L113[03:25:53] <shartte> okay i see, I lost you :(
L114[03:26:24] <Tazz> XD
L115[03:26:28] <Tazz> sorry still discussing this idea
L116[03:26:55] <Tazz> but anyways sounds interssting no idea why they wouldnt use dynamic lighting XD
L117[03:27:03] <shartte> because they can pre-bake it
L118[03:27:04] <shartte> and its cheap
L119[03:27:42] <Tazz> fair enough
L120[03:27:46] <Tazz> but there are things that offset that :P
L121[03:27:57] <Tazz> like not writing your game in a managed space ;P
L122[03:28:10] <shartte> It is harder than you think
L123[03:28:34] <Tazz> what is?
L124[03:28:43] <shartte> Contribution from local light sources? maybe. But skylight contribution requires some heavy lifting to do it dynamically
L125[03:28:52] <shartte> Since you have to actually check for obstruction
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L135[04:11:18] <sham1> meh, too many html emails
L136[04:11:26] <sham1> why
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L139[04:13:52] <shartte> hrm. i really dont understand why vanilla decided to make the primary (north) face of blocks the darkest in terms of shading
L140[04:14:07] <shartte> makes my creative tab look horrible if i want to keep the same default-facing that minecraft uses. grmbl grmbl
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L146[04:17:57] <sham1> Why do people have to send HTML email even though it would be faster just to send textual email
L147[04:18:59] <gigaherz> because email apps do it by default and why would anyone ever bother to disable it?
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L150[04:19:07] <gigaherz> and faster? who cares about a few bytes?
L151[04:19:17] <sham1> I do
L152[04:19:25] <gigaherz> well everyone else does not
L153[04:19:35] <sham1> As the person who has to read the things
L154[04:19:47] <gigaherz> you don't have to read the html tags though
L155[04:21:03] <sham1> I guess
L156[04:21:15] <sham1> Am still going to be salty about it
L157[04:23:02] <gigaherz> just accept the fact that email is html, and anyone NOT sending html is like people running a text-mode OS
L158[04:23:08] <gigaherz> ;P
L159[04:23:41] <sham1> Hell, I could compose an HTML email by using org-mode
L160[04:25:46] <sham1> Welp, I hope that once I get webkit to my html reading software that the html rendering will become faster
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L179[05:15:13] <Ivorius> In 1.9+, what's the best method of opening a GUI container?
L180[05:15:22] <Ivorius> Is it the IInteractionObject stuff now?
L181[05:15:34] <Ivorius> Because just being able to pass 3 ints for data isn't really cutting it
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L185[05:25:07] <Tazz> rooofl
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L187[05:35:18] <LatvianModder> whoa I just noticed new methods in NBTTagCompound - setUniqueId, getUniqueId and hasUniqueId
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L189[05:42:20] <Lirianer> Is it possible to .attackEntityFrom() within the isEntityInsideMaterial?
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L196[06:01:39] <Koward> Substitution is amazing. Such power
L197[06:06:42] <Lylac> substitution?
L198[06:07:49] <sham1> probably item substitution
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L203[06:25:00] <Koward> Yeah
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L211[06:40:52] <Koward> Should everything involving iterating over a List<ItemStack> obtained from the OreDictionary be done in postInitialization as other mods could register items there ?
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L214[06:46:44] <sham1> Mods should not register items outside of preInit so it is safe to iterate in postInit
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L217[06:54:39] <Tazz> ouch
L218[06:54:48] <Tazz> afaik Ive been registering them in the init phase XD
L219[06:54:53] <Tazz> like my entire time modding
L220[06:54:59] <Tazz> I swear to god I never got that memo thanks sham1
L221[06:54:59] <Tazz> X
L222[06:55:57] <sham1> :P
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L224[06:56:54] <gigaherz> the general idea is, if you can do it in preinit, do it in preinit.
L225[06:57:02] <Tazz> why?
L226[06:57:02] <Tazz> XD
L227[06:57:14] <Tazz> like thats a good question imo
L228[06:57:25] <gigaherz> well, it's an oversimplification of course
L229[06:57:25] <gigaherz> but
L230[06:57:32] <gigaherz> when you register things in preinit
L231[06:57:42] <gigaherz> forge has them ready to use when Minecraft's initialization code runs
L232[06:57:52] <gigaherz> while the init stage happens AFTER minecraft's initialization
L233[06:58:06] <gigaherz> (well somewhere along the middle of it)
L234[06:58:15] <Tazz> and whywould minecraft want my items?
L235[06:58:25] <Tazz> or various other objectsXD
L236[06:58:26] <gigaherz> so
L237[06:58:29] <sham1> Not just MC
L238[06:58:34] <sham1> But other mods
L239[06:58:37] <Tazz> fair enoguh
L240[06:58:42] <gigaherz> while it's possible to register items afterward
L241[06:58:54] <gigaherz> init is the perfect place to register recipes and such
L242[06:59:10] <Tazz> fair enough
L243[06:59:23] <gigaherz> so it's nice if all mods have their items already registered by then
L244[06:59:33] <PaleoCrafter> there actually should be some problems with registering items in init, mostly model related
L245[06:59:38] <Tazz> I encountered a weird bug btw last time playing MC and im definitely not sure of the cause at all XD
L246[06:59:58] <Tazz> but like the 2 planks -> sticks recipe was removed
L247[07:00:15] <Tazz> and it wasnt purposeful because like it was literally working 2 minutes prior to it not working XD
L248[07:00:18] <Tazz> and a restart fixed it
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L255[07:25:01] <Lirianer> If I'm making a block with world.setBlockState(position, this.blockState.getBaseState()) is there any difference internally with the current one?
L256[07:27:07] <gigaherz> don't use this.blockState.getBaseState() for that
L257[07:27:11] <gigaherz> use .getDefaultState()
L258[07:27:35] <gigaherz> and not sure what you mean with "the current one"
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L260[07:33:26] <Lirianer> Oh, didn't notice.
L261[07:33:59] <hch12907> how can I limit the code to client only?
L262[07:34:36] <gigaherz> client thread
L263[07:34:38] <gigaherz> or client jar?
L264[07:34:59] <gigaherz> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L265[07:36:41] <Lirianer> I've currently have a block which makes copies of itself expanding to horizontal sides. The block is supposed to cause damage when an entity's "head" is inside it. The block that I place does, but the copies it generates doesn't.
L266[07:39:36] <gigaherz> how do you "generate copies"?
L267[07:39:39] <gigaherz> can you show the code?
L268[07:41:01] <Lirianer> http://pastebin.com/RxSSnePr
L269[07:41:35] <gigaherz> yeah that won't work
L270[07:41:38] <gigaherz> the server doesn't know about it
L271[07:41:46] <gigaherz> so they are ghost blocks only
L272[07:42:30] <gigaherz> you'll need to do the expansion server-side for it to work
L273[07:42:59] <Lirianer> Ok
L274[07:43:13] <Lirianer> Mean to remove the annotation?
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L277[07:53:50] <gigaherz> Uh no
L278[07:53:55] <gigaherz> the annotation is informational only
L279[07:54:10] <gigaherz> you jsut simply can't do it from "randomDisplayTick"
L280[07:54:21] <Lirianer> Oh, ok.
L281[07:54:32] <gigaherz> (not really informational, but it won't cause mc to call it just because you remove it)
L282[07:54:46] <gigaherz> (it will only tell forge NOT to call it, instead)
L283[07:54:57] <gigaherz> (prevents loading errors)
L284[07:55:10] <gigaherz> also
L285[07:55:19] <gigaherz> your suggestion indicates you don't really know how the sides work
L286[07:55:19] <gigaherz> [14:35] (gigaherz): http://mcforge.readthedocs.io/en/latest/concepts/sides/
L287[07:55:25] <gigaherz> you want to read this too
L288[07:55:33] <Lirianer> I was on it right now.
L289[07:57:43] <Lirianer> Thanks for the help
L290[08:00:35] <hch12907> debugging your mod on server and client at the same time
L291[08:00:40] <hch12907> your RAM be like
L292[08:00:58] <hch12907> constant 90% RAM usage
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L301[08:34:46] <gigaherz> OH FFS
L302[08:34:49] <gigaherz> STUPID RESHARPER
L303[08:34:57] <gigaherz> it replaced ctrl-y with "delete line"
L304[08:35:05] <gigaherz> IT'S MEANT TO BE REDO YOU IDIOT APP
L305[08:35:15] <gigaherz> now I lost my undo history and like an hour's work
L306[08:35:39] <Ordinastie_> ctrl+y is delete for vi
L307[08:35:47] <Ordinastie_> and derivatives
L308[08:35:50] <gigaherz> yes but it's redo for every single windows app ever
L309[08:36:45] <gigaherz> it may actually have been my fault somehow
L310[08:36:58] <gigaherz> the keyboard shortcut profile was set to "visual basic 6" somehow
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L314[08:47:36] <hch12907> i always used shift+ctrl+z
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L316[08:49:00] <gigaherz> yeah I consider any shortcut using mor than two fingers to be a design defect
L317[08:49:01] <gigaherz> ;P
L318[08:49:39] <hch12907> <.< there finger shortcuts are less prone to human errors
L319[08:49:46] <hch12907> *three
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L326[09:16:56] <sham1> C-x u
L327[09:20:51] <hch12907> found the emacs user
L328[09:24:42] <sham1> Indeed
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L346[10:01:16] <Ordinastie_> something I don't undestand about annotations
L347[10:01:30] <Ordinastie_> difference between RetentionPolicy CLASS or RUNTIME
L348[10:02:26] <gigaherz> Annotations are to be recorded in the class file by the compiler but need not be retained by the VM at run time.
L349[10:02:35] <gigaherz> (CLASS)
L350[10:02:50] <gigaherz> SOURCE -- available only at compile time
L351[10:03:00] <gigaherz> CLASS -- available on the compiled metadata
L352[10:03:10] <gigaherz> RUNTIME -- available in reflection
L353[10:03:29] <Ordinastie_> so I guess my question is what is compiled metadata ?
L354[10:03:40] <gigaherz> I think the idea is simply
L355[10:03:49] <gigaherz> the classloaded can ignore CLASS, but it shouldn't ignore RUNTIME
L356[10:03:58] <gigaherz> classloader*
L357[10:05:07] <gigaherz> or in terms of forge, CLASS should be available in the ASMDatas, but may not be available to reflection
L358[10:05:56] <gigaherz> (of course, I could be wrong and the loader could discard them even earlier)
L359[10:06:40] <Ordinastie_> that's the detail I don't get
L360[10:06:44] <gigaherz> people seem to agree -- CLASS is a bit pointless
L361[10:06:57] <gigaherz> it's only useful to people writing bytecode readers
L362[10:07:07] <gigaherz> or maybe only useful to bytecode manipulation post-processing
L363[10:07:11] <gigaherz> such as !!
L364[10:07:20] <Ordinastie_> wait, so ASMDataTable gets the annations directly from the bytecode ?
L365[10:07:20] <gigaherz> RetentionPolicy.CLASS is designed for obfuscators
L366[10:07:23] <gigaherz> so you can have like
L367[10:07:34] <gigaherz> @ObfuscatorIgnore
L368[10:07:40] <gigaherz> or stuff like that
L369[10:07:53] <gigaherz> which doesn't need to exist afterward
L370[10:08:14] <Ordinastie_> ah, ok, I get it
L371[10:08:18] <gigaherz> Another difference is that the Retention.CLASS annotated class gets a RuntimeInvisible class attribute, while Retention.RUNTIME annotations get a RuntimeVisible class attribute. This can be observed with javap.
L372[10:09:39] <Ordinastie_> ah, right, it's from class visitor
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L374[10:12:10] <secknv> diesieben07 pls are you the omnipresent saviour of noobs
L375[10:12:14] <gigaherz> [17:07] (Ordinastie_): wait, so ASMDataTable gets the annations directly from the bytecode ?
L376[10:12:27] <Ordinastie_> <Ordinastie_> ah, right, it's from class visitor
L377[10:12:34] <Ordinastie_> I answered that :)
L378[10:12:42] <gigaherz> oh I didn't relaize those two lines were related
L379[10:12:43] <gigaherz> ;P
L380[10:12:55] <Ordinastie_> next :
L381[10:13:12] <Ordinastie_> FMLConstructionEvent says it's not for mod uses, why is that ?
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L383[10:15:44] <gigaherz> well, if it happens BEFORE the mods are constructed
L384[10:15:47] <gigaherz> that'd be a bit weird?
L385[10:16:01] <gigaherz> how'd you receive the notification if you don't yet have an instance?
L386[10:16:45] <Ordinastie_> I was assuming it's called just after the instance is made
L387[10:17:57] <gigaherz> well
L388[10:18:02] <gigaherz> it isn't
L389[10:18:06] <gigaherz> the construction itself
L390[10:18:15] <gigaherz> happens in an event handler of that class
L391[10:18:27] <gigaherz> FMLModContainer is subscribed to FMLConstructionEvent
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L393[10:18:35] <gigaherz> and it constructs the mod during that stage
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L395[10:20:34] <Ordinastie_> I was hoping to get access to the ASMDataTable before preInit :(
L396[10:21:06] <gigaherz> sounds like the domain of a coremod
L397[10:21:27] <hch12907> why put an event that mods can't access?
L398[10:21:47] <gigaherz> hch12907: because FML is structured that way
L399[10:22:04] <Ordinastie_> I think FML needs a big refactoring overhaul :s
L400[10:22:09] <gigaherz> if you look at LoaderState
L401[10:22:15] <gigaherz> there's
L402[10:22:46] <gigaherz> NOINIT -> LOADING -> CONSTRURTING -> PREINIT... -> INIT... -> POSTINIT... -> AVAILABLE
L403[10:22:55] <gigaherz> constructing*
L404[10:23:16] <gigaherz> CONSTRUCTING is the first one to have an associated event
L405[10:23:36] <gigaherz> but that event exists only for other parts of forge to run their pre-mod initializations
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L409[10:24:50] <gigaherz> Ordinastie_: hmmm could a mod have a custom container?
L410[10:25:11] <Ordinastie_> only if it's a coremo
L411[10:25:37] <howtonotwin> s/$/d/
L412[10:26:01] <Ordinastie_> I think
L413[10:26:46] <gigaherz> yeah @Mod is implicitly associated with FMLModContainer
L414[10:27:11] <gigaherz> meh too much effort ;P
L415[10:27:20] <PaleoCrafter> PR it :P
L416[10:28:30] <gigaherz> hmm
L417[10:28:37] <gigaherz> the only "sane" way to implement this
L418[10:28:53] <howtonotwin> Ordi, can you not put your code in the constructor of your mod? That's basically the definition of "called right after the instance is made."
L419[10:29:03] <gigaherz> would be to add an optional parameter on the mod class constructor
L420[10:29:07] <Ordinastie_> Ordinastie_, except I don't have the data
L421[10:29:10] <Ordinastie_> wtf
L422[10:29:15] <gigaherz> with the ModContainer reference in it
L423[10:29:18] <Ordinastie_> why did I ping myself *_*
L424[10:29:27] <Ordinastie_> I meant howtonotwin
L425[10:29:34] <Ordinastie_> I need ADMDataTable
L426[10:31:50] <Ordinastie_> if I do Class<?> clazz = Class.forName(data.getClassName()); it loads the class and triggers static initializers, right ?
L427[10:33:13] <PaleoCrafter> yep
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L429[10:34:07] <gigaherz> Ordinastie_: hmmm Loader.instance().discoverer (private) has the asm datas
L430[10:34:15] <gigaherz> you should be able to access that from your mod's constructor?
L431[10:35:30] <Ordinastie_> I could do that yes :s
L432[10:35:34] <gigaherz> "discoverer.getASMTable()" is used everywhere -- there's just no getter for it
L433[10:35:53] <gigaherz> (probably for very good reasons)
L434[10:36:07] <Ordinastie_> or not
L435[10:36:22] <Ordinastie_> it's passed in preInit so it's not like you're not supposed to use it
L436[10:36:45] <gigaherz> the discoverer, I mean
L437[10:36:52] <gigaherz> but yes
L438[10:37:00] <gigaherz> Loader.getASMTable() would work, I guess
L439[10:37:44] <gigaherz> ASMDataTable table = (ASMDataTable)ReflectionHelper.getPrivateValue(Loader.class, Loader.instance(), "discoverer");
L440[10:37:48] <gigaherz> that hurts my soul ;P
L441[10:38:03] <gigaherz> eh
L442[10:38:08] <gigaherz> and it's completely wrong XD
L443[10:38:14] <gigaherz> I skipped a methodcall
L444[10:38:30] <gigaherz> ASMDataTable table = ((ModDiscoverer)ReflectionHelper.getPrivateValue(Loader.class, Loader.instance(), "discoverer")).getASMTable()
L445[10:38:35] <gigaherz> there we go -- just as ugly
L446[10:43:16] <Ordinastie_> I'll just call my stuff first in preInit
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L448[10:44:55] <Ordinastie_> and now I can have truly hidden singletons where the instance is no accessible from outside \o/
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L450[10:49:32] <secknv> is there anything that takes BlockPos and radius as param and returns an AABB?
L451[10:50:30] <Ordinastie_> there is in AABB but you'll have to make it from your blockPos
L452[10:52:15] <secknv> I meant like a method that returns an AABB of x radius centered on x blockpos
L453[10:52:25] <secknv> dont see anything like that in AABB
L454[10:52:47] <secknv> but seems so simple that I thought maybe mc already had it somewhere else
L455[10:53:10] <Ordinastie_> AxisAlignedBB::expand
L456[10:53:20] <Ordinastie_> or AxisAlignedBB::expandXyz even
L457[10:53:30] <Ordinastie_> but like I said, you need to make that AABB first
L458[10:54:40] <secknv> oh sorry since it was called expand I kind of ignored it
L459[10:55:00] <secknv> I can use the ctor that takes only one BlockPos and the expand the AABB from that
L460[10:55:08] <secknv> ^is this legit idea
L461[10:55:11] <secknv> ?
L462[10:55:43] <Ordinastie_> depends on what you need
L463[10:55:47] <Ordinastie_> check the code
L464[10:56:26] <secknv> I'll give it a try hehe
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L467[11:07:28] <secknv> omg
L468[11:07:31] <secknv> so happy rn
L469[11:07:55] <secknv> so the compass and TE thing seems pretty much wrapped up (finally lol)
L470[11:08:25] <secknv> made a world.getTEWithinAABB with diesieben's tips to
L471[11:08:36] <secknv> get me my TEs
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L474[11:13:46] <secknv> as to what happens when there is more than 1 powered coil in range
L475[11:13:48] <LatvianModder> does it get all chunks inside and then all entities from those chunks?
L476[11:13:58] <secknv> seems the compass points to the first one placed
L477[11:14:37] <secknv> LatvianModder yes that's the gist of it
L478[11:14:51] <LatvianModder> you can sort entities if you want for it to point to closest one
L479[11:14:58] <LatvianModder> or, err.. not sort but.. kinda sort
L480[11:15:16] <secknv> wait I forgot to test what happens on that situation lol
L481[11:15:22] <secknv> only tested for equidistant coils
L482[11:16:42] <secknv> yes it always points to the first placed in range
L483[11:20:25] <secknv> well I think I can still improve this getTEWithinAABB
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L485[11:20:50] <secknv> because rn it goes through everyblock of the AABB and gets it's chunk
L486[11:21:25] <secknv> if the aabb is less than a chunk in size, which it is
L487[11:22:28] <secknv> I think I can do it just by getting the chunks of the blocks in the corners of the aabb
L488[11:23:02] <secknv> well imma lunch and work on it o/
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L490[11:25:09] <Ordinastie_> will it cause problem if I register client command in preInit ?
L491[11:27:11] <Ordinastie_> and also if I don't check for side first ?
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L497[11:59:36] <sibomots> question regarding so called 'abstraction layer mods' and functional mods vs. just one-mod-to-do-it-all. For example BOP, has no requirement for a so called 'core' mod abstraction. it just is all-in-one. while, there are many examples of mods designed by folks that come in parts: a so called 'core api' mod and the functional mod. what's the rationale for mod developers to split them (or not to split) them?
L498[12:01:26] <PaleoCrafter> if you develop multiple mods and notice that you're repeating a lot of stuff, you can go for a core mod
L499[12:01:47] <sham1> "core mod"
L500[12:01:48] <williewillus> or shade a lib
L501[12:01:50] <sibomots> i am being careful in terms, i hope. i am not meaning a core mod in the Forge sense.
L502[12:01:58] <PaleoCrafter> coremod != core mod :P
L503[12:02:04] <sibomots> nod
L504[12:02:08] <williewillus> they should be called lib mods
L505[12:02:17] <PaleoCrafter> yeah, I guess it's a better term
L506[12:02:18] <sham1> you should still be careful with your terms
L507[12:02:26] <williewillus> I don't know who popularized the "core mod" terminology :P
L508[12:02:36] <williewillus> but they should feel bad ;p
L509[12:02:42] <PaleoCrafter> CB or COFH, I'd wager
L510[12:02:58] <williewillus> well seeing as their "cores" are also the other kind of "coremod" it makes sense
L511[12:03:03] <sibomots> so, ok. is the instinct correct then that if a mod wishes to share/expose the API for complementary mods (those who want to tweak the functional mod) that providing the Lib-mod (the API mod) is a good instinct then?
L512[12:03:39] <PaleoCrafter> uhm... the API would be included in the mod that is to be tweaked
L513[12:04:10] <PaleoCrafter> because it isn't really common functionality across multiple individual mods but rather an actual interface for other mods
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L515[12:04:35] <sibomots> i see. ok. thx. that clears up some issues then.
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L517[12:05:18] <OrionOnline> So i have been at this for a little while: https://github.com/SmithsGaming/SmithsCore/blob/Development-1.10/src/com/smithsmodding/smithscore/common/events/structure/StructureEvent.java Can somebody tell me where in this class i am using EntityPlayerSP?
L518[12:05:50] <OrionOnline> Cause that is what it tries to load on the multiplayer side but that is not working..........for obvious reasons.....
L519[12:09:57] <IoP> fyi: https://forum.feed-the-beast.com/threads/how-do-you-register-a-name-on-irc-esper-net.166277/
L520[12:10:27] <sham1> :P
L521[12:10:46] <ThePsionic> kek
L522[12:10:47] <sham1> He does not know how to google
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L524[12:12:26] <gigaherz> someone link him to http://lmgtfy.com/?q=how+to+register+nickname+espernet&l=1
L525[12:12:27] <gigaherz> ;P
L526[12:13:37] <ThePsionic> gigaherz: bug report, lmgtfy clicks "I'm feeling lucky" but does proceed to go to Google
L527[12:13:47] <gigaherz> lol
L528[12:13:55] <gigaherz> I'm not the admin on that site so /shrug ;P
L529[12:13:56] <sham1> Also, the channel name is not insulting
L530[12:14:00] <gigaherz> yes it is
L531[12:14:03] <gigaherz> it call you moron
L532[12:14:07] <gigaherz> that's an insult to most people
L533[12:14:17] <ThePsionic> gigaherz: it's an insult to morons
L534[12:14:36] <gigaherz> calls*
L535[12:15:15] <sham1> People need ticker skins
L536[12:15:28] <sham1> If they let something like that insult them...
L537[12:15:37] <ThePsionic> but its the internet and its supposed to be completely tailored to my needs and wishes@@@
L538[12:16:50] <gigaherz> sham1: nono, it's still an insult
L539[12:16:53] <IoP> "So I am no longer able to chat on irc.esper.net" how long there has been forward for unregistered users?
L540[12:16:56] <gigaherz> they need thicker skins if they let it offend* them
L541[12:16:57] <gigaherz> ;P
L542[12:17:02] <gigaherz> but that doesn't make it less of an insult
L543[12:17:16] <ThePsionic> long, IoP
L544[12:17:19] <gigaherz> IoP: I remember having modded back in the 1.4.7 days
L545[12:17:23] <PaleoCrafter> IoP, it's also not like this channel represents the entirety of espernet xD
L546[12:17:23] <gigaherz> that already existed.
L547[12:17:24] <quadraxis> well I think it's fair to say #minecraft has a more helpful title
L548[12:18:01] <gigaherz> PaleoCrafter: no but this channel does have the forwarding
L549[12:18:02] <gigaherz> XD
L550[12:18:03] <gigaherz> [19:18] #minecraftforge +CQcnrtf #RegisterYourNameMoron
L551[12:18:15] <gigaherz> it's not efnet who chose that forwarding target
L552[12:18:19] <gigaherz> eh
L553[12:18:21] <gigaherz> espernet
L554[12:19:27] <PaleoCrafter> sure, but they complained about not being "able to chat on irc.esper.net" :P
L555[12:20:06] <PaleoCrafter> and the forward actually isn't quite as old as 1.4.7 yet, I think
L556[12:20:38] <PaleoCrafter> or it didn't exist for some time inbetween
L557[12:20:53] <Ordinastie_> the forward just show lack of maturity
L558[12:21:03] <IoP> +1
L559[12:21:12] <Ordinastie_> something you'd expect from a chan managed by a 14y old
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L561[12:21:21] <PaleoCrafter> the channel name, not the actual forward, duh :P
L562[12:21:25] <Ordinastie_> yes
L563[12:21:26] <sham1> But it is a good way to weed away those who just come here to complain vs those with actual problem
L564[12:21:40] <sham1> the forward I mean
L565[12:21:43] <sham1> The name is shit
L566[12:21:53] <sham1> It's not insulting, but just shitty
L567[12:22:13] <Ordinastie_> I don't really mind the forward really, but tbh, a simple error message when trying to connect is probably more effective
L568[12:22:22] <PaleoCrafter> sham1, actually, the problem is that a lot of those who have the problems also are subject to the forward :P
L569[12:22:35] <Ordinastie_> instead of antagonizing anybody that wants to join
L570[12:22:36] <PaleoCrafter> they be noobs and such
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L572[12:23:21] <sham1> Well, as long as it weeds out half of the userbase of Modder Support, I'm good
L573[12:23:29] <gigaherz> the problem with the forwarding name as it is
L574[12:23:51] <gigaherz> is that it assumes that everyone without being actively logged into the services doesn't have a nickname
L575[12:24:09] <IoP> and not so good topic: url to esper's help pages would be nice
L576[12:24:14] <gigaherz> I have been indirectly called stupid simply because I forgot to setup SASL before logging in
L577[12:24:28] <sham1> Well people usually set the SASL or better yet, use a bouncer
L578[12:24:33] <gigaherz> which yes, it did offend me
L579[12:24:38] <gigaherz> just not enough to cry about it ;P
L580[12:25:10] <sham1> I am of the philosophy that if I am insulted on the Web, I simply do not care
L581[12:25:22] <PaleoCrafter> I personally find it funny to find myself in #RegisterYourNameYouMoron because then I know that my bouncer has had some failure xD
L582[12:25:25] <sham1> As I cannot know if the insulter is serious or not
L583[12:25:35] <sham1> indeed
L584[12:25:51] <PaleoCrafter> fuck off, you stupid piece of shit, sham1 :)
L585[12:26:02] <sham1> :P
L586[12:26:05] <Ordinastie_> PaleoCrafter, not subtile enough
L587[12:26:22] <Ordinastie_> should have "it's a stupid philosophy" or something
L588[12:26:37] <PaleoCrafter> you imply that I wanted to be subtle :P
L589[12:26:52] <sham1> Pop pop
L590[12:26:53] <Ordinastie_> I imply you should have :p
L591[12:27:02] <Ordinastie_> *have been
L592[12:27:03] <IoP> and why he complained in FTB's forums...
L593[12:27:17] <sham1> That's the big thing for me
L594[12:27:29] <sham1> Why FTB instead of Forge forums
L595[12:27:40] <PaleoCrafter> I wonder why they have issues at all, I have seen keybounce in here before Oo
L596[12:27:57] <Ordinastie_> sham1, you're asking that about a guy that doesn't know how to google...
L597[12:28:11] <sham1> Point taken
L598[12:28:18] <Ordinastie_> he probably lost his nick because of time
L599[12:28:40] <IoP> then how did he register nick earlier or did someone do it for him?
L600[12:28:44] <PaleoCrafter> ^ :P
L601[12:29:04] <sham1> Umn, magic
L602[12:29:10] <Ordinastie_> IoP, you're asking that about a guy that doesn't know how to google...
L603[12:29:29] <IoP> or does not want
L604[12:31:20] <sham1> http://www.minecraftforge.net/forum/index.php/topic,41792.0.html
L605[12:31:26] <sham1> Just... this thread
L606[12:31:58] <sham1> While decompilation is possible
L607[12:32:03] <sham1> why would anyone
L608[12:33:00] <PaleoCrafter> to get a quick look at how something was implemented? :P
L609[12:33:29] <PaleoCrafter> even if it is terribly old, chances are you can still reuse some of it
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L611[12:38:35] <Ordinastie_> or at least precisely determine the use-cases
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L630[14:21:10] <sibomots> i'm not finding what i hoped via google: creating client/server runConfigurations for MinecraftForge itself for IDEA, not Eclipse (and not the MDK, but the MinecraftForge project)
L631[14:21:43] <sibomots> 1.10.2
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L634[14:27:32] <Javaschreiber> Is there an event being fired on client side when the player enters a world or changes dimension?
L635[14:31:35] <tterrag|ZZZzzz> ClientConnectedToServerEvent / PlayerCHangedDimensionEvent
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L637[14:32:14] <Javaschreiber> They are, as far as I know, server side only.
L638[14:32:31] <Javaschreiber> Aren't they?
L639[14:33:10] <tterrag> first one is the opposite
L640[14:33:36] <tterrag> second one is yes, but why does that matter?
L641[14:34:19] <Javaschreiber> I'm writing a client side mod to support controllers and need to replace the MovementInput object.
L642[14:34:31] <Javaschreiber> And I hate ASM
L643[14:35:01] <Javaschreiber> The Object is been replaced on dimension change.
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L645[14:36:44] <tterrag> I don't see why you'd have to replace that object anyways
L646[14:36:47] <tterrag> can't you just update it yourself?
L647[14:38:11] <tterrag> unfortunately there is no hook for clientside only dimension changes
L648[14:38:24] <tterrag> either make a forge PR for something, or you'll need to add your own hook
L649[14:39:24] <Javaschreiber> I think I have to replace it, as there is the updatePlayerMovement (or something like thath) being called on the object. It then configures the motion parameters, but ONLY once per Tick to allow smooth motion.
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L651[14:46:31] <tterrag> Javaschreiber: if you think so, then your only solution is a forge hook (or your own)
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L656[14:53:51] <Javaschreiber> Got it working by checking the LivingEvent.Update event
L657[14:54:50] <tterrag> that's fired a bit before the movementinput is updated
L658[14:54:59] <tterrag> but if it works it works
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L714[17:34:29] <williewillus> !gf GuiChat.tabCompleter
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L716[17:40:09] <williewillus> uhh am I going crazy or why is this not allowed.
L717[17:40:27] <Ordinastie_> what is not allowed ?
L718[17:40:43] <PaleoCrafter> !gf GuiChat.tabCompleter
L719[17:40:43] <williewillus> There is a field in class TabCompleter. I extend TabCompleter to CustomTabCompleter. can CustomTabCompleter not access protected fields in another TabCompleter instance?
L720[17:41:02] <Ordinastie_> nope
L721[17:41:05] <PaleoCrafter> ^
L722[17:41:39] <williewillus> why is the rule instance-based for this and everything else is class based? 0.o
L723[17:42:12] <Ordinastie_> is the other one a TabCompleter ?
L724[17:42:16] <williewillus> yes
L725[17:42:20] <Ordinastie_> or is it your version ?
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L727[17:42:34] <williewillus> no, its the abstract class TabCompelter that my custom one extends
L728[17:42:41] <williewillus> and the field i want is protected
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L730[17:43:10] <Ordinastie_> I mean, if the instance you get is yours, you can add a getter
L731[17:44:11] <williewillus> it's not :P wanted to compose my custom one over the vanilla one but need some constructor parameters (fields out of the old one). it's nbd, reflection will do it :P
L732[17:44:21] <williewillus> it just took me by surprise taht i couldn't access the protected field
L733[17:44:33] <PaleoCrafter> http://docs.oracle.com/javase/specs/jls/se7/html/jls-6.html#jls-6.6.2
L734[17:45:43] <williewillus> i mean that spec makes it sound like it's class based but it seems to not be
L735[17:45:53] <williewillus> oh i see
L736[17:45:58] <williewillus> "not involved in the implementation" >.>
L737[17:46:29] <Ordinastie_> it does kinda make sense, when you do stuff.something you do access it from outside
L738[17:46:41] <williewillus> yeah
L739[17:47:13] <Ordinastie_> but I agree, first time I encountered that, I was like "wuuut???" ><
L740[17:47:51] <williewillus> i mean this restriction isn't fully necessary ofr the well-formedness of the lang, it seems to just be a "guard against dumb mistakes" restriction
L741[17:48:07] <williewillus> actually it is, nvm that last message
L742[17:55:00] <williewillus> actually.. it isn't. there isn't any reason to restrict that field access other than "you can't"
L743[17:55:02] <williewillus> boo
L744[17:55:22] <williewillus> !gf TabCOmpleter.hasTargetBlock
L745[17:55:34] <williewillus> !gf TabCompleter.hasTargetBlock
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L785[19:57:18] <williewillus> !gf Minecraft.scheduledTasks
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L788[20:05:21] <williewillus> if I want delay something til the next client tick what would I do, besides counters?
L789[20:05:33] <williewillus> right now I'm contemplating adding on the scheduled task queue
L790[20:06:02] <Ordinastie_> williewillus, except they're executed right away if you add them from the same thread iirc
L791[20:06:13] <williewillus> shit
L792[20:06:26] <williewillus> can I step around that method and add them myself? :D
L793[20:06:41] <Ordinastie_> check the code
L794[20:06:44] <Ordinastie_> might be possible
L795[20:06:56] <Ordinastie_> tbh, I would probably setup my own system
L796[20:07:08] <tterrag> williewillus: only way I know to do that is a tick handler
L797[20:07:14] <williewillus> hm I could grab the queue with reflection and add to it manually
L798[20:07:29] <netz> tterrag: sup man.
L799[20:07:45] <tterrag> Queue<> doNextTick; foo(ServerTickEvent event) { while (!doNextTick.isEmpty()) { doNextTick.pop().run() }}
L800[20:07:52] <tterrag> netz: heya
L801[20:08:11] <netz> bored outta my skull fighting crappy embedded linux systems :P
L802[20:08:38] <netz> working to make them less crappy :)
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L812[20:12:13] *** Mine|away is now known as minecreatr
L813[20:12:39] <minecreatr> has anyone actually seen fry talk recently?
L814[20:13:19] <netz> minecreatr: personally no, as I've not been in this channel for quite some time.
L815[20:13:27] <williewillus> yes
L816[20:13:32] <williewillus> he talked the day he came back
L817[20:13:41] <minecreatr> oh
L818[20:13:43] <williewillus> he's just usually asleep when I'm here :P
L819[20:14:15] <williewillus> since he lives in europe iirc
L820[20:14:40] <netz> that would do it.
L821[20:16:32] <tterrag> russia
L822[20:16:42] <tterrag> so he's pretty much 6-12 hours ahead of everyone in this channel :P
L823[20:17:02] <netz> tterrag: so, I'm soon to ascend to multi-monitor :P
L824[20:17:09] <tterrag> nice
L825[20:17:12] <tterrag> I need a 3rd >_>
L826[20:17:35] <netz> I'm splurging and grabbing 3x 24" 144hz monitors :P
L827[20:17:47] <tterrag> oh wow
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L829[20:17:59] <tterrag> I just have two 60hz monitors...like some kind of caveman
L830[20:18:01] <netz> to replace my current 50"
L831[20:18:11] <netz> it only manages 60hz
L832[20:18:29] <minecreatr> I have one laptop, that is all I hve xD
L833[20:18:30] <netz> then, I'll be grabbing an RX480 :P
L834[20:18:31] <minecreatr> *have
L835[20:18:45] <netz> minecreatr: sorry about waving the e-peen around :<
L836[20:18:57] <minecreatr> well, my laptop works pretty well
L837[20:19:06] * netz has too many toys
L838[20:19:09] <minecreatr> I can play fallout 4 on ultra relatively lag free
L839[20:19:37] <netz> pretty nice.
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L841[20:20:06] <netz> then, after I get those items, I will be collecting parts for my new build :D
L842[20:26:05] <williewillus> !gf GuiTextField.text
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L859[22:13:09] <McJty> williewillus, here?
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L879[23:03:21] <killjoy1> !gc bcc 1.9.4
L880[23:03:28] <killjoy1> !gc bmx 1.9.4
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