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L27[01:41:02] <gigaherz> Naiten: IMO,
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L29[01:41:25] <gigaherz> if you want others
to be able to modify the code,
L30[01:41:48] <gigaherz> then if you want
those modifications to remain in thesame license, go with GPL or
LGPL
L31[01:41:56] <gigaherz> if you don't care,
go with BSD or MIT
L32[01:42:12] <gigaherz> and you can use a
separate CC-BY or CC-BY-SA
L33[01:42:16] <gigaherz> for the assets
folder
L34[01:43:30] <Naiten> gigaherz, thing is,
i DON'T want other people to modify or even take a look at my code
:� i do consider going opensource once, but not yet :L
L35[01:45:21] <sham1> Why
L36[01:45:51] <sham1> Do you think someone
is going to steal it or somethint
L37[01:48:35] <gigaherz> Wel lthen you are
looking at the wrong place
L38[01:48:47] <gigaherz> juist stamp
"ALL RIGHTS RESERVED" on it and be done with it
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L40[01:49:08] <gigaherz> note however
L41[01:49:16] <gigaherz> that's *not
required*
L42[01:49:26] <gigaherz> the license exists
to give others rights
L43[01:49:28] <gigaherz> if you don't have
one
L44[01:49:41] <gigaherz> "all rights
reserved" is the default state for a copyrightable work
L45[01:49:47] <Naiten> sham1, i just want
to keep some parts of my code (those written by me from scratch and
relating physics/math) from being used by competing mods :L
L46[01:50:13] <Naiten> gigaherz, what if i
want to allow my users make texturepacks for the mod and distribute
them as well?
L47[01:50:19] <gigaherz> modding isn't
supposed to be a competition :/
L48[01:50:34] <gigaherz> Naiten: they can
do that even if you don't give them permission
L49[01:50:42] <gigaherz> unless you want
them to be able to use your textures as a base
L50[01:50:49] <gigaherz> in which
case
L51[01:50:57] <gigaherz> then put a file
saying "assets are CC-BY-SA"
L52[01:51:21] <gigaherz> some "Assets
License.txt" or similar
L53[01:51:48] <Naiten> gigaherz, indeed
they decided it's a 'competition' and clearly stated this to their
users :/
L54[01:51:52] <Naiten> gigaherz, oh
well
L55[01:52:45] <gigaherz> "they decided
it's a 'competition' and clearly stated this to their users"
-- and this is why I don't like to overlap too much with other
mods
L56[01:52:53] <gigaherz> I don't want
others to feel like they must compete with me
L57[01:52:55] <gigaherz> fuck that.
L58[01:53:06] *
gigaherz hates competitiveness
L59[01:55:46] <gigaherz> (I do enjoy seeing
how far I can go, and comparing that to other people's results, I
just don't like the attitude of taking one person's slightly vigger
score as being everyone else's loss)
L60[01:55:55] <gigaherz> bigger*
L61[01:57:07] <Naiten> gigaherz, what
should I back in 2011 then? The railway mod (T&Zm, now it's TC)
existed and I didn't like it for many bugs, broken scale and other
things. Making suggestions... Well, we all know how disturbing it
is to hear suggestions from users. And they had closed source and
won't accept help from me, as i was a noob knowing nothing about
Java :/
L62[01:57:23] <Naiten> welp
L63[01:57:24] <gigaherz> I'm not suggesting
you quit
L64[01:57:25] <gigaherz> no way
L65[01:57:33] <gigaherz> what I hate are
the other mod authors taking it as a competition
L66[01:57:33] <gigaherz> ;P
L67[01:58:01] <gigaherz> so I personally
avoid that situation ;P
L68[01:58:48] <Naiten> well, you said
"why I don't like to overlap too much with other mods",
but my case is when creating overlapping project was the only way
for me :/
L69[01:58:51] <gigaherz> oh crap, I'm late
for work, lol
L70[01:58:54] <gigaherz> later
L71[01:59:00] <Naiten> oh, okay
L72[01:59:57] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160829 mappings to Forge Maven.
L73[02:00:00] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160829-1.10.2.zip
(mappings = "snapshot_20160829" in build.gradle).
L74[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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L80[02:12:12] <Lylac> what am i looking
at
L81[02:12:12] <Darkhax> It's actually a
nice improvement to vanilla clouds :p
L82[02:13:08] <heldplayer> Indeed!
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L86[02:17:48] <Subaraki> how possible are
custom enchantments ?
L87[02:18:21] <Subaraki> ^ question before
I start looking into it
L88[02:18:37] <Subaraki> i was mostly
thinking about id's
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L94[02:36:49] <Darkhax> Subaraki, there is
still a 256 cap on enchantment IDs. Not much you can do to get
around that.
L95[02:37:01] <Subaraki> :/
L96[02:37:06] <Subaraki> oh, hey dark !
:D
L97[02:38:21] <Darkhax> Hello :p
L98[02:38:31] <Subaraki> ^^
L99[02:38:45] <Subaraki> you where the
exact person I wanted to talk to about enchantments :D
L100[02:39:12] <Subaraki> so, best try is
to get the next enchant id and have a config about it ?
L101[02:40:38] <Darkhax> Not sure if Forge
has finished the enchantment registry, but you can use
GameRegistry#register to register them now.
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L103[02:43:19] <Koward> OreDict really
just store a list per name, there's no way to get/set for example
the relation between log blocks and planks ? Just checking if I
don't miss some existing feature
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L114[03:27:18] <Naiten> Is there a way to
take a look at srg table for cpecific MC version? Like, i want to
know what's the srged name for WorldClient.func_72914_a() in
1.7.10...
L115[03:29:50] <Hanii> What are the
advantages or disadvantages of using IWorldGenerator to generate
something vs listening to PopulateChunkEvent.Pre or .Post? Apart
from being able to specify exactly when, are they pretty much
equivalent?
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L118[03:39:49] <ThePsionic> Naiten: !gf
func_72914_a 1.7.10
L119[03:40:01] <Naiten> !gf func_72914_a
1.7.10
L120[03:40:15] <Naiten> [18:40:07]
-MCPBot_Reborn- No results found.
L121[03:40:17] <Naiten> D:
L122[03:40:20] <ThePsionic> rip
L123[03:40:26] <Naiten> welp,
actually
L124[03:40:32] <ThePsionic> I'm pretty
sure that's how that works
L126[03:41:04] <Naiten> i already
downloaded the tables and used NP++ search
L127[03:41:06] <Naiten> works for me
L128[03:41:24] <ThePsionic> That's also
possible
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L141[04:30:33] <Subaraki> is there an
event to intercept messages ?
L142[04:30:40] <Subaraki> people speaking
?
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L150[04:56:09] <hch12907> are there any
TE/GUI tutorials out there? for 1.10.2
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L178[06:28:01] <Subaraki> is there a way
to color particles when spawning them ?
L179[06:28:10] <Subaraki> do you color
them in the parameters array ?
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L182[06:51:09] <gigaherz> Naiten: !gf is
for gields, you want !gm for a method ;P
L183[06:51:18] <gigaherz> fields*
L184[06:51:36] <gigaherz> !gm func_72914_a
1.7.10
L185[06:51:51] <gigaherz> [13:51]
-MCPBot_Reborn- === MC 1.7.10:
net/minecraft/world/World.addWorldInfoToCrashReport (ahb.a)
UNLOCKED ===
L186[06:52:00] <gigaherz> ThePsionic lied
to you ;P
L187[06:53:01] <gigaherz> [11:56]
(hch12907): are there any TE/GUI tutorials out there? for
1.10.2
L188[06:53:17] <gigaherz> it works just
the same as any 1.8+
L189[06:53:43] <gigaherz> for TEs, just
override hasTileEntity/createTileEntity (ignore ITileEntityProvider
and BlockContainer, those whouldn't exist)
L190[06:53:51] <gigaherz> for GUIs it's
the same old Container+GuiContainer system
L191[06:54:07] <gigaherz> the only
difference is if you use IItemHandlers, you'll want SlotItemHandler
instead of Slot
L192[06:54:25] *
gigaherz goes back to working
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L194[06:55:29] <Naiten> gigaherz, oh,
thanks c:
L195[06:56:25] <ThePsionic> oops I fucked
up
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L200[07:14:29] <hch12907> are there any
kinds of TESR, that don't slow down the game terribly, when there
are many of them in one frame/screen?
L201[07:15:04] <hch12907> like, uh, draw
call batching?
L202[07:35:29] *
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"VBOOOOs"
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L204[07:38:39] *
heldplayer whispers "FastTESR"
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L207[07:56:01] <Subaraki> what event would
i use if i want to check the player's main hand ?
L208[07:57:31] <Subaraki> and i'm
surprised there's no enchantmentable event :o
L209[08:00:49]
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L211[08:16:07] <sham1> o/
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L216[08:30:30] <Subaraki> \o
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L218[08:39:24] <Nitrodev> o/ sham1
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L220[08:44:14] <Lylac> \o/
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L222[09:00:48] <Subaraki> oy people, any
way to make sticks enchantable ?
L223[09:03:11] <sham1> magic
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L226[09:06:58] <Subaraki> :/
L227[09:10:18] <MalkContent> there a mod
that makes stuff grow faster on 1.8.9 ?
L228[09:10:56] <MalkContent> like
agricraft sprinklers
L229[09:11:52] <sham1> YOu can make one
yourself
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L231[09:12:22] <Subaraki> can i reregister
an item the same as a stick, but with enchantibility ?
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L233[09:12:30] <Subaraki> or would that
mess with recipes ?
L234[09:13:50] <MalkContent> you can
oredict the enchantastick
L235[09:13:54] <MalkContent> should be
fine
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L238[09:14:28] <MalkContent> what is it
that you want to do precisely
L239[09:15:26]
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L240[09:15:34] <Subaraki> enchant a stick
in an enchanting table
L241[09:15:51] <sham1> why
L242[09:16:12] <MalkContent> duh
L243[09:16:16] <MalkContent> but what
exactly
L244[09:16:35] <MalkContent> you are gonna
have a hard time if you want to get a stick with sharpness
L245[09:17:06] <MalkContent> (though my
knowledge on this might be way outdated)
L246[09:18:48] <Subaraki> custom
enchantment
L247[09:19:01] <Subaraki> with custom
enchantment on stick, stick will chnage into an other item when
held
L248[09:19:17] <Subaraki> so i basicly
only need a tag on it, and i'd love to do that trough
enchanting
L249[09:20:38] <Subaraki> maybe i should
make my own stick :/
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L253[09:34:35] <Subaraki> hmmm
L254[09:34:41] <Subaraki> my enchantment
doesnt seem to work
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L261[09:47:47] <Subaraki> how does one
register an enchantment ?
L262[09:48:10] <TechnicianLP> same as an
item
L263[09:49:17] <Subaraki> then i did
register it
L264[09:49:24] <Subaraki> what does an
item need to be able to be enchanted ?
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L266[09:50:57] <TechnicianLP> an
enchantability greater 0 (i guess)
L267[09:51:24] <TechnicianLP> you could
look how vanilla does it with books
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L271[10:00:01] <Subaraki> ill try 1
instead of 50
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L276[10:23:57] <Subaraki> so, enchantment
is showing up in the enchantment table
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L278[10:24:07] <Subaraki> i can click the
enchantments
L279[10:24:19] <Subaraki> but no tooltip
is showing up, and my item isnt getting enchanted
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L282[10:40:23] <Subaraki> is there a
registry somewhere where i need to add my item too ?
L283[10:41:02] <Subaraki> or a name i need
to add to the enchantment ? because when pointing in the
enchantment tabel to enchantment, no tooltip pops up, and selecting
one doesnt enchant my item
L284[10:42:45] <thor12022> I assume you
did: GameRegistry.register(yourEnchantInstance)
L285[10:43:40] <Subaraki>
Enchantment.REGISTRY.putObject(new
ResourceLocation("wand_enchantment"),
wand_enchantment);
L286[10:43:46] <Subaraki> uhm ._.
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L288[10:44:04] <thor12022> erm, which
version are you on?
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L290[10:44:27] <Subaraki> 1.10.2
L291[10:44:49] <TechnicianLP> try
Gameregistry.register()
L292[10:45:17] <thor12022> you'll also
need:
yourEnchantmentInstance.setRegistryName(yourEnchantRegistryName)
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L298[10:54:25] <Subaraki> i tried both of
those
L299[10:54:29] <Subaraki> it didnt chnage
anything :/
L301[10:56:58] <Ivorius> What mappings
does Forge use in runtime
L302[10:57:08] <Ivorius> Was it remapped
or srg?
L303[10:57:11] <Ordinastie_> it
doesn't
L304[10:57:25] <Ivorius> ...?
L305[10:57:39] <Ordinastie_> it use srg,
that's why you need to specify the srg mapping when doing
reflection
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L307[10:58:10] <Ordinastie_> or am I
misunderstanding you question ?
L308[10:58:16] <Ivorius> No, that's
correct
L309[10:58:19] <Ivorius> And what I
thought as well
L310[10:58:26] <Ivorius> But I'm wondering
how ReflectionHelper.findField(VillagerRegistry.class,
"villageCreationHandlers") ever worked
L311[10:58:42] <Ivorius> Because I'm 100%
it does
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L313[10:58:46] <Ordinastie_> method added
by forge maybe ?
L314[10:59:00] <Ivorius> Oh, you're
right
L315[10:59:05] <Ivorius> Okay cool,
thanks
L316[10:59:13] <Ordinastie_> now, your
turn :p
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L318[10:59:20] <Ordinastie_> I have public
class CallbackRegistry<C extends ICallback<V>, P extends
ICallbackPredicate, V>
L319[10:59:30] <Ordinastie_> and then
public class ASMCallbackRegistry<V> extends
CallbackRegistry<IASMCallback<V>, ICallbackPredicate,
CallbackResult<V>>
L320[10:59:45] <Ordinastie_> with public
static interface IASMCallback<T> extends
ICallback<T>
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L322[11:00:11] <Ordinastie_> but it
camplains : Bound mismatch: The type
ASMCallbackRegistry.IASMCallback<V> is not a valid substitute
for the bounded parameter <C extends ICallback<V>> of
the type CallbackRegistry<C,P,V>
L323[11:00:52] <Ordinastie_> not sure
why
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L326[11:02:37] <Ivorius> You need
CallbackRegistry<IASMCallback<CallbackResult<V>>
L327[11:03:01] <Ordinastie_> ah yes of
course ><
L328[11:03:38] <Ordinastie_> god that gets
messy :x
L329[11:04:16] <Subaraki> i'm not getting
any wiser from your code thor12022 :/
L330[11:04:17] <Ivorius> Haha yeah
L331[11:04:25] <Ivorius> I was looking
over that like 'Oh god that's so Java'
L332[11:04:25] <Subaraki> i can't find
anywhere the enchantment is registered
L333[11:04:32] <Subaraki> and the rest
looks a lot alike
L334[11:04:44] <Ordinastie_> actually,
that's a bit less messy : public static interface
IASMCallback<T> extends
ICallback<CallbackResult<T>>
L335[11:06:48] <Subaraki> Ordinastie_,
familiar with custom enchants ?
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L337[11:06:54] <Ordinastie_> nope,
sorry
L338[11:06:57] <Subaraki> :/
L340[11:08:44] <Subaraki> Wuppy, are you
around ?
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L344[11:13:12] <Ordinastie_> hum, if I
allow multiple callbacks that can set a return value, how should I
handle that ?
L345[11:13:26] <Ordinastie_> use the
return value of the highest priority?
L346[11:15:14] <Tazz> Ordinastie_, uh what
about majority rules?
L347[11:15:15] <Tazz> rofl
L348[11:15:37] <Tazz> track each return
and find what value was returned the most
L349[11:15:49] <Tazz> or yeah I would go
with highest priority after that
L350[11:15:59] <Tazz> its mostly just
dependant on what you want the results to be looking like
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L352[11:16:39] <Ordinastie_> Tazz,
majority rulles ?
L353[11:16:53] <Tazz> yes
L355[11:16:55] <Ordinastie_> oh sorry,
wasn't fully scrolled down
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L357[11:18:16] <diesieben07> ordi is
breaking everything again
L358[11:18:42] ***
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L359[11:19:00] <Ordinastie_> you'd think
with me breaking everything all the time, there would be more
things broken
L360[11:19:06] <diesieben07> :D
L362[11:20:49] <Ivorius> lol wtf
L363[11:20:56] <Ivorius> Why is there a
diamond next to Mods
L364[11:20:57] <Ivorius> And Fore
L365[11:20:59] <Ivorius> *Forge
L366[11:21:08] <diesieben07> updates
L367[11:21:29] <Ivorius> That looks so
2002 MMORPG
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L370[11:26:03] <Subaraki> does an
enchantment need an id ?
L371[11:26:08] <Subaraki> or does forge
take care of that ?
L372[11:26:16] <diesieben07> enchantments
use the registry system now
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L374[11:26:24] <diesieben07> so
GameRegistry.register is all you need
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L377[11:31:05] <Subaraki> what else is
needed diesieben ?
L378[11:31:20] <Subaraki> i'm breaking my
head over this
L379[11:31:30] <Subaraki> i have the
class, register it with gameregistry
L380[11:31:46] <Subaraki> and my custom
item can be put in the enchantmenttable, but no enchantments are
comming up
L381[11:32:37] <Subaraki> i setName,
setRegistryName
L382[11:32:53] <thor12022> I assume you
have overriden canApplyAtEnchantingTable appropriately?
L383[11:35:44] <Subaraki> i did now
L384[11:35:45] <Subaraki> lets try
L385[11:36:06] ⇦
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L388[11:40:11] <Subaraki> nope
L389[11:40:13] <Subaraki> still
nothing
L390[11:40:21] <diesieben07> show your
code :)
L391[11:40:21] <Subaraki> i pop in my own
item and the options stay blank
L392[11:40:23] <Subaraki> no tooltip
L393[11:40:27] <Subaraki> which one
?
L394[11:40:31] <Subaraki> i'll pastebinn
all of it
L395[11:40:35] <diesieben07> good :)
L397[11:42:38] <Subaraki> here, that's all
i have
L398[11:42:45] <Subaraki> its so little, i
feel like something's missing
L399[11:43:24] <diesieben07> it looks
alright thoug
L400[11:43:52] <diesieben07> where do you
register it? preInit?
L401[11:45:08] <Subaraki> yeah
L403[11:46:15] <diesieben07> strange.
debugger time :P
L404[11:46:46] <Subaraki> maybe
tommorow
L405[11:46:55] <Subaraki> got an
apointment at my brother's for pizza ^^
L406[11:47:01] <diesieben07> :D
L407[11:47:32] <Subaraki> i wouldn't know
how to debug this either
L408[11:47:37] <thor12022> pizza usually
wins all time allotment arguments
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L436[13:10:22] <diesieben07> LOL this is a
new one. someone on the forum posted the entire changelogs saying
"i think these are the logs"
L437[13:10:37] <gigaherz> .....
L439[13:11:21] <diesieben07> pure
genious
L440[13:11:26] ***
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L443[13:12:12] <sham1> Link
L445[13:13:06] <gigaherz> lol
L446[13:13:17] <gigaherz> it's worse than
I thought
L447[13:13:28] <diesieben07> i even added
the spoiler :P
L448[13:13:36] <gigaherz> I didn't realize
they thought the changelog is what people ask for when they say
"show logs"
L449[13:13:42] <sham1> why you lock
this
L450[13:13:45] <diesieben07> 1.7.10
L451[13:13:51] <sham1> Oh
L452[13:13:53] <sham1> You moved it
L453[13:13:58] <diesieben07> that
too
L454[13:14:10]
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L455[13:15:23] <sham1> People who don't
use code blocks in the forum drive me to drink
L456[13:15:46] <Nepharius> Is there a way
to check if any players are interacting with a block?
L457[13:16:03] <sham1> what do you mean by
interaction
L458[13:16:22] <Nepharius> using the
gui
L459[13:16:30] <Nepharius> like looking in
a chest
L460[13:17:00] <diesieben07> boolean
usingGui = player.openContainer != player.inventoryContainer;
L461[13:17:03] <sham1> It's so weird how
these days just feel going on
L462[13:17:09] <diesieben07> you cannot
detect if they are looking at their inventor
L463[13:17:11] <diesieben07> *y
L464[13:17:51] <diesieben07> at least on
the server, which i assume you are asking
L465[13:18:04] <Nepharius> yep
L466[13:18:53] <Nepharius> i was looking
into vanilla classes, which use openInventory from IInventory
L467[13:19:17] <Nepharius> but those don't
trigger for my Block
L468[13:19:29] <LatvianModder> well
actually you can
L469[13:19:35] <McJty> You can catch an
interaction event
L470[13:19:38] <sham1> but why
L471[13:19:39] <McJty> And try to do it
that way
L472[13:19:50] <Ordinastie_> Nepharius,
what exactly do you want ?
L473[13:19:52] <LatvianModder> Or.. just
check openContainer
L474[13:20:13] <sham1> but IInventory is
deprecated, use capabilities instead
L475[13:20:37] <Nepharius> I want my Block
to animate when used, like when the chest opens
L476[13:21:08] <McJty> Nepharius, well if
it is your own block then that should be easy
L477[13:21:12] <McJty> You have full
control over that
L478[13:21:25] <Ordinastie_> then look at
how chest does it
L479[13:21:36] <McJty> Yes and then don't
implement it like that
L480[13:21:40] <McJty> Because that
implementation is crappy
L481[13:22:11] <Ordinastie_> I'm curious
how you would implement it then
L482[13:22:55] <sham1> Blockstate
animations
L483[13:22:58] <McJty> Vanilla chest uses
ITickable tile to do the animation
L484[13:23:04] <McJty> And a lot of
unneeded work
L485[13:23:04] <sham1> Or is the animation
system done yet
L486[13:23:36] <Ordinastie_> well, I'm not
talking about he animation part, I'm talking about detecting when
starting the animations
L487[13:23:51] <Ordinastie_> that's what
the original question was about
L488[13:24:19]
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L489[13:24:23] <williewillus> it is
done
L490[13:24:32] <williewillus> its just
that no one knows how to use it lol
L491[13:24:46] <Ordinastie_> which is
really not a good sign for an api
L492[13:25:28] <diesieben07> i don't think
its done done.
L493[13:25:32] ⇦
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L494[13:25:32] <diesieben07> it works, but
its not finished
L495[13:26:06] <williewillus> what else
does it need?
L496[13:26:12] <sham1> Instructions
L497[13:26:16] <diesieben07> that for a
start
L498[13:26:22] <diesieben07> plus there is
still stuff that has //TODO comments
L499[13:26:36] <sham1> Otherwise I would
get my dick into a blender or something because instructions would
be unclear
L500[13:26:37] <diesieben07> animations
are re-baking models every frame instead of caching for
example
L501[13:27:30] <Ordinastie_> you want to
cache every frame ?
L502[13:27:30]
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L503[13:27:35] <williewillus> wat
L504[13:27:37] <diesieben07> i don't
know.
L505[13:27:42] <sham1> Something
L506[13:27:46] <diesieben07> but it does
say "// TODO cache?" or something there
L507[13:30:31]
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L510[13:36:39] <Nepharius> the container
is serverside, right?
L511[13:36:53] <Ordinastie_> both
L512[13:36:53] <sham1> Well
L513[13:36:55] <sham1> Sort of
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L515[13:42:33] <Nepharius> So in theory I
could use the onContainerClosed method from the container and
onBlockActivated from the block to keep track of players, right? Is
there something that could go horribly wrong that way?
L516[13:44:04]
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L517[13:44:08] <williewillus> thats what
chests do iirc
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L519[13:45:12] <Nepharius> chest do it
similar, but they use something from IInventory
L520[13:45:55] <diesieben07> yes
L521[13:46:03] <diesieben07> which is
called in the Container constructor and in onContainerClosed
L522[13:46:08] <diesieben07> but you have
to call it yourself
L523[13:46:18] <diesieben07> because...
vanilla hardcoding, as always.
L524[13:46:36]
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L525[13:48:11] <Nepharius> I noticed that
vanilla MC uses player#displayGUIChest() where I use
playerIn#openGui(). Am I doing it wrong right there?
L526[13:49:20] <diesieben07> No
L527[13:49:36] <diesieben07> vanilla GUIs
are mostly all hardcoded to methods in EntityPlayer
L528[13:49:40] <LatvianModder>
displayGUIChest is actually neat
L529[13:49:44] <diesieben07> forge uses a
more generic gui handler based system
L530[13:49:56] <LatvianModder> I use it to
display player inventories
L531[13:50:00] <Ivorius> Can one use
setupDecompWorkspace from within IDEA btw?
L532[13:50:07] <Ivorius> I just noticed I
always quit IDEA beforehand
L533[13:50:40] <diesieben07> one sure
can.
L534[13:51:14] <Ivorius> Cool
L535[13:51:20] <Ivorius> I thought it
might disrupt caches and shit
L536[13:51:41] <McJty> Ivorius, I do it on
commandline but I don't quit IDEA
L537[13:51:46] <McJty> IDEA reloads the
project automatically
L538[13:52:38] <gigaherz> Ivorius: just
remember to press the blue refresh icon on the gradle panel
L539[13:52:40] <Ivorius> And here I quit,
used the command line, entered and reloaded the project
L540[13:52:43] <gigaherz> to refresh
idea's internal project
L541[13:53:11]
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L542[13:53:13] <gigaherz> so really
L543[13:53:17] <gigaherz> you can
doeverything from within idea
L544[13:53:27] <xJon> Hey guys, in 1.10.2,
what did canHarvestBlock switch for? I'm extending ItemTool
L545[13:53:28] <sham1> Sometimes doing it
from inside IDEA does not work for me so I just do it inside a
terminal
L546[13:53:28] <gigaherz> 1. open
build.gradle file and use idea's normal import process
L547[13:53:34] <gigaherz> 2.
setupDecompWorkspace
L548[13:53:37] <gigaherz> 3.
genIntellijRuns
L549[13:53:46] <gigaherz> 4. refresh
gradle
L550[13:54:12] <gigaherz> if idea 2016 and
having issues with run targets, 5. edit run targets to point the
classpaths to the _main modules
L552[13:54:32] ***
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L553[13:54:33] <gigaherz> the only thing
you MAY need to do, is setup a gradle.properties so that gradle has
enough ram
L554[13:54:45]
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L555[13:54:48] <Ivorius> lol
L556[13:54:54] <tterrag> (all mentioned on
that page)
L557[13:55:06] <Ivorius> You guys know
that there is nobody here needing that explanation? :P
L558[13:55:38] <gigaherz> one can never be
sure ;P
L559[13:56:07] <xJon> Can anyone please
answer my question? :P
L560[13:56:25] <Lylac> :O I knew there had
to be forge docs somewhere!
L561[13:56:26] <gigaherz> xJon: that'd
require me to know the answer ;P
L562[13:56:39] <xJon> You don't know?
`0`
L563[13:56:48] <gigaherz> I have never
created a new tool, lol
L564[13:57:03] <gigaherz> that said
L565[13:57:05] <gigaherz> canHarvestBlock
does exist.
L566[13:57:11] <xJon> In 1.10.2?
L567[13:57:14] <gigaherz> yes
L569[13:57:36] <xJon> right, it's inside
of Tool and not ItemTool
L570[13:57:41] <Lylac> xJon I'd find a mod
that uses it and compare it to its older version
L571[13:57:48] <gigaherz> no it's inside
Block ;P
L573[13:58:02] <McJty> xJon,
Block.canHarvestBlock()
L574[13:58:31] <xJon> But I want my tool
to be able to harvest the block?
L575[13:58:41] <diesieben07> look at what
that method does and adapt your tool.
L576[13:58:45] <diesieben07> so that it
returns true
L577[13:58:57] <diesieben07> i think you
need getToolClasses and getHarvestLevel, something liek that
L578[13:59:31] <gigaherz> xJon: what kind
of tool are you creating, really?
L579[13:59:36] <gigaherz> is it a
single-purpose tool
L580[13:59:39] <gigaherz> or a
multi-tool?
L581[13:59:45] <xJon> Yup
L582[13:59:52] <gigaherz> yup to which
XD
L583[13:59:54] <xJon> "Useless
Multi-Tool"
L584[14:00:16] <gigaherz> in your tool's
constructor
L585[14:00:22] <xJon> Yes?
L586[14:00:56] <gigaherz> wait sec
L587[14:01:05] <gigaherz> right yes
L588[14:01:14] <gigaherz>
setHarvestLevel("axe", axe_level)
L589[14:01:25] <gigaherz> and similarly
for any other tool your item will act as
L590[14:01:45] <gigaherz> if your levels
depend on the ItemStack's values (meta/NBT)
L591[14:01:53] <gigaherz> then override
getHarvestLevel instead
L592[14:02:10] <gigaherz> but if you do
so, you may also need to override getToolClasses
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L597[14:06:45] <Eccles> should I use
setupDevWorkspace or setupDecompWorkspace to set up forge? I
realise Decomp gives you a .jar with the sourcecode, but do I need
that?
L598[14:07:25] <williewillus> you probably
want it
L599[14:07:38] <williewillus> vanilla is a
useful reference
L600[14:07:47] <williewillus> not the best
example of how to do things but useful
L601[14:08:07] <gigaherz> Eccles: you
could use setupDevWorkspace
L602[14:08:09] <gigaherz> but if you
do
L603[14:08:20] <gigaherz> you'll regret it
every single time you want to go to source to see the
implementation of something
L604[14:08:42] <gigaherz> and I often
spend more time browsing the decompiled sources than actually
writing codeof my own
L605[14:08:49] <thor12022> unless you have
less than 2gb of free ram, then you'll want setupDevWorkspace
L606[14:09:30] <PaleoCrafter> just
download more RAM in that case, thor12022 :P
L607[14:10:46] <thor12022> yeah, I
couldn't find a ram download compatible with the borrowed
netbook
L608[14:10:49] ***
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L610[14:12:08] <xJon> gigaherz: I've
overriden Item.canHarvestBlock() and it works okay, makes
sense?
L611[14:12:11] <Rallias> Am I doing
something terribadly wrong?
L612[14:13:07] <gigaherz> xJon: no that
won't be enough
L613[14:13:08] <Ordinastie_> fg 2.2?
L614[14:13:11] <gigaherz> it won't help
you with the speed
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L616[14:13:29] <Rallias> Ordinastie_, Oh
:/
L617[14:14:00] <xJon> gigaherz: The speed
seems to be fine because I'm using a tool material?
L618[14:14:51] <Rallias> Man... today's a
day I need coffee.
L619[14:15:52] <gigaherz> xJon: well if it
works for you
L620[14:16:13] <xJon> yeah
L621[14:16:18] <xJon> well I have two
other issues..
L622[14:16:29] <xJon> 1. Can I make it so
in my custom dimension it'd never rain?
L623[14:16:56] <xJon> I tried overriding
canDoRainSnowIce() but it doesn't seem to work
L624[14:17:17] <xJon> (In the custom World
Provider)
L625[14:18:00]
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L626[14:18:15] <Eccles> thanks!
L627[14:21:51] <xJon> Nobody knows?
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L629[14:25:04] <xJon> It's
Biome.canRain(), okay
L630[14:25:23] <xJon> Well my last problem
is that my custom mob doesn't have any sound when I'm on a
dedicated server
L632[14:30:30] ***
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L633[14:34:41] <Lylac> doesn't look like
you're playing the sound at... anywhere
L634[14:36:01] <xJon> Don't I just need to
return the SoundEvent?
L635[14:36:10] <xJon> it works when I'm on
singelplayer
L636[14:36:11] <Ivorius> I was pretty sure
getAmbientSound at least would play automatically
L637[14:36:22] <Ivorius> xJon, you sure it
loads and is playable?
L638[14:36:36] <Ivorius> Logs and
stuff
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L640[14:37:37] <xJon> Do you want the
dedicated server log?
L641[14:37:45] <xJon> (where it doesn't
work)?
L642[14:37:54] <xJon> does it make sense
it'd load on singleplayer and not on server?
L643[14:38:24] <Ivorius> You could check
yourself
L644[14:39:41] <xJon> Okay, I will check
server-side
L645[14:44:44] <xJon> No I don't see
anything wrong in the server-side log, too
L646[14:44:56] <xJon> Am I just using the
function incorrectly?
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L659[15:24:12] <xJon> Now I see that the
mob is playing ambient sounds instead of normal sounds on dedicated
server? what the hell?
L660[15:27:36] <xJon> Can anyone help me
figure out why is my mob playing ambient sounds only on dedicated
servers?
L662[15:28:52] <Corosus> probably need to
use a proper registration of your sounds so the ID sent from server
to client is correct
L664[15:29:42] <howtonotwin> You're not
meant to actually construct new SoundEvents, are you?
L665[15:29:54] <Corosus> store a reference
of your sound event instance and use it instead of making new
instances each time
L666[15:29:55] <howtonotwin> I think you
register once and then save the registered SoundEvent for later
use
L667[15:29:59] <Corosus> yes
L668[15:30:01]
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L669[15:30:07] <xJon> So I need to
actually register my SoundEvents?
L670[15:30:27] <howtonotwin> Everything
needs to be registered :P
L671[15:30:39] <PaleoCrafter> lies!
L672[15:30:45] <Koward> Except registries,
obviously
L673[15:30:47] <xJon> Okay I'll do that!
Thanks
L674[15:30:48] <Corosus> lol
L676[15:30:56] <Ivorius> Any idea how that
could ever happen?
L677[15:31:03] <PaleoCrafter> Koward,
there is a meta-registry, afaik :P
L678[15:31:08] <Ivorius> RCConfig is an
unannoted class in the same mod
L679[15:31:15] <gigaherz> [22:30]
(Koward): Except registries, obviously
L680[15:31:16] <gigaherz> wrong ;P
L681[15:31:23] <gigaherz> you have to
register your registry with the registry registry ;P
L682[15:31:31] <gigaherz> (sortof)
L683[15:31:32] <Koward> Then registry
registries !
L684[15:31:47] <howtonotwin> You register
registries with the registry registry :D
L685[15:31:58] <howtonotwin> Police police
police police.
L686[15:32:01] <Koward> But is the
registry registry registered ?
L687[15:32:12] <Ivorius> Yes, in
itself
L688[15:32:38] <Koward> Pffft, okay, fine
you all win.
L690[15:32:57] <gigaherz> actually you
don't really register the registries
L691[15:32:59] <gigaherz> you build
them
L692[15:33:19] <gigaherz> public static
final IForgeRegistry<ConnectorHandler> REGISTRY = new
RegistryBuilder<ConnectorHandler>().blahblah.create();
L693[15:33:42] <xJon> Yes? no?
L694[15:33:49] <howtonotwin> xJon: Yes,
ofc you might not want to put the registering in the static
init
L695[15:34:04] <xJon> Wait so why is it
like this there?
L696[15:34:07] <gigaherz> xJon: I wouldn't
register in the static initializer
L697[15:34:13] <gigaherz> but you do have
to register
L698[15:34:14]
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L699[15:34:24] <killjoy> The halo 5 forge
logo looks very familiar
L700[15:34:46] <PaleoCrafter> lol
L701[15:34:56] <Koward> Gentlemen, my
recipes check the OreDict for an planksWood entry (classic), that
implies I should register them in postInit to get other mods stuff,
right ?
L702[15:35:11] ⇦
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L704[15:35:21] <Ordinastie_> Ivorius, you
need the full log
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L708[15:36:11] <Ordinastie_> I'm pretty
sure the crash log is swallowing the actual exception
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L710[15:36:39] <Subaraki> anyone good with
custom enchantments ?
L711[15:36:46] <Subaraki> trying to figure
what i'm doing wrong
L712[15:37:37] <howtonotwin> That error
normally means an exception in <clinit>
L713[15:37:56] <howtonotwin> try using a
try-catch in the static initializer to print it
L714[15:38:54] <SatanicSanta> Is it
possible to have a particle use a texture on a particle sheet that
is *not* the vanilla particles.png one?
L715[15:39:35] <SatanicSanta> I'm hoping
that setting the particle texture index X and Y without calling
setParticleTextureIndex does the trick, but if not, I am not sure
how to accomplish this
L716[15:40:47] <PaleoCrafter> hm, killjoy,
google reverse image search doesn't bring anything up as a
meaningful source, just that the icon isn't only used by us and
Halo
L717[15:41:04] <killjoy> I said it looked
familiar
L718[15:41:32] <killjoy> I've also been
told that it's been the logo since 3.
L719[15:41:32] <PaleoCrafter> it is the
same :P
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L721[15:42:34] <PaleoCrafter> ah, well,
then it's probably save to assume that it originates from
Halo
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L725[15:50:26] <xJon> So I registered the
mob sounds
L726[15:50:34] <xJon> and now when I try
to spawn it using the spawn egg
L727[15:50:36] <xJon> it spawns a
pig
L728[15:56:35] <xJon> At which point
should I register the sound event, guys?
L729[15:56:52] <xJon> At the actual
getHurtSound() or when at the constructor?
L730[15:57:01] <xJon> because now I'm
doing it at the constructor
L731[15:57:06] <howtonotwin> preinit
L732[15:57:07] <howtonotwin> preint
L733[15:57:09] <howtonotwin> preinit
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L735[15:57:19] <howtonotwin> everything
registery goes in preinit
L736[15:57:38] <howtonotwin> except
recipes and oredict
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L738[15:58:00] <xJon> Oh..
L739[16:05:44] <xJon> It works! Thank you
Corosus and howtonotwin!
L740[16:06:14] <howtonotwin> np
L741[16:06:22] <xJon> I wonder why is
Minecraft acting up so weird when things are not exactly how it
wants though.. play ambient sounds instead of normal? and spawn as
a pig?
L742[16:07:04] <howtonotwin> Well
registering your entity in <init> is bound to bork things
up
L743[16:07:35] <howtonotwin> When the egg
has an invalid entity it just bails out and drops a pig
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L748[16:15:07] <Corosus> \o/
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L777[18:50:23] <killjoy> Has anyone taken
the cisco classes on netacad.net?
L778[18:50:37] <killjoy> I mean
netacad.com
L779[18:50:48] <killjoy> A lot of it is
watching cisco commercials
L780[18:52:20] <BordListian> is that how
it is now?
L781[18:52:35] <BordListian> back in the
day it was countless questions about cisco commands
L782[18:53:00] <BordListian> honestly, i
have no idea why anyone would pay to be cisco certified
L783[18:55:27] <IoP> I did CCNA few years
ago
L784[18:56:15] <BordListian> you can get
ccna diplomas out of bubblegum dispensers
L785[18:56:49] <IoP> I did not get proper
diploma. Was too lazy to pay for it :P
L786[18:57:05] <killjoy> This is a intro
to networking course
L787[18:57:06] <BordListian> i have one
from highschool
L788[18:57:19] <killjoy> Also chapter
1
L789[18:58:28] ⇦
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L791[19:00:59] <BordListian> ech
L792[19:01:07] <BordListian> cool
heisenbugs
L793[19:02:52] <howtonotwin> As in a bug
that disappears when you debug it?
L794[19:03:48] <BordListian> maybe
L795[19:03:58] <BordListian> everything is
working as intended
L796[19:04:06] <BordListian> but in
conjunction, nothing works
L797[19:05:00] <howtonotwin> I ask for the
5 Ws and How
L798[19:05:27] <killjoy> it means you're
looking in the wrong place
L799[19:05:32] <BordListian> not related
to minecraft so i'll have to suffer on my own
L800[19:05:44] <BordListian> oh, the fps
counter is gone
L801[19:05:51] <BordListian> there could
be an important clue here
L802[19:06:15] <howtonotwin> It's actually
a mandelbug
L803[19:06:21] <howtonotwin> run while you
can
L804[19:07:02] <killjoy> what's the
official term for "but it runs on my machine"
L805[19:07:11] <BordListian> "it runs
on my machine"
L806[19:07:16] <BordListian> that's the
official term
L807[19:07:29] <killjoy> can't
reproduce
L808[19:08:34] <killjoy> It's like asking
what the sun's name is.
L809[19:08:39] <killjoy> It's the
Sun
L810[19:08:58] <howtonotwin> Sol you
infidel
L811[19:09:14] <killjoy> That's just the
latin name for it.
L812[19:09:23] <killjoy> Same with Luna
and Terra
L813[19:09:30] <BordListian> people can't
have different names in different languages
L814[19:09:34] <BordListian> :v
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L816[19:09:59] <killjoy> The spanish name
for USA is not USA.
L817[19:10:17] <killjoy> Estados Unidos de
America
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L819[19:10:44] <killjoy> It's EUA
L820[19:10:46] <BordListian> the usa is
not a person tho
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L822[19:10:53] <killjoy> Niether is the
Sun
L823[19:10:58] <BordListian> infidel
L824[19:11:00] <BordListian> leave
L825[19:11:07] <killjoy> The sun is not a
god
L826[19:11:10] <killjoy> nor is it
immortal
L827[19:11:30] <killjoy> The earth
revolves around the sun I tell you.
L828[19:11:31] <BordListian> but consider
this
L829[19:11:41] <killjoy> And the earth is
also round
L830[19:11:51] <BordListian> not all gods
need necessarily be immortal
L831[19:11:53] <killjoy> You know, like a
ball
L832[19:12:14] <killjoy> The egyption god
Osyrus died.
L833[19:12:14] <BordListian> and more
importantly, a god could define itself to not appear to be a
god
L834[19:12:25] <killjoy> but he was
brought back to life by his wife.
L835[19:12:37] <BordListian> so like
L836[19:12:38] <killjoy> He was killed by
his brother Seth
L837[19:12:42] <BordListian> clearly the
sun is a god
L838[19:12:49] <BordListian> but it's
pretending its not
L840[19:13:42] <killjoy> quotes the Quran
and everything
L841[19:13:53] <killjoy> /s
L842[19:14:25] <BordListian> look if you
don't praise the sun and join others in jolly cooperation regularly
you can get outta my face
L843[19:14:43] <killjoy> ohh... the
sun
L844[19:14:46] <killjoy> why didn't you
say so?
L845[19:14:57] <killjoy> \o/ Praise the
sun! \o/
L846[19:15:11] <BordListian> \[T]/
L847[19:16:12] *
killjoy has never played dark souls
L848[19:16:26] <killjoy> ༼ つ ಥ_ಥ ༽つ PRAISE
HELIX ༼ つ ಥ_ಥ ༽つ
L849[19:16:38] <killjoy> well that got
butchered
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L851[19:16:56] <BordListian> >never
played dark souls
L852[19:16:58] <BordListian> son
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L854[19:17:08] <BordListian> what rings
you even got bitch
L855[19:17:37] <killjoy> sonic rings
L856[19:17:45] <killjoy> you know, onion
rings from Sonic
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L859[19:21:31] <BordListian> tfw adding an
event system breaks everything
L860[19:23:08] <howtonotwin> What are you
doing?
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L862[19:27:01] <BordListian> lel
L863[19:27:13] <BordListian> i got this
half-c#, half-lua game engine
L864[19:27:25] <BordListian> the problem
was that i set loaded instead of engine.loaded to true
L865[19:27:32] <BordListian> i need
sleep
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L888[20:41:29] <Chaoschaot234> hey, has
anyone knowledge with immersive engineering?
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L892[21:07:39] <The_Pyrrhonist> hi
all
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L905[22:04:36] <SatanicSanta> During which
state event should custom loot tables be registered?
L906[22:04:46] <killjoy> I would say
preinit
L907[22:04:56] <killjoy> if you're
registering something, preinit
L908[22:05:00] <SatanicSanta> mkay
L909[22:05:33] <killjoy> If you require
other mods, init would work
L910[22:05:42] <killjoy> postinit if you
rely on registered items I guess
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L931[23:04:42] <illy> Lex the PR bot you
wanted is mostly done just need to do a few more tests and it
should be ready later tonight or sometime tomorrow
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L935[23:12:51] ***
tterrag is now known as tterrag|ZZZzzz
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L941[23:31:40] <illy> damn crashed
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