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L10[00:59:04] <Tazz> lol
L11[01:04:40] <sham1> ?
L12[01:05:04] <Tazz> Ordinastie_'s comment about the itemstack animation XD
L13[01:05:59] <Tazz> also finally realized why my function wasnt compiling XD
L14[01:06:15] <Tazz> yet the IDe was reporting it as valid
L15[01:06:37] <Tazz> cause like type disjunction in Scala is weird
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L21[01:59:54] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160904 mappings to Forge Maven.
L22[01:59:57] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160904-1.10.2.zip (mappings = "snapshot_20160904" in build.gradle).
L23[02:00:08] <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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L28[02:14:56] <Koward> Anyone already replaced vanilla GUIs ? How do you handle the updateCounter ? I don't see where it's set
L29[02:17:09] <Ordinastie_> updateCounter ?
L30[02:19:13] <Ordinastie_> Koward, which gui?
L31[02:19:24] <Koward> Food
L32[02:19:37] <Ordinastie_> that's not a valid answer
L33[02:19:59] <Koward> See the line in GuiIngameForge.renderFood() : if (player.getFoodStats().getSaturationLevel() <= 0.0F && updateCounter % (level * 3 + 1) == 0)
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L35[02:21:46] <Ordinastie_> updateCounter is incremented in updateTick
L36[02:22:01] <Koward> Yes, but where is it reset, or decremented ?
L37[02:22:13] <Koward> Oh wait
L38[02:22:15] <Koward> nevermind
L39[02:22:34] <Ordinastie_> it's not
L40[02:22:35] <Koward> I got it, thanks, I'm stupid.
L41[02:22:48] <Koward> Yes yes I see there's a modulo every time
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L45[02:29:41] <Naiten> Yay, default method for an interface is a thing!
L46[02:29:47] * Naiten continues to learn basic Java
L47[02:29:57] <Tazz> XD
L48[02:30:02] <Tazz> Naiten, and its rediculous XD
L49[02:30:57] <Naiten> Tazz, *ridiculous, and what exactly?
L50[02:31:13] <Tazz> I still dont know why I spell it that way >.<
L51[02:31:17] <Tazz> I know how its seplled XD
L52[02:31:19] <Tazz> spelled*
L53[02:31:50] <Tazz> Naiten, its a ridiculous thing in Java that makes abstract classes halfway redundant now
L54[02:31:59] <Tazz> or vise versa
L55[02:32:37] <Ordinastie_> you can't extend multiple abstract classes
L56[02:32:45] <Ordinastie_> but you can't have fields in interfaces
L57[02:32:47] <Ordinastie_> depends on your needs
L58[02:32:55] <Tazz> this is true
L59[02:33:08] <Tazz> Ordinastie_, however you can have static fields in interfaces :>
L60[02:33:14] <Tazz> static final fields I believe*
L61[02:33:22] <Ordinastie_> and public
L62[02:33:28] <Ordinastie_> which doesn't help at all
L63[02:33:30] <Tazz> haha
L64[02:33:33] <Tazz> well it kinda does for bitfields
L65[02:33:39] <Naiten> well, i'd like to have non-static field in an interface
L66[02:33:47] <Naiten> like, would save me some work
L67[02:33:49] <Tazz> XD
L68[02:33:50] <Tazz> http://i.imgur.com/CDAFFHF.gifv
L69[02:34:21] <Tazz> I just love Mixins
L70[02:34:25] <Tazz> and implicit classes in Scala :>
L71[02:34:28] <Tazz> they are wonderful XD
L72[02:34:59] <sham1> 0/10 they are not typeclasses
L73[02:35:10] <Tazz> XD
L74[02:35:26] <Tazz> sham1, oh please they are awesome
L75[02:36:01] <Tazz> like having type disjunction on function parameters so you can restrict passing of arguments to explicit types over using a variable type or some inheritence chain of types
L76[02:36:27] <Tazz> not to mention their uses of extending the functionality of classes without having to extend the actual class or write a wrapper or static function
L77[02:36:27] <sham1> The thing is that the functional programming aspect of scala is sort of compromised by the fact that it has to be compatible with OOP
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L79[02:36:52] <Tazz> sham1, I do believe there are a few functional languages out there that are OOP...
L80[02:36:58] <Tazz> other than Scala
L81[02:36:58] <Tazz> XD
L82[02:37:09] <sham1> yes, stuff like F# and clojure
L83[02:37:14] <sham1> But none of them are pure
L84[02:37:19] <Tazz> Clojure is beautiful <3
L85[02:37:30] <sham1> Haskell is elegant
L86[02:37:30] <Tazz> lisp4lyphe
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L89[02:40:12] <sham1> Lots of Irritating Stupid Parenthesis
L90[02:40:24] <Tazz> wut
L91[02:40:30] <sham1> LISP
L92[02:40:34] <Tazz> no
L93[02:40:36] <Tazz> just no
L94[02:40:40] <Tazz> lisp is life
L95[02:40:45] <Tazz> it makes sense
L96[02:40:47] <Tazz> it works
L97[02:40:53] <Tazz> its efficient and intuitive XD
L98[02:41:26] <Tazz> as raydeejay would say:
L99[02:42:35] <fry> https://xkcd.com/297/
L100[02:43:04] <Tazz> haha
L101[02:43:12] <Tazz> I totally forgot about that xkcd
L102[02:43:23] <Tazz> gg fry
L103[02:43:39] <sham1> It's ridiculous how much nesting one can do in the language
L104[02:44:03] <Tazz> XD
L105[02:44:19] <Tazz> and how does that make a difference?
L106[02:44:24] <fry> yes, what are those xml users thinking. :D
L107[02:45:41] <Tazz> http://i.imgur.com/Ltwe4n8.gifv
L108[02:45:43] <sham1> It makes difference in that there are too many parenthesise
L109[02:45:55] <Tazz> sham1, how is that a problem though? XD
L110[02:46:11] <sham1> It looks awful to me
L111[02:46:23] <Tazz> if you got over it youll find that lisp is beautiful asf
L112[02:46:41] <Tazz> its hardly a thing to worry about
L113[02:46:57] <sham1> It's not as if I've never gotten into it
L114[02:47:10] <sham1> It's the only way I'm able to really configure emacs
L115[02:47:20] <Tazz> lol
L116[02:47:30] <Tazz> Im still partial to vim over emacs :<
L117[02:47:53] <sham1> EVIL mode ;)
L118[02:48:03] <sham1> You get the best of both worlds
L119[02:48:09] <Tazz> XD
L120[02:48:25] <sham1> Which makes the editor wars pointless since you can have Vim inside Emacs
L121[02:48:34] <Tazz> yeah
L122[02:49:07] <sham1> Not to say that they were not pointless to begin with
L123[02:50:02] <Tazz> should I bind player specific data using (IExtendedEntityProperties or whatever its called nowadays) or use an external file for it
L124[02:50:30] <Tazz> an external system is kinda overkill for it but if the former isnt working then I guess so XD
L125[02:50:51] <sham1> Well capabilities would make it very flexible
L126[02:51:04] <Tazz> uh capabilities?
L127[02:51:06] <Tazz> XD
L128[02:51:10] <Tazz> elaborate?
L129[02:51:16] <fry> ieep was removed already, in favour of capabilities
L130[02:51:30] <Tazz> yeah see im not very up to date on some of the newer stuff in forge XD
L131[02:52:20] <Tazz> can anyone give me a rundown on capabilities or point me somewhere?
L132[02:52:31] <Ordinastie_> the docs ?
L133[02:52:34] <Ordinastie_> in the topic ?
L134[02:53:01] <Tazz> ahh awesome
L135[02:53:02] <Tazz> thanks Ordinastie_
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L137[02:54:27] <Koward> I'm having a weird time replacing the food overlay. I used to just draw things at RenderGameOverlayEvent.Pre but now I want more advanced things. I'm not sure which event could help me
L138[02:55:40] <Koward> Probably InitGuiEvent.Post but I really don't see what I can do with what it provides
L139[02:56:25] <Tazz> Koward, uh what do you want to do with it? XD
L140[02:57:18] <Koward> Shake it sometimes :P The effect exists in vanilla but is not often triggered.
L141[02:57:37] <Koward> It's kinda ready, just need to replace the old now
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L143[02:58:20] <Tazz> Koward, uh why doesnt RenderGameOverlayEvent.Pre not work? XD
L144[03:00:25] <Koward> I'd need an instance of my GUI that get its draw method called everytime (so I can add timers for example). ATM with RenderGameOverlayEvent.Pre I would create a new GuiFood() everytime, it's a bit weird.
L145[03:00:41] <Koward> Pretty sure Forge has a thing for this
L146[03:01:11] <Ordinastie_> you're not supposed to recreate your GUI all the time
L147[03:01:16] <Koward> Indeed
L148[03:01:28] <Koward> Should I just store it in a static field in my eventhandler ?
L149[03:01:43] <Ordinastie_> doesn't matter where you store it, just don't make new ones
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L151[03:08:14] <Tazz> Ordinastie_, wait wjat
L152[03:08:34] <Tazz> I thought you returned new Gui instances in your gui handler...
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L154[03:08:57] <Ordinastie_> GuiHandler ?
L155[03:09:03] <Ordinastie_> what the point of the GUiHandler for that ?
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L157[03:09:26] <Ordinastie_> GuiHandlers iirc are for displaying from server
L158[03:09:47] <Tazz> yes but I thought you created a new instance of the GUI from the handler?
L159[03:09:57] <Tazz> or am I mistaken or misinterpreting what you said XD
L160[03:10:14] <Ordinastie_> that's only if you need to open a gui from the server
L161[03:10:25] <Ordinastie_> like for inventory containers
L162[03:10:34] <Tazz> uh
L163[03:10:35] <Tazz> k
L164[03:10:39] <Ordinastie_> there is no reason to use the gui handler if you're all client side
L165[03:10:53] <Tazz> this is true
L166[03:10:54] <Tazz> haha
L167[03:11:09] <Ordinastie_> (and to be honnest, there is little reason for containers anyway)
L168[03:11:24] <Tazz> uh what about storing items/ XD
L169[03:11:28] <Tazz> kinda important XD
L170[03:12:21] <Ordinastie_> the Guihandler system is really meh
L171[03:12:37] <Tazz> XD
L172[03:12:55] <Tazz> tbh Im not fond of Minecraft's Gui system anyways XD
L173[03:13:07] <Tazz> its rudementary at best XD
L174[03:13:23] <Ordinastie_> that's why I don't use it either :D
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L178[03:14:04] <Tazz> XD
L179[03:14:13] <Tazz> well currently what Im working on heavily Gui based :*
L180[03:14:27] <Tazz> at least afaik
L181[03:14:31] <sham1> Well how do you do GUIs then
L182[03:14:33] <Tazz> there could be better methods of doing so
L183[03:14:42] <sham1> Ordi
L184[03:14:59] <Tazz> but Im only coming up with ideas that revolve around using Guis in some way to do the writing
L185[03:15:06] <Ordinastie_> sham1, https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8.9/source/net/malisis/demo/guidemo/Gui.java
L186[03:15:39] <sham1> Umn
L187[03:15:41] <sham1> Okay then
L188[03:15:59] <Ivorius> So ChestGenHooks is gone
L189[03:16:05] <Tazz> but they extend from GuiScreen anyways :<
L190[03:16:06] <Ivorius> Can you still add shit to loot tables?
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L192[03:20:02] <Ordinastie_> sham1, also, what you need if you have an inventory : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8.9/source/net/malisis/demo/guidemo/GuiTileEntity.java#L35
L193[03:20:10] <Ordinastie_> no need for GuiHandlers and shit :p
L194[03:20:43] <sham1> How does that sync the changes made in the GUI
L195[03:21:20] <sham1> wait
L196[03:21:29] <sham1> well, it has a container so
L197[03:21:55] <Ordinastie_> but you don't have to have your own implementation
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L205[03:42:17] <savos> Is there an easy way to add dungeon loot in 1.10.2? From what I see, and correct me if I'm wrong, is that I will need to create my own json file to override the vanilla one and place it in the world folder.
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L214[04:07:16] <McJty> There is also an event that you can use for loot
L215[04:07:42] <McJty> I think that's better then overriding the vanilla json files as that's more compatible with other mods
L216[04:08:12] <McJty> The event is LootTableLoadEvent
L217[04:09:14] <savos> I'll check that out. Thanks a million. I've been searching for a good hour. I need to learn to Google better I guess.
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L220[04:17:55] <savos> Found an example. Let's see how it goes.
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L226[04:48:13] <savos> McJty, works like a charm. Thank you!
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L233[05:02:47] *** PaleOff is now known as PaleoCrafter
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L235[05:12:18] <Naiten> This website (http://www.catskillarchive.com/rrextra/glossry1.Html) tells me, I'm a jerker. Why? Because 'THROTTLE-JERKER�Engineer'
L236[05:12:30] <Naiten> Also, i'm a rapper, since 'RAP THE STACK�Give your locomotive a wide-open throttle, make more speed. Rapper is an engineer who works his engine too hard'
L237[05:12:46] <Naiten> .-.
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L240[05:20:46] <Naiten> Made some more real-life-like controls for my locomotives though https://www.youtube.com/watch?v=4pQ9XDrD9uw
L241[05:21:09] <Ivorius> I'm not a rapper
L242[05:21:12] <Ivorius> I'm an adaptor
L243[05:22:52] <Naiten> Ivorius, wut
L244[05:23:09] ⇦ Quits: Abastro (~Abastro@112.166.128.227) (Ping timeout: 384 seconds)
L245[05:23:18] <Ivorius> I can adjust
L246[05:24:10] ⇨ Joins: Dimitriye98 (~Dimitriye@c-73-252-165-178.hsd1.ca.comcast.net)
L247[05:24:54] <Naiten> But can you even?
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L249[05:29:42] <quadraxis> rapper = https://www.youtube.com/watch?v=ETfiUYij5UE
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L252[05:40:12] *** MrKick|Away is now known as MrKickkiller
L253[05:43:01] <Naiten> oh mein Gott
L254[05:43:08] <sham1> ?
L255[05:44:24] <Naiten> sham1, video from quadrax's comment
L256[05:45:19] <sham1> :P
L257[05:45:39] <sham1> This is amazing
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L260[05:46:42] <ThePsionic> internet pls
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L264[05:56:02] <Koward> Anyone knows where the base knockback you have by punching a mob is handled ?
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L266[05:58:48] <PaleoCrafter> I'd assume it goes through EntityLivingBase#knockBack, Koward :P
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L268[06:01:24] <Koward> Okay I was looking at it in player (where there is special knockback for sprint & sword & enchantments) but the base thing seems indeed to be in line 961 of EntityLivingBase
L269[06:01:38] <Koward> And obviously it's completely hardcoded... *sigh*
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L272[06:20:42] <Koward> (nvm there's a wonderful SharedMonsterAttributes.KNOCKBACK_RESISTANCE)
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L277[06:50:41] <Naiten> Wait, does 1.7.10 support Java 8?
L278[06:50:58] <sham1> Yes
L279[06:51:05] <PaleoCrafter> 1) Why 1.7.10 q.q 2) The MC version does not really have to do anything with the Java version :P
L280[06:51:07] <sham1> but don't use 1.7.10
L281[06:51:46] <Naiten> sham1, I'm bugfixing my old 1.7.10 version so that people can play with it while I work on 1.10.2
L282[06:52:17] <Naiten> also, i get warning: [options] bootstrap class path not set in conjunction with -source 1.6 after running gradle build task
L283[06:52:23] <Naiten> how do i fix it?
L284[06:53:24] <PaleoCrafter> is gradle not set to Java 8, perhaps? :P
L285[06:53:50] <PaleoCrafter> that warning basically means that you're targeting an older language level while using the library of a new one
L286[06:54:15] <Naiten> PaleoCrafter, I don't even know what Gradle or bootstrap class path is
L287[06:54:29] <Naiten> i just want to mod trains into MC .-.
L288[06:54:53] <Naiten> not a professional or any other programmer
L289[06:54:53] <PaleoCrafter> uhm... Gradle is the build system you're using when modding, bootstrap classpath has to do with what I outlined above :P
L290[06:55:27] <PaleoCrafter> there probably is some line like sourceCompatibility and targetCompatibility in your build.gradle
L291[06:56:01] <PaleoCrafter> if there isn't, add sourceCompatibility = 1.8 and targetCompatibility = 1.8 to your build.gradle
L292[06:56:06] <Naiten> PaleoCrafter, no, there are no such lines
L293[06:56:07] <Naiten> oh
L294[07:04:07] <Naiten> PaleoCrafter, putting next into build.gradle actually helped if you're interested apply plugin: 'java'
L295[07:04:07] <Naiten> compileJava {
L296[07:04:07] <Naiten> sourceCompatibility = '1.8'
L297[07:04:07] <Naiten> targetCompatibility = '1.8'
L298[07:04:07] <Naiten> }
L299[07:04:51] <PaleoCrafter> that's kinda what I said :P
L300[07:06:47] <Naiten> PaleoCrafter, you didn't mention the plugin though -.-
L301[07:07:07] <PaleoCrafter> shouldn't be necessary since it's transiently applied by FG, iirc :P
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L303[07:07:47] <PaleoCrafter> otherwise you wouldn't be able to compile your mod at all
L304[07:08:35] <CsokiCraft> How can I get the World in a server-side MessageHandler?
L305[07:09:56] <PaleoCrafter> CsokiCraft, context.getServerHandler().playerEntity.worldObj
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L308[07:11:01] <CsokiCraft> Thank you!
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L310[07:20:09] <Naiten> PaleoCrafter, sourceCompatibility = '1.8' targetCompatibility = '1.8' didn't help, and i was building the mod without apply plugin: 'java' or compileJava {} right today in the morning
L311[07:20:25] <Naiten> *just putting sourceCompatibility = '1.8' targetCompatibility = '1.8' into build.gradle
L312[07:21:33] <PaleoCrafter> as I said, the java plugin should be applied transiently, but I guess FG has changed since I last actually used Java and it now modifies the compileJava task rather than the project properties :P
L313[07:21:39] <gigaherz_x> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle#L44
L314[07:21:41] <gigaherz_x> I always do this
L315[07:22:08] <gigaherz_x> no need for java plugin
L316[07:24:45] <Naiten> gigaherz_x, hi \o/ and thanks for reference
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L347[09:07:49] <MalkContent> is it normal that memory usage in f3 just climbs and climbs and then drops, rinse and repeat?
L348[09:08:01] <fry> yup
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L350[09:08:32] <MalkContent> okay then, one worry less ^^
L351[09:08:47] <MalkContent> any particular reason for that? garbage collection or some such?
L352[09:09:10] <fry> exactly :P
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L354[09:09:15] <MalkContent> and i'm still impressed that it goes from 0.7gb to 3
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L356[09:11:54] <MalkContent> i mean that means that there is 2,3 gb of garbage created and then dropped over the course of 5 seconds
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L366[09:35:35] <MalkContent> i got this stupid rubberbanding
L367[09:35:40] <MalkContent> every few seconds
L368[09:35:54] <MalkContent> which is why i asked about the memory usage thing
L369[09:36:31] <MalkContent> every couple seconds, all entities and world interactions (like block placing) are suspended for barely a second
L370[09:36:37] <MalkContent> and then resume, sped up
L371[09:36:58] <MalkContent> and i can't seem to find a reason for it
L372[09:37:11] <MalkContent> anyone got an idea why that could be happening?
L373[09:45:55] <Ivorius> Has anybody managed to get B3D items to work?
L374[09:46:10] <Ivorius> Because I feel like fry's loader is still borked for those
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L384[09:58:44] <PaleoCrafter> I think so, Ivorius? https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L94
L385[09:58:54] <Ivorius> I know that
L386[09:58:56] <Ivorius> It doesn't work
L387[10:00:31] <PaleoCrafter> guess it's time to blame fry then :P
L388[10:01:28] <Ivorius> I can't imagine that nobody has ever used them for items yet
L389[10:01:42] <PaleoCrafter> maybe you just fucked up?
L390[10:01:44] <Ivorius> I believe I talked it over with fry some time though, but I don't remember what the status was
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L392[10:01:59] <Ivorius> I think it was like 'I know but you fix it if you need it' :P
L393[10:03:01] <Ivorius> Currently trying to track down what exactly the issue is myself
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L395[10:07:34] <PaleoCrafter> uhm... at least the example chest.b3d works just fine as an item model for me, Ivorius
L396[10:08:29] <PaleoCrafter> the entity transforms are a little fucked up, it seems, but apparent from that it works like a charm
L397[10:08:42] <Ivorius> What version
L398[10:08:46] <Ivorius> I'm 1.8 and 1.9
L399[10:08:50] <Ivorius> *1.9.4
L400[10:08:52] <PaleoCrafter> 1.10.2
L401[10:09:32] <fry> iirc there was an issue related specifically to the model in question
L402[10:10:24] <PaleoCrafter> oh, fry, did you perchance read the thing about something like the fast TESR stuff for entities?
L403[10:10:33] <fry> I did
L404[10:10:45] <fry> not that simple, but of course would be great :P
L405[10:11:11] <Ivorius> Oh yeah, exception during loading
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L407[10:11:39] <fry> npe iirc?
L408[10:13:21] <Ivorius> Let me get back to you, I need to fix something else first :P
L409[10:13:34] <fry> sure :P
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L415[10:22:38] <Ivorius> Oh hey, I got it to load
L416[10:22:42] <Ivorius> Just texture is missing now
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L421[10:28:52] <Ivorius> Thing is
L422[10:28:55] <Ivorius> The texture is there
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L427[10:36:17] <Naiten> hi, fry \o/ was so long \o/
L428[10:38:38] <Ivorius> [17:37:37] [Client thread/ERROR] [TEXTURE ERRORS]: The missing resources for domain #pandorasbox are:
L429[10:38:38] <Ivorius> [17:37:37] [Client thread/ERROR] [TEXTURE ERRORS]: textures/pbTexture.png
L430[10:38:48] <Ivorius> But texture = new ResourceLocation(PandorasBox.MOD_ID, "textures/pbTexture.png");
L431[10:38:48] <Ivorius> works
L432[10:38:55] <HassanS6000> Hey, how does this X mark come up?
L433[10:38:55] <HassanS6000> https://gyazo.com/99914ae34c24976794672375e595bbec
L434[10:38:56] <Ivorius> ... that can hardly be my fault
L435[10:39:00] <HassanS6000> Like what code does that
L436[10:39:14] <HassanS6000> It's Forge, right?
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L438[10:40:37] <fry> it shows incompatible mods iirc
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L442[10:42:25] <droidicus> I have created a custom fluid, but am having an issue with the universal bucket
L443[10:43:14] <droidicus> using BlockFluidFinite when I place down a bucket in the world I am getting 1/8th the amount of liquid then what is picked up with an empty bucket
L444[10:43:34] <droidicus> is this a known thing?
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L451[10:59:17] <droidicus> a.k.a. I have to put down 8 buckets of finite fluid to get a "full" block of fluid, and the whole block is picked up by a single empty bucket
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L478[12:39:27] <LexMobile> That seems odd and like you didn't register your fluid block correctly
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L485[12:48:17] <droidicus> hmm, any recommendation of where to look for the issue, or an example of how to correctly register a finite fluid?
L486[12:52:02] <droidicus> I am following along with the code from TestMod3, specifically the finite fluid from: https://github.com/Choonster/TestMod3/blob/1.10.2/src/main/java/choonster/testmod3/init/ModFluids.java#L57
L487[12:52:47] <droidicus> the code here behaves in the way that I mentioned above without modification
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L492[13:23:17] <LexMobile> Don't know off hand but it sounds like whatever registry they use in the bucket place places with the metadata for the lowest level
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L501[13:47:10] <PaleoCrafter> it uses the default state, so it appears that's wrong for the finite fluids?
L502[13:53:05] <PaleoCrafter> or actually, FluidUtil.tryPlaceFluid should respect the passed fluid stack's quantity and modify the blockstate accordingly, would require some bigger modifications though
L503[13:53:26] <droidicus> yes, I was able to get it to work (one bucket out == one bucket in) by extending the BlockFluidFinite class and changing the default state
L504[13:53:42] <droidicus> good to know it wasn't just me ;-)
L505[13:53:46] <PaleoCrafter> yeah, that shouldn't be the correct solution though
L506[13:53:52] <droidicus> agree
L507[13:54:56] <PaleoCrafter> IFluidBlock would require some sort of FluidStack -> Pair<IBlockState, FluidStack> method (the fluid stack in the pair being the remaining fluid if there's no 1:1 match)
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L509[13:56:02] <droidicus> would you like for me to submit an issue?
L510[13:56:23] <PaleoCrafter> unless there already is one, I'd suggest doing so
L511[13:56:50] <droidicus> the solution you are envisioning would make it a lot easier to implement what I am looking to do in a new mod as well, so will do
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L518[14:12:24] <droidicus> PaleoCrafter, LexMobile, issue submitted, thanks for the help!
L519[14:12:42] <PaleoCrafter> for future reference, do not ping Lex :P
L520[14:14:10] <LexLap2> PaleoCrafter, pr it
L521[14:14:23] <LexLap2> issues are not worth it.
L522[14:14:35] <PaleoCrafter> I might just do, will have to look into the fluid system in general though
L523[14:14:55] <LexLap2> adding a extra mapping is bad tho..
L524[14:15:03] <LexLap2> why can a bucket pickup partial blocks?
L525[14:15:15] <PaleoCrafter> well, it'd not just be for buckets
L526[14:16:25] <LexLap2> dunno, there would have to be a away to ask the 'tank' {the new block in the world} to drain the other tank {the item}
L527[14:16:30] <LexLap2> and deal with it that way
L528[14:17:20] <droidicus> oops, sorry for the ping :-P
L529[14:18:19] <illy> lex how do you want labeling permissions to be handled by voice or by a separate list?
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L531[14:19:01] <LexLap2> irc account linked to github account with explicit premissions added by me or someone else i give explicit add permissions
L532[14:21:41] <PaleoCrafter> hm, one way I could implement it (making fluid blocks effectively fully fledged fluid handlers) would require some sort of "empty" default state, which isn't possible afaik
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L536[14:24:56] <PaleoCrafter> could do something like IFluidBlock.place(World, BlockPos, FluidStack, boolean) -> int (the boolean being a simulate flag and the int being the amount placed, analogous to IFluidHandler.fill)
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L538[14:35:31] <illy> ok ill get working on that. I think I also figured out how to get the jenkin build listener working as well I just need to get a Jenkins to test it on
L539[14:35:53] <illy> s/jenkin/jenkins/
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L562[15:47:59] <savos> o/
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L564[15:54:10] <savos> I added a "addRecipe" to my init in a 1.7.10 mod I'm writing, but when I put the items in the crafting grid in the right order it doesn't show the result. Any ideas? I don't see any errors.
L565[15:54:29] <Ordinastie_> update to 1.10.2
L566[15:55:08] <LatvianModder> Thats the answer you mostly get when asking questions about 1.7.10. But an Actual answer is that it may be using incorret ore name
L567[15:55:35] <LatvianModder> Or move recipe registry to post-init
L568[15:55:42] <savos> It's a valid answer.
L569[15:55:54] <TehNut> It's the only valid answer.
L570[15:56:00] <savos> :)
L571[15:56:26] <Ordinastie_> that's the answer you should always get, but people still make mods for 1.7.10 but there are always some who still provide support for 1.7.10 when they shouldn't
L572[15:56:27] <savos> I knew I would get a hazing asking my question, but it's the only way to get over hurdles sometimes.
L573[15:56:53] <savos> The truth is, it's for a friend and they're stubborn.
L574[15:56:58] <savos> It sucks.
L575[15:57:14] <savos> Appreciate the suggestions.
L576[15:57:21] <Ordinastie_> just tell them to update
L577[15:57:25] <LatvianModder> Ya
L578[15:57:33] <LatvianModder> 90% of the mods are already out
L579[15:57:39] <Ordinastie_> make the mod for 1.10.2 and if they want it, they'll update
L580[15:57:48] <LatvianModder> Only BuildCraft and Railcraft left from big mods
L581[15:57:55] <TehNut> And most of the ones that aren't have an alternative of some sort
L582[15:58:02] <LatvianModder> Oh and I think Thaumcraft hasnt updated to 1.10 yet, tho I might be wrong
L583[15:58:13] <TehNut> Not yet. Azanor is rewriting from scratch
L584[15:58:25] <TehNut> Railcraft runs on 1.10, but isn't done yet
L585[15:58:56] <Ivorius> According to my watcher, gradle just used 241% of my CPU
L586[15:59:07] <LatvianModder> haha
L587[15:59:10] <savos> haha
L588[15:59:23] <savos> switching workspaces...screw 1.7.10...
L589[16:00:24] <Ordinastie_> that's the spirit
L590[16:01:20] <Ivorius> Yay, my other mod is also not 1.9 + 1.10 compatible
L591[16:01:21] <PaleoCrafter> isn't TC usually one of the first to be updated even if Azanor completely rewrites it every update?
L592[16:01:27] <Ivorius> skeleton.setSkeletonType(SkeletonType.WITHER); instead of skeleton.setSkeletonType(1);
L593[16:01:28] <Ivorius> Great.
L594[16:02:42] <TehNut> Yup that sang thing killed compat in Soul Shards
L595[16:02:58] <TehNut> You could do a "version proxy"
L596[16:03:24] <Ordinastie_> and how would you compile the other one ?
L597[16:03:52] <TehNut> Dev on 1.10 so you get the enum, have a proxy that handles via int in 1.9 and the enum in 1.10
L598[16:04:12] <Ordinastie_> but the proxy for 1.9 won't compile
L599[16:04:19] <Ordinastie_> it would call a method that doesn't exist
L600[16:04:21] <TehNut> Why?
L601[16:04:22] <TehNut> wat
L602[16:04:23] <LatvianModder> I have a weird bug. Maybe its just my code tho
L603[16:04:46] <LatvianModder> TileEntitie's renderer isnt created until I notify block http://ss.latmod.com/pc/2016-09-05_00.04.19.mp4
L604[16:04:47] <Ordinastie_> if you're on 1.10, there is no setSkeletonType(int)
L605[16:04:53] <Ordinastie_> can't compile that
L606[16:04:58] <Ordinastie_> unless you mean to use reflection
L607[16:05:00] <Ivorius> Just expand Forge into a fully-fledged compiler
L608[16:05:10] <Ivorius> So that you can have version ifs
L609[16:05:16] <TehNut> SkeletonType.values()[int]
L610[16:06:05] <Ordinastie_> that doesn't fix anything
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L612[16:06:24] <Ordinastie_> you still need to call a method that doesn't exist for the version you're compiling for
L613[16:06:35] <TehNut> Then use Reflection
L614[16:06:44] <TehNut> It really wouldn't hurt anything
L615[16:06:47] <Ordinastie_> meh
L616[16:07:20] <Ordinastie_> LatvianModder, pretty sure you misinterpret the issue, but please develop :)
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L620[16:17:14] <masa> TehNut: do you have inside information about thaumcraft's progress? is it likely to be ready inside let's say a couple of months?
L621[16:17:31] <TehNut> I don't
L622[16:17:36] <masa> ok
L623[16:17:42] <TehNut> Way might
L624[16:18:08] <PaleoCrafter> droidicus, mind testing something for me?
L625[16:18:17] <droidicus> PaleoCrafter, sure
L626[16:18:37] <PaleoCrafter> with your "fixed" finite fluid try filling a 2x2 puddle
L627[16:18:40] <masa> I've been kinda waiting and pondering about when I'll start my 1.10.2 modded server, I'd like to include thaumcraft and that's mostly wht I'm waiting for, although I don't even really have free time to play anyway atm...
L628[16:18:48] <PaleoCrafter> by directly placing the fluid in the 4 spaces
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L631[16:19:33] <droidicus> the one that I overrode the default state?
L632[16:19:39] <PaleoCrafter> yep
L633[16:19:44] <droidicus> sure, one min
L634[16:20:10] <TehNut> I woudln't wait for TC. It's getting completely rewritten and reimagined
L635[16:20:13] <TehNut> It'll be a while
L636[16:20:25] <masa> right...
L637[16:21:42] <masa> hmm, I think I've heard good things about TC5 but playing with that would mean a 1.8.9 instance, and forestry for 1.8.9 wasn't super ready I think...
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L639[16:22:49] <droidicus> PaleoCrafter, alright, what were you looking to find out?
L640[16:23:00] <masa> I've actually never properly played with TC at all, the most I did was probbaly in 1.5.2/ftb unleashed, and even there I only did some basic things
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L642[16:23:20] <PaleoCrafter> do you have to place the fluid only 4 times to create a 2x2 puddle with all blocks completely filled?
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L644[16:23:45] <Ordinastie_> I know with my fluid I don't
L645[16:23:54] <Ordinastie_> :p
L646[16:24:09] <droidicus> if I target the partially filled blocks it is more then that, it looks like the partly filled block is getting overwritten
L647[16:24:26] <droidicus> it I target above the 2x2, and let the fluid flow down then yes, it is only 4
L648[16:24:27] <PaleoCrafter> yeah, okay
L649[16:24:44] <PaleoCrafter> only wanted to know whether this is correct behaviour or whether I fucked up
L650[16:25:05] <PaleoCrafter> Ordinastie_, well, shouldn't you technically have to only place it 4 times? :P
L651[16:25:09] <droidicus> well, it isn't "correct", but that is the behavior that I am also seeing ;-)
L652[16:25:25] <Ordinastie_> PaleoCrafter, only if you manage to place them before the first one spreads
L653[16:25:34] <PaleoCrafter> hm, I guess
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L656[16:26:17] <droidicus> Ordinastie_, that isn't what I would expect though, if I add water to the pool it should add, not overwrite the block I was pointing at :-/
L657[16:26:38] <Ordinastie_> well yes, I'm talking theoretically
L658[16:26:45] <Ordinastie_> or actually, how mine works :p
L659[16:27:59] <droidicus> right
L660[16:31:29] <PaleoCrafter> looks like I'm already done, only need to write a little test mod and add at least a bit of backwards compatibility
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L663[16:36:37] <droidicus> nice, I can verify the PR once it is uploaded as well if you need testing
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L667[16:43:33] <khlorghaal> whats up with the modding community nowadays? its been like 2 years since ive been active
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L669[16:47:30] <khlorghaal> hm I see youtube is as cancerous as ever, everything looks pretty much the same lol
L670[16:49:19] <droidicus> heh
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L676[16:54:52] <LatvianModder> khlorghaal: Did you quit internet or what? :P
L677[16:55:20] <khlorghaal> nah said fuckit im making my own game, failed, then got a job :T
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L684[17:02:05] <LatvianModder> sounds about right :P
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L693[17:22:40] <Koward> I'm having a bit of trouble extending Entities to edit existing ones, because often they call a super method I don't have access to (as I make a grandchildren class)
L694[17:23:42] <Ordinastie_> wut?
L695[17:23:56] <gigaherz_x> JAva doesn't care how far up in the hierarchy it is
L696[17:24:04] <gigaherz_x> just private vs protected
L697[17:24:09] <gigaherz_x> (vs package-local vs public)
L698[17:25:10] <Koward> Concrete example : I'm extending EntityCow with EntityCustomCow. I override processInteract() because I want to change this code. I copy paste the original snippet (that I want to change), but this original code use a super method.
L699[17:25:25] <Koward> This super method was originally referring to EntityAnimal, now it would be EntityCow.
L700[17:26:13] <Koward> ==> EntityAnimal method is not visible to me, because EntityCow overrides the method.
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L702[17:28:21] <Koward> Should I maybe use Reflection to access it ? I could also extend EntityAnimal, and copy paste code from EntityCow, but that does nto sound very clean
L703[17:29:48] <Koward> Nevermind I found a workaround
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L709[17:55:28] <LexMobile> The fuck....
L710[17:55:40] <LexMobile> If a class overrides somethings
L711[17:56:18] <PaleoCrafter> Lex, I introduced a new method called "place" in IFluidBlock, is that okay?
L712[17:56:55] <PaleoCrafter> it's job is equivalent to IFluidHandler.fill, only that it 1) obviously places a block 2) doesn't care what was there beforehand
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L714[17:57:35] <LexMobile> No for compatibility reasons but it'd be worth looking into
L715[17:58:46] <PaleoCrafter> well, I could add an extra interface like "IPlaceableFluidBlock" that extends from IFluidBlock and just adds this method and then special case the existing default implementations in forge
L716[17:58:54] <PaleoCrafter> that'd guarantee 100% binary compatibility
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L730[18:48:39] <PaleoCrafter> http://s.mineformers.de/2016-09-05_01-45-47.mp4 there we go
L731[18:50:14] <diesieben07> why does that 2nd one not fully place?
L732[18:50:27] <PaleoCrafter> because the liquid block only has 8 levels :P
L733[18:50:55] <diesieben07> but... it only has 437 mb in it?
L734[18:51:05] <diesieben07> isnt a full block 1000?
L735[18:51:09] <PaleoCrafter> yes
L736[18:51:28] <PaleoCrafter> and that's 3 levels (125 * 3 + 62 = 437)
L737[18:52:00] <PaleoCrafter> the remainder of the 375mb just remains in the container
L738[18:52:03] <diesieben07> ohhh its not granular enough
L739[18:52:04] <diesieben07> ok
L740[18:52:06] <PaleoCrafter> yeah
L741[18:52:13] <diesieben07> makes sense.
L742[18:52:29] <PaleoCrafter> if the fluid were to have a TE, it could do this, my system doesn't prohibit it
L743[18:56:29] <Ordinastie_> why only 8 levels ?
L744[18:56:41] <PaleoCrafter> because that's what Vanilla does? :P
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L746[18:56:59] <diesieben07> 8 levels + 1 bit for source block
L747[18:57:05] <diesieben07> 4 bits ;)
L748[18:57:40] <Ordinastie_> but source block doesn't make sense for finite fluids, does it ?
L749[18:57:49] <diesieben07> guess not
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L751[19:03:13] <droidicus> BlockFluidBase.setQuantaPerBlock() can be used to set the number of levels, between 1 and 16
L752[19:03:25] <PaleoCrafter> yeah
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L754[19:04:29] <PaleoCrafter> there, PR submitted: https://github.com/MinecraftForge/MinecraftForge/pull/3233
L755[19:05:39] <droidicus> <3
L756[19:06:40] <PaleoCrafter> if my PR fixes an issue, may I include that in the commit message? xD
L757[19:07:27] <droidicus> sure thing!
L758[19:07:53] <droidicus> is there an "easy" way to compile my mod against a custom forge build?
L759[19:08:05] <droidicus> I have the forge dev env setup and compiling already
L760[19:08:17] <droidicus> and pulling your PR now
L761[19:08:35] <diesieben07> no there isn't because you should never ever do that
L762[19:08:58] <primetoxinz> anyone here happen to know if crafttweaker has a maven?
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L764[19:12:05] <PaleoCrafter> whoops, 2am already D:
L765[19:12:26] <droidicus> diesieben07, this would be for debugging only, but your point is taken
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L767[19:12:43] <diesieben07> for debugging only clone the forge repo and check out the PR branch
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L769[19:16:56] <droidicus> did that, now I would like to compile my mod against the PR branch to test
L770[19:17:09] <PaleoCrafter> you could copy in your mod's source etc :P
L771[19:18:07] <diesieben07> you can depend on your mod using maven in the build.gradle, you can shove your mod jar into the IDE dependencies you can shove your source code into a source folder... etc.etc.
L772[19:19:24] <droidicus> got it, thanks!
L773[19:19:31] * droidicus is new to MC modding
L774[19:19:48] <PaleoCrafter> haha, if you're using IDEA, you can import your mod as a separate gradle project and set the forge module as a dependency :3
L775[19:20:03] <PaleoCrafter> if eclipse, you can probably do something similar, just not quite so noice
L776[19:20:12] <droidicus> that is a good idea (pun intended)
L777[19:20:48] <PaleoCrafter> it's actually only possible since v2016, I think
L778[19:20:57] <PaleoCrafter> before that, every module was restricted to the project folder
L779[19:21:06] <droidicus> I have used it before the Android stuff, it is a great IDE
L780[19:21:12] <droidicus> for*
L781[19:21:31] <Kaiyouka> Wow, I'm actually playing Modded Minecraft for once. And by playing Modded Minecraft, I mean sitting here waiting for an hour while Forge initializes this modpack
L782[19:22:00] <PaleoCrafter> hehe
L783[19:22:07] <PaleoCrafter> how's your game coming along, Kaiyouka? :P
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L785[19:22:16] <Kaiyouka> PaleoCrafter: which one?
L786[19:22:26] <PaleoCrafter> I dunno, the one you talked about in here from time to time
L787[19:22:38] * PaleoCrafter is glad he got the person right
L788[19:22:39] <PaleoCrafter> xD
L789[19:22:39] <illy> PaleoCrafter, I would argue that eclipse workspace handling is better but idea is just nicer to use :P
L790[19:22:50] <Kaiyouka> I honestly don't remember which project I was on back then
L791[19:23:01] <Kaiyouka> I might have just been working general engine stuff
L792[19:23:11] <Kaiyouka> but the game I'm working on right now off and on is going well enough.
L793[19:23:12] <PaleoCrafter> well, with gradle, it's pretty much the same as eclipse since 2016, illy
L794[19:23:39] <Kaiyouka> I've got a very nice parallax background going for the prologue level and that's about it > w >
L795[19:23:53] <PaleoCrafter> :D
L796[19:25:04] <Kaiyouka> Been busy with other things so I haven't worked on it lately
L797[19:25:48] <PaleoCrafter> I wish I had something to be busy with xD
L798[19:25:51] <PaleoCrafter> and with that I go to bed
L799[19:26:20] <Kaiyouka> Take up a main job, a side job drawing comics, and a side-side job of shitposting on twitter :p
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L801[19:27:28] <illy> PaleoCrafter, I agree that gradle is about the same im talking about the workspace its self and how they are all separate in eclipse the module setup can easily get really annoying if different modules share the same library
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L805[19:44:25] <Ordinastie_> ok, I know I'm usually pretty vehement when people come here asking about NPEs...
L806[19:44:46] <Ordinastie_> but still, how is that even possible to NPE : r &= super.processCallbacks(chunk, p, pos, oldState, newState);
L807[19:45:23] <diesieben07> on that line the only possibility is autoboxing
L808[19:45:31] <diesieben07> if r is Integer and null for example
L809[19:46:00] <Ordinastie_> oh, right super returns Boolean, and probably null
L810[19:46:04] <Ordinastie_> thanks ><
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L814[20:01:53] <illy> could I get someone to help test the perm checking of the PR Bot?
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L816[20:04:14] <TehNut> What do you need done?
L817[20:04:56] <illy> just need to see if you could close or open prs/issues
L818[20:05:16] <illy> the test channel is #sparkyforge
L819[20:06:08] <illy> TehNut, oops I menst sparkytest
L820[20:06:13] <TehNut> I'm alone in there
L821[20:06:17] <TehNut> ah
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L824[20:14:00] <illy> ʷᵒʳᶫᵈˢ ˢᵐᵃᶫᶫᵉˢᵗ ᶰᵉᵗˢᵖᶫᶦᵗ
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L828[20:20:40] <illy> LexLap2, aside from the Jenkins Hook (Still need to find server to test that on) the PR bot is ready for you to test
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L838[20:51:55] <Herpahermaderp> spawning particles in a server side packet, good idea?
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L850[21:48:48] <savos> o/
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L852[21:50:20] <savos> any good troubleshooting methods for figuring out textures that don't render properly?
L853[21:51:01] <savos> the block renders find when placed, but not when in hand.
L854[21:51:45] <howtonotwin> So it's just the black+magenta missing model cube? Or something else?
L855[21:52:12] <savos> it's the missing model cube, but I've checked the model a few times
L856[21:52:39] <howtonotwin> how you registering the item model?
L857[21:52:40] <savos> it's got a black/magenta when in inventory, but when placed it's good
L858[21:52:44] <howtonotwin> *are you
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L860[21:54:20] <savos> Should I pastebin?
L861[21:54:31] <howtonotwin> yes
L862[21:54:38] <Tazz> github gists plaz
L863[21:55:19] <savos> http://pastebin.com/h2eHEeFp I believe that this is what calls it. I'm new to modding. Please forgive my ignorance.
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L865[21:55:58] <howtonotwin> who told you to do that? That's been outdated since forever :P
L866[21:55:59] <Tazz> savos, uh whats the .json thing for you item/block?
L867[21:56:08] <Tazz> that too XD
L868[21:56:17] <howtonotwin> ModelLoader.setCustomModelResourceLocation is what you do now
L869[21:56:58] <Tazz> savos, example: https://github.com/s0cks/Herbarium/blob/master/src/main/java/herbarium/client/ClientProxy.java#L146
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L871[21:57:48] <savos> This is why I come to you guys:D
L872[21:57:56] <savos> That looks much simpler.
L873[21:57:59] <Tazz> haha
L874[21:58:03] <howtonotwin> what's with the manual concat of modid and regname?
L875[21:58:27] <savos> This is what I get for watching a tutorial
L876[21:58:31] <Tazz> howtonotwin, uh why not? XD
L877[21:59:07] <howtonotwin> because it's unnecessary :P
L878[21:59:23] <Tazz> howso?
L879[21:59:30] <howtonotwin> The best thing about a programmer is laziness to the point of efficiency
L880[22:00:07] <Tazz> uh I would rather take my time and craft efficient and proper code rather than just throwing something together
L881[22:00:38] <howtonotwin> wait no DERP DERP DERP ALERT nvm i need sleep
L882[22:00:47] <Tazz> lol
L883[22:00:51] <howtonotwin> I sound like a tumblr addict o_O
L884[22:00:56] <Tazz> lol
L885[22:01:06] * howtonotwin dies of excessive lol
L886[22:01:18] <Tazz> I wish Java had some string interpolation thing that makes it easy rather than just concating strings together XD
L887[22:01:32] <Tazz> s"${<variable name in scope here>}" is awesome in Scala
L888[22:01:33] <howtonotwin> String.format?
L889[22:01:52] <howtonotwin> i mean it's not THAT pretty but meh
L890[22:02:22] <Tazz> String.format is rather obnoxious to do when you can just type something like whats in Scala or other languages that have interpolation features like maybe ruby or Dart
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L894[22:06:52] <illy> Tazz, printf for life!
L895[22:06:56] <Tazz> Xd
L896[22:07:18] <Tazz> naaaaah m8 std::cout << std::endl; for life
L897[22:07:19] <Tazz> !
L898[22:10:19] <illy> fmt.Prinln()
L899[22:10:27] <howtonotwin> prinln
L900[22:10:39] <Tazz> was that like Go there illy?
L901[22:10:40] <Tazz> XD
L902[22:10:43] <howtonotwin> is that off-brand pringles
L903[22:11:19] <illy> Tazz, we're not stopping till we go through all the langs
L904[22:11:31] <Tazz> we are definitely forgetting puts XD
L905[22:12:24] <howtonotwin> http://hastebin.com/gicogugiju.js
L906[22:12:30] <Tazz> oh god
L907[22:12:34] <Tazz> Javascript ftw
L908[22:12:43] <Tazz> because who doesnt like Asynchronous method execution
L909[22:12:48] <howtonotwin> *JSFuck
L910[22:13:01] <howtonotwin> though because JSFuck is in JS it doesn't really matter :P
L911[22:13:05] <Tazz> XD
L912[22:15:23] <illy> just returned to my mod after about two months and decided to see where I left off and all i see in my commit logs is Fuck rendering... seems about right
L913[22:15:43] <Tazz> haha
L914[22:15:47] <illy> all I see as my last commit*
L915[22:15:59] <Tazz> yeah I have a commit in Eschelle where its like "I dont know what I was doing"
L916[22:16:21] <Tazz> "I dont even remember what this did" XD
L917[22:16:21] <Tazz> https://github.com/Eschelle/Eschelle/commit/1fdb1da8b5ae81bb69fd6fe72fc513de6eafb55b
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L919[22:16:47] <Tazz> realistically the commit I believe was about getting instance calls to work on objects XD
L920[22:17:10] <illy> making a language?
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L922[22:17:12] <Tazz> like creating an instance of an object was already in the language I think at that point I was implementing the calling of the instance functions for said objects and it was being a bitch XD
L923[22:17:22] <Tazz> illy, yeah Ive been working on it for a while XD
L924[22:17:27] <Tazz> on again and off again Xd
L925[22:17:45] <Tazz> its a rather large and somewhat insane project for someone that is just doing it by theirselves XD
L926[22:17:56] <howtonotwin> Is that an off-by-one error I see? I feel sorry for you having to debug that :P
L927[22:18:50] <Tazz> howtonotwin, feel sorry for me having to debug it because its mostly stuff that a debugger isnt necessarily going to help me with XD
L928[22:19:13] <Tazz> since the majority of code that Im interested in is the machine code that the compiler generates at runtime and then mmaps into a block ready for execution
L929[22:19:14] <illy> There was a bug like that in the arg parser in bot but I decided it was a feature so I didn't have to fix it
L930[22:19:19] <Tazz> they dont get real good debugger support XD
L931[22:19:40] <illy> hmm I wonder why :P
L932[22:19:43] <Tazz> XD
L933[22:19:45] <Tazz> I do too!
L934[22:20:14] <Tazz> I already hated this bug I had in my assembler
L935[22:20:18] <Tazz> it was essentially a wrong bit
L936[22:20:38] <Tazz> so like the code that would be generated would work on like every occasion except for the code that the function prologues would generate
L937[22:21:05] <Tazz> because if the bit seq that the prologues would use got generated it would become malformed
L938[22:21:18] <Tazz> however in almost every other occasion it was perfectly fine
L939[22:21:59] <Tazz> and eventually I realized that the number that I was using for the operation should be changed (they changed it in GCC as I was literally writing my assembler so it was proper at one time then it ended up not being proper)
L940[22:22:07] <Tazz> and now everything works XD
L941[22:22:37] <Tazz> currently I think the major problem of it is obtaining self instances of objects (the implicit this reference in java)
L942[22:23:05] <Tazz> because for some reason in certain situations the self instance gets a different slot than it should in the frame and that is no fun XD
L943[22:27:41] <howtonotwin> But can you redefine 4 to be 5 like in FORTRAN and Java?
L944[22:27:52] <Tazz> howtonotwin, wut?
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L946[22:29:05] <howtonotwin> you can redefine constants in older versions of FORTRAN by buggy compiler tricks. Can you do the same in your language? :P
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L948[22:29:49] <Tazz> howtonotwin, uhhhhhhh not necessarily XD
L949[22:30:03] <Tazz> there is a system of macros that I have written down but no code ot make them work
L950[22:30:13] <Tazz> that would act similarly to the ones in C or C++
L951[22:30:16] <Tazz> (#define)
L952[22:30:30] <Tazz> however any object that is a val is strictly immutable
L953[22:30:37] <illy> compile foo.extention -change 5=4 :p
L954[22:30:45] <howtonotwin> basically the CPU didn't actually have protected memory, so the area where constants were stored was unprotected
L955[22:31:01] <howtonotwin> with buggy code you could actually overwrite 4 with 5 and similar funkyness
L956[22:31:20] <Tazz> you can kinda do that in Java if you are smart about it
L957[22:31:30] <howtonotwin> y oracle
L958[22:31:34] <Tazz> and it makes it easier with C++ integration through the JNI
L959[22:31:37] <howtonotwin> y u need int cache
L960[22:31:53] <Tazz> uhhhh because afaik they dont have an IC
L961[22:32:08] <Tazz> sooo something like the int cache would be better
L962[22:32:12] <Tazz> (and the string pool)
L963[22:32:23] <Tazz> and till they finally got rid of it the perm gen too
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