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L8[00:15:21] <luacs1998> kek
L9[00:15:27] <luacs1998> it ain't bukkit yo
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L17[01:12:41] <Waterpicker> How do you add and read custom lore in a Itemstack
L18[01:15:22] <McJty> What is 'custom lore'?
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L21[01:28:55] <SquareWheel> I assume that means the description tag underneath.
L22[01:33:35] <Waterpicker> yea
L23[01:34:48] <sham1> Maybe
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L28[01:59:47] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160925 mappings to Forge Maven.
L29[01:59:51] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160925-1.10.2.zip (mappings = "snapshot_20160925" in build.gradle).
L30[02:00:01] <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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L68[04:23:03] <LexLap2> going to bed, panel tomarrow, lat chance to get questions in pm or tweet me
L69[04:25:49] <PaleoCrafter> How much is the fish?
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L71[04:26:14] <BordListian> tree fiddy
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L84[05:14:36] <PaleoCrafter> refreshing nick registrations, hipsterpig? :P
L85[05:17:31] <ghz|afk> you have to refresh each nick individually?
L86[05:17:46] <PaleoCrafter> I don't know xD
L87[05:17:56] <PaleoCrafter> if you don't group them, you do xD
L88[05:18:04] <ghz|afk> right
L89[05:18:08] <ghz|afk> mine are all grouped ;P
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L103[05:55:32] <barteks2x> When I have exception breakpoint in idea, is it possible to continue execution ignoring that exception?
L104[05:57:40] <PaleoCrafter> barteks2x, imagine a function returning some value throws an exception that isn't caught, how would you continue execution? :P
L105[05:58:16] <barteks2x> I want to continue execution as if the exception hasn't been thrown
L106[06:00:46] <PaleoCrafter> but the exception *was* thrown and whatever threw it can't continue execution, otherwise it wouldn't have thrown an exception :P
L107[06:01:18] <barteks2x> Not that it matters right now because by the time I find the anser I could simply change the code and restart everything. I want to know for the next time . It's a failed asertion that thrown it.
L108[06:01:55] <barteks2x> it's actually Error, not exception but it doesn't make a difference
L109[06:04:25] <barteks2x> so basically I want to continue as if the exact thing that thrown the exception/error was wrapped in empty try..catch
L110[06:05:17] <PaleoCrafter> as I said, not possible :P
L111[06:05:40] <barteks2x> I wouldn't need to ask this question if forge didn't take so long to start
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L113[06:09:20] <ThePsionic> I mean, as long as you're not running a 300-piece modpack, you should be decently fine
L114[06:12:42] <Wuppy> what's up ThePsionic
L115[06:13:11] <ThePsionic> a ceiling
L116[06:13:12] <ThePsionic> :3c
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L119[06:14:30] <Wuppy> nvm then
L120[06:14:32] <Wuppy> bai
L121[06:14:33] <Wuppy> :P
L122[06:14:42] <ThePsionic> ;-;
L123[06:14:46] <ThePsionic> Wuppy pls come back
L124[06:15:35] <Wuppy> okay then
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L126[06:15:47] <barteks2x> 30 seconds is long if you need to restart e it every time you change some piece of code or everytime something goes wrong (which is very frequently)
L127[06:15:54] <Wuppy> haven't done anything in MC for ages though :<
L128[06:16:15] <PaleoCrafter> write more robust code, barteks2x xD
L129[06:16:21] <ThePsionic> Wuppy: welcome to the club
L130[06:17:05] <barteks2x> good idea, but that's not really easy if you wre working on initial world generation lighting code (AGAIN)
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L132[06:17:57] <barteks2x> I never get it right the first time and debugging it by actually using debugger is nearly impossible
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L135[06:28:27] <sham1> Because thank you ASM
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L147[07:44:40] <PaleoCrafter> http://c78437.try.invisionpower.com/ Imma call this finished
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L149[07:53:57] <Naiten> PaleoCrafter, a new forum for Forge?
L150[07:54:02] <PaleoCrafter> yep
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L152[07:55:00] <plp> barteks2x: i don't know about continuing after the exception is thrown, but you can stop it from being thrown with a breakpoint
L153[07:55:27] <plp> you can configure it to not suspend the program, evaluate some stuff, then log it
L154[07:56:36] <Naiten> PaleoCrafter, looks nice
L155[07:57:06] <PaleoCrafter> thanks
L156[08:06:02] <shadowfacts> PaleoCrafter, nice
L157[08:06:08] <shadowfacts> looks much better than the current
L158[08:06:22] <shadowfacts> 1 suggestion: the forge logo should be a link and point to the same place as the Home link
L159[08:06:52] <PaleoCrafter> huh, I haven't done that yet? xD
L160[08:07:26] <shadowfacts> nope
L161[08:07:28] <shadowfacts> also
L162[08:07:37] <shadowfacts> > What the hell is a Forge?
L163[08:07:37] <shadowfacts> top kek
L164[08:08:26] <PaleoCrafter> I'd appreciate if you guys could create an account and dabble around with it, don't want the theme to feel wrong/incomplete anywhere xD
L165[08:08:43] <PaleoCrafter> and create a few topics in the test forum, I need to test the pagination xD
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L167[08:09:59] <gigaherz> On it ;p
L168[08:10:38] <shadowfacts> PaleoCrafter, the design of the create/signin boxes at the bottom of posts looks kinda weird: http://imgur.com/F3KMLQo
L169[08:10:45] <shadowfacts> it looks like there are two buttons
L170[08:10:52] <shadowfacts> when actually one of them is the title
L171[08:11:20] <PaleoCrafter> thanks, that's the sort of stuff you only notice when you're not constantly logged into the test account :D
L172[08:12:03] <shadowfacts> also the signup/signin stuff should pull all the way to the right even when the search box isn't there: http://imgur.com/Fbenvp1
L173[08:12:20] <gigaherz> PaleoCrafter: I think you need to approve our posts?
L174[08:12:36] <PaleoCrafter> yeah, just disabled that setting ^^
L175[08:13:14] <shadowfacts> the forum now has proper notifications? :D
L176[08:13:34] <gigaherz> how many posts show up per page?
L177[08:14:30] <PaleoCrafter> I don't know xD
L178[08:14:47] <gigaherz> there's 15 now
L179[08:14:49] <gigaherz> I'll guess 25
L180[08:16:15] <PaleoCrafter> shadowfacts, sign etc. stuff now pulls to the right properly, logo is a link and yes, I guess it has notifications now xD
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L183[08:18:06] <shadowfacts> PaleoCrafter, can you lock this thread? http://c78437.try.invisionpower.com/topic/31-haxorz/
L184[08:18:13] <gigaherz> ACHIEVEMENT UNLOCKED: Pagination
L185[08:18:23] <gigaherz> PaleoCrafter ^
L186[08:18:29] <PaleoCrafter> great, thanks :D
L187[08:18:37] <PaleoCrafter> welp, it works
L188[08:18:40] <shadowfacts> ooh, the pagination uses shiny ajax
L189[08:19:10] <gigaherz> I wonder why they chose ajax -- it's a cleaning product brand ;P
L190[08:19:19] <shadowfacts> pls
L191[08:19:29] <gigaherz> as the name, I mean
L192[08:20:17] <Naiten> PaleoCrafter, were you using Wordpress or what?
L193[08:20:24] <PaleoCrafter> hm?
L194[08:21:13] <Naiten> for the website
L195[08:21:31] <PaleoCrafter> nah, that's IP Board
L196[08:22:07] <Naiten> oh well, i thought invisionpower was just a server host
L197[08:22:27] <PaleoCrafter> shadowfacts, locked it for you
L198[08:23:36] <shadowfacts> I'd have a lock symbol near the title on the page of the locked thread itself as well as in the thread listing
L199[08:23:36] <Naiten> uh, $30/month -.-
L200[08:23:52] <PaleoCrafter> or $150 one-time payment :P
L201[08:24:02] <PaleoCrafter> the version you're looking at right now is just a 5-day demo though
L202[08:25:18] <Naiten> i'd better rent a slot at digitalocean for 5$/month, a name at namecheap for 12$/year and set up a site with wordpress -.-
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L204[08:25:50] <gigaherz> Naiten: if money is such a concern, why not use like, google sites?
L205[08:27:16] <gigaherz> wait google sites is the one made for idiots with web-based easy page creation
L206[08:27:23] <Naiten> gigaherz, i don't like messing with 'Don't be evil Inc.'
L207[08:27:49] <gigaherz> also if your goal is wordpress
L208[08:27:56] <gigaherz> I suggest you use wordpress themselves as a host
L209[08:28:06] <gigaherz> you can use your own domain with a wordpress-hosted page
L210[08:30:35] <Naiten> thing is, i got a slot at DO for development server hosting long ago and since i had it, why not install a website on there?
L211[08:30:45] <Naiten> *as well
L212[08:31:20] <gigaherz> but you said it's $5/month
L213[08:31:45] <gigaherz> eh whtaever, your choice ;P
L214[08:31:50] <gigaherz> (probably more space, too)
L215[08:33:22] <Naiten> welp, I'm not sure what to use though
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L217[08:34:52] <Naiten> DO suggests 20GB SSD and 1TB transfer for 5$/month, while WP's plans suggest 3GB for 3$/month or 13 GB for 8.25$/month
L218[08:35:03] <Naiten> like, wut? are they serious?
L219[08:35:23] <Naiten> also, that 'Remove WordPress.com Ads' bugs me a lot
L220[08:36:10] <gigaherz> yeah they inject ads in some pages
L221[08:36:12] * Naiten still haven't got rid from his russian communist non-paying habits
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L233[09:16:52] <barteks2x> This is the first time in a long time I want to add any item in any minecraft mod... I want a few debug items (for example item that will cause a light update when used, or item that will re-dend the whole chunk to client). Any tutorials on adding items? Or is forge.readthedocs enough?
L234[09:17:43] <Ordinastie> make commands for that ?
L235[09:18:02] <barteks2x> Items are easier to use
L236[09:18:59] <Zaggy2048> but commands can be used by command blocks :)
L237[09:19:05] <barteks2x> I can simply click around and see what happens
L238[09:19:17] <barteks2x> instead of carefully crafting command with exact position I want
L239[09:19:22] <PaleoCrafter> and you have the potential for auto complete if you need more complex debugging tools .P
L240[09:19:44] <barteks2x> I want it to be quick. Not complex.
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L242[09:20:58] <Ordinastie> commands are faster and easier imo
L243[09:21:16] <howtonotwin> Items are created by instantiating Item and calling GameRegister.register
L244[09:21:36] <howtonotwin> *Registry
L245[09:22:28] <barteks2x> Commands would work, but for what I want it - it would definitely not be faster and easier
L246[09:24:38] <MrIbby> barteks2x: What about an item that does commands for you?
L247[09:24:56] <barteks2x> Then I woudl need to implement both, which is even more work
L248[09:24:57] <MrIbby> Sort of like a Command Block Item
L249[09:25:31] <howtonotwin> that's called your "up" key :P
L250[09:25:53] <barteks2x> And then each time I use tat command I would need to change arguments. With item I simply click somewhere else
L251[09:26:22] <barteks2x> much easier for me
L252[09:26:36] <barteks2x> And I expect to use it many times
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L254[09:35:28] <barteks2x> in Item.onItemUse, is BlockPos argument position of the selected block or positiion that block would be placed on?
L255[09:36:11] <Ordinastie> the block aimed at
L256[09:36:26] <barteks2x> and how to get position block would be placed on?
L257[09:36:41] <Ordinastie> depends on the block you're aiming at
L258[09:36:55] <barteks2x> assume it's a standard full cube block
L259[09:37:12] <Ordinastie> then move the bockPos based on the face hit
L260[09:37:46] <barteks2x> ok, thanks
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L267[09:55:32] <primetoxinz> is there an event for fire render on entities?
L268[09:55:38] <primetoxinz> like this https://imgur.com/a/SjwSk
L269[09:56:18] * howtonotwin has flashbacks to elemental fire
L270[09:56:22] <primetoxinz> lol
L271[09:56:38] <howtonotwin> so cold...
L272[09:56:45] <howtonotwin> so much sugar...
L273[09:56:51] <primetoxinz> that's stoked fire in the image lol
L274[09:57:18] <howtonotwin> all the water in the world... made into cake
L275[09:57:19] <primetoxinz> got the first person overlay to work, just wondered if the third person was doable
L276[10:00:02] <primetoxinz> darn, doesn't seem like doRenderShadowAndFire has anything
L277[10:01:14] <PaleoCrafter> hm, I'd have thought they have put that into its own layer by now
L278[10:01:51] <primetoxinz> you'd think
L279[10:02:03] <primetoxinz> but mojang doesn't
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L293[11:15:23] <barteks2x> Is there some simple way to add texture to item?
L294[11:15:42] <barteks2x> (I mean, make the item have a texture at all)
L295[11:16:25] <barteks2x> because forge.readthedocs doesn't mention items and I don't really trust most other tutorials
L296[11:17:11] <gigaherz> in your clientproxy, you call ModelLoader.setCustomModelResourceLocation
L297[11:17:30] <gigaherz> with the new ModelResourceLocation(item.getRegistryName(), "inventory")
L298[11:17:37] <gigaherz> (other files can be used, but that's best practice)
L299[11:17:42] <barteks2x> is there really no default?
L300[11:17:43] <gigaherz> and then you need an item model json
L301[11:18:19] <gigaherz> { "parent": "item/generated", "textures": { "layer0": "<TEX LOCATION HERE>" } }
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L303[11:18:50] <gigaherz> well if you have no model at all
L304[11:18:55] <gigaherz> the placeholder cube will be used
L305[11:19:03] <gigaherz> with the placeholder texture
L306[11:19:03] <barteks2x> I expected something like "if you don't set it, it will search for texture in <somedirectory>"
L307[11:19:11] <gigaherz> yeah no
L308[11:19:14] <gigaherz> mc doesn't do that
L309[11:19:33] <gigaherz> mc comeswith the locations hardcoded
L310[11:19:35] <gigaherz> there's no default
L311[11:19:42] <gigaherz> forge provides a way to add locations to that table
L312[11:20:31] <barteks2x> now where my textures and json files should be placed (or, how it relates to what my CustomModelResourceLocation, registryName and unlocalizedName is)
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L314[11:20:37] <howtonotwin> oh dear
L315[11:20:41] <howtonotwin> loaded question xD
L316[11:20:44] <gigaherz> models/item/<itemregistryname>.json
L317[11:20:52] <gigaherz> the texture is whatever you specify in the model json
L318[11:20:53] <gigaherz> normally
L319[11:20:59] <gigaherz> textures/items/<name>.json
L320[11:21:16] <gigaherz> note that you don't HAVE to point to the same filename as the registry name, but it's best practices
L321[11:21:18] <howtonotwin> it also searches blockstates for it
L322[11:21:31] <gigaherz> and to finish answering your question
L323[11:21:40] <gigaherz> unlocalized names are ONLY for translating the name
L324[11:21:50] <gigaherz> and should never be used for anything else than the name translation
L325[11:22:10] <gigaherz> model locations are best when they match registry names
L326[11:22:14] <gigaherz> but it's not a strict requirement
L327[11:22:19] <howtonotwin> they have nothing to do with the registry name, but it is common practice to set the unlocalized name from the registry name
L328[11:22:35] <gigaherz> so in effect: they are 3 separate values
L329[11:22:45] <gigaherz> that are commonly set to the same effective name
L330[11:23:08] <barteks2x> is it bad idea to use registry name the same as unlocalized name?
L331[11:23:36] <gigaherz> yes
L332[11:23:39] <gigaherz> sortof
L333[11:23:47] <gigaherz> let me explain:
L334[11:23:54] <howtonotwin> it's normal to do setUnlocalizedName(getRegistryName())
L335[11:23:54] <gigaherz> registry name is a ResourceLocation
L336[11:24:09] <barteks2x> It's weird not knowing such basic stuff and modding for a few years
L337[11:24:10] <gigaherz> on registration
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L339[11:24:12] <gigaherz> it's common to do
L340[11:24:14] <howtonotwin> but it will get you lynched if you do setRegistryName(getUnlocalizedName())
L341[11:24:16] <gigaherz> setRegistryName("string")
L342[11:24:29] <gigaherz> which will assign the modid for you
L343[11:24:32] <gigaherz> so getRegistryName
L344[11:24:39] <howtonotwin> is modid:string
L345[11:24:40] <gigaherz> will be a resloc with "modid:string"
L346[11:24:43] <gigaherz> now
L347[11:24:47] <gigaherz> for unlocalized names
L348[11:24:52] <gigaherz> if you do setUnlocalizedName("string")
L349[11:24:56] <gigaherz> the translation file will contain
L350[11:24:58] <gigaherz> "item.string.name"
L351[11:25:03] <gigaherz> which seems like a sensible choice
L352[11:25:03] <howtonotwin> or tile.string.name
L353[11:25:13] <gigaherz> until you learn that the translation tables are all merged into one table
L354[11:25:18] <gigaherz> WITHOUT using modids for you anywhere
L355[11:25:24] <gigaherz> so if you don't want conflicts
L356[11:25:30] <gigaherz> you should include your modid in the translation string
L357[11:25:40] <sham1> o/
L358[11:25:45] <gigaherz> this, as howtonotwin said, could be done with getRegistryName
L359[11:25:49] <gigaherz> but that looks fugly
L360[11:25:53] <gigaherz> because it ends up as
L361[11:25:58] <howtonotwin> <sham1> o/
L362[11:25:59] <gigaherz> "item.modid:string.name"
L363[11:26:04] <gigaherz> and that : hurts my soul
L364[11:26:10] <gigaherz> so what I do is
L365[11:26:20] <gigaherz> setUnlocalizedName(MODID + "." + itemName)
L366[11:26:34] <gigaherz> to simplify doing that everywhere
L367[11:26:50] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/base/ItemRegistered.java
L368[11:26:53] <barteks2x> and registry name would be just itemName?
L369[11:26:55] <gigaherz> I have a base class for items and blocks
L370[11:27:04] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/base/BlockRegistered.java
L371[11:27:08] <gigaherz> that will call those functions for me
L372[11:27:26] <MrIbby> Or you could make another string UNLOCALIZED_PREFIX = MOD_ID + "."
L373[11:27:28] <barteks2x> can I steal that little class? :D
L374[11:27:28] <sham1> okie doke
L375[11:27:31] <gigaherz> sure
L376[11:27:38] <gigaherz> no need to give attribution even
L377[11:27:39] <PaleoCrafter> howtonotwin, did you intentionally not mirror the slash? :P
L378[11:27:44] <gigaherz> too trivial to care ;P
L379[11:27:51] <howtonotwin> oh no I did something worse
L380[11:27:56] <howtonotwin> I pinged him
L381[11:28:07] <sham1> how did that even ping me
L382[11:28:08] <PaleoCrafter> actually, nvm, just reversing, not mirroring xD
L383[11:28:16] <howtonotwin> hehehehhe
L384[11:28:17] <PaleoCrafter> um, wot
L385[11:28:20] <howtonotwin> unicode magic
L386[11:28:23] <PaleoCrafter> that's creepy xD
L387[11:28:24] <gigaherz> MrIbby: yeah, but it's called once per instance, during init. the performance effect is negligible ;P
L388[11:28:26] <sham1> Wait
L389[11:28:27] * howtonotwin cackles again
L390[11:28:33] <sham1> Left-to-right markers?
L391[11:28:36] <howtonotwin> RLO
L392[11:28:43] <howtonotwin> Right-to-left override
L393[11:28:43] <sham1> UNICODE
L394[11:28:53] <gigaherz> that doesn't work on mirc
L395[11:29:04] <gigaherz> ;P
L396[11:29:09] <sham1> And that is why it is not good
L397[11:29:19] <MrIbby> gigaherz: having an UNLOCALIZED_PREFIX field is oriented towards people who extend the vanilla classes
L398[11:30:53] <PaleoCrafter> gigaherz, shouldn't it technically be BlockRegisterable or even better BlockNamed? "Registered" implies a side-effect :P
L399[11:30:57] <sham1> <howtonotwin> <sham1> o/
L400[11:31:00] <sham1> Nope
L401[11:31:21] <howtonotwin> ?
L402[11:31:24] <sham1> It's so creepy
L403[11:31:31] <PaleoCrafter> <sham1> you noob
L404[11:31:42] <barteks2x> if I understand it right, ModelResourceLocation can be essentially registry name?
L405[11:31:45] <howtonotwin> try selecting it
L406[11:31:47] <sham1> I type and the text comes to the wrong place
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L408[11:32:54] <sham1> http://www.fileformat.info/info/unicode/char/202e/browsertest.htm
L409[11:33:05] <sham1> It's scary as I am used to typing from left to right
L410[11:33:48] <sham1> It is so weird this thing
L411[11:35:27] <gigaherz> PaleoCrafter: possibly but meh ;P
L412[11:36:04] <sham1> It's not natural it looks creepy
L413[11:37:33] <howtonotwin> um
L414[11:38:29] <howtonotwin> sham1 mindblow count: 4?
L415[11:38:48] <sham1> Not blown, just crept out
L416[11:39:03] <sham1> Sadly I couldn't make a space between the texts above
L417[11:39:04] <gigaherz> barteks2x: new ModelResourceLocation(item.getRegistryName(), "inventory")
L418[11:39:09] <gigaherz> that's the common usage
L419[11:39:17] <barteks2x> also, are there some rules I shoudl follow with unlocalized names and regisstry names? Like all lowercase or something like that?
L420[11:39:24] <gigaherz> I was about to say that
L421[11:39:27] <gigaherz> in 1.11
L422[11:39:38] <gigaherz> only lowercase_with_underscores filenames are valid
L423[11:39:53] <gigaherz> so you probably want to use that for your model filenames
L424[11:40:00] <gigaherz> which means you probably want to use that for your registry names also
L425[11:40:05] <gigaherz> (to keep them consistent)
L426[11:40:29] <barteks2x> will that limitaion apply to unlocalized names? (my world type unlocalized names are CamelCase)
L427[11:40:44] <LatvianModder> Too bad. Shoudve been snake_case :P
L428[11:40:52] <LatvianModder> snake_case is the best case
L429[11:41:01] <barteks2x> I can still change that
L430[11:41:11] <gigaherz> barteks2x: no, but vanilla does it like that
L431[11:41:17] <gigaherz> also unloc namesare the least of the issues
L432[11:41:23] <gigaherz> since you can change them without anything breaking
L433[11:41:45] <gigaherz> (xcept maybe some custom resource packs ;P)
L434[11:45:09] <PaleoCrafter> actually, vanilla unlocalised names are camelCase :P
L435[11:45:36] <gigaherz> are they?
L436[11:45:40] <PaleoCrafter> they are
L437[11:45:46] * gigaherz shrugs
L438[11:45:54] <howtonotwin> #mojang
L439[11:46:25] <PaleoCrafter> it kind of makes sense, I guess
L440[11:46:26] <sham1> Why not do Pascal_Snake_Case
L441[11:46:28] <gigaherz> yep. "tile.stairsWoodJungle.name=Jungle Wood Stairs"
L442[11:46:37] <gigaherz> sham1: reverse-pascal-snake
L443[11:47:00] <gigaherz> tile.sTAIRS_wOOD_jUNGLE.name
L444[11:47:14] <PaleoCrafter> I think localisations were the first to actually have some kind of "string ID" for blocks and items
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L446[11:48:08] <sham1> I wonder why snake_case has fallen out of favour
L447[11:48:31] <sham1> It's a nice way to name functions, as long as you don't drop most of your vowels
L448[11:49:00] <PaleoCrafter> and you don't get corner cases like "getID" vs "getId"
L449[11:49:02] <barteks2x> in the json file ""layer0": "<TEX LOCATION HERE>"" - is there some implied location prefix?
L450[11:49:18] <gigaherz> only "textures/"
L451[11:49:20] <gigaherz> you'd do like
L452[11:49:20] <PaleoCrafter> if you don't specify a domain, "minecraft" will be implied
L453[11:49:26] <gigaherz> "yourmodid:item/whatever"
L454[11:49:33] <PaleoCrafter> *items ^ :P
L455[11:49:35] <sham1> Well in that case the obvious answer is getID as "ID" has a special meaning
L456[11:49:50] <gigaherz> PaleoCrafter: right -- one of my mods has all the textures under item/
L457[11:49:51] <sham1> It's an initialism
L458[11:49:55] <gigaherz> because I made a mistake initially
L459[11:49:56] <gigaherz> ;P
L460[11:49:59] <PaleoCrafter> heh
L461[11:51:26] <PaleoCrafter> sham1, it's still a corner case you don't get with snake casing :P
L462[11:51:33] <PaleoCrafter> and I only notice the potential pun there now
L463[11:52:44] <barteks2x> I also assume that all of these locations start in "assets". Or in assets/modid?
L464[11:52:46] <gigaherz> I dislike snake- and kebab- naming because they take up more characters
L465[11:52:54] <gigaherz> barteks2x: assets/modid/ is your domain
L466[11:52:56] <gigaherz> when you do
L467[11:53:06] <gigaherz> somethingsomething:path/here
L468[11:53:10] <gigaherz> mc will look for
L469[11:53:15] <gigaherz> assets/somethingsomething/path/here
L470[11:53:21] <sham1> And that is why you can do like Richie and Thompson did with the C API and drop all your vowels
L471[11:53:30] <sham1> and maybe the underscores
L472[11:53:39] <barteks2x> this is getting complicated. Still good to learn that.
L473[11:53:53] <gigaherz> it just needs a tiny bit of practice
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L478[12:15:08] <barteks2x> I'm getting this: http://pastebin.com/V91pnHaK
L479[12:15:26] <barteks2x> oh
L480[12:15:29] <barteks2x> item, not items
L481[12:17:06] <howtonotwin> why do you need a model for a debug item?
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L483[12:19:57] <barteks2x> to have texture to see different textures when I ahve multimpel of them
L484[12:20:18] <ollieread> Fuck
L485[12:20:37] <SquareWheel> Could also just right click it and have it print to the log or something. But that shouldn't be too tricky.
L486[12:20:53] <ollieread> Have it explode on right click
L487[12:20:57] <barteks2x> Right click does the thing I want it to do
L488[12:21:18] <barteks2x> And shows information in chat when it's already done
L489[12:21:43] <howtonotwin> ah
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L492[12:22:52] <Naiten> argh. I may be too dumb, but internet lacks a tutorial on making console app in Intellij IDEA with Java
L493[12:23:31] <sham1> Umn
L494[12:23:35] <barteks2x> isn't console app the default if you make main() method?
L495[12:23:39] <sham1> For console applications you use stdin and stdout
L496[12:23:55] <sham1> Well Java does not care about what your app does as long as you have main()
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L498[12:24:07] <sham1> (I refuse to acknowledge the existence of Applets)
L499[12:24:14] <Naiten> barteks2x, it takes Idea console and works with it. If i run the jar, i get no console
L500[12:24:16] ⇨ Joins: p455w0rd (~p455w0rd@172.78.245.37)
L501[12:24:34] <sham1> Naiten, do you run the application from a terminal
L502[12:24:38] <barteks2x> Well... because you run it with javaw. Javaw doesn't show console
L503[12:24:39] <Naiten> sham1, i want the console outside the IDE
L504[12:24:52] <sham1> Well run the jar inside a terminal session
L505[12:25:02] <sham1> It's not very hard
L506[12:25:14] <barteks2x> if you want to be able to double click - I would wrap it in a script
L507[12:25:39] <howtonotwin> Terminal plugin
L508[12:25:53] <barteks2x> what is that?
L509[12:25:54] <howtonotwin> which should be bundled with IDEA
L510[12:26:11] <Naiten> sham1, i want to double-click the file and get it started, i don't want extra actions to open it -.-
L511[12:26:26] <sham1> Well in that case you are dumb and that is not going to work
L512[12:26:32] <sham1> Sorry
L513[12:27:28] <sham1> Console applications require you to be in a terminal
L514[12:27:38] <sham1> Either a terminal emulator or an actual dumb terminal
L515[12:27:46] <sham1> Text-based
L516[12:27:46] <barteks2x> If it's on window, .bat file that launches it would work fine
L517[12:27:58] <barteks2x> *windows
L518[12:28:21] <sham1> I think a shellscript would also work for non-Windows OSes
L519[12:28:31] <Naiten> sham1, how application do start terminal themselves then? Blender, for instance.
L520[12:28:47] <sham1> Well that's platform-specific
L521[12:29:10] <sham1> For instance in Windows: https://msdn.microsoft.com/en-us/library/windows/desktop/ms681944%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396
L522[12:30:52] <sham1> And then under Windows you can then attach stdout and stdin to the console
L523[12:32:52] <Naiten> sham1, if that page mentioned Java insted of C++, I'd thank you
L524[12:33:08] <sham1> https://en.wikipedia.org/wiki/Java_Native_Interface
L525[12:33:29] <sham1> Allows you to use C and C++ alongside Java to do stuff
L526[12:34:08] <howtonotwin> Java is cross platform and you expect platform-specific APIs?
L527[12:34:16] <sham1> Also this
L528[12:35:08] <sham1> I simply cannot see your hostility against opening your terminal and launching your jar that way Naiten
L529[12:35:21] <sham1> It's much easier than this
L530[12:38:28] ⇦ Quits: Fye (~Fye@dynamic-adsl-84-220-168-160.clienti.tiscali.it) (Ping timeout: 198 seconds)
L531[12:40:05] <Naiten> sham1, extra regular actions vs extra nonrecurring actions
L532[12:40:26] <sham1> It's only extra once
L533[12:40:35] <sham1> Because you can just keep the terminal open
L534[12:41:24] <ThePsionic> for some reason, seeing sham1's name, I suddenly think of AllShamNoWow and I don't even remember who that is
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L537[12:42:27] <Naiten> sham1, what? I reload the system regularly and why would i even want to have terminal opened while not using it?
L538[12:42:49] <sham1> What does you application do anyway
L539[12:43:56] <Naiten> sham1, how does it matter? I have various ideas on what to write.
L540[12:44:16] <Naiten> I'm doing model converter atm, if you need it (which i suppose is false)
L541[12:44:41] <howtonotwin> model converter?
L542[12:45:25] <howtonotwin> genuine interest bc models have apparently become my trade somewhere down the line
L543[12:45:45] <Naiten> howtonotwin, to convert FMC javacode models to obj. I've got plently of them, remodelling from scratch will be longer than writing a utility
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L546[12:49:54] <Naiten> howtonotwin, afaik, no solution was ever done for this, wasn't it?
L547[12:50:12] <howtonotwin> don't think so
L548[12:50:32] <howtonotwin> why OBJ though?
L549[12:50:41] <howtonotwin> oh right rotations
L550[12:53:15] ⇨ Joins: An_Sar (~srw@mail.nmd.so)
L551[12:53:23] <PaleoCrafter> might want to look into reworking it to b3d later down the line, there's potential in the animation API :P
L552[12:54:04] <Naiten> howtonotwin, because professional editing software is more handy than fmc, techne and similar s/w
L553[12:54:58] <Naiten> PaleoCrafter, does anybody except b3d loader authors know how to use that API?
L554[12:55:12] <PaleoCrafter> some people know it vaguely :P
L555[12:56:44] <Naiten> I'll work on the support when the documentation is out ¯\_(ツ)_/¯
L556[12:56:54] <PaleoCrafter> the documentation is the code :P
L557[12:56:59] <sham1> ^
L558[12:57:03] <PaleoCrafter> for anybody interested, the modding panel is about to begin: https://www.periscope.tv/w/1LyGBDdMqDpxN (obviously better at PicoBTM :D)
L559[12:57:04] <sham1> The code is self-documenting
L560[12:58:27] <howtonotwin> is there a way to record that?
L561[12:58:40] <howtonotwin> I have to go soon and I'd much rather not miss it
L562[12:59:02] <PaleoCrafter> Periscope offers VODs, iirc
L563[12:59:24] <Naiten> good code is the documentation, i'd say
L564[12:59:36] <howtonotwin> ah yeah
L565[12:59:50] <howtonotwin> I see recordings from yesterday in the list
L566[13:00:08] <howtonotwin> praise minecreatr \o/
L567[13:00:26] <SquareWheel> I'll probably just watch the official video after the fact.
L568[13:01:18] <PaleoCrafter> there's no "official" recording of this, most likely :P
L569[13:01:28] <howtonotwin> the panels overlap alot
L570[13:01:46] <howtonotwin> and lex was pissed that our panel was the same time as the 1.11 panel
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L572[13:02:02] <howtonotwin> so yeah this one isn't getting recorded officially most likely xD
L573[13:02:25] <SquareWheel> Oh Minecon
L574[13:04:00] ⇦ Quits: ThePsionic (~ThePsioni@ip5457f909.direct-adsl.nl) (Quit: Leaving)
L575[13:04:35] <Naiten> I hope to be able to read the stenograph afterwards...
L576[13:05:36] <masa> "exploration udpate"
L577[13:05:58] <PaleoCrafter> don't spoil it, masa :P
L578[13:06:04] <PaleoCrafter> I'll watch it after the modding panel
L579[13:07:50] <howtonotwin> "it will not be dropped; it just vanishes" *crowd gasps*
L580[13:07:52] <howtonotwin> lol
L581[13:09:41] <quadraxis> is the modding panel watchable anywhere/
L582[13:10:15] <howtonotwin> <Paleo_Crafter> for anybody interested, the modding panel is about to begin: https://www.periscope.tv/w/1LyGBDdMqDpxN
L583[13:10:26] <SquareWheel> Oh god is someone eating
L584[13:11:45] * Naiten feels frustration as a person who isn't used to non-trained-voice english
L585[13:12:34] <Naiten> can't understand a thing
L586[13:13:13] <Naiten> made sound louder to get what they're speaking @ KHM right in the mic
L587[13:13:13] <sham1> "non-trained-voice english"
L588[13:13:14] <masa> woah
L589[13:13:38] <SquareWheel> Not the best quality. They're discussing how they started modding, learning to program, and where they get motivation from.
L590[13:13:59] ⇨ Joins: ScottehBoeh (~ScottehBo@95.144.45.252)
L591[13:14:04] <ScottehBoeh> Does anyone know if the Modding panel is being streamed?
L592[13:14:11] <sham1> it is
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L594[13:14:21] <sham1> In periscope for some reason
L595[13:14:22] <ScottehBoeh> :o Do you have a link? Or is it being streamed after the 10.1
L596[13:14:24] <ScottehBoeh> Ah ok
L597[13:14:28] <PaleoCrafter> fry, put it in the topic, pliss xD
L598[13:14:33] <PaleoCrafter> https://www.periscope.tv/w/1LyGBDdMqDpxN
L599[13:14:38] <Naiten> sham1, narrotors in audio-books, films, on the radio or TV have trained voices. Some youtubers do. Regular people don't.
L600[13:14:49] <ScottehBoeh> Oh..
L601[13:15:00] <sham1> So what you mean is professionak
L602[13:15:05] <sham1> speakers
L603[13:15:14] <ScottehBoeh> Loving the HD asmr
L604[13:15:39] <PaleoCrafter> be glad it's getting streamed at all :P
L605[13:16:18] <Naiten> COULD YOU GUY STOP CHEWING INTO THE MIC DX<
L606[13:16:27] <Naiten> I'm sorry for that ^
L607[13:18:07] <ScottehBoeh> Hopefully (Like last time) they'll release a video recording
L608[13:21:15] <SquareWheel> Back to the seat, then
L609[13:23:09] <ScottehBoeh> Well I made my Piano
L610[13:23:12] <ScottehBoeh> It's somewhat... working.
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L612[13:23:56] <ScottehBoeh> Oh god this is the worst crap I've ever made LOL
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L614[13:26:11] <masa> woah
L615[13:26:40] <masa> I have to say 1.11 is going to be one of the most interesting updates content-wise thus far
L616[13:27:11] <sham1> I hope they also do some work on internal stuff
L617[13:27:13] <PaleoCrafter> shush already :P
L618[13:27:20] <ScottehBoeh> It has got a lot of really nice stuff
L619[13:27:26] <plp> it there a quick way to switch between player models or do i have to change my skin?
L620[13:27:34] <ScottehBoeh> including pre-defined map secrets.
L621[13:27:40] <sham1> Paleo is getting annoyed by these spoilers
L622[13:27:56] <ScottehBoeh> oh xD is Paleo not watching? :o
L623[13:27:56] <PaleoCrafter> indeed
L624[13:28:02] <PaleoCrafter> I'm watching the modding panel :P
L625[13:28:05] <ScottehBoeh> Ah
L626[13:28:14] <sham1> He's like a fan of the TV version of Song of Ice and Fire
L627[13:28:47] <PaleoCrafter> you could just have said Game of Thrones, you know :P
L628[13:28:58] <sham1> I know
L629[13:32:47] <masa> haha
L630[13:36:12] <masa> oh, so 1.11 is essentially ready already
L631[13:36:21] <masa> interesting
L632[13:36:25] <shartte> ... that's it?
L633[13:36:43] <masa> ?
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L635[13:36:51] <Lumien> It's a minecraft update, what amount of content did you expect?
L636[13:36:58] <shartte> Yeah, you're right
L637[13:37:15] <masa> that is a rather huge update if you compare it to some of the previous ones
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L639[13:37:28] <masa> 1.10 was like what, a couple of blocks and polar bears?
L640[13:37:50] <masa> 1.9 was a couple of blocks, end cities and elytras and removed sword blocking :p
L641[13:38:09] <shartte> well the sword change at least had more gameplay repercussions
L642[13:38:35] <shartte> but yeah, i guess the interesting parts for modders will be the code base changes
L643[13:38:49] <masa> now if they would only fix the damn minecart bugs so that I could one day update my vanilla server from 1.8.9...
L644[13:39:08] <SquareWheel> I wish they'd bring back the minecart acceleration/deceleration changes.
L645[13:39:15] <SquareWheel> Would have liked to have seen more done with that.
L646[13:40:08] <masa> the world also seems to be full of duplicated entities, and since 1.9 they added the canAddEntity() method in world which spams about duplicate UUIDs every time a chunk loads with duplicate entity UUIDs, so I have to ru nthe entire world through MCEdit or a custom program to remove the duplicates
L647[13:41:33] <SquareWheel> Stream cutting out now?
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L650[13:46:30] <SquareWheel> Just keeps cutting out for me. Gonna call it there I think.
L651[13:46:39] <SquareWheel> See what 1.11 is up to instead.
L652[13:47:30] <PaleoCrafter> it's better with the app
L653[13:50:21] ⇦ Quits: plp (~plp@112.203.118.64) (Quit: Leaving)
L654[13:50:58] <masa> that periscope stream? I can't really ehar anything they are saying
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L658[13:52:17] <raoulvdberge> I just want to ssee the internal 1.11 changes :P
L659[13:53:19] <kashike> it's nice that 1.11 has a weather gamerule finally
L660[13:53:22] <kashike> \o/
L661[13:53:37] <PaleoCrafter> grr, spoilers
L662[13:53:59] <quadraxis> that was announced before minecon >_>
L663[13:53:59] <sham1> Spoiler alert
L664[13:54:08] <PaleoCrafter> idc
L665[13:54:09] <sham1> Anakin is Luke's father
L666[13:54:30] <quadraxis> Snape kills Trinity with Rosebud
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L668[14:01:28] <PaleoCrafter> welp, time to actually watch the 1.11 panel now
L669[14:03:20] <Ivorius> Link?
L670[14:03:41] <PaleoCrafter> https://www.youtube.com/watch?v=5b1kMBSb-tQ can't give you a timestamp though :P
L671[14:03:50] <PaleoCrafter> actually, I can: https://youtu.be/5b1kMBSb-tQ?t=1h35m27s
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L674[14:11:44] <Ivorius> Curses are good
L675[14:11:45] <Ivorius> I like curses
L676[14:12:01] <sham1> I personally prefer ncurses
L677[14:12:18] <sham1> Sorry :P
L678[14:13:18] <Ivorius> The commentary was kind of unnecessary lol
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L691[14:22:52] <Ivorius> Cartographer stuff is also cool, I wonder if I can hook into it
L692[14:23:34] <PaleoCrafter> with a lot of love from Forge, you might just be able to :P
L693[14:24:42] <Ivorius> or just persomally creating a pr
L694[14:24:54] <PaleoCrafter> well, yeah
L695[14:27:22] ⇨ Joins: plp (~plp@112.203.118.64)
L696[14:27:43] <gigaherz> yay observer block in java version
L697[14:27:49] * gigaherz is watching back from the beginning
L698[14:27:59] <PaleoCrafter> heh
L699[14:27:59] ⇨ Joins: illy (~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82)
L700[14:28:00] <sham1> what does it do
L701[14:28:05] <PaleoCrafter> it's a BUD
L702[14:28:08] <sham1> Oh
L703[14:28:10] <sham1> OH
L704[14:28:22] <gigaherz> on block change, it emits comparator output
L705[14:28:36] <sham1> That's nifty
L706[14:29:24] <illy> boop o/
L707[14:29:38] <sham1> beep
L708[14:29:59] <Ivorius> This 'awesome system'
L709[14:30:06] *** Abrar|gone is now known as AbrarSyed
L710[14:30:48] <PaleoCrafter> tsk, stupid kids getting most excited about the most boring thing there
L711[14:31:35] <Ivorius> Which one
L712[14:31:45] <PaleoCrafter> just you wait :P
L713[14:31:52] <gigaherz> heh shulker "chests" that keep the contents while broken
L714[14:32:16] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the connection)
L715[14:32:28] <Ivorius> Mansion is kinda arbitrary
L716[14:32:32] <Ivorius> But hey, content I can use
L717[14:33:00] <gigaherz> heh you can't put a box inside a box -- I know something mods will want to change ;p
L718[14:33:01] <PaleoCrafter> I hope they improve the structure a bit, doesn't feel anything like a mansion
L719[14:36:48] <illy> gigaherz, I might be crazy for thinking this but what if we put a box inside a box inside a box?
L720[14:37:05] <PaleoCrafter> heatdeath of the universe will be immanent
L721[14:37:17] <Ivorius> One more thing
L722[14:37:20] <Ivorius> Are they apple or what
L723[14:37:21] <Ivorius> lol
L724[14:38:22] <gigaherz> illy: lots of mods can do that
L725[14:38:33] <gigaherz> but they exlicitly said you won't be able to do that with a shulker box
L726[14:38:40] <gigaherz> explicitly
L727[14:39:18] <kashike> at least the woodland mansion is using the "new" structure template/schematic system
L728[14:39:26] <kashike> now they just need to change the other structures to use them
L729[14:40:38] <gigaherz> oooh nice an entity that won't collide with stuff, now I'll have a vanilla example to use for my mod ;P
L730[14:40:56] <kashike> heh
L731[14:43:08] <masa> hmm? noClip = true?
L732[14:43:27] <gigaherz> is that a thing?
L733[14:43:39] <masa> EntityItem uses that too when inside blocks
L734[14:43:50] <masa> and I geuss players in spectator mode
L735[14:43:51] <gigaherz> I couldn't figure out how to make my "living essence" able to movethrough blocks
L736[14:43:57] <gigaherz> maybe that's what I was missing
L737[14:43:58] <gigaherz> ;P
L738[14:44:09] <masa> yep there should be that boolean in Entity
L739[14:44:23] <PaleoCrafter> could have looked at spectator mode? :P
L740[14:44:39] <gigaherz> I assumed it was some sort of hack specific to players
L741[14:44:42] <gigaherz> so I didn't even bother looking
L742[14:44:43] <gigaherz> XD
L743[14:44:44] <gigaherz> lol llamas
L744[14:44:50] <PaleoCrafter> I guess that's likely
L745[14:45:02] <PaleoCrafter> gigaherz, dem kids being excited though
L746[14:45:10] <gigaherz> well they did vote for it
L747[14:45:59] <PaleoCrafter> sure, but judging by that reaction, they would die from a heartattack at the sight of Mo Creatures (if that's still a thing? xD)
L748[14:46:28] <masa> but-but who cares about some dirty mods though?!
L749[14:46:39] <masa> changing the way the game was meant to be!
L750[14:47:58] <LexMobile> Mornin anything interesting happening
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L752[14:48:14] <gigaherz> watching back the 1.11 stuff
L753[14:48:14] <PaleoCrafter> a light version of the IPB theme kinda is ready
L754[14:48:59] <gigaherz> oh well, not a bad update, overall
L755[14:49:13] <gigaherz> nothing special, though
L756[14:49:20] <kashike> I'm looking forward to the new gamerules, woodland mansion, and new mobs
L757[14:49:22] <gigaherz> no "stairs&slabs everything" ;p
L758[14:49:28] <kashike> http://minecraft.gamepedia.com/1.11
L759[14:49:30] <illy> um trying to make sheep run in a hamster wheel
L760[14:49:33] <PaleoCrafter> as long as they include some nice internal changes
L761[14:50:12] <kashike> snapshot entities are changed a lot PaleoCrafter
L762[14:50:40] <kashike> see wiki link above, Entity and block entity IDs section
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L764[14:52:05] <PaleoCrafter> well, that's just the IDs?
L765[14:52:15] <kashike> see the stuff under it too
L766[14:52:30] <kashike> types are their own classes
L767[14:53:50] <masa> "doWeatherCycle" wait when did that happen? I msut have missed that, or the videos I've watched about the snapshots neglected to mention it...
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L771[15:00:57] <kashike> 1.11 uses ResourceLocation-based net.minecraft.entity.EntityList now
L772[15:00:58] <kashike> woohoo
L773[15:01:46] <gigaherz> interesting
L774[15:01:51] <gigaherz> where do people get those things from?
L775[15:01:59] <gigaherz> the snapshot is next wednesday?
L776[15:02:06] <gigaherz> or is that already in the older snapshots?
L777[15:03:11] <shadowfacts> 1.11 fixes MC-9
L778[15:03:15] <shadowfacts> a 4 year old bug
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L780[15:04:25] <kashike> gigaherz: in old snapshots too :P
L781[15:04:29] <kashike> 13w38a currently
L782[15:05:11] <masa> that's rather old
L783[15:06:07] <kashike> still has quite a few of the changes in it
L784[15:06:46] <masa> well I assume you mean 16w38a :p
L785[15:06:52] <quadraxis> theres 16w38a, and theres 13w38a
L786[15:07:06] <gigaherz> 13 would be 2013
L787[15:07:15] <gigaherz> w38 means "week 38" within that year
L788[15:07:39] <quadraxis> http://minecraft.gamepedia.com/13w38a -> Added the achievement "Diamonds to you!", which is obtained by throwing diamonds at another player
L789[15:08:02] <kashike> err 16w38a, sorry
L790[15:08:09] <kashike> typo'd :P
L791[15:09:13] <quadraxis> has anyone decompiled the 1.11 snapshots?
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L793[15:10:26] <kashike> I have somewhat
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L795[15:13:28] <LexMobile> Mc-9?
L796[15:13:48] <PaleoCrafter> item spawning positions being off or something
L797[15:14:34] <quadraxis> https://bugs.mojang.com/browse/MC-9
L798[15:14:45] <quadraxis> Dropped anvil makes no sound when it breaks
L799[15:15:03] <PaleoCrafter> oh, whoops, looked at the wrong bug xD
L800[15:15:21] <PaleoCrafter> but MC-4 was also only resolved recently :P
L801[15:15:39] <PaleoCrafter> eh, it's reopened, nevermind
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L811[15:41:27] <ThePsionic> tfw you want to mod but you're busy all night fixing merge conflicts in PRs of other projects
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L821[16:13:04] <SatanicSanta> The FontRenderer should be rendering \n as proper linebreaks right? I don't need to do anything weird on my end to get it to handle that? Looking at GuiScreenBook my drawSplitString call should be working as expected :|
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L823[16:21:23] <LexMobile> There are special functions for that
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L825[16:21:43] <shartte> is there a recommended way to represent a block-state in a forge config file?
L826[16:22:12] <shartte> i want to allow individual block-states to be enabled or disabled for usage in facades hmm
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L828[16:25:21] <ScottehBoeh> Currently trying to make my TDM maps as static as possible :S (Diesieben is working on a map-cycle system whilst I make sure weapons are somewhat balanced)
L829[16:27:07] <ScottehBoeh> Can I ask, what projects people are working on atm? :)
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L831[16:50:05] <SatanicSanta> Lex: Do you know which ones specifically I should be using?
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L833[16:59:17] <gigaherz> SatanicSanta: there's a function to draw multiline text
L834[16:59:46] <gigaherz> if you looke for "multi-line" in FontRenderer, you'd see renderSplitString
L835[17:00:15] <gigaherz> eh I mean drawSplitString
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L837[17:01:26] <Shambling> I feel silly for asking this, but has anyone else gotten an error with the latest JEI and refined storage?
L838[17:01:56] <Shambling> do I need to delete someone's config, or is it simply a change of function calls/capabilities not being implemented correctly somewhere by RS
L839[17:02:59] <gigaherz> no dea, haven't used RS myself
L840[17:03:18] <gigaherz> idea*
L841[17:03:32] <Shambling> what storage mod do you use if any then gigaherz? well other than enderthing? :)
L842[17:03:39] <shadowfacts> that should be fixed in the next version of RS
L843[17:04:01] <shadowfacts> way2muchnoise made a PR earlier today to fix the issues cause by using an outdated version of the JEI API (https://github.com/raoulvdberge/refinedstorage/pull/385)
L844[17:04:06] <gigaherz> Shambling: wel lthat's the thing, I don't actually play MC these days
L845[17:04:08] <gigaherz> however
L846[17:04:14] <gigaherz> the last playthrough I used my own mod, Ender-rift
L847[17:04:15] <gigaherz> ;P
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L849[17:04:47] <raoulvdberge> Shambling: downgrade your JEI version for no
L850[17:04:49] <raoulvdberge> * now
L851[17:04:54] <Shambling> yeah I've done that
L852[17:04:56] <Shambling> just feels dirty
L853[17:04:57] <Shambling> lol
L854[17:05:04] <raoulvdberge> I know, the next RS release fixes it
L855[17:05:40] <raoulvdberge> Me & someone else have to finish some super secret stuff before RS can update, though. :)
L856[17:06:48] <Shambling> that is fine, I just wanted to make sure I wasn't being stupid before I started looking at source code for confligs
L857[17:06:51] <Shambling> ... conflicts
L858[17:07:07] <Shambling> don't pick grapes for 8 hours and try to hold an intelligent conversation. I think I'm going to go take a nap
L859[17:07:57] <gigaherz> nap sounds like a good idea
L860[17:08:00] <gigaherz> I need one myself
L861[17:08:22] <Shambling> dang, well I thought about this while working outdoors all day "what if I put an enderio sag mill next to my controller, and put the back on push/pull"
L862[17:08:34] <Shambling> unfortunately, the sag mill does not treat the controller like a chest. :P
L863[17:08:52] <raoulvdberge> use an importer :P
L864[17:09:05] <Shambling> I wanted it to just auto pull whatever crap it could sag
L865[17:09:14] <Shambling> that way... no wasted filters. :D
L866[17:09:27] <raoulvdberge> The importer will pull all the crap you output from your other crap.
L867[17:09:30] <Shambling> I'm going to try a ... whatever its called in RS... one of those storage bus things
L868[17:13:27] <ScottehBoeh> Anyone know if the Modding Panel will be released to YT?
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L871[17:14:39] <Shambling> well that kind of works. I'll just throw that on its own system with a quarry and an import bus and that should sag everything thats saggable
L872[17:17:24] <SatanicSanta> gigaherz: Yes, I am calling drawSplitString. \n is appearing in the text rather than actually creating a new line.
L873[17:17:39] <gigaherz> what version of mc?
L874[17:17:44] <SatanicSanta> 1.10.2
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L876[17:17:53] <gigaherz> well that makes no sense
L877[17:18:09] <gigaherz> return Arrays.<String>asList(this.wrapFormattedStringToWidth(str, wrapWidth).split("\n"));
L878[17:18:14] <SatanicSanta> yep
L879[17:18:20] <gigaherz> the code for that will explicitly split on \n
L880[17:19:02] <SatanicSanta> well it did, but not for the \n that were actually in the source string
L881[17:19:15] <SatanicSanta> just the ones added by wrapFormattedStringToWidth
L882[17:19:17] <gigaherz> did you breakpoint on the draw?
L883[17:19:20] <SatanicSanta> yes
L884[17:19:26] <gigaherz> wait
L885[17:19:35] <gigaherz> are they actual '\' followed by 'n' ?
L886[17:19:44] <gigaherz> you'd have to replace those yourself
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L888[17:19:56] <gigaherz> .replace("\\n","\n")
L889[17:20:06] <SatanicSanta> ahhhh
L890[17:20:07] <SatanicSanta> okay
L891[17:20:24] <SatanicSanta> in that case I'll just do .replace("<br>", "\n") so i dont have to update all the localizations :D
L892[17:20:58] <SatanicSanta> er, nah
L893[17:21:02] <SatanicSanta> \n is better
L894[17:23:21] * SatanicSanta tests that
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L900[17:25:43] <SatanicSanta> gigaherz: That indeed was the issue. Thanks so much :D
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L902[17:26:12] <gigaherz> heh
L903[17:26:13] <gigaherz> np
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L908[17:39:13] <Shambling> do any mods implement a *smeltable* filter in 1.10.2 that anyone knows of?
L909[17:40:02] <Shambling> I used to fiddle with that with extra utilities in 1.7.10 to output items from my quarry into my smelters, but I don't think I've seen filters that have macroes built into them in 1.10.2... maybe one of mcjty's rftools things?
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L912[17:50:49] <ThePsionic> Not that I know of, but it made me look up Logistics Pipes, and RIP it's still stuck in 1.7.10
L913[17:51:11] <ThePsionic> But we can blame that on Buildcraft being slow
L914[17:51:35] <ThePsionic> Actually BC is 1.8.9 but w/e
L915[17:51:40] <ThePsionic> still slow
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L922[18:21:43] <masa> why did BC go tstuck on 1.8.9 anyway?
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L928[18:45:46] <DeGariless> SoundEvents.ENTITY_COW_AMBIENT has multiple sounds. Is there a was to reference just the snort sound?
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L930[18:55:19] <barteks2x> did something change in world.checkLightFor recently?
L931[18:56:57] <barteks2x> it doesn't seem to work the way it used to work
L932[18:57:13] <raoulvdberge> How do I assign textures to a obj file model?
L933[18:57:46] <howtonotwin> the mtl file
L934[18:57:52] <howtonotwin> just change the names
L935[18:59:33] <Ivorius> Gotta say though, all in all pretty happy about 1.11
L936[18:59:55] <Ivorius> I got a bit anxious when I saw exploration update but they added nothing interfering with my shit :D
L937[19:02:01] <raoulvdberge> howtonotwin: You know how to get a MTL file from Techne?
L938[19:02:33] <howtonotwin> never used techne in my life
L939[19:02:37] <howtonotwin> have no idea
L940[19:03:13] <barteks2x> it looks like 1.10 broke all of my lighting code...
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L942[19:04:26] <williewillus> !gm func_77624_a
L943[19:13:54] <SquareWheel> Well, Minecon fun is over. Back to the rendering grindstone.
L944[19:14:38] <howtonotwin> now you have two of us here :P
L945[19:14:57] <howtonotwin> except I'm writing docs
L946[19:15:14] <SquareWheel> No worries - those'll help more people.
L947[19:16:31] <SquareWheel> I think I could contribute some docs once familiar enough with a concept too. Just have somebody more experienced fact check 'em.
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L953[19:51:31] <SquareWheel> Quick question. Do item blockstates just go under the /blockstates directory with blocks, or is it /blockstates/item/<item>?
L954[19:52:53] <howtonotwin> blockstates
L955[19:53:06] <howtonotwin> the item/ directory is up to you
L956[19:53:24] <howtonotwin> that means your MRLs are mod:item/item instead of mod:item
L957[19:53:32] <SquareWheel> Alrighty. Was just reading the file.resourcePath and noticed it was item/<item>.
L958[19:54:11] <SquareWheel> It didn't make sense because the blockstate works fine at that location when there's only one layer. But desperate times.
L959[19:54:16] <howtonotwin> anything underneath the required blockstates, models/ ,textures/, etc. hierarchy is your domain and may be organized as you wish
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L964[20:06:35] <SquareWheel> Well that's bizarre. I have a breakpoint on a method call, which stops the program. Step into the method and set a breakpoint on the top line, never gets hit.
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L966[20:08:23] <SquareWheel> Line 2 works. I guess not all lines are breakpoint compatible.
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L968[20:17:20] <tankcr> how do I get rid of the wierd blur on my item? https://snag.gy/NtQ30L.jpg
L969[20:17:55] <SquareWheel> The black lines?
L970[20:18:31] <tankcr> yeah, is that due to a scale control in the code, or something else?
L971[20:19:07] <tankcr> something controlled by the json I mean
L972[20:19:32] <SquareWheel> Sorry, not sure.
L973[20:20:10] <SquareWheel> Is it only with that item? Could be something specific to the scaling/transformation, or the graphic itself.
L974[20:20:38] <SquareWheel> Could try swapping in json from another item and seeing if it disappears to rule that out.
L975[20:20:46] <tankcr> yes, I tried the built in sword no bleeding, but mine does
L976[20:22:48] <howtonotwin> could be the alpha channel
L977[20:24:48] <howtonotwin> iirc that can cause some kind of problem
L978[20:24:55] <howtonotwin> but i know nothing
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L980[20:25:27] <SquareWheel> Tootles
L981[20:26:31] <SquareWheel> So, I think I've made some progress in tracking where everything goes wrong.
L982[20:26:48] <howtonotwin> wait, you said it works with one layer but not two?
L983[20:26:54] <SquareWheel> Yep.
L984[20:27:09] <howtonotwin> that seems like a bug imo
L985[20:27:43] <SquareWheel> Well that would be both good and bad.
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L987[20:27:55] <SquareWheel> One the one hand, I didn't screw up. On the other, no immediate fix.
L988[20:28:37] <SquareWheel> I see where the exception is being thrown now anyway.
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L990[20:28:54] <SquareWheel> ModelLoaderRegistry#getModel
L991[20:28:57] <howtonotwin> no immediate fix as in the problem is big and complex?
L992[20:29:03] <howtonotwin> or as in it's not in forge
L993[20:29:16] <howtonotwin> i mean, bad as in you can't PR the fix?
L994[20:29:17] <SquareWheel> I mean if it's a Forge bug, there's no immediate fix.
L995[20:29:31] <howtonotwin> y u no fix self /s
L996[20:30:05] <howtonotwin> anyway, spill!
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L998[20:31:55] <SquareWheel> So there's some weirdness in the loader being used. It gets the "actual location" okay, but then alternates between the VariantLoader and VanillaLoader.
L999[20:32:11] <SquareWheel> If I'm understanding the flow of this correctly anyway.
L1000[20:33:17] <howtonotwin> but what's making the MissingVariantEx?
L1001[20:34:32] <SquareWheel> Do you have your IDE open? I'm hitting line 153 of ModelLoaderRegistry.
L1002[20:35:20] <howtonotwin> yeah but what's causing the cause of that exception?
L1003[20:35:35] <howtonotwin> that line only executes if a previous exception was thrown
L1004[20:35:40] <howtonotwin> so what is the previous?
L1005[20:36:50] <SquareWheel> Er, dunno exactly yet. Just that it seems to go wrong in this method.
L1006[20:37:08] <howtonotwin> we must go deeper
L1007[20:37:14] <SquareWheel> Bwwaaaam
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L1009[20:37:37] <SquareWheel> I guess I need to understand how these loaders are supposed to work.
L1010[20:37:38] <howtonotwin> | tr 'a-z' 'A-Z'
L1011[20:38:12] <howtonotwin> the way the blockstate loader works is this
L1012[20:38:24] <howtonotwin> figure out the blockstate JSON we need
L1013[20:38:40] <howtonotwin> then load the ENTIRE thing into a ModelBlockDefinition
L1014[20:38:43] <howtonotwin> err
L1015[20:39:46] <howtonotwin> then load the ENTIRE thing i̶n̶t̶o̶ ̶a̶ ̶M̶o̶d̶e̶l̶B̶l̶o̶c̶k̶D̶e̶f̶i̶n̶i̶t̶i̶o̶n̶
L1016[20:40:13] <howtonotwin> then ask it for the variant string
L1017[20:41:43] <SquareWheel> When choosing between vanilla and variant loader, is that based on if it's a blockstate or model?
L1018[20:41:59] *** RichardG_ is now known as RichardG
L1019[20:43:53] <SquareWheel> It actually looks like there's 3. loader.accepts() at the top, then VariantLoader.INSTANCE.accepts(), then VanillaLoader.INSTANCE.accepts().
L1020[20:44:08] <SquareWheel> The bottom 2 being referred to as vanilla loaders.
L1021[20:49:20] <SquareWheel> It looks like the "base item" goes into the VanillaLoader, and anything with blockstate data goes into VariantLoader. Which I guess makes sense.
L1022[20:53:31] <howtonotwin> correct
L1023[20:53:59] <howtonotwin> the exception you're looking for will originate in VariantLoader
L1024[20:54:05] <howtonotwin> as that's what the stacktrace says
L1025[20:54:34] <SquareWheel> Probably would have been there better place to start. But at least I'm getting a better idea as to the magic behind the scenes.
L1026[20:56:19] <howtonotwin> learning through breakage :P
L1027[20:59:56] <SquareWheel> So I don't totally get how interfaces work yet (not a Java programmer), but it seems reasonable to bet loadModel() comes into play. accepts() is only the front door.
L1028[21:01:30] <SquareWheel> Right, so we are hitting MissingVariantException.
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L1031[21:09:07] <howtonotwin> do you know how virtual methods work?
L1032[21:09:16] <SquareWheel> I do not.
L1033[21:09:23] <SquareWheel> I can Google it.
L1034[21:09:40] <howtonotwin> well you know how classes can override methods?
L1035[21:09:47] <SquareWheel> Yep
L1036[21:10:35] <howtonotwin> and you know abstract methods?
L1037[21:10:48] <SquareWheel> That's one you can't instantiate, right?
L1038[21:10:53] <SquareWheel> Oh methods. Then no.
L1039[21:11:01] <SquareWheel> I was thinking abstract class.
L1040[21:11:01] <howtonotwin> an abstract class cannot be instantiated
L1041[21:11:11] <howtonotwin> an abstract method is a method without an implementation
L1042[21:11:26] <secknv> Ok so I made a MyModCompass with a this.addPropertyOverride and an apply method inside it. for some reason idk that apply method is not getting called
L1043[21:11:29] <howtonotwin> actually, scratch that: an interface is like a contract
L1044[21:11:56] <secknv> like I even copied the whole ItemCompass code to MyModCompass and it doesnt work there
L1045[21:12:39] <howtonotwin> interfaces contain the signatures of methods, and what they do, but the implementer must actually supply how they work.
L1046[21:13:14] <SquareWheel> So in effect, they say "any class they implements this method will do X", and it's just up to that class *how* to do it?
L1047[21:13:20] <SquareWheel> that implements*
L1048[21:13:27] <howtonotwin> yes
L1049[21:13:36] <howtonotwin> oh scratch everything I can't teach rn: https://docs.oracle.com/javase/tutorial/java/IandI/createinterface.html
L1050[21:14:05] <secknv> so I made a LogHelper that logs stuff to console
L1051[21:14:13] <SquareWheel> I'm definitely rough on OOP languages. Work in them very rarely so some of the concepts are hard to pick up.
L1052[21:14:36] <howtonotwin> please don't try to learn OOP from MC
L1053[21:14:42] <howtonotwin> the codebase is shit
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L1055[21:14:48] <secknv> when I call that inside my propertyOverride for the vanilla compass and tell it to log the float returned from the apply method it spams console with it
L1056[21:14:49] <howtonotwin> ItemStacks are mutable
L1057[21:15:03] <howtonotwin> TEs are FORCED to be mutable bc of readFromNBT
L1058[21:15:04] <secknv> but if I do that in my own ModItemCompass it doesnt
L1059[21:15:05] <howtonotwin> etc.
L1060[21:15:18] <howtonotwin> it's crappy
L1061[21:15:22] <SquareWheel> I mean, I've been coding long enough that I know enough not to pick up bad habits. Just need some mental shifts to get used to it. A different way of thinking.
L1062[21:15:29] <SquareWheel> About 30 more layers of abstraction to every task.
L1063[21:15:39] <secknv> so I think I can conlude that for some reason the apply inside my ModItemCompass' addPropertyOveride is not working
L1064[21:16:00] <howtonotwin> one of the points of OOP is that you never really have to go into the implementing code
L1065[21:16:09] <secknv> but why is this, since I tried copying everything from ItemCompass and it still doesnt work?
L1066[21:16:23] <howtonotwin> you just trust the javadoc and then scream at the author if things break
L1067[21:16:24] <quadraxis> well if you find out, tell me
L1068[21:16:31] <quadraxis> as I too have a broken compass
L1069[21:16:32] <SquareWheel> It's both nice for extensibility but at times frustrating. It's like, just let me get to the meat of the code.
L1070[21:17:00] <secknv> quadraxis, what do you have?
L1071[21:17:01] <howtonotwin> in MC this is terribly broken, in part because of bad MCP comments
L1072[21:17:02] <quadraxis> what does the compass json look like
L1073[21:17:21] <secknv> I think my jsons are ok, just my apply method is not getting called
L1074[21:17:49] <secknv> funny how I can perfectly override the vanilla compass but cant create my own modCompass
L1075[21:18:02] <howtonotwin> I think the jsons must contain the property in order to have it called
L1076[21:18:05] <howtonotwin> iirc
L1077[21:18:11] <howtonotwin> lemme check
L1078[21:18:37] <secknv> ok that's a thing
L1079[21:18:59] <secknv> the overrides in my json look like { "predicate": { "angle": 0.000000 }, "model"
L1080[21:19:02] <secknv> etc
L1081[21:19:18] <secknv> and I do the RL like this.addPropertyOverride(new ResourceLocation("scomp", "scomp:angle")
L1082[21:19:20] <quadraxis> https://gist.github.com/bs2609/4ba99915c035a0832cbadff2a2bffba2
L1083[21:19:29] <secknv> maybe I messed up in the location?
L1084[21:19:41] <howtonotwin> yeah
L1085[21:19:52] <howtonotwin> first the RL is pointing to scomp:scomp:angle
L1086[21:19:59] <secknv> lol
L1087[21:20:01] <quadraxis> you want the propertyOverride to be "angle"
L1088[21:20:12] <secknv> I tried with just angle but it didnt work either
L1089[21:20:14] <howtonotwin> and the json should now say scomp:angle
L1090[21:20:40] <howtonotwin> so new RL("scomp", "angle") and { predicate { scomp:angle : ... } }
L1091[21:20:45] <secknv> oh
L1092[21:20:47] <secknv> ok
L1093[21:20:54] <quadraxis> I just want to inherit the stuff from the vanilla compass '_'
L1094[21:21:07] <howtonotwin> then add property override it :P
L1095[21:21:28] <secknv> RLs confuse me
L1096[21:21:36] <howtonotwin> RLs have a domain and a path
L1097[21:21:50] <secknv> basically it's new RL(modID, name) right?
L1098[21:21:50] <howtonotwin> and when you turn them into a string they look like domain:path
L1099[21:21:56] <howtonotwin> end
L1100[21:22:08] <secknv> omg
L1101[21:22:19] <secknv> I spent the last week not figuring this out
L1102[21:22:37] <howtonotwin> the domain is usually your modid but it really doesn't matter
L1103[21:22:59] <secknv> you see I tried the json overrides with "scomp:angle" but at that time my RL was something that didnt match that
L1104[21:23:19] * secknv facepalms
L1105[21:24:02] <howtonotwin> you see Ivan, 2*2 = 3 only of ResourceLocation in context
L1106[21:24:26] <secknv> rush b
L1107[21:24:52] <secknv> also the vanilla compass has a lot of @SideOnly(Side.CLIENT)s on it
L1108[21:24:58] <howtonotwin> yes
L1109[21:25:00] <howtonotwin> yes it does
L1110[21:25:05] <howtonotwin> and we hate mojang for it
L1111[21:25:24] <howtonotwin> you see SW this is why MC's codebase is shit
L1112[21:25:34] *** LordFokas is now known as LordFokas|out
L1113[21:25:39] <secknv> I've seen a lot of forum posts by you forge people saying there is almost never a reason to use that
L1114[21:25:46] <SquareWheel> Haha
L1115[21:25:54] <SquareWheel> I'm sure there's many examples.
L1116[21:26:04] <secknv> my question is
L1117[21:26:15] <secknv> should I use that in my ModCompass?
L1118[21:26:17] <SquareWheel> That's what happens when a weekend project turns into a multi-billion dollar game.
L1119[21:26:27] <howtonotwin> no
L1120[21:26:30] <quadraxis> only on the apply() method i think
L1121[21:26:37] <howtonotwin> only use it if shit breaks
L1122[21:27:07] <secknv> so rule of thumb is: if it breaks, use @sideonly?
L1123[21:27:16] <howtonotwin> or if you're overriding a #mojang thing with it already there
L1124[21:27:52] <howtonotwin> two reasons to use it, and the first one still means you probably should investigate better ways to do it. :P
L1125[21:28:00] <secknv> the logic here is that because this has to do with the compass render it only needs to be client?
L1126[21:28:40] <quadraxis> anything annotated with sideonly is removed unless the side matches
L1127[21:28:47] <howtonotwin> literally removed
L1128[21:28:55] <quadraxis> it effectively doesn't exist
L1129[21:29:05] <quadraxis> so you mustn't refer to it
L1130[21:29:08] <howtonotwin> it is deleted from the class
L1131[21:29:10] <secknv> well yes I got that
L1132[21:29:43] <secknv> I was just asking about the logic here
L1133[21:29:49] <secknv> for future reference
L1134[21:29:51] <howtonotwin> there is no logic to mojang
L1135[21:29:58] <secknv> point taken
L1136[21:30:08] <quadraxis> well the logic is, pretend the sideonly stuff doesn't exist
L1137[21:30:15] <quadraxis> will your code run?
L1138[21:30:20] <quadraxis> if not -> sideonly
L1139[21:31:35] <howtonotwin> and also MRLs are RLs with an extra piece of data called the variant
L1140[21:31:42] <howtonotwin> they look like domain:path#variant
L1141[21:32:16] <howtonotwin> and they represent the location of a variant string inside a blockstate JSON or the location of an item model in a special case
L1142[21:33:09] <howtonotwin> the special case is if "inventory".equals(variant), which allows for a models/item/ model to be used
L1143[21:33:26] <secknv> i see
L1144[21:33:41] <howtonotwin> the variant can be almost anything
L1145[21:34:11] <howtonotwin> there's like one arcane rule that I don't remember
L1146[21:34:41] <howtonotwin> by default the variant is "normal", "inventory", or a comma delimited "key=value" map
L1147[21:34:54] <howtonotwin> the last one is for blockstates
L1148[21:35:12] <SquareWheel> I was curious about normal and inventory. It seems to default to inventory if not specified.
L1149[21:35:31] <howtonotwin> normal is for blocks
L1150[21:35:34] <howtonotwin> inventory is for items
L1151[21:35:39] <SquareWheel> Ahh
L1152[21:35:45] <howtonotwin> except forge mangles the vanilla system a bit and changes that
L1153[21:36:15] <howtonotwin> under forge, first the blockstate JSON is checked for a matching variant
L1154[21:36:39] <howtonotwin> and iff that isn't found and the inventory specialcase is in effect does it go to models/item
L1155[21:37:29] <howtonotwin> clear?
L1156[21:38:11] <SquareWheel> Think so
L1157[21:38:22] <SquareWheel> Knee deep in variant code right now.
L1158[21:38:52] <howtonotwin> I was practically drowning when I was trying to doc the system :P
L1159[21:39:08] <howtonotwin> seems that writing it down really helps keep it steady :P
L1160[21:39:24] <howtonotwin> just try to take notes on it
L1161[21:39:33] <howtonotwin> don't even have to save it, or make them long
L1162[21:39:40] <howtonotwin> it's like taking notes in school
L1163[21:40:04] <howtonotwin> if you write it down in some form it actually does help keep it in there
L1164[21:40:09] <SquareWheel> One argument for procedural code -- it'd all be in order.
L1165[21:40:40] <howtonotwin> methinks I need to introduce you to continuations to make your mind explode :P
L1166[21:41:19] <SquareWheel> So my missing variant exception is being thrown because variantlist == null.
L1167[21:41:35] <howtonotwin> well that's fucky
L1168[21:41:50] <howtonotwin> that already seems very much a bug
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L1170[21:42:35] <luacs1998> gmm
L1171[21:42:36] <luacs1998> hmm
L1172[21:42:47] <luacs1998> well, C# in addon api for pe and w10e
L1173[21:43:04] <luacs1998> which almost immediately precludes bringing it to java
L1174[21:43:19] <howtonotwin> lemme give a quote from Wikipedia's page on continuations:
L1175[21:43:30] <howtonotwin> "Say you're in the kitchen in front of the refrigerator, thinking about a sandwich. You take a continuation right there and stick it in your pocket. Then you get some turkey and bread out of the refrigerator and make yourself a sandwich, which is now sitting on the counter. You invoke the continuation in your pocket, and you find yourself standing in front of the refrigerator again, thinking about a
L1176[21:43:30] <howtonotwin> sandwich. But fortunately, there's a sandwich on the counter, and all the materials used to make it are gone. So you eat it."
L1177[21:43:56] <howtonotwin> they're basically functional programming GOTO
L1178[21:44:04] <SquareWheel> Sounds like a delicious goto.
L1179[21:44:12] <luacs1998> wat
L1180[21:44:19] <howtonotwin> except the GOTO is properly structured :P
L1181[21:44:57] <SquareWheel> I admit, there's a time or two I wouldn't mind using a goto. Escaping or getting into really nested loops for instance.
L1182[21:45:23] <howtonotwin> instead of calling a method, you take a snapshot of the current exec state, call a subroutine with side effects, and then continue with the state you stored.
L1183[21:45:40] <SquareWheel> I had it drilled out of me in highschool programming that using a goto == 0% though.
L1184[21:45:41] <howtonotwin> also java supports using labels with continue and break
L1185[21:45:43] <howtonotwin> so there's that
L1186[21:46:12] <howtonotwin> so you can break out of or continue inside nested loops
L1187[21:46:48] <SquareWheel> Wait, how is that any different than just calling a regular old method?
L1188[21:47:01] <SquareWheel> Unless that state remains frozen because it's a snapshot?
L1189[21:47:36] <howtonotwin> Did I ever say I myself understood it? :P
L1190[21:47:37] <howtonotwin> https://en.wikipedia.org/wiki/Continuation
L1191[21:48:01] <howtonotwin> and example might be a web server
L1192[21:48:29] <howtonotwin> every connection stores a continuation, or the current state of the web program
L1193[21:49:45] <SquareWheel> Speaking of weird programmy things, have you ever used a variable variable?
L1194[21:50:04] <SquareWheel> They're used in PHP. Almost never a good idea.
L1195[21:50:07] <SquareWheel> http://php.net/manual/en/language.variables.variable.php
L1196[21:50:16] <barteks2x> is that another word for reflection?
L1197[21:50:22] <SquareWheel> It is not.
L1198[21:50:32] <SquareWheel> The string of the variable variable refers to the value of the variable by that name.
L1199[21:51:04] <SquareWheel> $$foo = "bar", so acting on $$foo affects $bar.
L1200[21:51:17] <barteks2x> so basically like reflection... but works with local variables and looks less ugly in code
L1201[21:51:27] <SquareWheel> Maybe I don't understand reflection then.
L1202[21:51:41] <barteks2x> at least the part where you can get Field
L1203[21:53:11] <barteks2x> looks like they are actually different things
L1204[21:53:29] <howtonotwin> you don't get a "field" in PHP
L1205[21:53:47] <howtonotwin> variables are basically a table of name -> value iirc
L1206[21:53:58] <howtonotwin> $a queries the table for a
L1207[21:54:15] <howtonotwin> and $$a is query for a, and then query again for the result
L1208[21:54:26] <barteks2x> i've never used php, it just seems too weird. I could never accept that "123" is a number but "abc" is string
L1209[21:54:36] <SquareWheel> The best part is you can nest them. $$$a totally works.
L1210[21:55:07] <howtonotwin> May I introduce you to our Lord and Savior JSFuck?
L1211[21:55:16] <barteks2x> i've seen that
L1212[21:56:01] <williewillus> fry|sleep: lex told me to talk to you about https://github.com/MinecraftForge/MinecraftForge/issues/3246. it's becoming an issue on bigger packs and he said that we had a reason in the past for keeping all the unpacked data around?
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L1214[22:06:30] <secknv> so I want my ModCompass to point at a previously selected (via rightclick) block
L1215[22:06:46] <secknv> rn I have onItemUse
L1216[22:06:54] <secknv> and NBT
L1217[22:07:14] <secknv> can't I save the blockpos in an nbttag?
L1218[22:07:51] <secknv> (im not very familiar with nbt)
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L1220[22:11:40] <howtonotwin> ofc you can
L1221[22:11:48] <SquareWheel> You could probably serialize it. The NBT format seems to only accept literals.
L1222[22:11:58] <howtonotwin> you can do anything in an NBT tag as long is it fits
L1223[22:12:14] <secknv> ok thats it you see
L1224[22:12:23] <howtonotwin> pos { x: ..., y: ..., z: ... }
L1225[22:12:32] <secknv> I was like "why only string omg"
L1226[22:12:41] <secknv> I want to put the blockpos into this damn it
L1227[22:12:46] <howtonotwin> I even think there's an existing BlockPos serializer
L1228[22:13:20] <TehNut> BlockPos#toLong()
L1229[22:13:23] <TehNut> BlockPos.fromLong()
L1230[22:13:25] <howtonotwin> or that
L1231[22:13:28] <howtonotwin> that works too :P
L1232[22:13:29] <quadraxis> yeah that
L1233[22:13:29] <secknv> is that a thing
L1234[22:13:38] <howtonotwin> bit mashing :P
L1235[22:13:47] <secknv> how lit
L1236[22:13:49] <TehNut> I'd only use that for backend serialization though
L1237[22:14:11] <TehNut> If you do stuff from frontend (user JSON files), you'll probably want the xyz format
L1238[22:14:17] <howtonotwin> it'd be nicer to users to have it be xyz
L1239[22:14:54] <howtonotwin> even if it just makes it easier to nbt edit :P
L1240[22:15:16] <secknv> all I want is to get the blockpos to the method that decides where the compass points
L1241[22:15:21] <secknv> so
L1242[22:15:54] <howtonotwin> store in nbt somehow, deser it in property getter, do vector math
L1243[22:16:22] <howtonotwin> where (de)ser is some 10 line method
L1244[22:16:36] <secknv> the toLong seems pretty nice for this
L1245[22:16:43] <secknv> cus I dont have to do any work
L1246[22:16:46] <secknv> right?
L1247[22:17:09] <TehNut> If the user doesn't need to edit any of this information manually, to/from long will be perfectly fine
L1248[22:17:59] <howtonotwin> NBTUtil.createPosTag
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L1250[22:18:07] <howtonotwin> <C-h> FTW!
L1251[22:18:13] <howtonotwin> *(BlockPos) NBTTagCompound
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L1253[22:19:27] <howtonotwin> and getPosFromTag
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L1255[22:19:46] <howtonotwin> why is half the stuff here not named >.<
L1256[22:19:55] <howtonotwin> !dcc
L1257[22:20:42] <howtonotwin> oh I named them but Forge hasn't updated
L1258[22:22:20] <secknv> wait
L1259[22:22:30] <secknv> how do I make a compount tag inside a compound tag
L1260[22:22:36] <howtonotwin> setCompoundTag
L1261[22:22:49] <howtonotwin> tags have no concept of their parent
L1262[22:23:19] <secknv> wait
L1263[22:23:43] <secknv> so according to the mc wiki a tag_compound is like a list of whatever tags I want
L1264[22:23:52] <howtonotwin> itemTag.setNBTTagCompound("pos", NBTUtil.createPosTag(pos))
L1265[22:23:54] <howtonotwin> yes
L1266[22:24:07] <howtonotwin> including other compound tags
L1267[22:24:15] <quadraxis> more like a dictionary name->tag
L1268[22:24:23] <howtonotwin> you can nest compounds and lists up to 512 levels
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L1270[22:25:08] <howtonotwin> my method name may be wrong, oops :P
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L1272[22:25:35] <howtonotwin> Also you may want to ensure validation of your blockpos
L1273[22:25:45] <barteks2x> I totally can't figure out how world.checkLightFor actually works... I thought I knew it. I was wrong. Then I tried to understand it again. I thought I got it. I was wrong again.
L1274[22:25:56] <secknv> so I can think of tag compounds like dictionaries in python right
L1275[22:25:59] <howtonotwin> ye
L1276[22:26:00] <howtonotwin> s
L1277[22:26:01] <secknv> somethign like tag_compound = {'tag_string': 'blabla', 'tag_ing': '121'}
L1278[22:26:03] <howtonotwin> exactly
L1279[22:26:13] <howtonotwin> that is precisely what they are
L1280[22:26:27] <secknv> the why isnt there a tag_compund.setTagCompound ?
L1281[22:26:44] <howtonotwin> because NBTTagCompound <: NBTTagBase
L1282[22:26:58] <howtonotwin> there's a method for setting any NBTTagBase
L1283[22:27:55] <secknv> NBTTagCompound <: NBTTagBase this means class1 extends class2 ?
L1284[22:27:59] <howtonotwin> yes
L1285[22:28:26] <secknv> so how do I create a tag compound inside a tag compound
L1286[22:28:29] <howtonotwin> NBTTagCompound::setTag(String,NBTBase)V
L1287[22:28:32] <howtonotwin> that one
L1288[22:28:36] <secknv> oh
L1289[22:28:40] <howtonotwin> that thing is everything you need
L1290[22:28:48] <howtonotwin> all of the world is that
L1291[22:28:53] <secknv> lemme try fiddle with that then
L1292[22:28:55] <howtonotwin> become one with it
L1293[22:28:57] <howtonotwin> love it
L1294[22:29:00] <howtonotwin> be it
L1295[22:29:04] <secknv> I see
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L1297[22:29:20] <howtonotwin> itemTag.setTag("pos", NBTUtil.createPosTag(pos))
L1298[22:29:23] <howtonotwin> there
L1299[22:29:28] <howtonotwin> fixed the thing I said before
L1300[22:29:32] <secknv> lemme darken the lights and get some music going
L1301[22:29:41] * howtonotwin nopes
L1302[22:29:45] <secknv> I'll be back if I fail miserably
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L1304[22:31:51] <howtonotwin> My computer died for a moment there but it appears that my connection is still going o_O
L1305[22:32:23] ⇨ Joins: MrIbby (~MrIbby@173.85.206.10)
L1306[22:32:58] <secknv> btw is it better to getCompoundTag("pos") or cast NBTTagCompound to getTag("pos")
L1307[22:33:24] <secknv> just cus of the setTag is laife thing
L1308[22:33:50] <howtonotwin> getCompoundTag
L1309[22:33:57] <howtonotwin> always use the specific version
L1310[22:34:00] <secknv> that's what I thought
L1311[22:34:11] <howtonotwin> because they handle mismatch
L1312[22:34:18] <secknv> but you see Ivan, I of think wrong times of lots
L1313[22:34:35] <howtonotwin> getNBTTagCompound returns a new NBTTagCompound() if the stored one is broken
L1314[22:34:52] <secknv> ey, that's pretty nice
L1315[22:34:56] <howtonotwin> but (NBTTagCompound)getTag(...) will ClassCastException if it doesn't
L1316[22:35:14] <secknv> i see
L1317[22:35:57] <howtonotwin> also are you doing snake_case_variable_names out of habit or are you actually using those in Java?
L1318[22:36:37] <secknv> what?
L1319[22:36:41] <MrIbby> secknv: However, if you use getTag("pos"), hasTag("pos") is the only way to check if the tag exists, which is less efficient than using getTag("pos") and checking if the tag is an instance of NBTTagCompound
L1320[22:37:06] <secknv> snake_case_is_this
L1321[22:37:18] <howtonotwin> <secknv> the why isnt there a tag_compund.setTagCompound ?
L1322[22:37:19] <SquareWheel> snek_case
L1323[22:37:29] <howtonotwin> <secknv> somethign like tag_compound = {'tag_string': 'blabla', 'tag_ing': '121'}
L1324[22:37:34] <secknv> python is snek_case
L1325[22:37:40] <secknv> java is camelCase
L1326[22:37:42] <secknv> ez
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L1328[22:38:41] <secknv> I didnt even notice I did that
L1329[22:38:50] <howtonotwin> lol
L1330[22:38:58] <secknv> it's automatic I guess
L1331[22:39:06] <secknv> cus I was thinking of dictionaries
L1332[22:39:09] <secknv> lol
L1333[22:39:10] * howtonotwin begins a mindscrub on secknv
L1334[22:39:36] <howtonotwin> btrfs scrub
L1335[22:40:18] <secknv> butterfs?
L1336[22:40:20] <howtonotwin> Brain Tickling Rewriting File System
L1337[22:40:31] <howtonotwin> ok that needs more work
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L1339[22:40:40] <secknv> what is wrong with my snek_case python
L1340[22:40:42] <howtonotwin> that was a failure of a joke
L1341[22:41:14] <howtonotwin> nothing /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s /s
L1342[22:41:41] <secknv> 1h ago I was tryna learn haskell
L1343[22:42:05] <secknv> cus ever since some1 here mentioned it for putting golf ball in hole competition
L1344[22:42:14] <howtonotwin> apparently it's easier to haskell while at the same time trying to parse C++ and learn Category Theory
L1345[22:42:17] <howtonotwin> somehow
L1346[22:42:23] <secknv> I've been having pregnant woman desires about it
L1347[22:42:41] <howtonotwin> haskell isn't that great for codegold lol
L1348[22:42:46] <howtonotwin> *codegolf
L1349[22:42:55] <secknv> yes that's what they called it lol
L1350[22:43:00] <secknv> I forgot the word
L1351[22:43:43] <secknv> I wouldnt know cus I've only reached the recursive funtions chapter of the tutorial
L1352[22:43:45] <SquareWheel> Perl is probably king there.
L1353[22:43:57] <howtonotwin> no it's Jelly and dennis
L1354[22:44:01] <secknv> isnt pearl interpreted?
L1355[22:44:05] <secknv> like python
L1356[22:44:24] <SquareWheel> I believe so.
L1357[22:44:27] <secknv> wait correct me if wrong but
L1358[22:44:39] <secknv> isnt a low-leve lang better for codegolf?
L1359[22:44:43] <secknv> level*
L1360[22:44:47] <howtonotwin> no
L1361[22:44:49] <SquareWheel> Not really.
L1362[22:44:50] <howtonotwin> nonononononono
L1363[22:45:06] <SquareWheel> You need to write a lot more code to actually *do stuff*.
L1364[22:45:06] <howtonotwin> how are you gonna do a prime test in one byte in a low level language lol :P
L1365[22:45:25] <howtonotwin> how do you map over a list in one byte :P
L1366[22:45:31] <howtonotwin> etc.
L1367[22:45:46] <secknv> my logic was
L1368[22:45:47] <SquareWheel> There might be a few unique tricks you could take advantage of though.
L1369[22:45:51] <SquareWheel> Pointer magic?
L1370[22:45:54] <SquareWheel> Bitwise operators?
L1371[22:46:38] <howtonotwin> fucking the interrupt table in just a few bytes to get a good score on that one competition
L1372[22:47:03] <secknv> the point of codegolf is the smallest program to do something right?
L1373[22:47:14] <howtonotwin> yes
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L1375[22:47:30] <howtonotwin> normally byte counts are in the <50 range
L1376[22:47:35] <SquareWheel> As in lines of code, not compiled product.
L1377[22:47:37] <secknv> so if I were to write closest possible to machine code I'd have really good control over what the processor is doing
L1378[22:47:41] <secknv> oh ok then
L1379[22:47:57] <secknv> I thought the final product was what mattered
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L1381[22:48:17] <SquareWheel> I'm sure that's a thing too, but not code golf as I know it.
L1382[22:48:35] <howtonotwin> codegolf in command blocks
L1383[22:48:35] * howtonotwin shudders
L1384[22:48:41] <howtonotwin> that's a thing
L1385[22:48:49] <secknv> cus like if I use python I just tell it print('derp') and I have no idea how much it struggles inside to get me a line on the console
L1386[22:50:54] <secknv> if you can really tailor the program to have the processor do exactly just what you need, it'd be better than trusting the good sense of a highly abstract language
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L1395[23:22:10] <SquareWheel> Hrmm. modelblockdefinition is coming back null.
L1396[23:23:18] <SquareWheel> Or maybe I'm just misunderstanding it.
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