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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 ?
L90[03:49:03] ⇨
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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] ***
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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/
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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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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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
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
L291[08:05:41]
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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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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
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
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 ?
L392[09:25:23] <diesieben07> wow thats
old...
L393[09:25:47] <PaleoCrafter> blame pig
for not updating it, hurr durr
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 :)
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
L446[10:02:31]
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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" ?
L450[10:04:33]
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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
L461[10:06:36] ⇦
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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
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
L516[10:21:35]
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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
L524[10:24:09]
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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?
L545[10:35:33]
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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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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
L557[10:48:17]
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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
L561[10:51:45] ⇦
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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?
L572[10:55:00]
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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> }
L593[11:04:12] ⇦
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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.
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
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
L659[11:23:37] ***
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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 ?
L685[12:22:42] ***
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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"
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
L707[12:33:06] ⇦
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L708[12:33:26] <diesieben07>
handing?
L709[12:33:27]
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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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L721[12:46:07] ***
fry is now known as fry|afk
L722[12:46:30] ***
fry|afk is now known as fry
L723[12:46:41] ***
fry is now known as fry|afk
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L725[12:53:41] ⇦
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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?
L732[13:02:45] ⇦
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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
L737[13:05:42]
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L738[13:05:44] <Bottersnike> I do
distinctly remember setting it
L739[13:05:59] ⇦
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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?
L743[13:08:51]
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L744[13:08:53] <Bottersnike> Np,
Restarting Intellij fixed it
L745[13:09:14] ⇦
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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
L748[13:09:35] ⇦
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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
L772[13:38:15]
⇨ Joins: shadekiller666
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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
L787[13:51:51]
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(Girafi@0x555178eb.adsl.cybercity.dk)
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"
L790[13:58:41] ***
amadornes[Streaming] is now known as amadornes
L791[13:59:07] <secknv> oh I c
L792[13:59:08] ⇦
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L793[13:59:09] <secknv> thx lol
L794[14:00:17]
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L795[14:02:53] ***
Mine|dreamland is now known as minecreatr
L797[14:09:09] <Subaraki> whatever
language :)
L798[14:09:14] <Subaraki> you pick
^^
L799[14:09:35] ⇦
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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
L804[14:14:50] ⇦
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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?
L812[14:29:12] ⇦
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L813[14:29:13] <Subaraki> lol IoP
L814[14:29:14]
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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
L819[14:30:38]
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(kiwiirc@h247.61.187.173.dynamic.ip.windstream.net)
L820[14:30:40] <PaleoCrafter> *too
L821[14:30:42] <Chervilpaw> hi
L822[14:30:53] <Subaraki> hi gerbil paw
o/
L824[14:31:09]
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L825[14:31:51] <Subaraki> kitten magic ?
._.
L826[14:32:15] <IoP> is it powered by
kittens or?
L827[14:32:24] ⇦
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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
L833[14:33:26]
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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
L852[14:36:01] ⇦
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(~Everseeki@pool-100-6-106-71.pitbpa.fios.verizon.net) (Quit: Big
Gulps, huh? Alright... Welp, see ya later)
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 :)
L855[14:36:18]
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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
L866[14:37:36] ⇦
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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
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
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
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
L889[14:47:51] ***
minecreatr is now known as Mine|away
L890[14:51:12] <PaleoCrafter> 3 sticks in
the middle slots and iron blocks in the two upper slots?
L891[14:52:22] *** V
is now known as Vigaro
L892[14:52:54] ⇦
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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 :/
L898[15:09:15] ⇦
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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)
L900[15:09:25] ⇦
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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
L905[15:16:01] ⇦
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(~Artix@mf763-h01-176-150-102-154.dsl.sta.abo.bbox.fr) (Quit: Got
away Safely !)
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
L912[15:28:39] ⇦
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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)
L920[15:35:50] ⇦
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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?
L932[15:50:33] ⇦
Parts: Chervilpaw
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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 :(
L1131[22:49:58]
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L1133[22:50:23] ***
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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 ?
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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
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
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
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L1185[23:57:12] <Tazz> XD
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))