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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
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*
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
L84[03:18:13] <shartte> too. much.
bloom.
L86[03:19:08] <Tazz> yeah it was heavily a
WIP
L87[03:19:11] <Tazz> but its still purty
asf
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!
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
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 :(
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
L222[06:55:57] <sham1> :P
L223[06:56:00] *** V
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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?
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?
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?
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
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
L373[10:11:47]
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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
L465[11:04:11] ⇦
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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
L472[11:13:13]
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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
L484[11:20:39] ***
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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/
L489[11:23:05] ⇦
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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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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.....
L520[12:10:27] <sham1> :P
L521[12:10:46] <ThePsionic> kek
L522[12:10:47] <sham1> He does not know
how to google
L523[12:11:19] ⇦
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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
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
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
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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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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L893[23:52:41] ⇦
Quits: Drullkus (~Dru11kus@2601:646:8301:ead3:98fb:3cf2:8ab2:18c)
(Ping timeout: 182 seconds)