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L11[00:24:15] <Hink> Oh cool. Too bad I suck at graphic design.
L12[00:24:52] <RANKSHANK> Haha the relatability is uncanny :D
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L43[01:59:52] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160909 mappings to Forge Maven.
L44[01:59:55] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160909-1.10.2.zip (mappings = "snapshot_20160909" in build.gradle).
L45[02:00:06] <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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L79[03:34:36] <Subaraki> when using this in a renderer : "IBakedModel model = render.getItemModelMesher().getItemModel(fromItemStack);"
L80[03:34:50] <Subaraki> does this get the render type for first person only ?
L81[03:35:28] <Subaraki> because when rendering : "render.renderItem(fromItemStack, model);", i can only see the entity rendered in first person
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L84[03:46:02] <RANKSHANK> Subaraki try grabbing the model with the forge hooks approach
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L86[03:46:41] <Subaraki> oh ?
L87[03:46:49] <Subaraki> is there a forge hook for getting models ?
L88[03:46:57] <Subaraki> is it an event RANKSHANK ?
L89[03:47:13] <RANKSHANK> Subaraki https://github.com/RANKSHANK/Arbitraria/blob/master/src/main/java/mod/rankshank/arbitraria/client/ui/componenet/ComponentWrappedSlot.java#L120
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L91[03:49:05] <RANKSHANK> should allow you to force the CameraTransforms to the entity
L92[03:50:50] <Subaraki> yay ! that looks like it should work
L93[03:50:55] <Subaraki> do i use none or fixed ?
L94[03:51:07] <Subaraki> meh, i'll play around with it for a bit
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L96[03:52:19] *** PaleOff is now known as PaleoCrafter
L97[03:53:07] <PaleoCrafter> ah, the competition is finally live
L98[03:53:19] <PaleoCrafter> If anybody finds typos, it totally wasn't me who wrote that post for Lex :P
L99[03:53:58] <PaleoCrafter> that marquee xd
L100[03:54:51] <Subaraki> where ?
L101[03:54:53] <Subaraki> what post ?
L102[03:54:56] <Subaraki> show me \o/
L103[03:55:19] <PaleoCrafter> http://www.minecraftforge.net/forum/index.php <- marquee with link :P
L104[03:55:46] <fry> >.>
L105[03:55:50] <fry> marquee <.<
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L107[03:55:58] <PaleoCrafter> such 90s
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L111[03:58:25] <sham1> Paleo, I found a typo in the post
L112[03:58:29] <sham1> The date format
L113[03:58:32] <PaleoCrafter> hehe
L114[03:58:36] <PaleoCrafter> yeah, I didn't do that :P
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L116[03:59:13] <PaleoCrafter> I thought about putting an ISO date format as template in the post, but it was late and meh :P
L117[03:59:30] <Chaoschaot234> hmmm, why I am getting each time an exeption for loading a model variant? I will not load any modal, I will load an item
L118[03:59:45] <Chaoschaot234> *model
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L121[04:05:27] <illy_> note to self get a new bouncer ;_;
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L127[04:18:55] <Subaraki> RANKSHANK, using the forge hook for models will offset a bunch of other stuff
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L129[04:20:27] <Subaraki> http://i.imgur.com/vFmnqoz.png
L130[04:20:29] <Subaraki> http://i.imgur.com/4KDB9tV.png
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L132[04:20:42] <Subaraki> hi Kaiyouka o/
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L134[04:20:58] <Kaiyouka> hey
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L136[04:22:50] <RANKSHANK> Subaraki what transforms are you using?
L137[04:23:10] <Subaraki> tried all of them
L138[04:23:22] <Subaraki> the offsets are all different
L139[04:23:27] <Subaraki> but they're there
L140[04:24:52] <Kaiyouka> transform ALL the things?
L141[04:25:39] <RANKSHANK> do you have any of this on git?
L142[04:26:36] <Subaraki> its the only repo i do not have on git :/
L143[04:26:44] <Subaraki> the render method is fairly easy though
L144[04:26:48] <Subaraki> let me pastebin that
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L146[04:32:20] <Subaraki> RANKSHANK, http://pastebin.com/v3JC4e7q
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L149[04:38:14] <RANKSHANK> Subaraki the renderItem method has its own transforms
L150[04:39:19] <Subaraki> what do you mean ?
L151[04:39:27] <RANKSHANK> you may need a method handle for the rendermodel method in render item
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L174[05:16:01] <Subaraki> sorry, i was hanging the laundry
L175[05:16:37] <Subaraki> oh dang, he left :/
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L182[05:24:12] <sham1> meh, I am bored
L183[05:25:15] <Ordinastie_> make a mod with MalisisCore
L184[05:25:19] <Ordinastie_> see how awesome it is
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L186[05:26:39] <sham1> Also, marquee
L187[05:26:42] <sham1> why
L188[05:27:12] <Ordinastie_> to be noticed
L189[05:27:14] <Ordinastie_> It worked.
L190[05:29:41] <sham1> Very much so
L191[05:30:52] <sham1> Still looks annoying
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L201[05:58:43] <Subaraki> sham1, try to figure out a way to add shields
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L227[07:29:00] <Chaoschaot234> how can I add textures to my items/liquids in 1.7.10? it is definitly different to 1.10.2 which seems to be more friendlier
L228[07:29:30] <Chaoschaot234> because with 1.10.2 I have no problems but on 1.7.10 only the textures are a bit funny
L229[07:29:42] <Ordinastie_> don't bother with 1.7.10?
L230[07:30:08] <Chaoschaot234> I do so because my mekanism module is for 1.7.10 and for 1.10.2
L231[07:30:25] <diesieben07> You're not gonna get support for it here.
L232[07:30:27] <Ordinastie_> you won't get any support for 1.7.10 here though
L233[07:30:48] <Chaoschaot234> and why?
L234[07:31:02] <Ordinastie_> because it's a 3 year old version that is not supported anymore
L235[07:31:05] <diesieben07> because its over 2 years old and we have stopped caring
L236[07:31:10] <diesieben07> 3 years now? yay
L237[07:31:32] <Ordinastie_> dunno, people keep saying 3 years, so I say 3 years :p
L238[07:32:08] <Chaoschaot234> I have never heared of smth. like that ... because it is not my fault if other mod authors are not proting their mods to 1.10.2 so I am playing still 1.7.10
L239[07:32:22] <Chaoschaot234> I am only friendly and porting my module also to 1.10.2
L240[07:32:28] <Chaoschaot234> but it is needed also for 1.7.10
L241[07:32:30] <Ordinastie_> it is your fault if you still play on 1.7.10
L242[07:32:33] <diesieben07> ^
L243[07:32:44] <diesieben07> also 1.7.10 is from June 2014, so a bit over 2 years
L244[07:32:49] <Ordinastie_> as long as you keep playing on it, modders won't update
L245[07:33:05] <Ordinastie_> shush, effect is more dramatic if you say 3 years :p
L246[07:33:17] <diesieben07> IT'S 30 YEARS OLD!!
L247[07:33:50] <Ordinastie_> 1.7.10 ? WHY NOT CODE IN COBOL ?
L248[07:33:57] <diesieben07> lol cobol
L249[07:35:20] <Chaoschaot234> I rly dunno why it is so dramaticly to tell me how I can get the textures working on 1.7.10? They are included but it looks rly funny https://cloud.githubusercontent.com/assets/340106/18385928/b9b61ccc-7693-11e6-9e7b-f7cfa4fb09ad.png ... htey should only be shown normaly like in 1.10.2
L250[07:35:40] <diesieben07> because 1.7.10 is a pain in the ass to work on and i don't remember it.
L251[07:35:49] <Ordinastie_> on the other hand
L252[07:35:55] <Ordinastie_> I can confirm they look funny
L253[07:35:59] <diesieben07> no buts
L254[07:36:05] <diesieben07> (butts though...)
L255[07:37:28] <Chaoschaot234> it is a pain? ... since 1.10.2 I agree with that but there must be some pice of code which tells me the secret how I can fix this funny glitch
L256[07:37:46] <diesieben07> "Oh hey Microsoft, I really don't get why it's such a big deal to answer me about how I can get Google Chrome running on Windows 98! It only spits out this funny error message..."
L257[07:39:42] <Chaoschaot234> question for 1.10.2: Is it possible to create an "interactive" GUI? So that I have an overlay and in it some topics which are clicable and then showing you the content like the text and the item/process?
L258[07:39:58] <diesieben07> Of course.
L259[07:40:07] <Chaoschaot234> this is nice
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L261[07:41:06] <Chaoschaot234> because I want to create smth. like that so that you can read how my system works, incl. an animation or how to build it but I am not familiar with this or how I can setup it
L262[07:41:40] <diesieben07> well, basically you just need a bunch of buttons and some fields to remember the state of the gui such as what is visible, etc.
L263[07:41:47] <Ordinastie_> you have total control of the guis, so yo can do whatever you want with them
L264[07:42:15] <Chaoschaot234> ok
L265[07:42:18] <Chaoschaot234> this is rly good
L266[07:42:20] <diesieben07> you could even pull an Ordinastie and completely rewrite THE WHOLE GUI CODE
L267[07:42:27] <Chaoschaot234> so I only need a well made gui for that
L268[07:42:29] <Ordinastie_> \o/
L269[07:42:32] <diesieben07> but only insane people do that.
L270[07:42:35] <Chaoschaot234> not only ... a book? ^^
L271[07:43:35] <Chaoschaot234> na ... rewriting the whole GUI code isn't my bussines :P - only some nice textures which are on the right place and then filling it up with some content
L272[07:44:00] <Ordinastie_> diesieben07, you know that it's PaleoCrafter that made the first draft of the GUI right? :p
L273[07:44:00] <Chaoschaot234> I also want to implement intralinking, like it is in the botania book
L274[07:44:15] <diesieben07> he is also insane then. :D
L275[07:44:31] <Ordinastie_> well, he write scala, so that's a given
L276[07:44:32] <diesieben07> i am just joking, i started something somewhat similar myself
L277[07:44:37] <diesieben07> hey now
L278[07:44:44] <diesieben07> scala is cool, just their compiler sucks
L279[07:44:58] <diesieben07> but i stopped because i have something better to do :D
L280[07:45:16] <Ordinastie_> like boting here ? :p
L281[07:45:40] <diesieben07> no :D programming for money for example :p
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L283[07:49:32] <PaleoCrafter> diesieben07, just you wait for dotty
L284[07:49:43] <diesieben07> i know they are fixing it :D
L285[07:50:13] <PaleoCrafter> gotta love yourself some union and intersection types :3
L286[07:50:18] <diesieben07> if i can get it to be as snappy as java in intellij (or close to it) then i'm happy
L287[07:51:23] <PaleoCrafter> that hasn't got anything to do with Scala though, only the IDE plugin team :P
L288[07:51:42] <PaleoCrafter> since it basically re-implements the compiler
L289[07:51:57] <diesieben07> i know, i was more so talking about the fact that it takes ages to compile and launch
L290[08:05:27] <secknv> lol
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L292[08:06:05] <secknv> I've been working on this since last night 23h00
L293[08:06:31] <secknv> and it only came to me now, while I was eating lunch
L294[08:07:05] <secknv> that all I had to do to make the compass point north was change getSpawnToAngle to return Math.atan2(-1, 0)
L295[08:07:32] <secknv> I blame my maths teacher for this
L296[08:07:34] <PaleoCrafter> btw, diesieben07, I even was so insane to think about creating a game-independent API inspired by JavaFX :P
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L299[08:08:33] <Ordinastie_> secknv or just PI/2
L300[08:08:56] <secknv> well yeah xD
L301[08:10:10] <secknv> but like you have no idea how many vector math operations I deployed in there just to be completely surprised when the compass did not point north
L302[08:11:50] <Ordinastie_> I mean, don't return Math.atan2(-1, 0)
L303[08:11:54] <Ordinastie_> return PI/2
L304[08:12:04] <secknv> I wont even return that
L305[08:12:18] <secknv> I'll delete that method and put pi/2 where it used to be
L306[08:13:18] <secknv> you see, before this I had no idea what the physical meaning of that atan2 or it's args were
L307[08:13:30] <secknv> it took me like 12h
L308[08:13:33] <secknv> lol
L309[08:13:37] <secknv> I am so retarded
L310[08:14:16] <PaleoCrafter> you know, you may ask questions in here :P
L311[08:14:27] <PaleoCrafter> as long as you understand everything after the question, nothing wrong with taking a little help :P
L312[08:14:39] <secknv> I wanted to figure this one out for myself ahaha
L313[08:14:47] <secknv> cus I knew I was being retarded probably
L314[08:15:12] <secknv> plus I've relied on you guys so much I might as well put you in the mod credits
L315[08:16:10] <Subaraki> 'to' specifier exceeds the allowed boundaries: Vector3f[18.0, 33.0, 3.0]
L316[08:16:11] <Subaraki> why ???
L317[08:16:15] <Subaraki> why is that too big ?
L318[08:16:20] <Subaraki> its the same as the miencraft model :/
L319[08:16:43] <Subaraki> can we not have big stuff then :/ ?
L320[08:18:07] <diesieben07> 33 is bigger than allowed
L321[08:18:19] <diesieben07> really you should only have models within the 16x16x16 space
L322[08:18:31] <Subaraki> hmkay
L323[08:18:34] <diesieben07> if i understand correctly
L324[08:18:34] <Subaraki> i'll do that
L325[08:19:17] <Subaraki> thought i'd try to recreate a shield model in a json so i could use the shield and shield_blocking json's for position references, but i'll have to make my own :P
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L330[08:27:55] <secknv> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L331[08:28:04] <secknv> sry accident lol
L332[08:28:16] <diesieben07> lol
L333[08:28:46] <secknv> my notebook was on top of + key and when I moved it, enter got pushed
L334[08:29:14] <diesieben07> amazing
L335[08:30:13] <kashike> lol
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L337[08:35:55] <masa> hmm... https://twitter.com/jeb_/status/774228055132889088
L338[08:36:03] <masa> I wonder how they did the check
L339[08:36:30] <masa> hopefully not every entity doing something like getEntitiesWithinAABB(this.getEntityBoundingBox).size() every tick...
L340[08:37:11] <diesieben07> they probably keep a tally or something in the world entity tick
L341[08:37:21] <kashike> I doubt they did that, even they aren't that dumb :P
L342[08:37:33] <kashike> regarding aabb checking as masa said
L343[08:37:46] <masa> tally of what though?
L344[08:37:49] <diesieben07> ah he said something in a response
L345[08:37:53] <diesieben07> its about entities pushing
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L347[08:38:01] <diesieben07> so they just keep a tally of how many entities an entity tries to push
L348[08:38:10] <diesieben07> and if it gets above X it starts suffocating instead of pushing
L349[08:38:15] <masa> he also said it's when any entities touch
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L351[08:38:24] <diesieben07> > Essentially if they're touching each other. In other words, if one entity tries to push more than 24 other entities
L352[08:38:25] <kashike> aka pushing
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L355[08:38:58] <masa> how does the pushing logic work? ie. find the entities to push?
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L357[08:40:15] <LatvianModder> They should finally add the gamerule for doWeatherTick
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L359[08:40:53] <masa> kashike: well, didn't they have that creeper ignited feature for a little while, where every mob would scan for creeper about to explode nearby, instead of a creeper that ignites notifying other mobs nearby...
L360[08:41:34] <diesieben07> actually already do getENtitiesWithinAABB inside the entity movement code
L361[08:41:40] <masa> and when it was horribly laggy then they removed it completely. Or was that just a myth?
L362[08:41:44] <diesieben07> i.e. in World::getCollisionBoxes
L363[08:42:15] <masa> okay so the overhead was already there kinda
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L372[09:12:32] <Subaraki> ugh ... going from base model to json ... need to remake a 75 part-model
L373[09:13:42] <Subaraki> and it'll not be the only one ;_;
L374[09:14:13] <Ordinastie_> 75 parts? something tells me you're doing it wrong
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L376[09:15:53] <Subaraki> why ?
L377[09:15:56] <Subaraki> its a very detailed model
L378[09:16:14] <Subaraki> http://i.imgur.com/GyGIQjJ.png
L379[09:16:43] <diesieben07> wheee techne
L380[09:17:15] <Subaraki> yeah, old model ^^ i'm going to use mr crayfishes' modeler to make the new one in for the json file
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L382[09:18:26] <Ordinastie_> just make a proper OBJ
L383[09:19:04] <fry> ^
L384[09:20:01] <Subaraki> in what program ?
L385[09:20:16] <Ordinastie_> blender
L386[09:21:42] <Subaraki> bleh :(
L387[09:21:46] <Subaraki> tried working with that
L388[09:22:13] <PaleoCrafter> even if Techne, y u no Tabula, Subaraki :P
L389[09:23:32] <Subaraki> tabula ?
L390[09:23:40] <Subaraki> the thing where you exctract data from pdfs ?
L391[09:25:00] <diesieben07> https://minecraft.curseforge.com/projects/tabula-minecraft-modeler
L392[09:25:23] <diesieben07> wow thats old...
L393[09:25:47] <PaleoCrafter> blame pig for not updating it, hurr durr
L394[09:26:38] <PaleoCrafter> http://techne.zeux.me/ that darn ocelot hat has been featured for ages now xD
L395[09:28:10] <Subaraki> oh, its called ta-boo-la
L396[09:28:28] <Subaraki> i thought it was tab-you-la
L397[09:28:31] <PaleoCrafter> nah :P
L398[09:28:35] <PaleoCrafter> Latin :P
L399[09:29:00] <heldplayer> Technically you can still use Tabula, even if it's for an old MC version it does what it needs to do :P
L400[09:29:27] <Subaraki> and it looks like tabula is what techne was supposed to be :D
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L403[09:36:27] <sham1> Mwh
L404[09:37:11] <PaleoCrafter> I prefer Joules, sham1 :P
L405[09:37:31] <sham1> Damn it
L406[09:38:19] <sham1> typo that actually is meaningful
L407[09:38:41] <sham1> I meant to say "meh"
L408[09:38:44] <PaleoCrafter> technically, it'd have to be MWh anyways
L409[09:38:51] <sham1> Details
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L411[09:40:33] <Subaraki> can you have two parents in the jason models ?
L412[09:41:21] <PaleoCrafter> I don't know about jason models, but you can't in JSON ones
L413[09:41:39] <Subaraki> i'd x)
L414[09:41:41] <Subaraki> oops typo
L415[09:41:46] <Subaraki> okay then, all i had to know :)
L416[09:45:40] <Ordinastie_> https://www.youtube.com/watch?v=0cgOti7gLus
L417[09:46:18] <heldplayer> Don't google jason models
L418[09:46:22] <heldplayer> Or do, I'm not your mum
L419[09:46:51] <PaleoCrafter> I assume it brings up photos of fashion models named Jason? :P
L420[09:47:03] <PaleoCrafter> in various states of undress
L421[09:47:11] <Ordinastie_> pretty much
L422[09:47:40] <heldplayer> That sounds about right
L423[09:49:34] <heldplayer> To add to the "jason", there's a search result with "American Idle"
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L425[09:56:01] <Subaraki> was there not an event for picking up exp ?
L426[09:56:28] <heretyui> Hello ! Quick question.When I test my mod in dev env, everything is fine, but when i bundle it, I get those "Ignoring unknown attribute 'myAttribute'" and it breaks some feature, what is that ?
L427[09:56:50] <heretyui> (it's a custom NBT tag on entity)
L428[09:57:35] <heretyui> And for some reason, I also get java.lang.NoSuchMethodException: net.minecraft.entity.EntityLiving.dropLoot(boolean, int, net.minecraft.util.DamageSource)
L429[09:57:37] <Subaraki> good question
L430[09:57:48] <heretyui> When it's working fine when I just runClient
L431[09:57:55] <Subaraki> try running the server
L432[09:57:58] <heretyui> (but getting this error in bundled version)
L433[09:58:00] <Subaraki> in dev
L434[09:58:22] <Subaraki> you'll probably get errors when launching the server, fix those
L435[09:58:39] <Subaraki> should be alright after that
L436[09:59:01] <Subaraki> compiling also makes server side errors pop out, you hsould make sure your mod launches on both
L437[09:59:16] <heretyui> okay thakns !
L438[09:59:41] <PaleoCrafter> Subaraki, there is an exp pickup event, guess what it's called :P
L439[09:59:51] <Ordinastie_> heretyui, how did you build your jar ?
L440[10:01:13] <Subaraki> thanks PaleoCrafter, but i just found out that the livingdropexpevent is more interesting, so i can make the entity drop more exp, instead of the player recieving more exp
L441[10:01:34] <PaleoCrafter> it's PlayerPickupXpEvent, for future reference
L442[10:01:45] <Subaraki> which gives a nice tool for better sharing in multiplayer :)
L443[10:01:53] <Subaraki> oooh
L444[10:02:04] <Subaraki> i was looking for classes with expevent in it x)
L445[10:02:08] <Subaraki> thats why i didnt find it
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L449[10:04:26] <heretyui> how do I chose when my code is executed remote or not ? Is there some "guidelines" ?
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L451[10:04:56] <Subaraki> you don't heretyui
L452[10:05:04] <diesieben07> define "remote". are you talking about World::isRemote?
L453[10:05:14] <Subaraki> you just know wether something should be handled serverside, client, or both
L454[10:05:24] <Subaraki> so you as kus if you have a doubt ^^
L455[10:05:51] <heretyui> ok yeah that's what I was refering to ^^
L456[10:05:51] <Subaraki> btw : code is executed both sides. rendering should be kept client side
L457[10:05:57] <Subaraki> spawning mobs server side
L458[10:06:07] <heretyui> I think all my code should only be server side
L459[10:06:16] <Subaraki> i doubt it
L460[10:06:28] <Subaraki> tell me what you do in your mod, in a few words
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L462[10:06:37] <heretyui> It's only logic wise, I modify spawning logic, and chest content when user open it
L463[10:06:45] *** manmaed is now known as manmaed|AFK
L464[10:06:46] <pig> Subaraki: Tabula was made to success Techne, yes. Latest version is 1.8 because that's the latest version of pretty much all my mods
L465[10:06:50] <pig> I've been busy! >:(
L466[10:06:59] <Subaraki> never said it was bad :o
L467[10:07:14] <Subaraki> i love it
L468[10:07:30] <Subaraki> as i said, Tabula is what techne should always have been : aka functional
L469[10:07:35] <Subaraki> with lots of features ^^
L470[10:08:10] <Subaraki> heretyui, do you modify the loot tables ? or do you ad stuff when opening chests ?
L471[10:08:21] <heretyui> I add them when user open
L472[10:08:27] <Subaraki> in the latter, you'll need to notify the client of the changes
L473[10:08:28] <heretyui> I don't change loot table directly
L474[10:09:14] <heretyui> Wht do you mean notify ? Isn't that the default behavior ?
L475[10:09:56] <Subaraki> can't remember... i dont think so. i know for my own inventory i need to sync stuff
L476[10:10:07] <Subaraki> but then again, my invenotry is not a block, nor a vanilla block
L477[10:10:23] <heretyui> Because it is working, I was just concerned about optimising
L478[10:10:39] <heretyui> Well "working" minus the error I described
L479[10:10:54] <Subaraki> the nsm about droploot ?
L480[10:11:11] <heretyui> Yep I get the error in the drooping
L481[10:11:13] <Subaraki> are you using an event for that ?
L482[10:11:25] <heretyui> YesonEntityDrop
L483[10:12:22] <Subaraki> livingdropsevent?
L484[10:12:32] <heretyui> What's the difference ?
L485[10:12:33] <Subaraki> can you pastebin the code ?
L486[10:12:38] <heretyui> Sure
L487[10:12:42] <Subaraki> onEntityDrop doest exist ?
L488[10:13:44] <Subaraki> the difference is, sometimes, there's multiple events, and i'd like to know the correct name to aid you
L489[10:13:57] <heretyui> http://pastebin.com/2uG6aMQq
L490[10:14:14] <heretyui> onEntityDrop is the actual name ^^
L491[10:14:22] <Subaraki> ?
L492[10:14:47] <Subaraki> is that the method name, or the event name ?
L493[10:14:58] <heretyui> The event name
L494[10:14:58] <Subaraki> no class starts with a lower case letter
L495[10:15:16] <Subaraki> what version are you using ... ?
L496[10:15:29] <Subaraki> public void onEntityDrop(LivingDropsEvent event)
L497[10:15:34] <Subaraki> onEntityDrop is the method
L498[10:15:41] <Subaraki> LivingDropsEvent is the event
L499[10:15:45] <Subaraki> anyway
L500[10:16:29] <Subaraki> why are you using reflection ?
L501[10:16:35] <heretyui> Oh yeah i see sorry
L502[10:16:42] <heretyui> I'm using reflection because the method is protected
L503[10:18:18] <Subaraki> events exists so you can acces existing stuff and add to that
L504[10:18:19] <Subaraki> like so
L505[10:18:20] <Subaraki> event.getDrops().add(new EntityItem(event.getEntityLiving().worldObj, event.getEntityLiving().posX, event.getEntityLiving().posY, event.getEntityLiving().posZ, new ItemStack(Items.STICK,5)));
L506[10:18:41] <Subaraki> this one line of code will make it so when the entity dies, it'll drop a stack of 5 sticks
L507[10:19:29] <Subaraki> and to be honest, by reading the pastebin you send me, i don't really understand what you are trying to do
L508[10:19:35] <heretyui> Yeah but the thing is I don't know which drops will popup
L509[10:19:50] <heretyui> That's why I'm calling this methods which choose internally what to drop
L510[10:19:58] <Subaraki> event.getDrops()
L511[10:20:07] <Subaraki> gives you a list with all the drops that the entity will drop
L512[10:20:35] <heretyui> It's not complete (for example the Zombie might not drop Iron everytime)
L513[10:20:58] <Subaraki> no indeed, it gives a list of items the entity is dropping on death
L514[10:20:59] <heretyui> That's why at need to re-roll in order to increase the probability to get Iron
L515[10:21:32] <heretyui> vs. just increasing that quantity of what get dropped the first rool
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L517[10:22:09] <Subaraki> what's the difference in rerolling ?
L518[10:22:16] <Subaraki> if the zombie drops iron, you re roll anyway
L519[10:22:27] <Subaraki> resulting in it not dropping (maybe)
L520[10:22:47] <heretyui> If I use method 1 (using getDrop)
L521[10:23:28] <heretyui> Let say the zombie dropped 1 Zombie Flesh and I want to increase drops. The only thing I can do is increasing the number of flesh
L522[10:23:55] <Subaraki> you could also get the loottable of the living entity that died/dies
L523[10:24:07] <Subaraki> and add some of that more rare loot into the list
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L525[10:24:09] <heretyui> With method 2, re-rolling dropLoot, if roll 1 didn't get iron, rolll 2 may be will
L526[10:24:31] <heretyui> (As the zombie actually does drop Iron)
L527[10:25:14] <heretyui> Reading the LootTable makes it 10x more complicated (and I already tried, it also require reflection, the lootTable isn't public) and it's a lot more complicated
L528[10:26:35] <heretyui> I really don't understand why there's such a big defference between the runClient, and the built .jar (I'm trying to runServer as you told me to but I can't get any client to connect to it)
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L530[10:27:33] <quadraxis> you're using reflection to get the method by name
L531[10:27:45] <heretyui> ahhhh
L532[10:27:48] <quadraxis> but you only use the unobsfucated name
L533[10:27:52] <heretyui> understood
L534[10:28:01] <heretyui> Totally overlooked this
L535[10:28:16] <heretyui> Can i provide an array of names ?
L536[10:28:27] <quadraxis> look at net.minecraftforge.fml.relauncher.ReflectionHelper
L537[10:29:41] <heretyui> thaaaaanks
L538[10:29:45] <heretyui> Great
L539[10:30:56] <Subaraki> heretyui, did the server launch ?
L540[10:31:15] <Subaraki> and just localhost should suffice to connect to it by running the client
L541[10:31:42] <Bottersnike> If I wanted to create config entries in the ingame configs option, is there any good docs on how to do so?]
L542[10:31:52] <Bottersnike> *are there
L543[10:32:37] <heretyui> yep it did Subaraki but may be it's linked to that obfusction problem
L544[10:34:37] <Bottersnike> Anyone?
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L546[10:40:15] <zabi94> pahimar's modding tutorials covered it iirc
L547[10:41:58] <Bottersnike> Are they for 1.10?
L548[10:42:40] <zabi94> 1.7.10 but they should still be relevant
L549[10:42:51] <zabi94> the config part at least
L550[10:43:30] <Bottersnike> Is there a good transcript of them apart from the github repo because I don't want to have to watch through two videos for a small bit of code
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L553[10:46:10] <zabi94> https://youtu.be/rOR06P9F8yo 6 mins total
L554[10:46:59] <Bottersnike> That makes three vids...
L555[10:47:33] <zabi94> that's the one in which he adds the in game handler to an existing config, that's the only one you need
L556[10:47:35] <sham1> Well the config stuff can be figured out from the code
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L558[10:48:31] <Bottersnike> Yeah, I'm filtering the repo by the commit for Ep. 7 and I'm just going to copy the required code into my env
L559[10:50:22] <Lord_Ralex> learn what it means, don't just copy code...
L560[10:50:41] <IoP> also GPL
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L562[10:51:48] <Bottersnike> I'm just making a mod for personal use so is GPL a problem?
L563[10:52:05] <Flamegoat> Lol, I see people discussing the marquee last night :D
L564[10:52:46] <sham1> It's eyecatching but annoying
L565[10:53:05] <Flamegoat> Intentional.
L566[10:53:16] <Flamegoat> It worked :]
L567[10:53:38] <Flamegoat> I was more surprised that SMF had a marquee tag - it was too good to pass up :D
L568[10:53:50] <Flamegoat> It's like when you pull stuff out of your attic, and find that old console you thought you had lost.
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L571[10:54:52] <Bottersnike> How do I inport "cpw.mods.fml" packages?
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L573[10:55:32] <diesieben07> why are you on that old of a version?
L574[10:55:40] <illy> Wow
L575[10:55:55] <Bottersnike> Because that's what pahimars code uses
L576[10:56:03] <sham1> Merde
L577[10:56:08] <illy> Bottersnike, have you done java programming before?
L578[10:56:10] <sham1> Or however it is spelled
L579[10:56:17] <Bottersnike> A little...
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L583[11:04:01] <Bottersnike> Can someone help me
L584[11:04:06] <Bottersnike> I have the following code:
L585[11:04:07] <Bottersnike> @SubscribeEvent
L586[11:04:07] <Bottersnike> public void onConfigurationChangedEvent(ConfigChangedEvent.OnConfigChangedEvent event)
L587[11:04:07] <Bottersnike> {
L588[11:04:07] <Bottersnike> if (event.modID.equalsIgnoreCase(Reference.MOD_ID))
L589[11:04:07] <Bottersnike> {
L590[11:04:08] <Bottersnike> loadConfiguration();
L591[11:04:08] <Bottersnike> }
L592[11:04:09] <Bottersnike> }
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L594[11:04:16] <Bottersnike> But event.modID is private now
L595[11:04:23] <Bottersnike> What is the newer version of this code?
L596[11:04:46] <Flamegoat> Bottersnike, I'd suggest looking at more recent and up-to-date tutorials. There's plenty out there to help you out.
L597[11:04:47] <Bottersnike> I'm assuming that it's event.getModID() but is that correct?
L598[11:05:09] <Bottersnike> Flamegoat, I was suggested pahimars to get a gui config so I'm giving it a shot
L599[11:05:49] <Flamegoat> It's a good starting point, but it helps to have a bit more research under your belt.
L600[11:06:26] <Bottersnike> Okay. Any other good resources
L601[11:06:47] <Bottersnike> *?
L602[11:08:00] <kashike> fields aren't public on events anymore, use the provided getters
L603[11:08:20] <IoP> ralex's tip should be usable...
L604[11:08:27] <Bottersnike> Ralex?
L605[11:09:33] <Flamegoat> Same tip you're going to get generally, do more research. Learn what the code/methods/calls your using do, and how they work.
L606[11:09:38] <Flamegoat> Makes it a little easier to implement them.
L607[11:10:18] <IoP> is that your first mod?
L608[11:10:25] <PaleoCrafter> regarding the marquee: raw SMF is pretty comparable to the 90's isn't it, so of course it has marquee support :P
L609[11:10:30] <Bottersnike> That's what I'm wondering though. Where can I find info about the code/methods/calls? I've allready tried the ReadTheDocs but it's not got much
L610[11:10:43] <Flamegoat> Haha very much so PaleoCrafter. I was hoping people would get the "Joke" but maybe it's just me haha
L611[11:11:10] <secknv> Bottersnike I have something like you want
L612[11:11:21] <Bottersnike> Where?
L613[11:11:25] <secknv> 1 sec lol
L614[11:11:31] <PaleoCrafter> I hope that one guy who does design for a living sees the thread XD he has been talking in here when the contest was first brought up
L615[11:11:45] <Flamegoat> :D
L616[11:11:56] <Flamegoat> I hope so too, I'm hoping we get some good submissions.
L617[11:11:57] <secknv> https://github.com/secknv/Naschkatze/blob/master/src/main/java/net/secknv/nkmod/handler/ConfigHandler.java
L618[11:12:05] <secknv> is this what you're trying to do
L619[11:12:22] <Flamegoat> ^ Ya but now he's not going to learn anything lol.
L620[11:12:42] <secknv> well sorry
L621[11:12:54] <secknv> I am a fellow noob
L622[11:12:55] <Bottersnike> Using a modified version of pahis code I got this error: http://pastebin.com/MLFud2Z5
L623[11:13:04] <secknv> and I got this from pahimar's also
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L625[11:14:52] <Bottersnike> Any help with my error?
L626[11:14:52] <secknv> oh I think I got the problem
L627[11:15:11] <secknv> wait
L628[11:15:21] <secknv> did you do what Flamegoat suggested
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L630[11:15:50] <Bottersnike> What?
L631[11:16:06] <secknv> kashike actually said it first
L632[11:16:22] <Bottersnike> Said what?
L633[11:16:42] <secknv> I have found to be a quite common thing in java
L634[11:16:51] <secknv> instead of going for fields
L635[11:16:58] <secknv> have getter methods
L636[11:17:07] <secknv> they are almost everywhere
L637[11:17:13] <Flamegoat> Learn to use your IDE, if you actually go and look at the source for what you are trying to implement, it'll be in there.
L638[11:17:26] <secknv> little methods that just return you the value you want
L639[11:17:31] <IoP> I have found to be a quite common thing in object oriented languages || there, fixed
L640[11:17:36] <Flamegoat> ^
L641[11:17:48] <secknv> I only know python
L642[11:17:51] <secknv> so yeah
L643[11:17:53] <Bottersnike> :p same
L644[11:18:14] <Bottersnike> My problem is though that the error doesn't have a line number or file, etc anywhere in it
L645[11:18:30] <secknv> Botter have you looked at my code
L646[11:18:32] <illy> um what
L647[11:18:40] <Bottersnike> Wait, np
L648[11:18:43] <Bottersnike> I found the line
L649[11:18:57] <IoP> Maybe you should reveal the error(please use pastebin) instead explaining about it
L650[11:19:03] <secknv> he did
L651[11:19:05] <Bottersnike> I have
L652[11:19:20] <quadraxis> Caused by: java.lang.NullPointerException
L653[11:19:21] <quadraxis> at com.bottersnike.osbchatmod.client.gui.ModGuiConfig.<init>(ModGuiConfig.java:16) ~[ModGuiConfig.class:?]
L654[11:19:21] <Bottersnike> The error is this line:
L655[11:19:22] <Bottersnike> new ConfigElement(ConfigurationHandler.configuration.getCategory(Configuration.CATEGORY_GENERAL)).getChildElements(),
L656[11:19:31] <IoP> ohhhI thouht it was the code itself, sorry :/
L657[11:19:55] <secknv> look Botter before going any further
L658[11:20:08] <secknv> are you still using event.modId
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L660[11:24:34] <masa> bleh, finally updated my navilla server from 1.8.9 to 1.10.2, got tons of warnings about duplicate entity UUIDs on the console, and then my horse vanished...
L661[11:24:40] <masa> so I reverted back to 1.8.9
L662[11:24:45] <masa> *vanilla
L663[11:24:53] <secknv> navilla is so much better imo
L664[11:24:55] <Bottersnike> :D
L665[11:25:07] <masa> sure
L666[11:25:26] <illy> I read navilla as nvidia...
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L684[12:21:16] <Subaraki> so, what is everybody up to ?
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L687[12:25:16] <diesieben07> lots of pain and frustration
L688[12:27:21] <secknv> lol
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L691[12:28:14] <diesieben07> trying to write an annotation processor and javac is telling me java.lang.String is not the same type as java.lang.String and also not assignable to it
L692[12:29:20] <illy> what?
L693[12:29:38] <diesieben07> exactly.
L694[12:29:42] <Bottersnike> Error log please
L695[12:29:56] <diesieben07> there is no error log i am not asking for help :P
L696[12:30:06] <diesieben07> i am getting the parameter type of a method somewhere, which is java.lang.String
L697[12:30:22] <diesieben07> then i compare it to getType("java.lang.String") and it tells me they are not the same
L698[12:30:29] <Bottersnike> Ohh, right
L699[12:30:44] <Bottersnike> I though by javac you meant and error in compiling
L700[12:30:49] <Bottersnike> *an
L701[12:31:01] <diesieben07> no, i am using the "javac api"
L702[12:31:08] <IoP> o_O
L703[12:31:56] <diesieben07> working on a minimal test case.
L704[12:32:49] <Bottersnike> Any ideas why gradelw build is handing from inside intellij?
L705[12:32:57] <Bottersnike> Its just says "Executing external task 'build'..."
L706[12:33:04] <Bottersnike> *It
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L708[12:33:26] <diesieben07> handing?
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L710[12:33:33] <Bottersnike> Sorry, hanging
L711[12:34:19] <diesieben07> make sure the gradle settings are correct
L712[12:34:21] <Bottersnike> If I use terminal, I get an error about tools.jar but I know that that isn't a problem as I always get that error from terminal, and normally it works perfectly from intellij
L713[12:34:30] <diesieben07> it does that if it does nto have a jvm for gradle set
L714[12:35:41] <Bottersnike> My only idea is that it may be to do with having just pushed to git?
L715[12:36:21] <diesieben07> sounds like you are using a jre instead of a jdk
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L727[12:56:05] <shartte> Bottersnike: If you get the tools.jar error on console, you have to set the JAVA_HOME env variable to your JDK directory
L728[13:01:10] <Bottersnike> It i set
L729[13:01:12] <Bottersnike> *is
L730[13:01:18] <Bottersnike> That's what consuses me
L731[13:02:03] <shartte> Are you sure it is set correctly?
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L734[13:04:30] <Bottersnike> It was set to minecraft's bundled jre...??
L735[13:05:27] <IoP> ... I don't belive that mojang did it.
L736[13:05:34] <Bottersnike> No, nor do I
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L738[13:05:44] <Bottersnike> I do distinctly remember setting it
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L740[13:06:05] <Bottersnike> I think I must have set it just for that terminal windows and then when I rebooted my laptop, it got reset
L741[13:06:40] <Bottersnike> Oddly, Intellij still isn't working with gradelw build
L742[13:08:51] <shartte> any proxy settings you need?
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L744[13:08:53] <Bottersnike> Np, Restarting Intellij fixed it
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L746[13:09:20] <IoP> *sigh* I have tool with one small java class and I need to include license from three authors for that :/
L747[13:09:32] <Bottersnike> :D
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L749[13:10:24] <IoP> I used same code earlier and now I noticed that I have not followed all requirements in the original licenses
L750[13:12:31] <Katrix> Question, how does the updateTick method on Block work? What else do I need for the code that I put in updateTick to actually be called?
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L757[13:31:39] <Subaraki> Katrix, i think the updatetick is for tile entities ?
L758[13:31:42] <Subaraki> i might be wrong
L759[13:31:55] <Subaraki> unless randomUpdate got changed to updateTick
L760[13:32:05] <Katrix> Block also has an updateTick method
L761[13:32:15] <Subaraki> ah so it has both
L762[13:33:12] <Katrix> I think(emphasis on think) I figured it out though. From what I can see you need to schedule updates in advance
L763[13:33:13] <Subaraki> Katrix, a method called tickrate
L764[13:33:23] <Subaraki> does that exist ?
L765[13:33:35] <Katrix> world.scheduleUpdate
L766[13:33:43] <Katrix> That's what I'm doing at the moment
L767[13:34:18] <Katrix> Seems neat though as I don't need to set a high tick rate if I don't suspect anything to happen for some time
L768[13:35:06] <Subaraki> "I used your par1World.markBlockNeedsUpdate(par2, par3, par4);"
L769[13:35:13] <Subaraki> scheduling them does seem to work
L770[13:35:21] <Subaraki> apart from that, it'll get called every about 20 seconds
L771[13:37:28] <Katrix> Yep, that seems to work
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L773[13:38:53] <shadekiller666> why does calling String.split("|") on "0096FF|0026FF" return an array of length 13?
L774[13:39:28] <shadekiller666> i'm trying to get an array containing the individual 6-digit hex codes, sans the |
L775[13:40:04] <shadekiller666> and its not guaranteed that the string being split only has 2 6-digit hex codes
L776[13:40:12] <Lord_Ralex> i think split is regex
L777[13:40:16] <shartte> yes it is
L778[13:40:25] <Lord_Ralex> so you'd have to escape the | then
L779[13:40:34] <shadekiller666> is | a special character in regex?
L780[13:40:42] <shadekiller666> how would i escape it?
L781[13:40:54] <shadekiller666> "\|" gets flagged as invalid
L782[13:41:13] <shartte> \\|
L783[13:41:14] <Lord_Ralex> \\|
L784[13:41:17] <shadekiller666> ahh ok
L785[13:41:31] <Lord_Ralex> escape the escape, so it can escape
L786[13:41:33] <shadekiller666> yep, that works, thanks
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L788[13:56:56] <secknv> stupid off topic question but what does it mean when a user has his name grey on the user list
L789[13:57:54] <Lord_Ralex> probably is marked "away"
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L791[13:59:07] <secknv> oh I c
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L793[13:59:09] <secknv> thx lol
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L796[14:09:04] <Subaraki> anyone feels like translating ? http://pastebin.com/ApLxSqpc
L797[14:09:09] <Subaraki> whatever language :)
L798[14:09:14] <Subaraki> you pick ^^
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L800[14:12:05] * PaleoCrafter feels tempted to pick Pirate Speak
L801[14:12:05] <PaleoCrafter> :P
L802[14:12:12] <Subaraki> why not ! :D
L803[14:13:08] <PaleoCrafter> would an Archer usually wear chestplate? :P
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L808[14:23:48] <Subaraki> is it called cehst plate ? :o
L809[14:24:02] <Subaraki> what would it be called
L810[14:24:02] <Subaraki> studded chest protection ? ._.
L811[14:29:04] <IoP> female archer? Realistic or gaming?
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L813[14:29:13] <Subaraki> lol IoP
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L815[14:29:41] <Subaraki> what do archers wear really ?
L816[14:30:21] <PaleoCrafter> usually leather, I'd assume
L817[14:30:30] <IoP> <material> armour?
L818[14:30:33] <PaleoCrafter> doesn't restrict their movement to much
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L820[14:30:40] <PaleoCrafter> *too
L821[14:30:42] <Chervilpaw> hi
L822[14:30:53] <Subaraki> hi gerbil paw o/
L823[14:30:56] <Chervilpaw> I am removing myself from the MC modding scene. If anyone wants to become the new author of Kitten Magic ( https://github.com/N70/KittenMagic ), PM me.
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L825[14:31:51] <Subaraki> kitten magic ? ._.
L826[14:32:15] <IoP> is it powered by kittens or?
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L828[14:32:31] <Chervilpaw> yea
L829[14:32:34] <Chervilpaw> cat-based
L830[14:32:50] <IoP> Because I currently I imagine gigantic kitten farm which grows kittens for spells
L831[14:32:57] <Chervilpaw> if you don't understand, I could either explain
L832[14:33:00] <Chervilpaw> or just go tell you to look at https://github.com/N70/KittenMagic/tree/master/src/main/java/xyz/kittennet/kittenmagic/api
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L834[14:33:27] <Chervilpaw> actually
L835[14:33:30] <Chervilpaw> should I continue working on it
L836[14:34:06] <Subaraki> i was imagening kittys pooping rainbows
L837[14:34:20] <Subaraki> why would you stop modding anyway ?
L838[14:34:41] <Subaraki> just say you take a break
L839[14:34:48] <Subaraki> you can always come back
L840[14:35:07] <Subaraki> also, state somewhere that if you come back, you'd like to work and talk with the person who continued your work
L841[14:35:15] <Subaraki> always is fun :)
L842[14:35:18] <Chervilpaw> but again
L843[14:35:26] <Chervilpaw> I'm probably the only one who understands the code
L844[14:35:33] <Chervilpaw> I don't think I documented anything BUT the API
L845[14:35:35] <Subaraki> then you should have made comments
L846[14:35:40] <Chervilpaw> should I port it to 1.10.2?
L847[14:35:43] <Subaraki> yes
L848[14:35:45] <Chervilpaw> or whatever the latest forge is
L849[14:35:45] <Chervilpaw> Ok
L850[14:35:48] <Subaraki> always port to the latest version
L851[14:35:59] <Chervilpaw> Anyone have a tutorial on going from 1.9 -> 1.10.2
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L853[14:36:02] <Subaraki> unless people state that it's a waste of time
L854[14:36:13] <Subaraki> no, but we are here to help with any questions :)
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L856[14:36:30] <Chervilpaw> how
L857[14:36:31] <Subaraki> if you're coming from 1.9, there's not a lot of changes
L858[14:36:31] <Chervilpaw> wow*
L859[14:36:36] <Chervilpaw> i'm coming from 1.8
L860[14:36:39] <PaleoCrafter> unless you use some rather specific features, going from 1.9 to 1.10.2 is almost no effort
L861[14:36:41] <Subaraki> same same
L862[14:36:42] <Chervilpaw> 1.8.9
L863[14:37:01] <Chervilpaw> isn't there a xml thing?
L864[14:37:08] <Chervilpaw> that helps with imports n' stuff?
L865[14:37:11] <PaleoCrafter> the most tedious thing probably are the annotations
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L867[14:37:53] <PaleoCrafter> most class names remained as they were, the biggest changes probably are MOP -> RayTraceResult and IUpdatePlayerListBox -> ITickable
L868[14:38:12] <Chervilpaw> 80-90% of the current code is the API
L869[14:38:26] <PaleoCrafter> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L870[14:38:57] <PaleoCrafter> the mod isn't that far yet, then, is it? :P
L871[14:39:01] <Chervilpaw> How to change the forge api version to 1.10.2
L872[14:39:08] <Chervilpaw> Well, it does have the blocks and some items
L873[14:39:14] <Chervilpaw> plus models and textures
L874[14:39:20] <Chervilpaw> I've probably spent the most time on the API
L875[14:40:55] <Chervilpaw> going to setup workspace now
L876[14:42:37] <quadraxis> XML thing might be this: https://gist.github.com/bonii-xx/dcb1b6a9a1d13b69a1c9
L877[14:42:44] <Chervilpaw> yea dat
L878[14:43:08] <Chervilpaw> also
L879[14:43:10] <Chervilpaw> with kitten magic
L880[14:43:14] <Chervilpaw> i'm going to go no guis
L881[14:43:45] <Chervilpaw> http://asie.pl/kitteh/
L882[14:44:53] <Subaraki> a crafting recipe for a hammer ?
L883[14:44:59] <Subaraki> a giant hammer ?
L884[14:45:25] <PaleoCrafter> are you asking for one, Subaraki?
L885[14:45:31] <Subaraki> yes
L886[14:45:40] <PaleoCrafter> what material is the hammer made off?
L887[14:46:13] <Subaraki> iron
L888[14:47:20] <Subaraki> http://i.imgur.com/mduePfG.png
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L890[14:51:12] <PaleoCrafter> 3 sticks in the middle slots and iron blocks in the two upper slots?
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L894[15:06:24] <Subaraki> two iron ingots as bar, orange wool and two iron blocks
L895[15:06:33] <Subaraki> your idea wasnt bad either ^^ thanks for the help !
L896[15:06:42] <Subaraki> the original recipe filled all 9 crafting slots ...
L897[15:06:47] <Subaraki> it had to be changed :/
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L899[15:09:18] <Katrix> Do anyone know if you can use the 1.10 structure block to generate custom structures (not when the world is created, afterwards)
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L901[15:15:18] <Kodos> Would it be okay if I asked about 1.7.10 modding stuff in a bit, or would I be beaten out of the channel :x (Going to the store in a moment, but am modding when I get back)
L902[15:15:49] <Subaraki> 1.7.10 is 3 years old
L903[15:15:55] <Subaraki> no help will be given about that :/
L904[15:15:59] <Kodos> Okay, just checking ;3
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L906[15:21:53] <sham1> Why is there still no note on the forums about 1.7.10 not being supported
L907[15:22:17] <sham1> Like while the amount of 1.7.x threads has gone down, it's still annoying.
L908[15:24:07] <Kodos> I completely respect that you guys won't support 1.7.10 given how old it is, but there are still some of us who use it. Maybe a special section of the forums where users can help other users, without any 'official' involvement needed?
L909[15:24:47] <sham1> Well the fact that there still are "some of us who use it" makes them part of the problem
L910[15:28:15] <sham1> There should be no one who would actively develop for 1.7.x anymore
L911[15:28:27] <sham1> We are 3 versions past it
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L913[15:30:51] <gigaherz> Katrix: you could, I guess
L914[15:31:37] <gigaherz> didn't mc use structure blocks for spawning the end cities?
L915[15:32:06] <Katrix> It did, I only need to spawn a structure on right click though
L916[15:32:22] <gigaherz> why not use the structure system without structure blocks, though?
L917[15:32:35] <gigaherz> you could just run a similar code to that of a structure block being activated
L918[15:32:42] <gigaherz> I think there's a separate Structure class for it
L919[15:32:53] <Katrix> Didn't find too much helpful when looking as I feel it covered a different concept than what I need (world gen vs right click)
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L921[15:36:08] <gigaherz> structure blocks can be activated by redstone, though
L922[15:36:14] <gigaherz> they aren't generating at worldgen
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L924[15:37:16] <Katrix> oh that's right. I forgot they can be loaded in too. :p
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L931[15:49:12] <Twisted_Code> As a server owner, I'm noticing that many if not all mods I add to my client MUST be added to the server for me to connect, even if it, in theory, should be possible for the mod to just disable itself. Is this something forge could do, i.e. on connecting, take the list of mods the server is running and disable any that are incompatible (presumably things like inventory tweaks could stay) and only on the client?
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L933[15:50:57] <PaleoCrafter> there is no way of disabling mods at runtime, unfortunately
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L935[15:52:18] <Katrix> I haven't seen too many that mods where the mods have to be on the server for a client to connect. Normally it's the other way around.
L936[15:53:19] <PaleoCrafter> oh... didn't even read that, yeah, that's unusual
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L938[15:54:39] <PaleoCrafter> Twisted_Code, care to elaborate?
L939[15:59:00] <diesieben07> Twisted_Code, that won't work, forge cannot retroactively disable mods, as mods can do ANYTHING during start up
L940[15:59:11] <diesieben07> any disabling system must be cooperative by the mods, and those systems are in place
L941[15:59:48] <Katrix> Eh, last I checked. The buttons to disable a mod are there, but the disabling code is never run.
L942[16:00:56] <diesieben07> Yes, the actual "disable mod" mechanic is not there, but mods can disable themselves if they are not present on the server.
L943[16:03:00] <Katrix> Is there any way to get the assets folder without hardcoding it in? I have to create a new TemplateManager as it completely ignores the domain part of a ResourceLocation
L944[16:04:06] <diesieben07> use the resourcemanager system
L945[16:04:17] <diesieben07> or are you talking serverside? in which case: there is no assets folder
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L947[16:05:52] <Katrix> I have to load a structure from the assets, but to load a structure from my own assets I first need a new TemplateManager. So, if there is no assets folder for the server, where does vanilla minecraft load it's structures from on the server?
L948[16:06:57] <diesieben07> it just uses Class::getResourceAsStream
L949[16:06:59] <diesieben07> faik
L950[16:07:01] <diesieben07> afaik*
L951[16:08:36] <Katrix> Yeah, I see now, completely hard coded too D:
L952[16:10:50] <PaleoCrafter> welcome to Mojang code :P
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L954[16:11:17] <PaleoCrafter> afetr Subaraki already asked for a recipe for a gigantic hammer, how about a normal hammer? :P
L955[16:11:40] <Katrix> I'll hold off on using structures for now. If I have time I'll see if I can maybe make a pull request to make it more mod friendly.
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L957[16:14:09] <Twisted_Code> diesieben07, ah, ok, so as I expected it's just lazy development... So while I expect the answer is now due to the complexity of the situation, could forge load each mod with (perhaps as a base class to any mod implementations) a standard "unload everything except resources" functionality? Mods could just opt out by overwriting the base class/whatever with one that does nothing, right?
L958[16:14:52] <Twisted_Code> "no", not "now"*
L959[16:15:33] <howtonotwin> what would BE the "unload everything" functionality?
L960[16:15:52] <diesieben07> yes, forge COULD shove each mod into it's own classloader. would that break horribly? yes.
L961[16:15:52] <howtonotwin> client mods are init'd before the game comes CLOSE to seeing a server
L962[16:16:08] <diesieben07> mods have dependencies, how do you re-initialize a mod that requires to be initialized before another one?
L963[16:16:32] <howtonotwin> how would you go about undoing mod's init if it isn't found on the server?
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L965[16:16:50] <diesieben07> the mod could (in init) register a shutdown hook
L966[16:17:00] <diesieben07> now you try to unload the mod by getting rid of it's calssloader
L967[16:17:11] <diesieben07> but that doesnt get unloaded, because the shutdown hook has strong references to it
L968[16:17:13] <diesieben07> you see where this is going.
L969[16:17:21] <Twisted_Code> Like I said, I didn't expect my idea would work out. I was just throwing it out there
L970[16:17:35] <diesieben07> it has been suggested many times, if it were possible it would exist :P
L971[16:18:02] <Twisted_Code> I figured as much, so like I said, just throwing it out there
L972[16:18:33] <diesieben07> well you kinda said "it's just lazy development" which implies otherwise...
L973[16:20:32] <Twisted_Code> lazy development on the part of mod devs that *could* but *don't* disable themselves
L974[16:21:06] <diesieben07> ah
L975[16:21:07] <diesieben07> yes :D
L976[16:21:20] <Twisted_Code> at any rate, I do see your point
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L978[16:35:10] <oitsjustjose> Quick question then I'll be out of the way - what location should I put a custom Minecraft splash screen image? One to replace the "Mojang" screen when loading mods. I've been looking and looking but haven't been able to find anything, and it's for a modpack without resource packs, so I don't want to include it in the resource pack.
L979[16:35:38] <howtonotwin> You can't replace the loading image, that feature was an accident
L980[16:35:48] <oitsjustjose> oh. alright then. Thanks!
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L982[16:39:02] <Twisted_Code> howtonotwin, LOL I just took a moment to mentally parse your name...
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L987[16:54:10] <PaleoCrafter> mezz, may I PM you to discuss the implementation in my PR? I want it to be correct with the next commit :D
L988[17:03:48] <mezz> sure
L989[17:04:19] <mezz> sure PaleoCrafter
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L1013[18:08:04] <KnightMiner> What would cause Item::onItemUseFirst() not to be called on the server side? Is there another method I need to override if I want to run an item click before block clicks are processed?
L1014[18:09:06] <gigaherz> onItemRightclick?
L1015[18:09:16] <gigaherz> (not sure ;P)
L1016[18:09:31] <gigaherz> iirc, onItemUseFirst is for start using?
L1017[18:09:50] <KnightMiner> The docs say it runs before a block is right clicked, and its working on the client side
L1018[18:10:05] <gigaherz> well then I guess that method is just for client, then
L1019[18:10:58] <KnightMiner> The thing is, it is called in the PlaayerInteractionManager::processRightClickBlock(), similar to the same named method called in PlayerControllerMP n client
L1020[18:11:33] <masa> I think you need to return the correct value on the client or it won't get to the server?
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L1022[18:11:46] <masa> I know for a fact it does get called on the server for something I use it for
L1023[18:11:53] <KnightMiner> I am returning EnumActionResult.SUCCESS
L1024[18:12:16] <KnightMiner> I even through a logger there and it only ever logs on the client side
L1025[18:13:07] <masa> hmm... I seem to return PASS on the client
L1026[18:13:17] <howtonotwin> it is called (fairly) unconditionally on the server getting CPacketPlayerTryUseItemOnBlock
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L1028[18:13:27] <KnightMiner> I can try returning pass to see what happens
L1029[18:13:52] <howtonotwin> barring build limit and spectator mode checks
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L1031[18:14:08] <masa> although I think I probbaly haven't tested this functionality since 1.8 or 1.9
L1032[18:14:15] <tterrag> KnightMiner: returning SUCCESS on the client will make it not send a packet to the server
L1033[18:14:21] <tterrag> SUCCESS means "I did what I want, stop all processing"
L1034[18:14:46] <KnightMiner> Why? Every other method SUCCESS means both sides had good things happen
L1035[18:15:12] <KnightMiner> Yep, sure enough, I have to return PASS on the client
L1036[18:15:14] <howtonotwin> yep
L1037[18:15:27] <howtonotwin> i found that about 5 sec after you did :P
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L1083[21:34:50] <KnightMiner> Is there a modder standard for the direction to pass when getting a TE capability on right click? Do I go with the side hit or null?
L1084[21:37:49] <tterrag> side hit would make sense
L1085[21:37:53] <Ordinastie_> very few should return different caps based on side, but just to be safe, you can pass the side hit
L1086[21:38:11] <KnightMiner> The reason I ask is because Tinkers uses null for right click as its input only then
L1087[21:38:19] <KnightMiner> For the drain fluid capability that is
L1088[21:40:54] <KnightMiner> Alternatively, I can just call Block::onBlockActivated in my items right click method so I get their specific, but that feels hacky (I have to run some code after right click based on how the item stack changes)
L1089[21:41:36] <Ordinastie_> what are you trying to do ?
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L1091[21:41:52] <KnightMiner> I have a bucket that breaks if its emptying hot liquids
L1092[21:42:27] <KnightMiner> While I can set stack size to 0 so vanilla removes it (null crashes), I want to run a little bit of post break code like a normal tool breaking
L1093[21:42:58] <KnightMiner> So, is there an onItemPostRightClick maybe?
L1094[21:43:51] <Ordinastie_> I think the issue is how tinker uses it
L1095[21:43:56] <Ordinastie_> input != no caps
L1096[21:44:04] <Ordinastie_> they shouldn't do it that way
L1097[21:44:29] <KnightMiner> It gives capabilities on right click, just an input only wrapper
L1098[21:44:49] <Ordinastie_> and that's not what you need ?
L1099[21:45:16] <KnightMiner> If I pass along a side I get a two way one, and I am wondering if that would cause issues with other mods
L1100[21:45:28] <KnightMiner> Basically, I want to pass null, but not if that breaks other people's things
L1101[21:46:07] <Ordinastie_> why does it matter if you get a two way one ?
L1102[21:46:48] <KnightMiner> Because then you can empty the smeltery via right click on a drain. Since that is behavior boni specifcally blocked I do not want my buckets to add it back
L1103[21:47:25] <Ordinastie_> but you code that, just do insert, to drain
L1104[21:48:15] <Ordinastie_> oh, I think I get what you mean
L1105[21:48:22] <howtonotwin> to answer your first question: Item::onItemUseFinish
L1106[21:48:45] <Ordinastie_> for other providers, you might want to allow drainage
L1107[21:49:03] <Ordinastie_> there is no good answer for that
L1108[21:49:46] <KnightMiner> I'm note sure onItemUseFinish would call for my use case, I think its just based on the timer stuffs, but I can try it
L1109[21:50:34] <KnightMiner> But yeah, I'll keep digging to see what I find. One option would be to just run custom code on my bucket drain code and use the block's code for bucket filling, that would at least work in Tinkers case
L1110[21:50:56] <KnightMiner> As I only need to perform additional action on fill and fill is what works fine already
L1111[21:51:14] <KnightMiner> block fill in that sentence I mean
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L1122[22:27:21] <KnightMiner> Ah ha, I found it. A Forge event called onPlayerDestroyItem has what I need
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L1129[22:48:01] <Lach_01298> i'm trying to make a machine pretty much a macerator from IC2. But the output isn't working, some times it makes stacks of size 0. tile entity code http://pastebin.com/F9P2DZAv
L1130[22:48:40] <Ordinastie_> I don't understand people who don't return early :(
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L1137[22:54:51] <Tazz> Ordinastie_, I haz issue haha
L1138[22:55:50] <Ordinastie_> I know it shouldn't bother me so much, but when I see a whole method wrapped in a sinle if, it annoys me :x
L1139[22:56:00] <Tazz> Xd
L1140[22:56:08] <Tazz> I love the if trees
L1141[22:56:19] <Ordinastie_> even worse when they're 2 or 3 nested
L1142[22:56:21] <Tazz> and like when people dont combine the if statements because they can XD
L1143[22:57:09] <Ordinastie_> if you return early, it's not really a problem to not combine sometimes
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L1147[23:00:16] <Lach_01298> the if statements were all combined but i uncombined them to check for errors i made but i can't see any errors
L1148[23:00:20] <Tazz> Ordinastie_, apparently this value is being deallocated before the scope gets popped :/
L1149[23:00:21] <Tazz> XD
L1150[23:00:39] <Ordinastie_> hum ?
L1151[23:03:32] <Tazz> Ordinastie_, https://gist.github.com/s0cks/b8cbcc7684238fdb33240f622c6b04e4
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L1154[23:04:44] <Ordinastie_> that doesn't talk to me at all
L1155[23:05:01] <Tazz> XD
L1156[23:05:07] <Tazz> uh I thought it was pretty clear XD
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L1158[23:06:10] <Ordinastie_> I've done some C for a month or two like 15 years ago
L1159[23:06:16] <Tazz> XD
L1160[23:06:34] <Ordinastie_> and it was the basics of programming kind of difficulty
L1161[23:06:42] <Ordinastie_> never done any ASM either
L1162[23:06:45] <Tazz> XD
L1163[23:06:52] <Tazz> theres no asm though XD
L1164[23:07:28] <Ordinastie_> isn't that some equivalent : https://gist.github.com/s0cks/b8cbcc7684238fdb33240f622c6b04e4#file-main-c-L17-L31 ?
L1165[23:07:45] <Tazz> its like funcs in C that emit machine code XD
L1166[23:07:49] <Ordinastie_> if mean, they must be prefixed with ASM for a reason
L1167[23:08:03] <Tazz> lol
L1168[23:08:44] <Ordinastie_> I know it's not technically ASM
L1169[23:08:57] <Ordinastie_> the same one that this is not technically bytecode : https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/util/chunkcollision/ChunkCollisionTransformer.java#L71-L79
L1170[23:09:16] <Tazz> XD
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L1174[23:22:59] <KnightMiner> Okay, apparently onPlayerDestroyItem is not client side called if a block has a right click action, but is called server side and called if the block does not have an action on both sides
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L1178[23:46:18] <sham1> Something about ASM and bytecode
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L1180[23:47:21] <sham1> But yeah, returning early would be nice
L1181[23:48:30] <sham1> Would make code cleaner
L1182[23:50:30] *** Keridos is now known as Keridos|away
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L1184[23:57:12] <Tazz> sham1, http://i.imgur.com/6enIAZy.png
L1185[23:57:12] <Tazz> XD
L1186[23:57:32] *** LexManos changes topic to 'Downloads: http://files.minecraftforge.net Documentation: http://mcforge.rtfd.io Rules: http://goo.gl/T2Lz3F We are running a Art Contest, see here: http://www.minecraftforge.net/forum/index.php/topic,42067.0.html'
L1187[23:58:21] <sham1> That side of the block looks odd
L1188[23:58:28] <Tazz> XD
L1189[23:58:32] <sham1> But it's a nice effect overall
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L1191[23:59:36] <Tazz> well mostly cause hes using a smaller blur function (18 samples vs 81 samples or whatev) and the dithering is like borking it
L1192[23:59:53] *** Ordinastie_ was kicked by MineBot (Banned: (15) No Coremodding allowed))
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