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L24[01:59:48] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160924 mappings to Forge Maven.
L25[01:59:51] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160924-1.10.2.zip
(mappings = "snapshot_20160924" in build.gradle).
L26[02:00:02] <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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L59[04:16:48] <JustRamon> Is there a way to
debug forge commands? currently I have to restart the game to try
out new code
L60[04:16:59] ***
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L61[04:17:40] <PaleoCrafter> uhm...
debugging them shouldn't be any different from other code
L62[04:18:44] <JustRamon> well, to register
the command, you have to create a new instance of it during the
server start event.
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L64[04:19:02] <JustRamon> Meaning I can't
change the code after the game has started
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L66[04:19:17] <Ordinastie> you can still
hotswap
L67[04:19:26] <PaleoCrafter> ^ just can't
add new commands
L68[04:19:34] <JustRamon> hmm
L69[04:21:13] <JustRamon> Well, hotswapping
code doesn't seem to work. If I add a simple
"addchatmessage" to my command (without any conditions)
It doesn't do anything on command
L70[04:22:56] <Ordinastie> hotswap only
allows you to change method contents
L71[04:23:12] <Ordinastie> you can't modify
class structure or method signatures
L72[04:24:03] <ghz|afk> note also, that
lambdas are compiled into methods, so changing a lambda will more
often than not, result in signature changes
L73[04:24:28] <PaleoCrafter> ^ if it's a
closure
L74[04:24:31] <ghz|afk> (capturing one
extra variable means adding a parameter to the function, and so
on)
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L77[04:28:34] <PaleoCrafter> that should
work
L78[04:28:43] <ghz|afk> yes that should
work
L79[04:28:43] <PaleoCrafter> note that if
you're using IDEA, you need to trigger a rebuild
L80[04:28:49] <JustRamon> oh right
L81[04:28:53] <ghz|afk> just hit "make
project"
L82[04:29:00] <ghz|afk> no need for rebuild
;P
L83[04:29:05] <PaleoCrafter> that's what I
mean :P
L84[04:29:16] <ghz|afk> yeah but you said
rebuild, and people will inevitable click the "rebuild
project" option
L85[04:29:17] <ghz|afk> ;P
L86[04:29:22] <ghz|afk> inevitably*
L87[04:29:22] <JustRamon> Ahh. I'm new to
idea, that's something I didn't know
L88[04:29:27] <JustRamon> Thanks for the
help guys :D
L89[04:29:31] <ghz|afk> there's an option
to auto-build
L90[04:29:35] <PaleoCrafter> I use a custom
hotkey, so I don't know the actual option :P
L91[04:29:35] <ghz|afk> but meh, I prefer
it off.
L92[04:29:41] <ghz|afk> also it doesn't
work in debug mode anyhow
L93[04:30:10] <ghz|afk> PaleoCrafter: it's
the "down arrow with 0/1 numbers" icon next to the
configuration selector
L94[04:30:19] <PaleoCrafter> idc :P
L95[04:30:38] <ghz|afk> btw have they shown
1.11 features yet?
L96[04:30:53] <PaleoCrafter> nope, only
tomorrow 11am local time
L97[04:30:56] <sham1> what do they have
planned
L98[04:31:03] <ghz|afk> aha
L99[04:31:07] <ghz|afk> sham1: that's the
whole point
L100[04:31:12] <ghz|afk> they haven't said
anything
L101[04:31:24] <PaleoCrafter> only that
it's supposedly going to be good
L102[04:31:31] <sham1> I really with they
do some more internal work
L103[04:31:38] <ghz|afk> they said it's
focused on survival
L104[04:31:40] <sham1> some optimisation
maybe
L105[04:31:49] <ghz|afk> that's all I know
about it
L106[04:32:37] <sham1> Meanwhile, I'm just
waiting for about 100+ packages to emerge
L107[04:32:53] <ghz|afk> heh, emerge
L108[04:33:01] <ghz|afk> hadn't heard that
word in a while ;P
L109[04:33:14] <sham1> :P
L110[04:33:16] <PaleoCrafter> I only hope
that the modding panel (which runs in parallel) gets streamed as
well or at least recorded
L111[04:33:25] <sham1> my monthly update
schedule
L112[04:35:36] <ghz|afk> do we have no one
with a proper camera & tripod attending?
L113[04:35:56] <ghz|afk> (I mean, as a
backup)
L114[04:36:06] <PaleoCrafter> I don't
know, actually :P
L115[04:36:23] <PaleoCrafter> one of the
PAX panels was recorded by someone from the community, so
L116[04:36:45] <ghz|afk> yaaay I made a
hatchet
L117[04:36:58] <ghz|afk> stick + string +
flint
L118[04:37:03] <ghz|afk> for my
survivalist mod
L119[04:37:20] <ghz|afk> not really any
achievement
L120[04:37:24] <ghz|afk> but I hadn't done
any modding for a while
L121[04:37:43]
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L122[04:41:42] <ghz|afk> is there any
up-to-date table of stock oredict names?
L123[04:42:32] <JustRamon> Because minecon
is in a completely different timezone, I'll probably be staying up
super late to see panels xD
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L126[04:46:29] <ghz|afk> PaleoCrafter:
that doesn't have an exhaustive table of everything forge adds a
name for ;P
L127[04:46:53] <PaleoCrafter> then look at
the OreDictionary source :P
L128[04:46:55] <ghz|afk> but yeah
nevermind
L129[04:46:57] <ghz|afk> I did
L130[04:47:42] <ghz|afk> anyhow, I'll have
to make do with using flint explicitly
L131[04:50:29] <ghz|afk> was the old wiki
removed?
L132[04:50:36] <ghz|afk> there used to be
this page
L134[04:50:43] <PaleoCrafter> it was
removed, yes
L135[04:50:46] <ghz|afk> which had some
mod oredict names
L136[04:50:57] <PaleoCrafter> because it
used to be just horrendously outdated
L137[04:51:00] <ghz|afk> horribly
outdated, but it was better than nothing
L138[04:51:00] <ghz|afk> ;P
L139[04:51:38] <PaleoCrafter> the rtd
article is supposed to serve as a replacement for that particular
page :P
L140[04:52:03] <ghz|afk> yeah xcept for
the "these mods are known to register these strings"
part
L141[04:52:04] <ghz|afk> ;P
L142[04:52:17] <PaleoCrafter> because
that's totally unnecessary :P
L143[04:52:24] *
ghz|afk shrugs
L144[04:53:09] <PaleoCrafter> it was
intentionally left out such that not everyone and their sister add
their "SuperAwesomeCraft" mod to the list :P
L145[04:53:25] <ghz|afk> yeah I
understand
L146[04:53:28] <PaleoCrafter> I, for
instance, have never heard of B0bCraft :P
L147[04:57:10] <sham1> Well now you
have
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L150[04:58:54] <Koward_> Do we really have
to keep Item ID limit in mind ? Are they really modpacks with that
many items ? 32k for god's sake
L151[04:59:14] <sham1> I wouldn't doubt
it
L152[04:59:25] <Koward_> *sigh*
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L154[05:00:24] <ghz|afk> Koward: there are
ineeded modpacks that reach id limit
L155[05:00:25] <ghz|afk> but IMO
L156[05:00:28] <ghz|afk> that's not
modder's fault
L157[05:00:37] <ghz|afk> that's people
making ridiculous modpacks
L158[05:00:59] <ghz|afk> "oh hey I'll
add 50 mods that do the same tech mechanics just slightly
different!"
L159[05:01:00] <sham1> FTB Unleached retro
remix ultra
L160[05:01:07] <ghz|afk> "and also 30
mods that do magic slightly different!"
L161[05:01:10]
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L162[05:01:33] <sham1> But every mod needs
Thermal Expansion /s
L163[05:01:42] <sham1> modpack
rather
L164[05:02:37] <Koward_> I personally hate
modpacks, I think this trend is the plague of MC, but I'm not alone
working on a mod and the head author is fond of them.
L165[05:03:11] <sham1> Modpacks are not
bad per say
L166[05:03:15] <ghz|afk> modpacks are
good
L167[05:03:18] <sham1> But when they are
too large
L168[05:03:30] <ghz|afk> but the
"everything in one" modpacks are just stupid
L169[05:03:39] <ghz|afk> I like thematic
packs
L170[05:03:44] <ghz|afk> specially
story-driven ones
L171[05:04:07] <sham1> I like all skyblock
packs
L172[05:04:17]
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L173[05:04:39] <raoulvdberge> Using
block/orientable, how can I make the side textures rotate like the
top texture does?
L174[05:05:19] <ghz|afk> uvlock
L175[05:05:23] <ghz|afk> either true or
false
L176[05:05:53] <ghz|afk> wait side
texture?
L177[05:06:01] <raoulvdberge> yes?
L178[05:06:19] <Koward_> I just feel like
all good modpacks are relatively short lists with what everyone
would naturally pick and so they don't seem really useful. On the
other hand, modpacks with a big list are just "LET'S THROW ALL
THE THINGS WE CAN" packs and just don't have good
gameplay.
L179[05:06:23] <ghz|afk> you mean for the
cases where it's looking up or down?
L180[05:06:37] <ghz|afk> I don't think
orientable handles those
L181[05:06:46] <ghz|afk> it's designed for
the dispenser and dropper
L182[05:06:54] <ghz|afk> which always have
the side textures the same direction
L184[05:07:28] <raoulvdberge> i want that
side texture to also face in my direction
L185[05:07:32] <raoulvdberge> like the top
tex
L186[05:08:13] <ghz|afk> make your own
thing
L187[05:08:40] <ghz|afk> instead of using
block/orientable
L188[05:08:42] <raoulvdberge> how?
L189[05:08:59] <raoulvdberge> it seems
like the MC engine handles the x, y stuff
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L192[05:09:19] <ghz|afk> instead of using
block/orientable
L193[05:09:21] <ghz|afk> use a plain
model
L194[05:09:26] <ghz|afk> and handle the
rotations on the blockstate
L195[05:09:40] <ghz|afk> eh sorry wrong
file
L196[05:09:42] <raoulvdberge> I see
L198[05:10:15] <ghz|afk> the rotation
angles will vary depending on where the model looks where you have
0 rotation
L199[05:10:25] <ghz|afk> I recommend
either making it look north, or south
L200[05:10:29] <ghz|afk> and then rotating
the rest
L201[05:11:02] <ghz|afk> although it is
possible to rotate when the model defaults to "up", the
resulting blockstates file isn't that nice
L202[05:11:15] <raoulvdberge>
blockInterface.json
L203[05:11:33] <raoulvdberge> uhm
L204[05:11:39] <raoulvdberge> I'm already
doing those x, y changes based on dir
L205[05:11:45] <raoulvdberge>
block/orientable doesn't handle that
L206[05:11:50]
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L208[05:13:37] <ghz|afk> then add
"uvlock":true
L209[05:13:39] <ghz|afk> on your
defaults
L210[05:13:49] <raoulvdberge> that messes
up everything
L211[05:13:57] <ghz|afk> then no
idea
L212[05:14:12] <ghz|afk> try
something
L213[05:14:21] <ghz|afk> put it in the
north direction
L214[05:14:25] <ghz|afk> when the
rotations are 0
L215[05:14:28] <ghz|afk> if it looks wrong
in that case
L216[05:14:32] <ghz|afk> then your
textures are wrong
L217[05:14:41] <ghz|afk> once it looks
right in the north direction
L218[05:14:46] <ghz|afk> then it should
look right in any other
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L223[05:34:27] <sham1> my god, building
firefox takes approx forever
L224[05:35:02] <sham1> ...and now
Wine
L225[05:35:40] <PaleoCrafter> hehe, nice,
we can include all sorts of markdown extensions in the docs now
:3
L226[05:35:50] <PaleoCrafter> TeX all the
way!
L227[05:36:25] <JustRamon> Is there an
easy way to make aliases for commands?
L228[05:36:37] <JustRamon> Like /r
&& /reply
L229[05:36:42] <sham1> alias
alias="command"
L230[05:36:52] <PaleoCrafter> extend the
command you want to alias and change the name? :P
L231[05:37:04] <JustRamon> Hmm. Alrighty
then :P
L232[05:38:22] <jordibenck> is it possible
to display a picture on a block or on a couple of blocks/
L233[05:38:26] <jordibenck> like a tv
monitor?
L234[05:38:45] <sham1> nothing is
impossible
L235[05:38:51] <sham1> but it might be
challenging
L236[05:38:54] <jordibenck> is it hard to
do?
L237[05:38:55] <jordibenck> ah
L238[05:39:45] <jordibenck> you have an
idea how to get me started?
L239[05:40:07] <sham1> Read up on how to
draw to textures and how to render them
L240[05:40:46] <jordibenck> ye will
do
L241[05:41:24] <PaleoCrafter> that assumes
you actually want to draw an in-world view or something
L242[05:41:41] <jordibenck> yes
L243[05:42:48] <jordibenck> So like i have
a rectangle of blocks, and the top of the block contains a piece of
a picture
L244[05:43:01] <jordibenck> or 1 big
picture on all those blocks
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L248[05:48:06] <jordibenck> ye something
like that
L249[05:48:22] <jordibenck> the idea I
have is this:
L250[05:48:29] <PaleoCrafter> inb4
legitimate use for MalisisCore :P
L251[05:48:41] <Ordinastie> PaleoCrafter,
that doesn't even work anymore :(
L252[05:48:47] <jordibenck> there is a
rectangle of 4 x 2 blocks on the ground
L253[05:49:11] <jordibenck> and when I put
an item in the slot of my block, the rectangle displays a
picture
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L255[05:56:11] <Subaraki> is Ordinastie
nearby ?
L256[05:56:23] <Ordinastie> maybe
L257[05:56:35] <Subaraki> :P
L258[05:56:58] <Subaraki> i had to leave
yesterday when you were saying to redraw the chunk for my lighting
problem
L259[05:57:18] <Subaraki> i followed the
complete debug route also, and everything is called both
sides
L260[05:57:27] <Ordinastie> if placing a
block doesn't change the light, it's not a redraw problem
L261[05:57:42] <Subaraki> then i have to
let the client know what the server is doing
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L263[05:58:31] <Subaraki> are their
vanilla packets or stuff I can use to update/sync a chunk ?
L264[05:58:44] <Subaraki> or do i send
packets meselfs ?
L265[05:58:52] <Ordinastie> it's supposed
to be synced when you call it on the server
L266[05:59:05] <Ordinastie> it calls a
notifyLight or something
L267[05:59:13] <Ordinastie> debug that,
check what's received on the client
L268[05:59:14] <Subaraki>
this.notifyLightSet(pos);
L269[05:59:21] <Subaraki> debugged
it
L270[05:59:52] <Subaraki> it does a loop
on the eventlistener and calls this :
((IWorldEventListener)this.eventListeners.get(i)).notifyLightSet(pos);
L271[06:00:01] <Subaraki> there's only 2
items in the list for each side
L272[06:00:09] <Subaraki> and each side
calls that line in the loop ^
L273[06:00:19] <Subaraki> (882 in World
class)
L274[06:00:43] <Ordinastie> and ?
L275[06:00:50] <Ordinastie> don't stop
there
L276[06:05:40] <Subaraki> notifyLightSet
calls upon one line : this.setLightUpdates.add(pos.toImmutable());
in RenderGlobal
L277[06:06:04] <Ordinastie> that's client
side
L279[06:07:23] <Subaraki> which get's
itterated over and calls markBlocksForUpdate
L280[06:07:24] <Subaraki> yeah
L281[06:07:31] <Subaraki> which means it's
called client side right ?
L282[06:07:36] <Subaraki> do i need to
chech server side ?
L283[06:07:39] <Subaraki> check *
L284[06:07:52] <Ordinastie> you need to
check everything if you want to understand why it doesn't
work
L285[06:10:36] <Subaraki> well,
notifyLightSet for ServerWorldEventHandler is empty o.O
L286[06:12:34] <Ordinastie> is that the
only handler ?
L287[06:13:35] <Subaraki> no
L288[06:13:40] <Subaraki> but the other
one in server is also empty
L289[06:13:46] <Subaraki> for
setLightFor
L290[06:14:14] <Ordinastie> what's the
other listener ?
L291[06:17:35] <Subaraki>
PathWorldListener
L292[06:18:16] <PaleoCrafter> hm, no
dedotated wam gif to be found on giphy
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L295[06:21:18] <Subaraki> i sould be
checking on checkLightFor really ...
L296[06:21:23] <Subaraki> setLightFor
works
L297[06:21:26] <Subaraki> stupid me
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L306[06:51:07] <Subaraki> pfff
L307[06:51:09] <Subaraki> light
<_<
L308[06:51:20] <Subaraki> where do torches
get theirs ?
L309[06:51:24] <Subaraki> how does that
work ?
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L311[06:51:43] <Subaraki> can't find any
results when searching for Blocks.TORCH or BlockTorch
L312[06:51:50] <Ordinastie> the
ligthValue
L313[06:52:15] <JustRamon> So if you join
a server with a mod installed wich contains forge commands (and you
have that mod installed too), will the commands run via the server
or via the player?
L314[06:52:43] <Ordinastie> the
player
L315[06:52:48] <Ordinastie> run on the
server
L316[06:53:37] <JustRamon> Hmm.. I'll push
my code up the github in a bit, and maybe you can help to try and
find out if it will run correctly on a server ;)
L317[06:54:46] <Ordinastie> there are
plenty of commands in MC already that you can look
L318[06:55:58] <JustRamon> I could
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L328[07:56:57] <raoulvdberge> Is there a
way to rotate the texture of a specific side of a block?
L329[07:57:13] <raoulvdberge> I could use
"y" but that rotates all the sides
L330[07:57:51] <PaleoCrafter> you could
make it a multipart model and rotate the individual parts
L331[07:57:59] <PaleoCrafter> (each part
being a single-quad model)
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L343[08:43:38] <Ordinastie> IoP, ?
L345[08:43:43]
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L346[08:44:11] <IoP> How am I supposed to
use that coremodlist if its class is private?
L347[08:44:44] <PaleoCrafter> why would
you want to access the list?
L348[08:45:22] <IoP> because I wanted list
of all coremod transformers forge has found
L349[08:46:30] <IoP> I used reflection to
get coreModInstance from FMLPluginWrapper instances but there must
be something cleaner
L350[08:47:50] <PaleoCrafter> FML already
logs all transformers and coremods?
L351[08:50:19] <IoP> well. it
"logs" you you grep
L352[08:50:55] <IoP> And no I won't
suggest any logging changes to forge to make it better. Last time I
did...well
L353[08:52:48] <JustRamon> Is there some
kind of chatevent in forge? if not, how would I go about doing such
thing?
L354[08:57:37] ***
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L355[08:57:39] <ghz|afk> is that logo
competition still ongoing?
L356[08:57:52] <PaleoCrafter> nope
:P
L357[08:58:09] <ghz|afk> who won? ;P
L358[08:58:18] <PaleoCrafter> look it up
on the forums :P
L359[08:58:24] <ghz|afk> got a link?
XD
L360[08:58:51] ***
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L361[08:58:57] <IoP> sorry, no link in
backlog :/
L363[08:59:21] <ghz|afk> "Once I get
a moment I will have a post up announcing the winner."
L364[08:59:22] <ghz|afk> welp
L365[08:59:24] <ghz|afk> ;P
L366[08:59:45] <PaleoCrafter> they edited
the initial post :P
L367[09:00:05] <IoP> :/ no half naked man
with hammer
L368[09:00:21] <ghz|afk> oh!
L369[09:02:11] <PaleoCrafter> guess why
I've been working on the webdesign the last couple of days :P
L370[09:02:50] ⇦
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L372[09:04:42] <ghz|afk> it's built around
that logo? ;P
L373[09:04:51] <PaleoCrafter> I adjusted
the colours, yeah xD
L374[09:05:07] <ghz|afk> so I had another
silly idea for a logo
L375[09:05:20] <ghz|afk> it would have
been a stick with an anvil at the end
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L383[09:22:35] <sham1> That's a nice
looking theme
L384[09:24:22] <PaleoCrafter> thanks
:P
L385[09:24:36] <PaleoCrafter> it's also
actually more functional than the default one, in a way
L386[09:25:11] <PaleoCrafter> because I
added some python extensions to enhance the code blocks
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L394[09:57:02] <JustRamon> Hmm. So I found
ServerChatEvent, but I can't get it working
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L403[10:19:47] <howtonotwin> raoulvdberge:
Rotating textures is done like this: { elements [ ... { faces {
north { rotation: <multiple of 90> } } } ... ] }
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L405[10:34:01] <ghz|afk> anyone happens to
know how to write minetweaker integrations?
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L410[10:36:41] <ghz|afk> I did
L411[10:36:47] <ghz|afk> I learned nothing
;p
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L413[10:37:59] <BordListian>
MineTweakerAPI.registerClass on a class with @ZenClass and
@ZenMethod annotations?
L414[10:38:49] <ghz|afk> but ,is that
all?
L415[10:39:01] <ghz|afk> I see the methods
there using IItemStack and stuff like that
L416[10:39:08] <ghz|afk> but I have no
idea how to even begin to use that
L417[10:39:13] <ghz|afk> or if I can just
use ItemStack directly
L418[10:40:00] <BordListian> hm
L419[10:42:45] <BordListian> apparently
you can call InputHelper.ToStack(IItemStack) to make it into an
actual ItemStack
L420[10:43:22] <BordListian> fuck
L421[10:43:26] <BordListian> no you can't
i'm an idiot
L422[10:43:51] <ghz|afk> that's in
modtweaker ;P
L423[10:43:59] <BordListian> yeah
L424[10:44:07] <BordListian> BWM just
copies that class apparently
L425[10:44:52] <ghz|afk> I feel like the
modtweaker api is just BS
L426[10:44:53] <LatvianModder> if jared
was here..
L427[10:44:59] <ghz|afk> most
user-unfriendly api I have seen so far ;P
L428[10:45:03] <howtonotwin> IItemStack is
magical in that it does things like specify stacks in oredict names
etc.
L429[10:45:06] <ghz|afk>
minetweaker*
L430[10:45:07] <howtonotwin> i think
L431[10:45:12] <ghz|afk> howtonotwin:
yeah
L432[10:45:15] <ghz|afk> that's what I'm
missing
L433[10:45:27] <ghz|afk> if
input.isOredictName() call method with string input
L434[10:45:32] <ghz|afk> else call method
with itemstack input
L435[10:45:37] <ghz|afk> >_<
L436[10:45:56] <howtonotwin> well, MT IS
open source :P
L437[10:46:09] <howtonotwin> Time to wear
out your f key
L438[10:46:16] *
ghz|afk sighs
L439[10:47:53] <BordListian> wear out the
c and v keys instead :P
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L442[10:50:04] <howtonotwin> breakpoint a
@ZenMethod and see how it has been called?
L443[10:55:11] ⇦
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L446[10:58:55] <LatvianModder> longest
line in my code probably
L447[10:58:56] <LatvianModder>
SilItems.Modules.MODULE_LIST.forEach((key, value) ->
ModelLoader.setCustomModelResourceLocation(value, 0, new
ModelResourceLocation(new
ResourceLocation(value.getRegistryName().getResourceDomain(),
"modules/" + key), "inventory")));
L448[10:59:27] <ghz|afk> that's because
it's a composite line
L449[10:59:44] <ghz|afk> you could move
the constructor for the resloc into its own method
L450[10:59:53] <ghz|afk> and then the
construction for the modelresloc to another method
L451[10:59:58] <LatvianModder> Yeah but..
nah :P
L452[11:00:15] <LatvianModder> even Idea
complains about me doing those things
L453[11:00:37] <ghz|afk> or at least the
call to setCustomMRL as a method
L454[11:00:37] <ghz|afk> ;p
L455[11:01:05] <ghz|afk>
SilItems.Modules.MODULE_LIST.forEach(TheClass::registerModel)
L456[11:01:11] <ghz|afk> that's be much
neater ;P
L457[11:01:36] <LatvianModder> yeah I
think ill do that
L458[11:01:45] <LatvianModder> otherwise
im forcing to use one specific location for models
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L463[11:05:10] <LatvianModder> wtf is
ModelBakery.MISSING_MODEL_MESH
L464[11:05:14]
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L465[11:05:20] <LatvianModder> and
EMPTY_MODEL_RAW
L466[11:05:27] <LatvianModder> wtf. didnt
even bother to remove spaces
L467[11:06:11] <howtonotwin> The missing
model is actually JSON o_O?
L468[11:06:19] <LatvianModder>
appearently
L469[11:07:01] <howtonotwin>
replaceAll("\'", "\"")
L470[11:07:03] <howtonotwin> MOJANG!
L471[11:08:09] <BordListian> can we leak a
different missing model model into the minecraft namespace
somehow
L472[11:08:53] <LatvianModder> ofc we can,
even with simple reflection
L473[11:08:54] <luacs1998> LatvianModder,
man, FE has wway longer stuff than that
L474[11:09:09] <LatvianModder> Thats
nothing to be proud of :P
L475[11:10:28] <BordListian> fire
emblem?
L476[11:11:10]
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L477[11:12:15] <luacs1998> nah
L478[11:12:21] <luacs1998> LatvianModder's
competitor
L479[11:12:54] <Subaraki> would it be
possible to recreate an airblock that gives of light ?
L480[11:12:56] <LatvianModder> * when
competitors work together to make one Forge PR
L481[11:13:08] <Subaraki> ( question
before i start doing research )
L482[11:13:13] ⇦
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L483[11:13:23] <LatvianModder> yes. VERY
easily
L484[11:13:32] <PaleoCrafter> some nice
svastikas going through the Minecon stream chat
L485[11:13:52] <LatvianModder> is it on
youtube.com/user/TeamMojang?
L486[11:14:15]
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L487[11:14:17] <PaleoCrafter> yeah
L488[11:14:28] <LatvianModder> WTF is that
chat
L490[11:15:44] <IoP> only 11k
viewers
L491[11:16:55] <PaleoCrafter> the twitch
stream only has 141 :P
L492[11:17:02] <howtonotwin> Subaraki:
object `ItBurns!` extends BlockAir { setLightLevel(1) }
L493[11:17:08] <howtonotwin> should be it
actually :P
L494[11:17:18] <Subaraki> oh
L495[11:17:19] <Subaraki> nice :)
L496[11:17:32] <howtonotwin> Javafied as
required ofc
L497[11:17:38] <BordListian> is that
L498[11:17:44] <BordListian> kotlin or
something
L499[11:17:47] <howtonotwin> scala
L500[11:17:51] <BordListian> ew
L501[11:17:56] <howtonotwin> not again
>.<
L502[11:18:05] <howtonotwin> that's 3 and
counting
L503[11:18:14] <PaleoCrafter> don't dare
to think that Scala is Kotlin :P
L504[11:18:33] <BordListian> dude you're
using a meme language that compiles to java
L505[11:18:41]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.127)
L506[11:18:46] <BordListian> of course
that's 3 and counting
L507[11:18:53] <PaleoCrafter> it does not
compile to fucking Java, but JVM Bytecode, huge difference
L508[11:18:55] <Qball> whats the meme
language
L509[11:19:02] <howtonotwin> ah yes
`abstract class Monad[M[_]]` can be represented in Java :P
L510[11:20:05] <Qball> why do people keep
using languages that use the JVM instead of just using Java
L511[11:20:10] <howtonotwin> ^ that's a
type constructor with kind (* -> *) -> *, equivalent to
Haskell's Monad typeclass
L512[11:20:24] <PaleoCrafter> there's a
Kotlin project that wants to provide a few type classes, half the
stuff is missing and you just find comments like // Higher kinded
types are not supported by Kotlin
L513[11:20:34] <PaleoCrafter> Qball,
because Java is a piece of crap
L514[11:20:40] <BordListian> i like how
more than 20 years ago they held an intervention about how
compilicated programming had gotten
L515[11:20:43] <Qball> how
L516[11:20:44] <BordListian> and it solved
nothing
L517[11:20:55] <Qball> how is java
crap
L518[11:21:03] <BordListian> well, it
is
L519[11:21:13] <BordListian> :p
L520[11:21:17] <howtonotwin>
Class<generics>.blah but obj.<generics>method() for
some reason
L521[11:21:25] <Qball> Ive heard lots of
people say it is but when I ask how they give bias answers
L522[11:21:28] <howtonotwin> that's
nitpicking and I'll stop now
L523[11:21:35] <Qball> I want an unbiased
answer
L524[11:21:57] <LatvianModder> im on your
side Qball!
L525[11:21:59] <howtonotwin> scala has XML
literals. That's already a -50 charisma to the language
>.<
L526[11:22:09] <howtonotwin> I'm
serious
L527[11:22:15] <LatvianModder> I've just
started C++ and.. well Java is waay superior
L528[11:22:31] <Qball> yet C++ is still
widely used
L529[11:22:36] <PaleoCrafter> just wait
for dotty to become mainstream, howtonotwin :P
L530[11:22:36] <BordListian> even C is
superior to C++
L531[11:22:44] <Qball> isn't C++ made by
MicroSoft
L532[11:22:50] <howtonotwin> no
L533[11:22:51] <BordListian> maybe
L534[11:22:53] <BordListian> maybe
not
L535[11:22:55] <howtonotwin> C# is
L536[11:22:55] <LatvianModder> everything
is made by microsoft
L537[11:23:21] <BordListian> the c++
standard describes the language designers as undefined
L538[11:23:24] <Qball> i Knew Microsoft
made a C language just never can remember if it was ++ or #
L539[11:23:45] <PaleoCrafter> well, C#
technically isn't "made" by Microsoft anymore either,
iirc
L540[11:24:04] <Lord_Ralex> and it's going
downhill, heh
L541[11:24:13] <BordListian> is it?
L542[11:24:34] <BordListian> everyone was
all excited about roslin right before i graduated
L543[11:24:38] ***
Abrar|gone is now known as AbrarSyed
L544[11:24:43] <LatvianModder> aaaanyway.
we are in #minecraftforge channel. Where mods are made for
minecraft. in java. so Java here is the best language :P
L545[11:24:56] <BordListian> no lat
L546[11:24:57] <howtonotwin> acceptable
logic :P
L547[11:25:02] <BordListian> mods are made
in jvm
L548[11:25:07] <PaleoCrafter> ^ :P
L549[11:25:10] <LatvianModder> But not
really supported :P
L550[11:25:12] <ghz|afk> C# is still the
best languate, though ;P
L551[11:25:18] <ghz|afk> but can't use it
for mods, sadly
L552[11:25:19] <howtonotwin> I'll just
watch this from afar xD
L553[11:25:25] <ghz|afk> so Java it
is.
L554[11:25:28] <LatvianModder> oh im
sorry
L555[11:25:30] <PaleoCrafter> if anything,
F#, ghz|afk :P
L556[11:25:30] <LatvianModder> let me read
rules
L557[11:25:34] <BordListian> you see
L558[11:25:35] <Qball> shit did I just
start a debate of the best language
L559[11:25:38] <LatvianModder> Banned
topics:
L560[11:25:38] <LatvianModder> 'MC would
be better in {insert language here}'
L561[11:25:38] <howtonotwin> and possibly
spam everyone's mailbox with PoisonPills
L562[11:25:43] <ghz|afk> LatvianModder:
yep
L563[11:25:54] <ghz|afk> no one is
suggesting mc would be better in it
L564[11:25:54] *
howtonotwin wants to stop this
L565[11:25:56] <BordListian> language
discussions are like politics
L566[11:25:59] <howtonotwin> like rn
L567[11:25:59] <BordListian> never say
something is good
L568[11:26:06] <LatvianModder> Or
bad
L569[11:26:09] <howtonotwin>
CEASEFIRE!
L570[11:26:13] <BordListian> no, bad is
okay
L571[11:26:29] <LatvianModder> Ok. You are
bad. Is that ok? :P
L572[11:26:35] <howtonotwin> yes
L573[11:26:41] <BordListian> you can call
everything garbage but never play favorites
L574[11:26:43] <LatvianModder> no no. You
are defective. This is way worse :P
L575[11:26:47] <howtonotwin> now
stop
L576[11:26:55] <PaleoCrafter> funny enough
that fewer people have been kicked for language debates than for
coremodding, while only the former sorta is banned according to the
rules
L577[11:26:56] <howtonotwin> or kish
L578[11:26:59] <ghz|afk> see that's why
those topics are banned
L579[11:27:04] <howtonotwin> just stop
please
L580[11:27:18] <ghz|afk> people inevitably
stop talking about the languages
L581[11:27:21] <IoP> rules?
L582[11:27:22] <howtonotwin> are we
done?
L583[11:27:26] <BordListian> coremodding
is so banned, putting a rule against coremodding into the topic
would violate the channel rules
L584[11:27:31] <ghz|afk> and start giving
opinions about the other people themselves
L585[11:27:33] *
howtonotwin peeks out of hidey-hole
L586[11:27:39] *
howtonotwin goes back in
L587[11:27:52] <LatvianModder> You don't
obey to rules. That's a paddlin
L588[11:28:11] <Qball> does anyone in here
know about Skript
L589[11:28:19] <BordListian> oh no
L590[11:28:20] <howtonotwin> por favor, en
ingles?
L591[11:28:24] <LatvianModder> its
misspelled Script. What else?
L592[11:28:30] <BordListian> it's not
misspelled :V
L593[11:28:36] <howtonotwin> so like
FAIL?
L594[11:28:39] <Qball> he knows what it
is
L595[11:28:41] <howtonotwin> skript
is?
L596[11:28:55] <BordListian> Skript is the
german word for script
L597[11:29:04] <LatvianModder> Skript is a
failure by its name already :P
L598[11:29:20] <howtonotwin> "on burn
of fuel" lol
L599[11:29:23] <LatvianModder> I thought
germans only use english words for things #fireBurn!
L600[11:29:31] <howtonotwin>
"loop-block" o_O
L601[11:29:37] <PaleoCrafter> go back to
Kindergarten and learn about this, LatvianModder :P
L602[11:29:43] <howtonotwin> builtin loop
variable names O_O
L603[11:29:46] <BordListian> holy shit
paleo
L605[11:30:05] <LatvianModder>
Childrengarten :P
L606[11:30:23] <Qball> thats what I was
talking about
L607[11:30:27] ⇦
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L608[11:30:34] <Qball> but anyway Lula is
best langue
L609[11:30:39] <howtonotwin> lula?
L610[11:30:45] <Qball> my bad Lua
L611[11:30:52] <LatvianModder> Lula sounds
way better
L612[11:30:56] <PaleoCrafter> oh, you mean
LUA? hurr durr
L613[11:31:09] <Qball> yea
L614[11:31:14] <Qball> I missed spelt
it
L615[11:31:20] <howtonotwin> missed
spelt
L616[11:31:26] <BordListian> missed
spelt
L617[11:31:35] <LatvianModder> missed
spelt
L618[11:31:45] <BordListian> lula is
bessed langue
L619[11:31:45] <PaleoCrafter> don't Lua
people usually get pissed off if you write it like it's an acronym?
:P
L620[11:31:58] <howtonotwin> concat $
repeat "missed spelt\n"
L621[11:32:02] <BordListian> isn't it
purtogese for mun
L622[11:32:04] <LatvianModder> Language
Using Acroynms, duh
L623[11:33:25] <PaleoCrafter> not sure if
it's portuguese, but it does mean "Moon" in some Romance
language, yes
L624[11:34:06] <Ordinastie> do you mean
"Luna" ?
L625[11:34:16] <Qball> isn't it like the
only language to start indexing at 1
L626[11:34:32] <LatvianModder> Luna is
moon
L627[11:34:45] <PaleoCrafter> yeah, in
Latin and probably a few other derived languages :P
L628[11:34:53] <LatvianModder> Latin is
the ultimate language
L629[11:34:55] <PaleoCrafter> but
"Lua" also is moon in some derivative :P
L630[11:34:58] <LatvianModder> how did
they name things
L631[11:35:14] <Ordinastie> never seen it
like that
L632[11:35:34] <IoP> Qball: ML's tuples
start from 1
L633[11:35:43] ⇦
Parts: Qball (Elite17280@this.bnc.isnt.from.chi-town.elitebnc.org)
(I gtg bye))
L634[11:35:49] <LatvianModder> daw
L636[11:36:09] <Lord_Ralex> ada let's you
define what the start is for indexing
L637[11:36:12] <IoP> I knew it. ML is too
scary to handle
L638[11:36:12] <PaleoCrafter>
LatvianModder, Latin as we know it is itself a derivative of the
language of the Latin people :P
L639[11:36:13] <Ivorius> Lula is blessed
langue ? ?
L640[11:36:29] <Ivorius> Pray for
lula
L641[11:36:37] <PaleoCrafter> fuck off
with your emoji
L642[11:36:54] <LatvianModder>
#DieInAFire
L643[11:36:55] <Ivorius> Not my fault your
client is shit PaleoCrafter :P
L644[11:36:57] <LatvianModder> .. Ava
Ire
L645[11:37:13] <LatvianModder> Oh, no, my
client displays emojis. That's the problem
L646[11:37:18] <PaleoCrafter> ^
L647[11:37:40] <Ivorius> Are you seriously
hating on Emojis
L648[11:37:42] <Ivorius> That's so
2008
L649[11:38:02] <Ivorius> Emojis are
literally what's wrong with today's world
L650[11:38:44] ⇦
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L651[11:39:03] <LatvianModder>
Exactly
L652[11:39:06] <LatvianModder> Emojis are
literally what's wrong with today's world
L653[11:39:11] <LatvianModder> :P
L654[11:39:35] ⇦
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L655[11:40:12] <BordListian> Emojis are
literally what's wrong with today's world
L656[11:40:55] <howtonotwin> please
L657[11:41:11] <heldplayer> Hey, but at
least Chrome can render them properly on Windows now
L658[11:41:17] <heldplayer> Wait, that's
not a good thing
L660[11:45:31] <LatvianModder> oh yeah,
whats up with the new ugly emojis
L661[11:45:40] <LatvianModder> with black
outline etc
L662[11:45:58] <Ivorius>
#blacklinesmatter
L663[11:46:03] <LatvianModder> xD
L664[11:48:08] <heldplayer> It's the
Windows 10 style emojis
L665[11:48:43] <LatvianModder> I love
anything that is svg.. but emojis are just ugly :P
L667[11:49:01] <LatvianModder> + i think
we might have more emojis than other symbols now lol
L668[11:49:44] <ghz|afk> the more emojis
gain popularity
L669[11:49:51] <ghz|afk> the more people
will want extra detail
L670[11:49:56] <ghz|afk> extra
variants
L671[11:50:19] <ghz|afk> in the
future
L672[11:50:21]
⇨ Joins: Vazkii (~Vazkii@62.28.200.62)
L673[11:50:31] <ghz|afk> the unicode emoji
area will be turing complete
L674[11:50:34] <LatvianModder> Unicode
>> Emojicode
L676[11:50:56] <ghz|afk> and true emoji
professionals will be able to script them into showing actual faces
of themselves making that specific facial expression
L677[11:50:58] <ghz|afk> maybe even
animated
L678[11:51:01] <quadraxis> "the
Unicode Consortium, a non-profit corporation that reviews and
develops new emojis"
L679[11:51:13] <PaleoCrafter> jesus, all
dem kids on the Minecon stream
L680[11:51:15] <ghz|afk> and it is
ok
L681[11:51:24] <ghz|afk> there has been
writing systems that used pictures in the past
L682[11:51:27] <ghz|afk> it's just coming
back
L683[11:51:37] <Ivorius> I imagine the
Unicode Consortium as this group of old dudes in a large meeting
hall with giant chairs
L684[11:51:49] <LatvianModder> not far
from truth
L685[11:51:53] <Ivorius> Somebody holds up
an emoji idea and they all vote on it to be in or not
L686[11:51:59] <ghz|afk> I imagine them as
a bunch of old nerds in a small office
L687[11:52:09] <howtonotwin> someone make
that esolang
L688[11:52:17] <howtonotwin> maybe like
piet
L689[11:52:22] <ghz|afk> playing D&D
in between sessions
L690[11:52:32] <howtonotwin> the
difference between emoji controls the program
L692[11:52:42] <PaleoCrafter> it's a
start
L693[11:53:10] ⇦
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L694[11:53:10] ⇦
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L695[11:53:27] <ghz|afk> PaleoCrafter: I
was picturing it the other way around
L696[11:53:29] <howtonotwin> but mix in a
bit of befunge for self-modification
L697[11:53:31]
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L698[11:53:54] <ghz|afk> emoji variants
work through prefixes
L699[11:53:57] <ghz|afk> so it would be
RPN
L700[11:54:03]
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L701[11:55:45] <ghz|afk> Are we
<receiver><person:My
mother><equals><partyhat><eggplant><conditional>
tonight?
L702[11:56:14] <PaleoCrafter> u wot
L703[11:56:16] <howtonotwin> wot
L704[11:56:24] <howtonotwin> balance your
tags xD
L705[11:56:36] <ghz|afk> lol
L706[11:56:38] <ghz|afk> it's not
html
L707[11:56:39] <PaleoCrafter> eggplant and
"My mother" in one sentence sounds kinda wrong
L708[11:56:44] <ghz|afk> exactly
L709[11:56:49] <ghz|afk> that's why it's
the "false" branch of the conditional
L710[11:57:41] <howtonotwin> oh
L711[11:57:42] <howtonotwin> OH
L712[11:58:02] <BordListian>
goddamnit
L713[11:58:18] <ghz|afk> I'm picturing
unicode having that kind of "codepoint" eventually
;P
L714[11:58:22] <BordListian> if you get
hired at the unicode consortium i will drink bleach
L715[11:59:03] <ghz|afk> lol don't
worry
L716[11:59:09] <ghz|afk> I have no
intention of ever working there
L717[11:59:15] <BordListian> thank
god
L718[11:59:31] <BordListian> :P
L719[12:00:04] <ghz|afk> oh nice
L721[12:00:11] <ghz|afk> found the link
with 10s remaining
L722[12:01:18] <PaleoCrafter> already
annoyed by the presenter xD
L723[12:01:19] <ghz|afk> (of course, as
usual, the first thing I do on a youtube stream is collapse the
chat)
L724[12:01:56] <ghz|afk> so
L725[12:02:03] <ghz|afk> my minetweaker
integration appears to work
L726[12:02:11] <ghz|afk> I was able to
successfully add a drying recipe
L727[12:02:17] <Ivorius> wow im so
excited
L728[12:02:19] <Ivorius> literally
shaking
L729[12:02:20] <ghz|afk> now I need the
corresponding remove methods
L730[12:02:43] <PaleoCrafter> forgot
injecting your Insulin again, Ivorius?
L731[12:02:52] <ghz|afk> Ivorius: get that
seen, it's not normal
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L736[12:07:51] <Ivorius> I'm bored already
man
L737[12:07:58] <Ivorius> Will there be
something happening or what
L738[12:08:19] <PaleoCrafter> in 20
minutes the actually opening will commence
L740[12:09:34] <PaleoCrafter> is half the
spam in the chat some variation of "/clear chat"?
q.q
L742[12:10:44] ⇦
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L743[12:11:10] <ThePsionic> that
screenshot didn't work
L744[12:11:26] <LatvianModder> 11:00am -
12:00pm ROOM 304 Mining The Code - One Mod at a Time
L745[12:11:42] <LatvianModder> Thats the
one about modded minecraft, a.k.a the only one I will be interested
in?
L746[12:11:48] <PaleoCrafter> yep
L747[12:12:03] <Ivorius> There are several
about mods
L748[12:12:04] <LatvianModder> 11am
american time.. thats about 21pm my time.. more or less
L749[12:12:20] <PaleoCrafter> >
American time
L750[12:12:22] <LatvianModder> yeah no.
those other ones dont seem to be modding related
L751[12:12:40] <LatvianModder> what?
L752[12:12:52] <PaleoCrafter> as if
there's one universal American time :P
L753[12:12:55] <LatvianModder> yes
L754[12:13:14] <LatvianModder> 6-10 hours
in the past
L755[12:13:37] <LatvianModder> And since I
have no idea where minecon is, I will assume its 10 hours away
:P
L756[12:13:37] <Ivorius> That's a long
panel man
L757[12:13:57] <PaleoCrafter> an hour
passes faster than you'd assume :P
L758[12:14:01] <quadraxis> minecon is
-8
L759[12:14:13] <LatvianModder> and im +2.
see, I win
L760[12:14:24] <LatvianModder> I always
win
L761[12:14:37] <PaleoCrafter> I thought it
was UTC-7?
L762[12:14:46] <howtonotwin> normally
is
L763[12:14:50] <howtonotwin> but daylight
savings
L764[12:14:52] <quadraxis> the handful of
people who live in +14 win
L765[12:15:28] <ThePsionic> ok another try
at sharing a screenshot
L768[12:16:32] <ghz|afk> meh can't be
bothered
L769[12:16:37] <ghz|afk> I'll jsut wait
for people to tell me what's new
L770[12:16:42] <ghz|afk> need some
groceries so bb in a bit
L771[12:17:21] <howtonotwin>
groceryhertz
L772[12:17:38] <LatvianModder> world needs
to stop using daylight saving time
L773[12:17:40] <howtonotwin> I swear half
the time you go afk it's for groceries xD
L774[12:17:45] <howtonotwin> then there's
Russia
L775[12:17:45] <LatvianModder> all of it.
at once
L776[12:17:54] <howtonotwin> it started
DST, and then never stopped
L777[12:19:33] <howtonotwin> oh it stopped
~2 yrs ago
L778[12:19:50] *
howtonotwin plays "yay!" sound effect
L779[12:20:13] <sham1> And there was much
rejoicing
L780[12:20:42] <howtonotwin> main =
forever rejoice
L781[12:21:47] <sham1> Stop hogging my
CPU
L782[12:22:15] <howtonotwin>
howtonotwin@sham1:~$ yes ok
L783[12:26:05] <kenzierocks> $ dd
if=/dev/zero of=/home/howtonotwin/self
L784[12:26:10] <Actuarius> You (account
Some(kenzierocks)) can't access the $ command
L785[12:26:19] <kenzierocks> lolwut
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L798[12:50:42] <ghz|afk> ugh
L799[12:50:47] <ghz|afk> dunno why I
loaded the stream
L800[12:51:01] <ghz|afk> I would have
preferred not to see that bit
L801[12:51:02] <ghz|afk> ;p
L802[12:52:37] <shartte> ... same
here
L803[12:56:39] <williewillus> get on the
picobtm server
L804[12:56:55] <williewillus> and watch
the stream in 144x50@20
L805[12:57:03] <williewillus> in mc
L806[12:57:22] <ThePsionic> lel
L807[12:57:34] <shartte> ahahaha
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L810[13:04:54] <ghz|afk> williewillus: lol
I just saw your tweet
L812[13:05:37] <shartte> Doesnt make the
content any better :P
L813[13:06:02] <williewillus> we can
shittalk in the mumble/game chat thuogh :P
L814[13:06:30] <shartte> haha. i guess i
should just tune in for the 1.11 thing tomorrow and ignore the
rest
L815[13:06:58] <plp> how would one go
about controlling which item models would be rendered into the gui
vs other places?
L816[13:07:13] <shartte> There are
multiple ways
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L819[13:07:30] <williewillus> plp:
perspective aware models
L820[13:07:45] <plp> do i have to make a
custom model loader?
L821[13:07:49] <williewillus> no
L822[13:08:03] <williewillus> you want a
different model in the inv only and another model elsewhere
right
L823[13:08:03] <ghz|afk> no but it's the
best way to get them injected
L825[13:08:12] <williewillus> no, you just
use modelbake event 0.o
L826[13:08:20] <ghz|afk> that won't let
you have dependencies
L827[13:08:22] <williewillus> and inject a
perspectiveawaremodel into the MRL in question
L828[13:08:25] <ghz|afk> with a custom
loader
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L830[13:08:33] <williewillus> meh :P
L831[13:08:35] <ghz|afk> you can require
the actual models from getDependencies of the IModel
L832[13:08:43] <ghz|afk> and they will be
available in .bake()
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L838[13:09:04] <ghz|afk> plp: it's not
hard
L839[13:09:07] <plp> was hoping i wouldn't
have to deal with custom model loaders
L840[13:09:14] <ghz|afk> that's the easy
part, really
L841[13:09:18] <plp> i tried the model
bake event thing
L842[13:09:22] <plp> didn't work
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L859[13:09:26] <williewillus> what's
"didn't work"
L860[13:09:27] <plp> was probably doing
something wrong
L861[13:09:29] <shartte> custom model
loaders are easy
L862[13:09:34] <williewillus> and show
your perspectiveawaremodel
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L874[13:09:59] <plp> the problem wasn't
the model
L875[13:10:00] <shartte> what is happening
on that stream? is that "look at what cool thing we made in
MC"?
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L877[13:10:11] <ghz|afk> plp look
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L879[13:10:17] <ghz|afk> you first make a
model loader class
L881[13:10:26] <plp> i was replaced the
model via modelbakeevent
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L884[13:10:35] <ghz|afk> this class will
return an IModel on its loadModel
L885[13:10:36] <plp> but a different model
was still being loaded
L886[13:10:42] <ghz|afk> if the right
resloc is passed to accepts
L887[13:10:43] <ghz|afk> then
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L890[13:10:46] <ghz|afk> the IModel
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L893[13:10:56] <ghz|afk> where you can
indicate your dependant models
L894[13:10:58] <plp> i think i need to
take another look at the flow of events in forge
L895[13:11:02] <ghz|afk> and in the bake
method
L896[13:11:02] <williewillus> that's a lot
of code
L897[13:11:11] <ghz|afk> you return your
custom IBakedModel
L898[13:11:32] <ghz|afk> if you scroll up,
there's the actual baked model
L899[13:11:33] <plp> yeah... which is why
i'm here. got tired of following everything
L900[13:11:42] <ghz|afk> it's that
simple.
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L902[13:11:52] <ghz|afk> you just register
the model as usual
L903[13:11:55] <ghz|afk> and from a forge
blockstates file
L904[13:11:57] <shartte> It's a lot of
code because the base classes sadly dont come with sane
defaults
L905[13:12:00] <ghz|afk> you reference
your special resource location
L906[13:12:09] <ghz|afk> you need 3 pieces
for it
L907[13:12:17] <ghz|afk>
ICustomModelLoader ( accepts + loadModel)
L908[13:12:22] <ghz|afk> IModel
(getDependencies + bake)
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L910[13:12:31] <ghz|afk>
IPerspectiveAwareModel (handlePerspective)
L911[13:12:53] <ghz|afk> the other methods
you can leave them to their "defaults"
L912[13:13:06] <ghz|afk> which are either
null or Collections.emptyList() depending on the case
L913[13:13:08] <plp> ghz: yeah, seems i
got that method right
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L915[13:13:17] <plp> i was just hoping
there was a quicker way
L916[13:13:27] <ghz|afk> you spent more
time here complaining
L917[13:13:35] <ghz|afk> than it would
take to tell your IDE to generate those classes for you
L918[13:13:37] <ghz|afk> ;P
L919[13:13:38] <williewillus> the event
takes much less code but whatever
L920[13:13:41] <PaleoCrafter>
williewillus, I think I've found an issue with PIE :P
L921[13:13:48] <williewillus> what
L922[13:13:54] <ghz|afk> williewillus: how
do you require other models, then?
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L925[13:14:23] <ghz|afk> I guess you could
just call loadModel yourself
L926[13:14:31] <ghz|afk> but then it won't
be detected during the resourcemanager reload
L927[13:14:33] <PaleoCrafter> when you
start breaking a block which cancels the event by continuously left
clicking, then stop, the break process isn't reset
L928[13:14:36] <ghz|afk> it will crash
weirdly if it's missing
L929[13:14:42] <PaleoCrafter> and when you
then do a simple left click, it will continue breaking
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L933[13:16:50] <williewillus> hmm okay
I'll take a look
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L935[13:17:09] <plp> ghz: i missed that
getDependencies part
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L937[13:17:12] <plp> didn't think of
that
L938[13:17:30] <plp> i was thinking i had
to write the code to read the files myself
L940[13:18:27] <plp> thanks
L941[13:19:11] <williewillus> why are we
reading a book on minecon
L942[13:19:19] <PaleoCrafter> I don't get
it either
L943[13:19:44] <PaleoCrafter> also, all
the fucking kids getting crazy at the mention of Stampy
L944[13:20:57] <williewillus> uh what's
that
L945[13:21:03] <jordibenck> hey Ordinastie
you here?
L946[13:21:06] <williewillus> oh it's a
novel wtf
L947[13:21:32] <ghz|afk> plp: but but,
that's the whole reason I suggested it! ;P
L948[13:21:57] <PaleoCrafter> never heard
of the author
L949[13:22:17] <williewillus> this
cringe
L950[13:22:33] <shartte> Thank god I muted
it
L951[13:24:18] <PaleoCrafter> I'm kind of
thankful that I don't know the author, less disappointment
L952[13:25:33] <shartte> I am just not
sure who this is for
L953[13:25:46] <shartte> Is it for the
kids attending it (who paid good money) or is this a press
conference?
L954[13:26:33] <barteks2x> It's so evil
that in idea "cut" is the first option when right
clicking selection...
L955[13:26:46] <PaleoCrafter> y u use your
mouse
L956[13:27:12] <barteks2x> because I can't
remember all of those shortcuts
L957[13:28:01] <barteks2x> I probably
could, but using mouse isn't slow enough to give me a reason
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L960[13:29:51] <barteks2x> I only remember
those that I use frequently, like find a class by name, or
refactor->rename
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L970[13:54:48] <plathrop> Is there some
way to lower the spawn rate of blazes in Quark? I want them in my
pack, but I'd rather not be completely over-run by them like I am
with the default settings.
L971[13:55:58] <plathrop> Oops, wrong
chan, sorry
L972[13:59:49] <ghz|afk> no idea ;P
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L975[14:12:54] <McJty> plathrop, did you
check the config?
L976[14:13:29] <plathrop> McJty: Yeah,
there's a config here called "Spawn Weight" but no
comments on how to adjust it. Time to experiment.
L977[14:14:06] <gigaherz> lower weight
means the mob is chosen less times during the spawn cycles
L978[14:14:11] <gigaherz> (I
presume)
L979[14:14:58] <plathrop> Or, derp, I
could look at the source. I blame lack of coffee
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L985[14:17:53] <plathrop> gigaherz yeah,
that looks like it. thanks all! Sorry for the OT question
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L987[14:21:59] <gigaherz> np ;P
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L1009[15:14:02] <LatvianModder> Thank
goodness
L1010[15:14:22] <LatvianModder> Im still
interested about "Java news" since Java for Win 10
edition is out of question
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L1013[15:21:28] <sham1> addons
L1014[15:21:38] <sham1> hmm
L1015[15:22:31] <sham1> I wonder how much
they allow people to customise
L1016[15:22:39] <MrIbby> they'll be as
powerful as minetest mods...
L1017[15:22:53] <sham1> What now?
L1018[15:23:18] <MrIbby> Minetest is a
Minecraft clone written in C++
L1019[15:23:27] <sham1> Ah
L1020[15:23:32] <sham1> And how powerful
are those mods
L1021[15:23:55] <MrIbby> It has a
"mod" API that loads Lua scripts as
"mods"
L1022[15:24:38] <sham1> Ah, so nothing to
worry about then
L1024[15:25:50] <sham1> Well if the API
was powerful enough, it could rival Java MC ecosystem
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L1026[15:26:40] <sham1> Because I have a
feeling that Microsoft wants people to slowly move out of the Java
version
L1027[15:26:59] <MrIbby> Definitely
L1028[15:27:09] <sham1> And I don't blame
them
L1029[15:27:21] <sham1> The WIn10/PE has
better performance
L1030[15:27:44] <MrIbby> But sadly, I
don't think they'll make an OS X version
L1031[15:28:10] <sham1> Well it's
microsoft, what do you expect
L1032[15:28:40] <sham1> They want to
monopolise Minecraft, which goes against the very thing that made
it popular
L1033[15:28:50] <sham1> The fact that it
is cross-platform
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L1035[15:29:45] <thecodewarrior> Has
anyone here found any reliable code for getting the player from the
raytrace? I need to change the hitboxes depending on what item the
player is holding.
L1036[15:30:12] <sham1> Well there is a
method for raytracing for entities
L1037[15:30:18] <sham1> I just don't
remember what it is
L1038[15:30:23] <shartte> MrIbby: what
are you basing that on? The video only shows declarative
customization, but no actual imperative programming.
L1039[15:30:37] <shartte> MrIbby: I
mean't your statement comparing addons to minetest mods
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L1041[15:34:09] <thecodewarrior> In
block? the only raytracing things in there seem to be
collisionRayTrace and rayTrace, neither of which accept an entity
as a parameter.
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L1043[15:34:57] <sham1> thecodewarrior,
why should it accept the entity as a parameter
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L1045[15:35:12] <sham1> That makes no
sense
L1046[15:35:36] <sham1> The raytracer
should only return the entity x units in front of you if there is
any
L1047[15:35:38] <thecodewarrior> I dunno,
you just said there's a method for entity raytracing, were you
talking about something other than that?
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L1049[15:35:56] <sham1> It shouldn't also
filter it out for you
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L1051[15:36:03] <sham1> It should only do
the raytrace
L1052[15:36:13] <thecodewarrior> I need
certain selection boxes to turn on and off based upon whether the
player is holding a wrench
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L1054[15:36:28] <sham1> And?
L1055[15:36:48] <sham1> Check if your
specific entity is in your raytrace, if so do what you wish with
it
L1056[15:36:54] <gigaherz> so, I was
thinking of adding an option to my mod, that makes you receive
damage when punching things with bare hands
L1057[15:36:58] <gigaherz> i wonder what
the best approach would be
L1058[15:37:02] <gigaherz> and how much
damage
L1059[15:37:09] <sham1> Config file
L1060[15:37:28] <sham1> I'd do a JSON
file to piss off everyone
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L1062[15:37:35] <gigaherz> I mean which
approach for how to receive the damage
L1063[15:37:50] <gigaherz> ofc it will be
a config option
L1064[15:37:51] <gigaherz> ;P
L1065[15:37:55] <thecodewarrior> sham1:
So you're saying that I should reverse raytrace?
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L1067[15:38:04] <sham1> What? No!
L1068[15:38:40] <sham1> I mean that you
cast your ray, which travels x units forward
L1069[15:38:48] <thecodewarrior> I'm not
casting the ray.
L1070[15:38:58] <sham1> Then how are you
raytracing
L1071[15:39:02] <thecodewarrior> I'm
not
L1072[15:39:08] <thecodewarrior> I'm
changing the raytracing code of the block
L1073[15:39:17] <thecodewarrior> but it
depends on the item the player is holding
L1074[15:39:22] <sham1> But
L1075[15:39:25] <gigaherz> wat
L1076[15:39:28] <sham1> I thought you
said
L1077[15:39:33] <gigaherz> wait
L1078[15:39:40] <gigaherz> "the
raytracing code of the block"
L1079[15:39:47] <gigaherz> what do you
mean with that
L1080[15:39:49] <gigaherz> which
function?
L1081[15:39:56] <thecodewarrior>
Block.collisionRayTrace
L1082[15:40:09] <thecodewarrior> Or in
this case, the MCMultiPart equivalent. But it should be
identical.
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L1084[15:40:45] <gigaherz> but that's
used from a shitton of places
L1085[15:40:50] <amadornes> raytracing
only really matters on the client
L1086[15:40:51] <amadornes> or it
should
L1087[15:40:58] <amadornes> in the case
of MCMP that's not a thing
L1088[15:41:09] <amadornes> but it'll
change in the 2.0 update
L1089[15:41:34] <amadornes> for a normal
block you could just get the player from Minecraft (if on the
client)
L1090[15:41:37] <amadornes> and check
against that
L1091[15:41:39] <thecodewarrior> So the
raytracing won't be done on the server in MCMP 2?
L1092[15:41:44] <thecodewarrior>
Raytracing happens on the server too.
L1093[15:41:45] <amadornes> in a
multipart... not so sure
L1094[15:42:02] <amadornes> I *think* you
may actually be able to do it too... but I can't say for sure
L1095[15:42:04] <thecodewarrior> Whenever
you click it raytraces on the server.
L1096[15:42:09] <gigaherz> actually
rayTrace is used on the server -- for projectiles and fishjing
hooks
L1097[15:42:14] <amadornes> yes
L1098[15:42:14] <thecodewarrior> And
players
L1099[15:42:19] <amadornes> but not for
interaction
L1100[15:42:22] <amadornes> it happens on
the client
L1101[15:42:27] <amadornes> and the
client tells the server where to click
L1102[15:42:29] <thecodewarrior> As far
as I can tell it does.
L1103[15:42:41] <amadornes> same applies
to breaking blocks, for example
L1104[15:42:43] <gigaherz>
thecodewarrior: I have a feeling your only choice would be to set a
boolean to true elsewhere
L1105[15:42:47] <gigaherz> and check it
in your block
L1106[15:43:03] <gigaherz> or a field to
the player
L1107[15:43:04] <gigaherz>
whichever
L1108[15:43:07] <thecodewarrior>
Ok.
L1109[15:43:14] <gigaherz> as in
L1110[15:43:22] <gigaherz>
EntityPlayer#something() {
L1111[15:43:32] <amadornes> but yeah...
I'll try to get custom block breaking going for MCMP 2.0
L1112[15:43:32] <gigaherz>
currentlyProcessingPlayer = this;
L1113[15:43:38] <gigaherz> ... code that
calls rayTrace
L1114[15:43:43] <gigaherz>
currentlyProcessingPlayer = null;
L1115[15:43:44] <amadornes> and send a
packet from the server to the client to break the part
L1116[15:43:44] <gigaherz> }
L1117[15:43:47] <thecodewarrior> I did
have some code that iterated through the online players and checked
their look vectors against the passed look vector, but that didn't
work for some reason.
L1118[15:43:53] <amadornes> much like
what happens with vanilla blocks
L1119[15:44:05] <gigaherz> no that would
be horrible ;P
L1120[15:44:08] <amadornes> yes, that is
most likely going to fail
L1121[15:44:09] <thecodewarrior> I'm not
calling raytrace though.
L1122[15:44:18] <gigaherz> imagine two
players happen to be looking at 0,0 because they were just
teleported
L1123[15:44:19] <gigaherz> ;P
L1124[15:44:37] <gigaherz>
thecodewarrior: no, but you may be able to use some event's
.Pre/.Post for it
L1125[15:44:40] <gigaherz> maybe
L1126[15:44:42] <gigaherz> if you are
lucky
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L1128[15:46:05] <thecodewarrior> I think
my look vector code wasn't finding the player because the look
vector wasn't actually inside the raytrace. or something. maybe.
idk. It seems like the best option though.
L1129[15:47:33] <gigaherz> deciding based
on the look vector seems like the worst possible kludge to me
L1130[15:48:35] <thecodewarrior>
why?
L1131[15:54:11] <gigaherz> what happens
if two players are standing on top of the block, looking straight
down?
L1132[16:01:04] <thecodewarrior> well I
just find which of the players' look vector is along the same line
as the passed look vector. I won't only check direction.
L1133[16:03:08] <howtonotwin> if I do /tp
@a 0 70 0 0 90, all players are basically identical in terms of
position and look vector
L1134[16:04:21] <MrIbby> shartte:
Minetest's engine is open-source. If you have a feature in mind and
enough experience with C++, you can make it and open a PR. Despite
this, Minetest still does not have an implementation of mobs
anywhere near Minecraft's.
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L1137[16:05:23] <thecodewarrior> Then it
picks the first one. It's barely a problem. How often will everyone
be at the same position and looking the same direction?
L1138[16:05:40] <MrIbby> Meanwhile,
Mojang is creating an add-on API, which will presumably be
closed-source. From the video, all we know is that a mob is made
with a model, a texture, and a JSON... You can't do an awful lot,
and no one except Mojang will be able to develop the API.
L1139[16:06:16] <shartte> MrIbby: I took
a look at that addon site, there is no language anywhere that there
is an actual API
L1140[16:07:31] <MrIbby> Do you get my
general message?
L1141[16:07:34] <shartte> That's why I
was asking. Maybe I've overlooked some information they put
out.
L1142[16:07:37] <shartte> No I
don't.
L1144[16:08:12] <MrIbby> ^ That's the
video that was linked earlier
L1145[16:08:49] <shartte> And you said
regarding that "they'll be as powerful as minetest
mods...". And I still wonder: How do you arrive at that
conclusion?
L1146[16:10:52] <shartte> Okay, I've
glanced at minetest mods. They also seem to be severely
underpowered.
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L1149[16:15:26] <MrIbby> shartte: Mojang
is trying to do what Minetest (and Forge) has already done; allow
users to add or modify content.
L1150[16:15:54] <shartte> From what we
have seen so far though, it only looks like they will allow
parameters of existing logic to be modified, not new logic to be
added.
L1151[16:16:10] <shartte> At least there
is no mention of any actual API, just modification of JSON
files.
L1152[16:16:40] <shartte> Sure you can
re-use the existing creeper behavior for a chicken, and modify its
parameters or whatever. but comparing that to something like forge
seems like a stretch.
L1153[16:17:01] <MrIbby> Yes, so to
revise my statement, Minecraft Add-Ons will be even less powerful
than Minetest mods
L1154[16:17:20] <shartte> I was just
curious if you had seen something I might have missed tbh :)
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L1156[16:17:51] <shartte> They are
talking about "first steps" yada yada. So who knows
what'll come afterwards.
L1157[16:18:43] <MrIbby> But based on
Minetest, we can take a few guesses
L1158[16:19:36] <shartte> Well, i
wouldn't even count on that
L1159[16:19:50] <shartte> If they want to
keep parity for mobile, there won't be any scripting language
supported modding I guess
L1160[16:20:03] <shartte> Due to how at
least the iOS app store doesn't permit that
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L1162[16:22:36] <MrIbby> Oh no, I don't
have any high hopes for Add-Ons
L1163[16:25:23] <MrIbby> Minetest sets
the limits for modifying a game written in C++
L1164[16:25:51] <MrIbby> If we're lucky,
Add-Ons will be as powerful as Minetest mods--which isn't
much
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L1167[16:28:48] <MrIbby> If anything,
they're Mojang's attempt at a hybrid of Minetest mods and Bukkit
plugins
L1168[16:29:32] <gigaherz> has mojang
annoucned something I missed?
L1170[16:30:09] <gigaherz> oh, for
pocket
L1171[16:30:33] <gigaherz> yeah they
aren't going to give much control to people, there
L1172[16:30:45] <gigaherz> it will have
to be something that's installable akin to a resource pack
L1173[16:31:35] <gigaherz> so yeah
L1174[16:31:41] <gigaherz> mob behaviours
in style of the look tables.
L1175[16:31:45] <gigaherz> loot*
L1176[16:32:30] <gigaherz> you really can
do a lot with just a list of AI "actions" and their
priorities, I guess
L1177[16:32:59] <gigaherz> specially if
they were to have something for states and triggers
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L1179[16:33:34] <shartte> Yeah, but it'll
be nowhere close to even bukkit plugins
L1180[16:33:40] <shartte> Maybe some of
the simpler ones
L1181[16:33:40]
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L1183[16:33:48] <gigaherz> no of course
not
L1184[16:34:08] <gigaherz> so far as that
video indicates, it's just mob behaviour scripts
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L1193[16:47:21] <thecodewarrior> Is there
an easy way to get a blockstate as an IModel that I can bake with
various textures?
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L1196[16:48:11] <shartte> hmmm, you mean
after the normal model baking
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L1198[16:49:34] <thecodewarrior> Or
before. I basically have a bunch of elements of a FastTESR that I
want to load from JSON files, but I don't want to require seperate
model files for each of the four sides and four corners etc. So if
I used a blockstate I could apply transforms to them.
L1199[16:50:09] <howtonotwin> blockstates
jsons already load is IModels
L1200[16:50:11] <howtonotwin> *as
L1201[16:50:45] <thecodewarrior> I want
to be able to do something like "north": {
"model":"mymodel" }, "south": {
"model":"mymodel",
"rotateFormatWhatever" }
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L1203[16:51:32] <thecodewarrior> How do I
get the IModel. I don't want a baked model I want to bake it myself
with seperate textures. I basically am going to render it multiple
times, one with the base texture, and additionally with overlay
textures.
L1204[16:52:18] <howtonotwin> something
something ModelBakery. I'll check. brb codeventuring
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L1206[16:53:42] <thecodewarrior> Code
diving is fun isn't it. :)
L1207[16:54:07] <thecodewarrior> I
already looked around but I don't understand the model system
enough.
L1208[16:54:13] <thecodewarrior> I had no
idea what I was doing.
L1209[16:54:38] <howtonotwin> err I have
a gist
L1210[16:54:50] <howtonotwin> so many
brain-threads open rn
L1211[16:55:12] <thecodewarrior> At least
there aren't _too_ many race conditions. :D
L1213[16:55:57] <howtonotwin> This is an
excerpt of a WIP PR to the RTD page
L1214[16:56:14] <thecodewarrior>
Thanks!
L1215[17:01:04] <gigaherz> hmmm I just
had an idea to balance a bit mc
L1216[17:01:15] <gigaherz> make it so
that creeper's explosion power depends on its life
L1217[17:01:29] <gigaherz> so if they
explore with half a heart left, they barely break anything
L1218[17:01:32] <gigaherz> explode*
L1219[17:01:39] <howtonotwin> Now, are
some parts of your model static and other parts dynamic?
L1220[17:03:22]
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L1222[17:04:54] <thecodewarrior> Define
dynamic? It's a catwalk model, so I have the bottom and sides.
There are also additions you can make that will overlay over the
other model... wait a minute. I don't think I'll need a custom
loader. Just something to inject the models to be baked.
L1223[17:05:20] <gigaherz> dynamic =
animated or otherwise impossible to know in advance
L1224[17:06:05] <howtonotwin> That might
not even need a TESR
L1225[17:06:30] <gigaherz> what oyu
describe sounds like the job for a custom model
L1227[17:06:49] <howtonotwin> see
ModelDynBucket for dynamic parts
L1228[17:06:51] <gigaherz> something like
what I do for the pipe here
L1229[17:07:07] <gigaherz> it has custom
loader that requests dependant models
L1230[17:07:14] <gigaherz> custom state
tracker to "simplify" the blockstates file
L1231[17:07:31] <gigaherz> and the actual
IBakedModel that assembles the pieces as needed
L1232[17:07:49] <gigaherz> it should be a
good reference for what you are trying to achieve
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L1234[17:08:37] <thecodewarrior> Yeah,
but there are a LOT of variants if I have to bake every
combination.
L1235[17:09:22] <thecodewarrior> Mostly
thinking about launching time and memory.
L1236[17:09:29] <gigaherz> no you don't
bake every combination
L1237[17:09:37] <gigaherz> you receive
the data from the IBlockState/IExtendedBlockState
L1238[17:09:44] <gigaherz> and build the
model on the fly
L1239[17:10:11] <thecodewarrior> What's
the difference between that and a FastTESR?
L1240[17:10:18] <gigaherz> it's cached on
the world grid
L1241[17:10:27] <gigaherz> so it will
only run the code when the world grid needs re-rendering
L1242[17:10:28] <thecodewarrior> Are
FastTESR's not?
L1243[17:10:30] <gigaherz> nope
L1244[17:10:35] <gigaherz> they are still
drawn once per frame
L1245[17:10:37] <gigaherz> just all at
once
L1246[17:10:40] <thecodewarrior> Oh.
ok.
L1247[17:10:46] <gigaherz> (I
believe)
L1248[17:10:51] <thecodewarrior> That
makes sense.
L1249[17:12:05] <gigaherz> oh and
L1252[17:12:33] <gigaherz> that's all the
"code" needed to get the other file to work
L1253[17:13:08]
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L1254[17:13:30] <gigaherz>
"everpipe:custom/pipe" is the key, there
L1255[17:13:46] <gigaherz> it's what
triggers the custom model loader
L1256[17:13:53] <thecodewarrior> Would it
be worth it to cache the models? I already have a model system that
does that.
L1257[17:13:54] <gigaherz> and gets the
custom model injected
L1258[17:14:02] <gigaherz> yeah
L1259[17:14:06] <gigaherz> but you'd want
an invalidation system
L1260[17:14:08] <thecodewarrior>
Ok.
L1261[17:14:16] <gigaherz> otherwise the
game would get big over time, I think?
L1262[17:14:28] <gigaherz> but it really
depends on how much work you are doing
L1263[17:14:34] <gigaherz> it may be
worth storing the rotated pieces
L1264[17:14:34]
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L1265[17:14:42] <gigaherz> but it may not
be worth storing the "assembled" models
L1266[17:14:58] <gigaherz> so I guess
what I'd do is cache the transformed parts
L1267[17:15:03] <gigaherz>
individually
L1268[17:16:11] ***
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L1269[17:16:57] <thecodewarrior> Yeah.
the most complicated model has:
L1270[17:18:07] <thecodewarrior> four
facing directions, N materials (at the moment it's 4), and some
number of true/false decorations (at the moment it's 2), and the
following true/false parts:
L1271[17:18:08] <thecodewarrior> north,
south, east, west, bottom, NE connector, NW connector, SE
connector, SW connector, north bottom landing, south bottom
landing, east bottom landing, west bottom landing, north top
landing, south top landing, east top landing, west top
landing
L1272[17:18:40] <gigaherz> so I'm
watching someone watching someone watching someone
L1273[17:18:40] <howtonotwin> wait
L1275[17:18:49] <howtonotwin> can't you
maybe use 1.9 multipart models?
L1276[17:19:04] <thecodewarrior> So
that's a little over 2 million models per material
L1277[17:19:04] <gigaherz> howtonotwin:
the point is NOT to compute all the combinations on load
L1278[17:19:21] <thecodewarrior> and the
caching would just cache any model that's been baked.
L1279[17:19:35] ***
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L1281[17:23:23] <thecodewarrior> make
that four million
L1282[17:30:09] <gigaherz> so
L1283[17:30:18] <gigaherz> I was thinking
about that whole AI json stuff
L1285[17:30:22] <gigaherz> this is what I
came up with
L1286[17:33:28] <howtonotwin> why is the
player range condition "@distance" but the cat range
condition it's own prop "range"?
L1287[17:33:49] <gigaherz> oh, I forgot
to change that bit
L1288[17:34:15]
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L1289[17:35:28] <gigaherz> there,
submitted that idea to the FAIL project ;P
L1291[17:36:53] <howtonotwin>
"entity type" but "switch_to"?
L1292[17:37:09] <howtonotwin> let's not
make this into another NBT, please :P
L1293[17:37:32] <gigaherz> eep
L1294[17:37:48] <gigaherz> more
copypasta
L1295[17:37:49] <howtonotwin> and there's
no "aggressive" state
L1296[17:38:02] <howtonotwin> but you're
switching into it from flee
L1297[17:38:19] <gigaherz> thx for
proofreading
L1298[17:38:23] <gigaherz> ;P
L1299[17:38:31] <gigaherz> itwas meant to
be "wander"
L1300[17:39:05] <howtonotwin> and it's
not meant to have a target, right?
L1301[17:39:28] <howtonotwin>
additionally, what other values can target have other than
@entity?
L1302[17:39:34] <howtonotwin> can you
target a block pos?
L1303[17:39:42] <howtonotwin> absolute?
relative?
L1304[17:39:44] <howtonotwin> etc.
L1305[17:40:07] <gigaherz> the way I
picture it
L1306[17:40:10] <gigaherz> it would
depend on the task
L1307[17:40:26] <gigaherz> the
"chase" task would have a target property holding an
entity
L1308[17:40:34] <gigaherz> while a
"move_to" task would have a target blockpos
L1309[17:41:31] <RANKSHANK_mob1>
Shouldn't there be a proximity condition for switching to explode
from creep?
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L1312[17:42:27] <gigaherz>
RANKSHANK_mob1: if there isn't one, there should be
L1313[17:42:49] <gigaherz> but... the
point of this was the structure, not the exact AI details
L1314[17:42:50] <gigaherz> ;P
L1315[17:42:50] <howtonotwin> so the core
of the system really only manages keeping track of the state,
choosing tasks, and deserializing the JSON?
L1316[17:43:00] <gigaherz> that would be
my idea, yes
L1317[17:43:03] <howtonotwin> and the
tasks themselves deal with figuring out what the data means
L1318[17:43:06] <gigaherz> yup
L1319[17:43:17] <gigaherz> that leaves
the bulk of the complexity in actual proper code
L1320[17:43:25] <gigaherz> and reduces
the risk of the AI breaking the game
L1321[17:43:58] <howtonotwin> so the
events tag would be an List<ImmutableMap<String,
String>>?
L1322[17:44:07] <howtonotwin> what
happens if two conditions overlap?
L1323[17:44:14] <gigaherz> first one on
the array would win
L1324[17:44:27] <gigaherz> this would be
evaluated once per tick or similar
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L1326[17:47:41] <gigaherz> EWH
L1327[17:47:44] <howtonotwin> eh?
L1328[17:47:45] <gigaherz> that's why I
didn't want to have comments in it
L1329[17:47:47] <howtonotwin> the red is
ugly :P
L1330[17:47:54] <howtonotwin> you can use
__comment
L1331[17:48:53] <gigaherz> I know, but
that's horrible
L1332[17:49:00] <gigaherz> I was hoping
gist wouldn't be retarded ;P
L1333[17:49:20] <howtonotwin> so the
source, condition, and switch_to properties are part of FAIL's core
but everything else is extra?
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L1335[17:50:17] <gigaherz> howtonotwin:
yeah
L1336[17:50:24] <gigaherz> i'm undecided
on that
L1337[17:50:31] <gigaherz> a
"properties" block would be cleaner
L1338[17:50:49] <gigaherz> but it would
add unnecessary nesting depth
L1339[17:51:09] <howtonotwin> and the
events are therefore a List[{ val source: String; val condition:
Condition /* Some complex AST? */; val switchTo: String; val other:
String Map String }]?
L1340[17:51:19] <howtonotwin> mind the
scala :P
L1341[17:51:23] <howtonotwin> structural
types
L1342[17:51:43] <howtonotwin> imagine the
{} block being it's own class or interface
L1343[17:52:50] <Ruuubi> Uhm is Vazkii
here ? I don't know which nick he has in IRC :S
L1344[17:53:21] <howtonotwin> he's
normally Vazkii here too
L1345[17:53:29] <howtonotwin> but he's
not here rn from the looks of it
L1346[17:53:36] <gigaherz> he's not here
right this moment, it seems
L1347[17:53:37] <Ruuubi> okay.
thanks
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L1351[17:58:25] <gigaherz> decided to
change it to use "tags":{} for defining data
L1352[17:58:28] <gigaherz> looks
cleaner.
L1353[18:01:01] <howtonotwin> would it be
possible to select a state from a random set?
L1354[18:02:14] <howtonotwin> e.g. if a
villager is nearby my special zombie goes into either
"summon" (friends to attack village) or
"attack" mode.
L1355[18:03:45] <gigaherz> howtonotwin: I
suppose?
L1356[18:05:44] <gigaherz> how does
"switch_to": [ { "state": "name",
"weight": 0.5} , ... ]
L1357[18:05:45] <gigaherz> sound?
;P
L1358[18:08:52] <howtonotwin> that's
good
L1359[18:09:18] <howtonotwin> but why not
just switch_to: { "name": 0.5, ... }?
L1360[18:09:45] <gigaherz> because I have
been wondering about the whole tags stuff
L1361[18:10:01] <gigaherz> thinking that
they may belong inside "switch_to"
L1362[18:10:10] <gigaherz>
"set": {
L1363[18:10:14] <gigaherz>
"state": "new state",
L1364[18:10:20] <gigaherz>
"target": ...
L1365[18:10:21] <gigaherz> }
L1366[18:10:31] <howtonotwin> that does
make sense
L1367[18:11:15] <howtonotwin> also, will
the minecon panels be recorded anywhere?
L1368[18:11:56] <gigaherz> no idea
L1369[18:11:58] <gigaherz> no one
knows
L1370[18:12:07] <gigaherz> we don't even
know if the forge panel will be streamed by anyone
L1371[18:12:11] <gigaherz> the
hermitcraft one wasn't.
L1372[18:12:27] <gigaherz> it was a
friend of one of the hermits who streamed it over periscope
L1373[18:12:36] <howtonotwin>
periscope?
L1374[18:12:36]
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L1375[18:12:41] *
howtonotwin likes periscopes
L1376[18:13:06] <gigaherz> it's a
"life streaming" service
L1377[18:13:07] <howtonotwin> tcw must be
so confused lol
L1378[18:13:14] <gigaherz> unlike twitch
which is for gaming
L1379[18:13:23] <gigaherz> periscope is
for random stuff
L1380[18:13:48] <gigaherz> tcw?
L1381[18:13:55] <howtonotwin>
the_code_warrior
L1382[18:13:59] <gigaherz> why?
L1383[18:14:09] <gigaherz> oh I see
L1384[18:14:12] <howtonotwin> he joined
right as I said /me likes periscopes
L1385[18:14:13] <gigaherz> he just joined
as you said that
L1386[18:14:14] <gigaherz> XD
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L1395[18:34:04] <tankcr> trying to init
item.sword the same way I did for a standard item, but it doesn't
work, is there a different way that you init it?
L1397[18:37:50] <gigaherz> the popup says
it
L1398[18:37:55] <gigaherz> it's expecting
a ToolMAterial
L1399[18:37:57] <gigaherz> you didn't
provide one
L1400[18:39:05] <tankcr> ok, I thought I
set it in the ADMTClaw class, but must not have correctly, is it
correct to set it in the init, or should I build it into the class,
or can you?
L1401[18:39:39] <gigaherz> wahtever you
prefer.
L1402[18:39:46] <tankcr> ok, thanks
L1403[18:40:26] <tankcr> is this
correct?
L1404[18:40:27] <tankcr>
ADMTClaw.ToolMaterial admtClaw =
EnumHelper.addToolMaterial("admtclaw", 2, 2500, 4.0F,
6.0F, 22);
L1405[18:40:52] <gigaherz> the material
is "admtclaw"?
L1406[18:41:19] <gigaherz> I mean
L1407[18:41:25] <gigaherz> that string is
meant to describe the material name
L1408[18:41:30] <tankcr> hmm, I would
have to create the material of admtclaw wouldn't I
L1409[18:41:33] <gigaherz> like,
"iron" or "gold"
L1410[18:41:48] <gigaherz> i'm just being
picky
L1411[18:42:00] <gigaherz> but it feels
like "admtclaw" isn't what you'd expect as a material
name
L1412[18:42:02] <gigaherz> ;P
L1413[18:42:08] <tankcr> welll, I guess
it should be adamantium then
L1414[18:42:19] <gigaherz> yeah that's
feel better ;P
L1415[18:42:31] <gigaherz> or
"yourmod:adamantium" if you want to avoid conflicts
L1416[18:42:39] <gigaherz> no idea if
":" is supported there
L1417[18:43:53] <tankcr> ok, so then I
would pass admtClaw to the init as the material, correct?
L1418[18:44:22] <gigaherz> you shouldn't
need me to answer that ;P
L1419[18:44:35] <gigaherz> i'ts just a
parameter like any other ;P
L1420[18:44:39] <tankcr> maybe I should
call it admtClawMat to make it easier to remember and id
L1421[18:45:11] <gigaherz> do you use
smurf-naming for everything?
L1422[18:45:11] <gigaherz> ;P
L1423[18:45:26] <gigaherz> or it's just
because the claw is adamantium?
L1424[18:45:37] <gigaherz> I'd just do
like
L1425[18:45:43] <gigaherz>
clawMaterial
L1426[18:45:48] <gigaherz> unless you
have other claws
L1427[18:45:52] <gigaherz> meh
L1428[18:45:55] <gigaherz> I'm
tired
L1429[18:45:59] <gigaherz> i'll go to
sleep
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L1431[18:46:00] <gigaherz> night
L1432[18:46:04] ***
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L1440[19:13:33] <SquareWheel> Time to
work on more rendering fun today.
L1441[19:15:05] <howtonotwin>
"yay" sound effect
L1442[19:16:36] <SquareWheel> Not sure if
you saw, but I think I resolved the issue from yesterday. As simple
as using builtin/generated instead of item/generated.
L1443[19:16:52] <howtonotwin>
item/generated is the "correct" way of doing item
models
L1444[19:17:00] <howtonotwin> and I could
swear it worked before
L1445[19:17:10] <howtonotwin> idk why it
broke for you
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L1447[19:17:20] <howtonotwin> glad you
found a way around it though
L1448[19:17:36] <SquareWheel> Dang
computer ghosts
L1449[19:17:49] <howtonotwin> I might
have to break out the git bisect
L1450[19:17:54] <howtonotwin> poor
cpu
L1451[19:18:04] <howtonotwin> decompiling
MC 10 times in one day
L1452[19:18:29] <howtonotwin> once I ran
decompileMc on 3 different projects across different forge
versions
L1453[19:18:38] <howtonotwin>
simultaneously
L1454[19:19:51] <howtonotwin> at that
point I felt as if I myself was in a superposition of being alive
and being dead by explosion.
L1455[19:20:15] <SquareWheel> The smoke
filling the computer case was probably unrelated.
L1456[19:20:29] <howtonotwin> I have a
Toshiba Satellite
L1457[19:20:37] <howtonotwin> what is
this computer case you speak of
L1458[19:29:03] <howtonotwin> so what are
you working on rn?
L1459[19:30:46] <SquareWheel> Well, the
first layer is now working correctly. I have it generated nicely
from within a for loop. For whatever reason though, adding a second
variant to the blockstate causes things to break. Trying to work
out why that is.
L1460[19:30:59] <howtonotwin> you must
order them a certain way
L1461[19:31:11] <howtonotwin> properties
are ordered alphabetically
L1462[19:31:27] <SquareWheel> Huh. That I
did not know.
L1463[19:31:39] <howtonotwin> so
'foo=bar,gaf=am,qux=0'
L1464[19:31:47] <SquareWheel> Does that
matter in the json file too?
L1465[19:31:49] <howtonotwin> no
L1466[19:31:52] <howtonotwin> only in the
for loop
L1467[19:32:11] <howtonotwin> if you did
top=...,material=...
L1468[19:32:20] <howtonotwin> that would
break bc top > material
L1469[19:32:25] <howtonotwin> etc.
L1470[19:32:30] <SquareWheel> Will give
it a go.
L1471[19:32:47] <Ordinastie> not sure
what for loop you're talking about, but it needs to be
alphabetically ordered in the json
L1472[19:33:57] <SquareWheel> The loop to
iterate through my variants and create MRLs for them.
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L1474[19:34:11] <SquareWheel> I ordered
it in the json just in case though.
L1475[19:34:17] <howtonotwin> for {
material <- materials; other <- others; variant =
s"material=$material,other=$other"; mrl = new MRL(...,
variant) } ModelLoader.setCustomMRL(item, mrl)
L1476[19:34:21] <howtonotwin> that kind
of loop
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L1481[19:35:04] *
howtonotwin plays a tiny violin
L1482[19:35:33] <SquareWheel> Doesn't
look like the order was the issue.
L1483[19:35:40] <SquareWheel> Or at
least, not the only issue.
L1484[19:35:42] <howtonotwin> logs?
L1485[19:35:48] <howtonotwin>
images?
L1486[19:35:56] <howtonotwin> gist all
the things really :P
L1487[19:36:13] <SquareWheel> I'll
restart MC in case the hotswap wasn't working for this code.
L1488[19:36:39] <howtonotwin> hotswap
will never work for model registering code, will it?
L1489[19:36:39] <Ordinastie> you're
trying to hotswap model definitions?
L1490[19:36:48] <howtonotwin> hotswap is
for code
L1491[19:37:01] <SquareWheel> I updated
code and JSONs. So did hotswap and reload texture cache.
L1492[19:37:08] <howtonotwin> it won't
work on data structures like the model cache
L1493[19:37:18] <Ordinastie>
depends
L1494[19:37:34] <howtonotwin> reloading
the cache will not reregister your model mappings
L1495[19:37:35] <Ordinastie> but probably
not in that case
L1496[19:38:26] <SquareWheel> Just to
check, when specifying two variants I just string them together
with commas, right?
L1497[19:38:29] <SquareWheel>
ModelResourceLocation(getRegistryName(),
"amount=0,material=iron")
L1498[19:38:32] <howtonotwin> yes
L1499[19:39:07]
⇨ Joins: nallar
(~nallar@cpc16-cani3-2-0-cust33.14-2.cable.virginm.net)
L1500[19:39:22] <SquareWheel> So our
error is... Exception loading model for variant
wateringcans:watering_can#amount=2,material=iron for item
"wateringcans:watering_can", normal location
exception:
L1501[19:39:27] <SquareWheel> Maybe my
JSON is structured wrong.
L1502[19:39:32] <howtonotwin> entire log
please
L1503[19:39:49] <howtonotwin> model
errors fill the log with dozens of stacktraces
L1505[19:41:33] <Ordinastie> don't know
much about models, but doing a for loop to register them sounds
really weird
L1506[19:41:37] <howtonotwin> Caused by:
net.minecraft.client.renderer.block.model.ModelBlockDefinition$MissingVariantException
L1507[19:41:42] <howtonotwin>
why...
L1508[19:41:48] <howtonotwin>
how...
L1509[19:42:02] <SquareWheel> Haha, I'm
glad I find new ways to stump you.
L1510[19:42:11] <howtonotwin> more data
nao!!!!1!
L1511[19:42:19] <SquareWheel> ALright
I'll push to the repo.
L1512[19:42:42] <howtonotwin> it doesn't
even have a cause...
L1514[19:43:34] <SquareWheel> I went with
an anonymous function as suggested.
L1515[19:43:56]
⇦ Quits: RichardG (~richardg8@201.37.243.191) (Quit: You saw
nothing.)
L1516[19:44:07] <howtonotwin> if you're
in a dev env lambdas are ok
L1517[19:44:25] <howtonotwin> and further
they have been obfuscating fine since May so it's also ok
L1518[19:44:37] <howtonotwin> that made
very little sense
L1519[19:44:39] <howtonotwin>
ignore
L1520[19:44:53] <SquareWheel> In May a
change to forge allowed them to work with the MC obfuscation?
L1521[19:45:34] <SquareWheel> I've
written some JS so anonymous functions/closures feel normal to
me.
L1522[19:46:00] <Ordinastie> that
could/should be a one liner almost
L1523[19:46:17]
⇦ Quits: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L1524[19:46:48] <Ordinastie> first make a
isGold(itemStack) method
L1525[19:46:52] <howtonotwin> you call
client-only code from your all-sided constructor?
L1526[19:46:56] <howtonotwin> he has 4
materials
L1527[19:47:03] <howtonotwin> this isn't
complete yet
L1528[19:47:03] <SquareWheel> 2 in
testing, will be 4.
L1529[19:47:12] <SquareWheel> The mesh
definitions code will probably be a one liner by the end
though.
L1530[19:47:20] <SquareWheel> Just build
the string dynamically.
L1531[19:48:16] <Ordinastie> make a MRL
getter
L1532[19:48:20] <Ordinastie>
ModelLoader.setCustomMeshDefinition(this, this::getMRL);
L1533[19:48:24]
⇨ Joins: RichardG (~richardg8@201.37.243.191)
L1534[19:48:24]
MineBot sets mode: +v on RichardG
L1535[19:48:53]
⇨ Joins: RANKSHANK_mob1
(~RANKSHANK@CPE-58-166-72-54.lnse5.cht.bigpond.net.au)
L1536[19:49:00] <SquareWheel> Just for
code cleanliness sake?
L1537[19:49:09] <Ordinastie> yes
L1538[19:49:15] <Ordinastie> if you're
using Java 8
L1539[19:50:04] <SquareWheel> I don't
really need any features of Java 8, but I can't be arsed to install
the J7 JDK...
L1540[19:50:19] <Ordinastie> wut ?
L1541[19:50:51] <SquareWheel> I figured
the JDK you're using sets the minimum target,
L1542[19:51:05] <howtonotwin> nah
L1543[19:51:09] <Ordinastie> what you
compile for sets the minimum target
L1544[19:51:14] <howtonotwin> you can set
lower targets
L1545[19:51:20] <SquareWheel> Ah,
useful
L1546[19:51:24] <Ordinastie> it's just a
the question whether you want to force your users to have J8
L1547[19:51:28] <Ordinastie> and
basically, you should
L1548[19:51:33] <howtonotwin> (most
people say yes)
L1549[19:51:40] <Ordinastie> like you
really should have J8 already installed
L1550[19:52:01] <howtonotwin> right ok
I
L1551[19:52:07] <howtonotwin> nvm
keyboard
L1552[19:54:37] <SquareWheel> You
mentioned that sidedness might be an issue. That's something I need
to learn more about still. But as I understand my
@SideOnly(Side.CLIENT) might not be going far enough.
L1553[19:55:03] <howtonotwin> SideOnly is
actually the opposite
L1554[19:55:31] <howtonotwin> it means
"if side doesn't match literally delete me completely from the
loaded class"
L1555[19:55:58] <howtonotwin> which means
calling it is a NoSuchMethodError or something equally fatal
L1556[19:56:39] <howtonotwin> you MUST do
it through ClientProxy
L1557[19:56:39] <SquareWheel> I read a
bit about it. As I understood, it could cause some issues with
dedicated servers and built-in servers not acting the same.
IIRC?
L1559[19:57:34] <SquareWheel> Will move
to the client proxy. Might that be related to the weird behavior
we're seeing?
L1560[19:57:41] <Ordinastie> no
L1561[19:58:10] <barteks2x> f***.
L1562[19:58:18] <barteks2x> I deleted
wrong file
L1563[19:58:31]
⇦ Quits: mrkirby153 (mrkirby153@the.government.stole-your.pw)
(Ping timeout: 183 seconds)
L1564[19:58:32] <barteks2x> Uncommited,
not yet staged
L1565[19:58:47] <SquareWheel> Edit undo?
:<
L1566[19:58:52] <Ordinastie> barteks2x,
eclipse ?
L1567[19:58:54] <barteks2x> idea
L1568[19:59:02] <Ordinastie> should have
a restore feature too
L1569[19:59:06] <barteks2x> undo doesn't
work
L1570[19:59:15] <Ordinastie> not undo,
Restore
L1571[19:59:33] <barteks2x> Where it
is?
L1572[19:59:37] <barteks2x> I can't find
it
L1573[19:59:40] <Ordinastie> dunno, I use
eclipse
L1574[19:59:47] <barteks2x> and don't
want to destroy my chances of restoring it
L1575[19:59:48] <Ordinastie> google might
know though
L1576[20:00:10] <quadraxis> VCS
L1577[20:00:20] <quadraxis> local
history
L1578[20:01:07] <barteks2x> restored,
thanks
L1579[20:01:36]
⇨ Joins: mrkirby153
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L1580[20:02:57] <SquareWheel> So I should
just treat @SideOnly(Side.CLIENT) as an optimization, correct? I
should still do everything through proxies?
L1581[20:03:05] <howtonotwin> not even an
optimization
L1582[20:03:11] <howtonotwin> and yes to
proxies
L1583[20:03:40] <howtonotwin> you use it
whenever you access a client only class from double-sided
classes
L1584[20:03:55] <howtonotwin> bc the
jvm's way of classloading is stupid
L1585[20:04:13] <howtonotwin> if I have
@SideOnly(CLIENT) class A
L1586[20:04:15]
⇨ Joins: edr
(~edr@d-65-175-151-56.cpe.metrocast.net)
L1587[20:04:22] <howtonotwin> and
@SideOnly(SERVER) class B
L1588[20:04:33] <howtonotwin> and a
plain-old class C
L1589[20:04:38] <howtonotwin> (C is on
both sides)
L1590[20:04:52] <howtonotwin> and C has a
method clientMagic() { A.blah(); )
L1591[20:05:04] <howtonotwin> and also a
method serverMagic() { B.blah(); }
L1592[20:05:47] <SquareWheel> We're
working through the client proxy now. :)
L1593[20:05:53] <howtonotwin> and you
have another double-sided class D { magic() { new C(); } }
L1594[20:06:04] <howtonotwin> then when
D::magic
L1595[20:06:06] <howtonotwin> is
called
L1596[20:06:10] <howtonotwin> then it
loads class C
L1597[20:06:26] <howtonotwin> the jvm
then notes that class C references classes A and B
L1598[20:06:36] <howtonotwin> even though
they haven't even been used yet
L1599[20:06:48] <Ordinastie> actually,
not in your example
L1600[20:07:11] <howtonotwin> on the
server, A doesn't exist and makes the jvm yell
L1601[20:07:22] <howtonotwin> and on the
client, B doesn't exist and makes the jvm yell
L1602[20:07:30] <howtonotwin> anyway I
have to scram for ~15 min
L1603[20:07:31] <howtonotwin> brb
L1604[20:08:05] <primetoxinz> hmm
InitMapGenEven is not called in superflat, weird
L1605[20:08:09] <SquareWheel> So
D>C>A and D>C>B depending on client or server. But if
it makes the JVM yell, it seems like maybe not such a good
approach?
L1606[20:08:09] <primetoxinz>
Event*
L1607[20:08:24] <Ordinastie> SquareWheel,
his example is bad
L1608[20:08:49] <Ordinastie> but
basically, you shouldn't be using @SideOnly yourself
L1609[20:09:02] <howtonotwin> I am
OFFENDED /s
L1610[20:09:06] <Ordinastie> only when
overriding a method from a vanilla class that has it
L1611[20:09:12] <SquareWheel> I think I
just got that code from McJty's tutorial and never touched it
again.
L1612[20:10:04] <SquareWheel> Well, he
does it in Client. Nevermind.
L1613[20:14:18]
⇨ Joins: AbrarSyed
(~AbrarSyed@ipv6.abrarsyed.com)
L1614[20:14:18] *** ipo.esper.net sets mode: +o
AbrarSyed
L1615[20:14:41] <SquareWheel> Looking
more closely at this error log. I notice it switches between
"normal location exception" and "blockstate location
exception".
L1616[20:15:36] ***
AbrarSyed is now known as Abrar|gone
L1617[20:16:32] <SquareWheel> Hrmm. I
have gold before iron in my json. That's not alphabetical.
L1618[20:17:13] <SquareWheel> Er, said
that backwards.
L1619[20:26:27] <SquareWheel> So,
MissingVariantException. Presumably that means my MRL isn't mapping
to my JSON variant for some reason.
L1620[20:30:19] <howtonotwin> it can also
mean that the JSON is wrong somehow
L1621[20:30:29] <howtonotwin> I suggest
that you use breakpoints
L1622[20:30:30] <howtonotwin> lots
of
L1623[20:30:52] <SquareWheel> I'd be able
to make better sense of them if I understood what Forge was
supposed to be doing versus what it is.
L1624[20:31:01] <SquareWheel> Will play
with it though.
L1625[20:31:18] <SquareWheel> Also going
to see if I can get it working with item/generated, as that
weirdness might be related.
L1626[20:32:08] <howtonotwin> breakpoint
ModelLoader:325
L1627[20:32:19]
⇨ Joins: Drullkus (~Dru11kus@166.170.47.143)
L1628[20:32:28] <howtonotwin> and add a
condition that the item be your watering can
L1629[20:33:17] ***
Drullkus is now known as Drull|Con
L1630[20:33:38] <howtonotwin> at MLR:149
is where the blockstate starts loading
L1631[20:33:47] <SquareWheel> When it
says: "Could not load item model either from the normal
location * or from the blockstate", does normal location refer
to the /models file?
L1632[20:34:30] <howtonotwin> models/item
yes
L1633[20:34:34] <howtonotwin> iirc
L1634[20:35:07] <howtonotwin> methinks
your blockstate json is loading and is doing something unexpected
with the variants
L1635[20:36:15] <SquareWheel> Okay,
watching MLR now. First thing it loads is dynbucket.
L1636[20:36:28] <howtonotwin> yeah you
don't want to sit in that loop :P
L1637[20:36:37] <howtonotwin> use
conditional breakpoints
L1638[20:36:43] <SquareWheel> If it's
only forge and my mod, it shouldn't take too long to iterate
through.
L1639[20:36:47] <SquareWheel> I only
really add one item.
L1640[20:36:56] <howtonotwin> actually
it'll likely be the next one :P
L1641[20:37:20] <howtonotwin> but this is
also for MC's items
L1642[20:37:24] <SquareWheel> First
variant is #amount=8,material=iron
L1643[20:37:30] <SquareWheel> Bit odd.
Should start at amount=0.
L1644[20:37:41] <howtonotwin> doesn't
matter though
L1645[20:38:37] <SquareWheel> Seeing a
normalException.
L1646[20:38:44] <howtonotwin> that's
good
L1647[20:38:51] <howtonotwin> jump into
loadModels
L1648[20:39:09] <primetoxinz> !gm
spawnVillagers
L1649[20:39:24] <primetoxinz> why won't
you reply to me mcpbot D:
L1650[20:40:25]
⇦ Quits: MrIbby (~MrIbby@173.85.206.10) ()
L1651[20:40:28] <howtonotwin> It works
for me
L1652[20:40:34] <SquareWheel> So in this
case, is normalException just Forge looking for a /models/item
first and failing, and recording it before moving on?
L1653[20:40:40] <primetoxinz> D: what the
heck
L1654[20:40:42] <howtonotwin> yes
L1655[20:40:43] <howtonotwin> !!gm
spawnVillagers
L1656[20:40:44] <MCPBot_Reborn> === MC
1.10.2:
net/minecraft/world/gen/structure/StructureVillagePieces$Village.spawnVillagers
(axb$n.a) UNLOCKED ===
L1657[20:40:44] <MCPBot_Reborn> Name : a
=> func_74893_a => spawnVillagers
L1658[20:40:45] <MCPBot_Reborn>
Descriptor : (Laid;Lawg;IIII)V =>
(Lnet/minecraft/world/World;Lnet/minecraft/world/gen/structure/StructureBoundingBox;IIII)V
L1659[20:40:46] <MCPBot_Reborn> AT :
public
net.minecraft.world.gen.structure.StructureVillagePieces$Village
func_74893_a(Lnet/minecraft/world/World;Lnet/minecraft/world/gen/structure/StructureBoundingBox;IIII)V
# spawnVillagers
L1660[20:40:47] <MCPBot_Reborn> Comment :
Spawns a number of villagers in this component. Parameters: world,
component bounding box, x offset, y offset, z offset, number of
villagers
L1661[20:40:47] <MCPBot_Reborn> SRG
Params : World p_74893_1_, StructureBoundingBox p_74893_2_, I
p_74893_3_, I p_74893_4_, I p_74893_5_, I p_74893_6_
L1662[20:40:48] <MCPBot_Reborn> MCP
Params : World worldIn, StructureBoundingBox structurebb, int x,
int y, int z, int count
L1663[20:40:49] <MCPBot_Reborn> Last
Change: 2016-06-27 17:03:33.524190-04:00 (_bot_update_)
L1664[20:40:50] <howtonotwin> tada
L1665[20:41:01] <primetoxinz> not even
help works for me
L1666[20:41:09] <howtonotwin> lol
L1667[20:41:14] <SquareWheel> Double
exclamation points?
L1668[20:41:14] <primetoxinz> so
confused
L1669[20:41:21] <howtonotwin> two means
public out
L1670[20:41:27] <primetoxinz>
!!help
L1671[20:41:28] <howtonotwin> one means
PM
L1672[20:41:28] <SquareWheel> Ah
L1673[20:41:31] <primetoxinz> see
L1674[20:41:32] <primetoxinz>
nothing
L1675[20:41:38] <howtonotwin>
!!help
L1676[20:41:52] <howtonotwin>
interesting
L1677[20:41:53] <primetoxinz> ok, maybe
it won't do help at all
L1678[20:41:59] <howtonotwin> public
output help is still PM
L1679[20:42:05] <howtonotwin> It said it
though xD
L1680[20:42:09] <primetoxinz> !!gm
spawnVillagers
L1681[20:42:10] <MCPBot_Reborn> === MC
1.10.2:
net/minecraft/world/gen/structure/StructureVillagePieces$Village.spawnVillagers
(axb$n.a) UNLOCKED ===
L1682[20:42:11] <MCPBot_Reborn> Name : a
=> func_74893_a => spawnVillagers
L1683[20:42:11] <MCPBot_Reborn>
Descriptor : (Laid;Lawg;IIII)V =>
(Lnet/minecraft/world/World;Lnet/minecraft/world/gen/structure/StructureBoundingBox;IIII)V
L1684[20:42:12] <MCPBot_Reborn> AT :
public
net.minecraft.world.gen.structure.StructureVillagePieces$Village
func_74893_a(Lnet/minecraft/world/World;Lnet/minecraft/world/gen/structure/StructureBoundingBox;IIII)V
# spawnVillagers
L1685[20:42:13] <MCPBot_Reborn> Comment :
Spawns a number of villagers in this component. Parameters: world,
component bounding box, x offset, y offset, z offset, number of
villagers
L1686[20:42:14] <MCPBot_Reborn> SRG
Params : World p_74893_1_, StructureBoundingBox p_74893_2_, I
p_74893_3_, I p_74893_4_, I p_74893_5_, I p_74893_6_
L1687[20:42:14] <MCPBot_Reborn> MCP
Params : World worldIn, StructureBoundingBox structurebb, int x,
int y, int z, int count
L1688[20:42:15] <MCPBot_Reborn> Last
Change: 2016-06-27 17:03:33.524190-04:00 (_bot_update_)
L1689[20:42:17] <primetoxinz> rude
L1690[20:42:27] <howtonotwin> now please
don't spam chat with those commands xD
L1691[20:42:31] <primetoxinz> sorry
L1692[20:42:35] <primetoxinz> I just
wanted it to work :(
L1693[20:42:46] <howtonotwin> it was
broken for a minute there
L1694[20:42:52] <howtonotwin> you were
justified
L1695[20:43:08] <primetoxinz> pming still
doesn't work
L1696[20:43:20] <SquareWheel>
model.location="mincraft:builtin/missing" -Maybe of
interest?
L1697[20:43:25]
⇦ Quits: primetoxinz
(~primetoxi@ip68-107-226-229.hr.hr.cox.net) (Quit:
Leaving)
L1698[20:43:38]
⇨ Joins: primetoxinz
(~primetoxi@ip68-107-226-229.hr.hr.cox.net)
L1699[20:43:53] <howtonotwin> where is
that SQ?
L1700[20:44:11] <howtonotwin> *SW
L1701[20:44:21] <SquareWheel> Variables
list on a breakpoint of modelLoaderRegistry.getModel().
L1702[20:44:45] <howtonotwin> what line
exactly?
L1703[20:44:53] <SquareWheel> 325
L1704[20:45:18] <howtonotwin> thought you
were inside oops :P
L1705[20:45:42] <howtonotwin> go into
that method
L1706[20:46:00] <howtonotwin> the RL
should be correct, no?
L1707[20:46:33] <SquareWheel> Looks right
to me.
L1708[20:46:47] <howtonotwin> alright
just run to line 149
L1709[20:47:00] <howtonotwin> the
accepted loader should be VariantLoader
L1710[20:47:09] <SquareWheel>
Correct
L1711[20:47:17] <howtonotwin>
inwards!
L1712[20:47:32] <primetoxinz> villages
are such a MESS
L1713[20:47:33] <SquareWheel> Onwards and
inwards
L1714[20:47:51] <howtonotwin> go into the
call at 1181
L1715[20:48:07] <howtonotwin> and then go
in again at the super call
L1716[20:48:09] <SquareWheel> Of which
file?
L1717[20:48:24] <primetoxinz> what would
be the best way to make a village have no villagers depending on
the x,z of the village?
L1718[20:48:29] <howtonotwin>
ModelLoader
L1719[20:48:53] <howtonotwin> kill them
all :D
L1720[20:49:11] <primetoxinz> hmm
L1721[20:49:23] <primetoxinz> idk when I
would do that
L1722[20:49:39] <howtonotwin> see
whatever generates them
L1723[20:49:43] <howtonotwin> and then
murder them
L1724[20:50:00] <primetoxinz> well, goes
all the way up to MapGenVillage
L1725[20:50:20] <primetoxinz> don't have
the work in InitMapGen
L1726[20:50:23] <primetoxinz>
world*
L1727[20:50:50] <SquareWheel> So the call
at 1181 is loader.getModelBlockDefinition(variant). Neither loader
nor getModelBlockDefinition have supers.
L1728[20:50:58] <howtonotwin> go in
L1729[20:51:01] <howtonotwin> and go in
again
L1730[20:51:15] <SquareWheel> Oh, there
is under getModelBlockDefinition's try/catch.
L1731[20:51:50] <howtonotwin> so you're
in ModelBakery::loadModelBlockDefinition?
L1732[20:52:09] <howtonotwin> so far the
RL seems fine right?
L1733[20:52:16] <SquareWheel> Er, one
sec.
L1734[20:52:38] <SquareWheel> Okay, there
now.
L1735[20:52:43] <SquareWheel> Getting
obfuscatey in here.
L1736[20:52:46] <howtonotwin> lol
L1737[20:52:59] <howtonotwin> you should
be able to reach line 185 inside the if
L1738[20:53:17] <primetoxinz> there is no
way to know when an entity is spawned .-.
L1739[20:53:19] <howtonotwin> iff you
can, go in
L1740[20:53:32]
⇦ Quits: Drull|Con (~Dru11kus@166.170.47.143) (Read error:
Connection reset by peer)
L1741[20:54:23] <howtonotwin> prime:
Figure out where villages spawn yourself, scan the area for
villagers, then kill them?
L1742[20:54:52] <howtonotwin> this feels
like command block hackery all over again lol
L1743[20:54:54]
⇦ Quits: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 186 seconds)
L1744[20:54:57] <primetoxinz> yeah
D:
L1745[20:55:16] <primetoxinz>
InitMapGenEvent gives nothing, only can replace the
MapGenBase
L1746[20:55:40] <primetoxinz> and
villages are fucking mess, so no just replacing a little bit of
code
L1747[20:55:54] <howtonotwin> SW: inside
loadMultipart MBD?
L1748[20:57:31] <SquareWheel> It's pretty
weird. Setting a breakpoint in ModelBakery just grinded the Forge
loading sequence to a halt.
L1749[20:57:38] <SquareWheel> Not at the
breakpoint, mind you.
L1750[20:58:03] <SquareWheel> Testing
with just one on loadModelBlockDefinition.
L1751[20:58:33] <howtonotwin> oh am i
dumb >.<
L1752[20:58:35] <SquareWheel>
Interestingly when I do that it warns "Method breakpoints may
dramatically slow down debugging"
L1753[20:58:42] <howtonotwin> oh?
L1754[20:58:46] <howtonotwin> fancy
:P
L1755[20:58:57] <primetoxinz> are you
putting it on the method itself?
L1756[20:59:04] <howtonotwin> anyway,
modelbakery:200
L1757[20:59:11] <SquareWheel> I was,
yeah.
L1758[20:59:18] <primetoxinz> that's why
it said that
L1759[20:59:26] <howtonotwin> breakpoint
that, and wait until you get one of your models
L1760[21:00:11] <SquareWheel> Oh boy
giving me all the vanilla ones.
L1761[21:00:17] <SquareWheel> Okay time
to learn how to do a conditional breakpoint.
L1762[21:01:05] <howtonotwin> just
rightclick the thing in the top right corner
L1763[21:01:12] <howtonotwin> properties
and enable condition
L1764[21:01:22] <SquareWheel> Yeah, just
working out the syntax for it.
L1765[21:01:25] <howtonotwin>
location.domain equals yourmodid
L1766[21:01:35] <howtonotwin> made
correct java
L1767[21:01:51] <howtonotwin> it's
literally just a normal java expression in the context of the
breakpoint
L1768[21:02:02] <primetoxinz> I really
want to just make a PR to make this possible, but I don't have any
hopes for it being accepted in an amount of time I'm willing to
wait :(
L1769[21:02:02] <SquareWheel>
location.getResourceDomain() == "wateringcans"
L1770[21:02:10] <howtonotwin> no
L1771[21:02:12] <howtonotwin>
interning
L1772[21:02:16] <howtonotwin> use
equals
L1773[21:02:28] <SquareWheel> Oh,
right.
L1774[21:02:29] <howtonotwin> fucking
java
L1775[21:02:31] <SquareWheel> Dumb
Java.
L1776[21:02:38] <howtonotwin> == is
almost always wrong -.-
L1777[21:03:18] <SquareWheel> Okay, got a
hit.
L1778[21:03:23] <howtonotwin> prime: 1.11
will do it for you ;P
L1779[21:03:29] <howtonotwin>
hopefully
L1780[21:03:30] <primetoxinz> oh?
L1781[21:03:37] <howtonotwin>
"internal changes"
L1782[21:03:43] <primetoxinz> they better
be good
L1783[21:03:52]
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L1784[21:03:56] <primetoxinz> maybe
villages will be structure files
L1785[21:04:04] <howtonotwin> just run to
line 208
L1786[21:04:18] <howtonotwin> and inspect
`list` for correct model
L1787[21:04:39] <howtonotwin> and i mean
inspect
L1788[21:04:45] <SquareWheel> Okay, list
of 18 mapVariants.
L1789[21:05:01] <howtonotwin> that seems
off
L1790[21:05:07] <SquareWheel> I've only
run through it once.
L1791[21:05:13] <howtonotwin> no
difference
L1792[21:05:17] <howtonotwin> the
blockstate loads once
L1793[21:05:24]
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L1794[21:05:25] <howtonotwin> and is
cached for the rest of them
L1795[21:05:30] <SquareWheel> Ah
L1796[21:05:43] <howtonotwin> that's what
that nullcheck was for earlier in the stack
L1797[21:05:57] <howtonotwin> if the
cache contains it, use it, otherwise load it and cache it
L1798[21:06:18] <SquareWheel> Well this
looks like all the different variants.
L1799[21:06:28]
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L1800[21:06:41] <howtonotwin> I thought
it was 8*2 = 16 variants
L1801[21:06:44] <howtonotwin> did you add
one?
L1802[21:06:56] <SquareWheel> Yeah. So
9*2
L1803[21:07:08] <SquareWheel> I forgot
the empty state before.
L1804[21:07:21] <howtonotwin> that's just
weird now
L1805[21:07:42] <howtonotwin> it conatins
all the variants but it's complaining about missing ones?
L1806[21:08:03] <SquareWheel> [18:30:36]
[Client thread/ERROR] [FML]: Exception loading model for variant
wateringcans:watering_can#amount=1,material=iron for item
"wateringcans:watering_can", blockstate location
exception:
L1807[21:08:24] <howtonotwin> o_O
L1808[21:08:35] <howtonotwin> drop to
frame and go into the loading method then
L1809[21:08:58] <SquareWheel> That sounds
like a line from the Matrix.
L1810[21:09:25] <howtonotwin> except for
the o_O face I was making as I wrote it xD
L1811[21:09:41] <SquareWheel> loadModel
or loadItemModels?
L1812[21:09:48] <SquareWheel> Or
loadVariantItemModels...
L1813[21:09:56] <howtonotwin>
ModelBakery:200
L1814[21:10:03] <howtonotwin>
loadMultipartMBD
L1815[21:10:53] <SquareWheel> Okay, moved
the breakpoint up to that.
L1816[21:11:06] <howtonotwin> wut
L1817[21:11:18] <howtonotwin> breakpoints
have nothing to do with this part?
L1818[21:11:43] <howtonotwin> drop to
frame means "abandon stack frame; go to beginning of
method"
L1819[21:12:01] <SquareWheel> Oh. I
figured you were referring to the Frames menu in the
debugger.
L1820[21:12:19] <howtonotwin> in the top
left you have the stack frames, correct
L1821[21:12:37] <howtonotwin> if you
select a method and M2, you'll see a Drop to Frame button
L1822[21:12:56] <howtonotwin> that means
"restart this method"
L1823[21:13:09] <howtonotwin> so restart
loadMultipartMBD
L1824[21:13:13] <SquareWheel> Ah, Drop
Frame
L1825[21:13:15] <primetoxinz> public void
setIsWillingToMate(boolean willingToTrade) { this.isWillingToMate =
willingToTrade; }
L1826[21:13:20] <primetoxinz> that
parameter doesn't seem right
L1827[21:13:39] <primetoxinz> trading
love <3
L1828[21:13:50] <howtonotwin> I think we
should blame tambre
L1829[21:14:27] <howtonotwin> the same
guy set the method and param names within a minute of each
other
L1830[21:14:39] <howtonotwin> wut
L1831[21:15:38] <kashike> and? not hard
to do :p
L1832[21:15:56] <howtonotwin> the method
is a setter
L1833[21:16:06] <howtonotwin> and somehow
the setter name and param do not match
L1834[21:16:24] <kashike> and?
L1835[21:16:26] <kashike> not a big
deal
L1836[21:16:34] <kashike> simple to
fix
L1837[21:18:06]
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L1838[21:18:56] <howtonotwin> It warns if
you try to set something already set
L1839[21:19:08] <howtonotwin> and I tried
and used gp again and it didn't show
L1840[21:20:19]
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L1842[21:23:13] <kashike> and that is how
you resolve things like this
L1843[21:23:43] <howtonotwin> oh
right
L1844[21:23:53] <howtonotwin> I need to
use the sleep >.<
L1845[21:24:28] <howtonotwin> SW: I
assume you are intelligent enough to figure out how blockstates are
loaded?
L1846[21:24:42] <howtonotwin> Most of it
is just JSON deserialization
L1847[21:25:04] <SquareWheel> Well, I'll
keep digging in and see where this wild journey takes me.
L1848[21:25:12] <howtonotwin> If you can
locate the issue yourself that'd be wonderful as I need to
leave.
L1849[21:25:17] <SquareWheel> I just hope
there isn't a spooky computer ghost at the end.
L1850[21:25:22] <howtonotwin> :P
L1851[21:25:24] <howtonotwin> Good
night!
L1852[21:25:30] <SquareWheel> Nighty
night. Thanks again
L1853[21:25:34] <howtonotwin> np
L1854[21:25:36]
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L1867[22:42:20] <tjehu> Can anyone direct
me to a good place to learn how to mod for 1.7.10?
L1868[22:43:56] <tjehu> I want to learn
how to mod, but I'm not sure where or how to start.
L1869[22:44:28] <tjehu> I've had a little
bit of prior coding experience, I just don't know how to set up the
environment nor use Forge.
L1870[22:44:45] <tjehu> Well, Forge's
API. Obviously I have used Forge itself. :P
L1871[22:47:13] <tjehu> Anyone? I thought
this would be the right place to ask, being all about Minecraft
Forge...
L1872[22:47:36]
⇨ Joins: agowa339
(~Thunderbi@p54919938.dip0.t-ipconnect.de)
L1873[22:48:38] <kashike> first step:
don't mod for ancient minecraft versions >.>
L1874[22:48:46] <tjehu> It's not that
ancient.
L1875[22:48:59] <tjehu> I'd mod for later
ones, if any of the good mods had updated yet.
L1876[22:49:11] <tjehu> Still waiting on
Thermal Expansion and a bunch of others.
L1877[22:49:54] <tjehu> Problem is that I
want my modpack I use to be able to work with it, and until that
updates to 1.10 I'm stuck with 1.7.10.
L1878[22:50:29]
⇨ Joins: CoolerExtreme
(~CoolerExt@117.207.164.230)
L1879[22:50:30] <tjehu> Not much of a
point in building a mod I can't use, so I figured I'd learn how to
do it for 1.7.10 and then update it later.
L1880[22:52:12]
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L1882[22:53:10] <LexMobile> Thermal
expansion will never happen
L1883[22:53:15] <LexMobile> Quit modding
for old shit
L1884[22:54:24] <LexMobile> And yes in
the tech world its ancient over 2 years old
L1885[22:54:32]
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L1891[23:25:08] <tjehu> I'll figure it
out myself then. And it isn't that old. The release date may be,
but for modded servers it is basically the latest version, seeing
as that idiot DMCA-d Bukkit and Cauldron shut down as a
result.
L1892[23:25:31] <tjehu> Thermal Expansion
will probably update, but they update with servers, not
clients.
L1893[23:26:07] <tjehu> Hence why they
haven't updated to 1.8+ yet. There is no functioning Bukkit+Forge
combination for anything higher than 1.7.10 right now.
L1894[23:26:28]
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L1895[23:26:35] <SquareWheel>
Jesus...
L1896[23:49:50]
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L1898[23:53:51] <LexMobile> Wow you're a
moron but as I'm at con you don't get the usual bitchslapping
L1899[23:59:01] ***
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