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L23[01:59:47] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160926 mappings to Forge Maven.
L24[01:59:51] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160926-1.10.2.zip (mappings = "snapshot_20160926" in build.gradle).
L25[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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L46[03:34:13] <Subaraki> hmm... my recipe with a skull block doesn't work
L47[03:34:31] <Subaraki> "BBB","BSB","BBB", 'B', Items.BONE, 'S', Blocks.SKULL
L48[03:34:38] <Subaraki> why though ?
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L50[03:52:01] <ThePsionic> Subaraki: I'm firing up my IDE to help you out :P
L51[03:52:48] <Subaraki> \o/
L52[03:53:12] <Subaraki> i'm trying to alter the Blocks. skull. trying to see if itemstack changes stuff
L53[03:53:13] <ThePsionic> If only my computer would be a little bit faster
L54[03:54:29] <Subaraki> P:
L55[03:54:36] <Subaraki> well, itemstack doesn't change a thing
L56[03:55:05] <Subaraki> Blocks.skull are the player heads etc right ?
L57[03:56:17] <ThePsionic> Mhm, but could be that you need Items.SKULL instead
L58[03:56:23] <ThePsionic> unsure tho
L59[04:01:05] <Subaraki> oh . there's an item counterpart
L60[04:01:08] <Subaraki> didn't know that
L61[04:01:13] <Subaraki> lets try that one
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L64[04:04:44] <Subaraki> that does the job :o
L65[04:05:00] <ThePsionic> Hurrha \o/
L66[04:05:03] <ThePsionic> Hurrah*
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L69[04:13:58] <gigaherz|work> Subaraki: skulls are one of those weird cases where the block and the item are completely separate
L70[04:14:08] <gigaherz|work> Item.getItemFromBlock(Blocks.SKULL) is null
L71[04:14:09] <Subaraki> really ?
L72[04:14:20] <Subaraki> that's odd
L73[04:14:22] <gigaherz|work> the item skull will place block skulls
L74[04:14:27] <gigaherz|work> and the block skull will drop item skulls
L75[04:14:34] <gigaherz|work> but they don't "link up" normally
L76[04:14:37] <gigaherz|work> same for doors and signs
L77[04:14:56] <Subaraki> well, blocks i could understand
L78[04:15:01] <Subaraki> they are made from two blocks
L79[04:15:12] <Subaraki> signs is an odd one too ._.
L80[04:15:18] <Subaraki> very peculiar
L81[04:15:32] <gigaherz|work> in ancient times, it was because they needed separate models
L82[04:15:38] <gigaherz|work> so they had separate IDs
L83[04:16:07] <gigaherz|work> but these days, it's just they are too lazy to have the item version extend ItemBlock and be included in the block-to-item table
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L101[05:51:38] <sham1> o/
L102[05:51:51] <Subaraki> o/
L103[05:52:46] <sham1> Has anything exiting happened
L104[05:58:13] <sham1> exciting*
L105[05:58:26] <sham1> Because exiting has probably happened a lot
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L118[07:31:42] <barteks2x> I always forget rules for that... if I have condition1 || condition2 && condition3... is it equivalent to (condition1 || condition2) && condition3 or condition1 || (condition2 && condition3)?
L119[07:35:20] <barteks2x> nevermind, the first one didn't make sense in tha context
L120[07:37:32] <barteks2x> figuring out vanilla code would be much easier if I could at least write comments there
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L122[07:41:32] <barteks2x> now I think neighter makes sense here...
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L129[08:19:23] <ShadCanard> Hi everyone !
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L131[08:26:14] <sham1> o/
L132[08:30:04] <ShadCanard> o/ sham1
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L136[08:33:59] <gigaherz|work> barteks2x: IMO, if you have to ask, add the parens.
L137[08:34:11] <gigaherz|work> I'm a really strong proponent for "If in doubt, add parens."
L138[08:34:50] <barteks2x> gigaherz|work, It's decompiled code
L139[08:35:03] <barteks2x> That's why it's so annoying
L140[08:35:05] <gigaherz|work> oh
L141[08:36:21] <Ordinastie> barteks2x, it's left to right
L142[08:36:38] <Ordinastie> because they're short circuit oprerators
L143[08:36:38] <barteks2x> no it's not. On oracle website it sayd && has higher precendence
L144[08:37:03] <barteks2x> I had to google it
L145[08:37:14] <barteks2x> there https://docs.oracle.com/javase/tutorial/java/nutsandbolts/operators.html
L146[08:40:07] <Ordinastie> in your example it doesn't matter :s
L147[08:41:42] <Ordinastie> as a matter of fact, I don't seem to be able to find a case where it matters
L148[08:41:49] <gigaherz|work> uh?
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L150[08:42:31] <gigaherz|work> a || (b && c) will not run (b && c) if a is already true
L151[08:42:32] <gigaherz|work> while
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L153[08:42:36] <gigaherz|work> (a || b) && c will still run c
L154[08:42:55] <gigaherz|work> if it's left-to-right, it would be the latter
L155[08:42:55] <Ordinastie> not if a||b == true
L156[08:43:04] <gigaherz|work> of coursei t will
L157[08:43:06] <Lord_Ralex> a||b would need to be false to not run
L158[08:43:06] <gigaherz|work> c can be false
L159[08:43:12] <Ordinastie> ah yes sorry
L160[08:43:16] <Lord_Ralex> since at that stage, && cannot be true
L161[08:43:16] <Shad|work> Double operator means "if false, don't go further" if my memory serves me well
L162[08:43:18] <Ordinastie> == false
L163[08:43:51] <Ordinastie> Shad|work, || short circuit if true, && short circuit if false
L164[08:43:54] <gigaherz|work> if a == false
L165[08:44:04] <gigaherz|work> then a ||(b && c) will still run (b && c)
L166[08:44:11] <gigaherz|work> the logic is different ;P
L167[08:44:14] <Shad|work> Ordinastie, yup, at least last tim I used bash scripts
L168[08:45:36] <Ordinastie> gigaherz|work, but when I said it doesn't matter, I meant for the final result
L169[08:45:38] <barteks2x> a || (b && c) and (a || b) && c are different if a=true, b=false, c=false
L170[08:46:04] <gigaherz|work> Ordinastie: oh you mean that the short-circuit won't change the final result?
L171[08:46:22] <Shad|work> & is bitwise. && is logical. & evaluates both sides of the operation.&& evaluates the left side of the operation, if it's true, it continues and evaluates the right side.
L172[08:46:29] <Shad|work> (http://stackoverflow.com/questions/7199666/difference-between-and-in-java)
L173[08:46:31] <gigaherz|work> Shad|work: we know
L174[08:46:38] <gigaherz|work> this isn't what the conversation is about
L175[08:46:46] <Shad|work> So || short circuit if false
L176[08:47:20] <gigaherz|work> the idea of short-circuit is that it's unnecessary to evaluate the second operand, because the outcome is already known
L177[08:47:26] <gigaherz|work> false&&X is false always
L178[08:47:30] <gigaherz|work> true||x is true always
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L180[08:48:39] <Shad|work> So what's the matter (I logged in after the example was given, sry)
L181[08:49:41] <gigaherz|work> barteks2x asked if java's ||and && are on the same precedence class
L182[08:49:46] <gigaherz|work> or if && is higher
L183[08:49:51] <gigaherz|work> the answer was it's higher
L184[08:49:58] <Ordinastie> except not really
L185[08:50:23] <barteks2x> short circuit still works left to right, yes
L186[08:50:30] <barteks2x> but that's a different thing
L187[08:50:32] <gigaherz|work> so a ||b && c is "a ||(b && c)" for the purposes of logic
L188[08:52:16] <gigaherz|work> short-circuits don't just evaluate left to right -- they follow the expression tree
L189[08:53:16] <gigaherz|work> a||b&&c parses into "or(a,and(b,c))" so in this specific case, it will short-circuit the entire expression if a is true
L190[08:53:46] <gigaherz|work> but in (a||b)&&c, "a" would only short-circuit the inner "or" expression, not the bigger one
L191[08:54:15] <Shad|work> I see the point
L192[08:57:27] <Shad|work> May I ask something ? (not that tricky)
L193[08:57:39] <gigaherz|work> of course, that's the point of the channel
L194[08:57:42] <Ordinastie> don't ask to ask, just ask
L195[08:57:44] <gigaherz|work> unless it's banned topic
L196[08:58:13] <Shad|work> 'k
L197[08:58:42] <gigaherz|work> incidently, you just did ask something, so if it was a crime to ask, you are guilty ;P
L198[08:59:10] <Shad|work> I know, asking to ask is already asking :P
L199[08:59:15] <Shad|work> So
L200[08:59:34] <Shad|work> I'm making a kinda OpenBlocks' "/dev/null"
L201[08:59:49] <gigaherz|work> so a trash can
L202[09:00:03] <gigaherz|work> ;P
L203[09:00:05] <Shad|work> Wrong reference sorry
L204[09:00:14] <Shad|work> I'm making a kind of fluid pistol
L205[09:00:33] <gigaherz|work> hmm no idea what that was
L206[09:01:02] <Shad|work> that has an inventory with an IFluidContainerItem that you can choose (like you load a spray gun)
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L208[09:03:09] <Shad|work> Is there any way to cast the object in the inventory into some kind of Fluid-related itemStack ?
L209[09:03:25] <Shad|work> (so that I can easily get the fluid and the amount)
L210[09:03:30] <Ordinastie> an itemStack is an itemStack
L211[09:03:44] <Ordinastie> but you can check if the itemStack holds your item, and then cast that item to yours
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L213[09:04:26] <gigaherz|work> if stack.hasCapability(IFluidwhatever, ...) -- then getcapability of it, and get the fluidstack from the capability
L214[09:04:47] <Ordinastie> right, caps, forgot about them ><
L215[09:05:04] <Shad|work> 'k
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L217[09:07:38] <BordListian> starting to wonder if there's even a way to get a sword that does less than 4 damage
L218[09:08:31] <Shad|work> So there is no generic tank class that I can use to cast / try to cast the itemStack stored in my inventory
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L220[09:09:46] <Ordinastie> just check the capability
L221[09:09:53] <BordListian> aha, so you just make a ToolMaterial that has negative damage
L222[09:09:55] <BordListian> amazing
L223[09:10:05] <BordListian> i see nothing wrong with this lmao
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L232[09:40:50] <Ordinastie> god I need some motivation to code :('
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L237[09:50:09] <gigaherz> Ordinastie: "Just, DO IT!"
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L243[10:12:03] <Ordinastie> gigaherz, looks like you failed, still not coding :(
L244[10:12:31] <gigaherz> I was suggesting you watch the video ;P
L245[10:12:48] <Ordinastie> never could watch it entirely
L246[10:12:55] <Ordinastie> after 10s I'm fed up with him
L247[10:13:22] <gigaherz> then watch this one instead: https://www.youtube.com/watch?v=RYlCVwxoL_g
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L249[10:15:17] <Ordinastie> see, that's my problem : "my cheese monster will never be satisfied by cheddar"
L250[10:15:32] <Ordinastie> now, I'm getting up, going to the kitchen, having some cheddar
L251[10:15:36] <gigaherz> XD
L252[10:16:18] <Ordinastie> also, that's just another youtube video I watched instead of coding ><
L253[10:16:35] <gigaherz> XD
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L255[10:16:58] <gigaherz> Ordinastie: have you tried brown noise?
L256[10:17:09] <Ordinastie> what's that ?
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L258[10:17:24] <gigaherz> a type of audio noise that sounds a bit like rain
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L260[10:17:42] <gigaherz> it hleps concentrate and shut up the voices in the head that tell you to do other things
L261[10:17:58] <Ordinastie> brb, getting cheddar
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L281[11:35:32] <barteks2x> does a CME from ClassInheritanceMultiMap constructor ever happen in vanilla?
L282[11:36:11] <raoulvdberge> I'm having a translucent block, but when moving the different parts of the model "shift". If I turn the translucent render layer off, it works as normal without shifting the parts
L283[11:36:15] <raoulvdberge> Any idea how to fix this?
L284[11:36:57] <raoulvdberge> (I needed to declare it as a translucent block because I'm using a transparent texture in the model)
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L286[11:39:25] <gigaherz> raoulvdberge: are the textures semi-transparent
L287[11:39:33] <raoulvdberge> yes
L288[11:39:35] <gigaherz> or only "all or nothing" kind of transparency?
L289[11:39:47] <raoulvdberge> some parts are transparent, some are not
L290[11:39:56] <gigaherz> the parts that are transparent
L291[11:39:59] <gigaherz> are fully transparent?
L292[11:40:03] <gigaherz> that's my question
L293[11:40:12] <barteks2x> I know why my CME happens, but I have no idea why it never happens in vanilla
L294[11:40:25] <raoulvdberge> gigaherz: Don't fully understand the question, but is the transparent texture in question: http://i.imgur.com/xkvtsa9.png
L295[11:40:34] <raoulvdberge> All the other textures used in the model are not transparent
L296[11:40:55] <gigaherz> raoulvdberge: my question is if there's alpha values that are in between 0 and 255
L297[11:41:00] <gigaherz> or everything is either 0 or 255
L298[11:41:36] <gigaherz> but don't worry, I see that it IS indeed tranlucent
L299[11:41:40] <gigaherz> so CUTOUT wouldn't work
L300[11:42:00] <raoulvdberge> yup
L301[11:42:18] <raoulvdberge> what would i need to do to fix it?
L302[11:42:41] <gigaherz> what do you mean by shift, exactly?
L303[11:43:33] <raoulvdberge> Let me record a gif, one sec
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L308[11:53:19] <raoulvdberge> gigaherz: JK0kk
L309[11:53:24] <raoulvdberge> Whoops, http://imgur.com/a/JK0kk
L310[11:53:30] <raoulvdberge> Can you see how it's glitchy?
L311[11:53:39] <raoulvdberge> If I put it to CUTOUT it doesn't do that
L312[11:54:15] <raoulvdberge> But CUTOUT doesn't seem to support alpha channels > 0 and < 255
L313[11:54:26] <raoulvdberge> * values
L314[11:56:20] <Ordinastie> i don't see anything wrong
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L316[12:08:03] <gigaherz> some "bits" from behind are sometimes in front
L317[12:08:04] <gigaherz> I think
L318[12:08:28] <gigaherz> not sure if that can be fixed
L319[12:08:38] <gigaherz> it's an issue with the transparency sorting
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L323[12:26:44] <Subaraki> gigaherz, second, i did something with transparency one day
L324[12:26:47] <Subaraki> let me dig up that code
L325[12:28:40] <Subaraki> https://github.com/ArtixAllMighty/mods/blob/master/mod/petBuddy/block/TESRShrine.java#L136-L150
L326[12:28:44] <Subaraki> here, this is what i did
L327[12:28:58] <Subaraki> it gives a transparent look
L328[12:30:08] <gigaherz> don't tell me, tell raoulvdberge
L329[12:30:08] <gigaherz> ;P
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L331[12:30:18] <raoulvdberge> I'm not using TESRs..
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L333[12:30:56] <Subaraki> doesn't matter
L334[12:30:58] <Subaraki> it's gl
L335[12:31:01] <Subaraki> gl is gl
L336[12:31:03] <ShadCanard> o/
L337[12:31:29] <Subaraki> if i understood, that is what you're using
L338[12:31:55] <Subaraki> totally off topic now, anyone good in html ?
L339[12:35:07] <gigaherz> no he's not using gl
L340[12:35:13] <Subaraki> aah that's why
L341[12:35:14] <Subaraki> sorry
L342[12:35:22] <gigaherz> he has a plain json model, with the layer set to TRANSLUCENT
L343[12:35:39] <gigaherz> Subaraki: I work as a web frontend developer
L344[12:35:42] <gigaherz> what do you need from html?
L345[12:36:40] <Subaraki> i have this game i play in my browser :P I wanted to know it was possible to copy the html page content and get a proper connection to their servers ? i can download the swf, but it doesn't do a lot apart from showing a blank start screen
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L347[12:36:57] <Subaraki> and just copying the source from the page gives all the headers with broken icon textures
L348[12:37:44] <Subaraki> i wanted to copy it so i could get rid of all the headers, images, and stretch the swf out to full screen
L349[12:37:59] <Subaraki> which is possible, but i'm reluctant to edit the page everytime i want to login
L350[12:38:17] <Subaraki> to 'examine the element' and edit all of that out
L351[12:38:21] <Subaraki> and change the size
L352[12:39:43] <gigaherz> hmm well I don't know if it would work if the swf is locally stored
L353[12:40:03] <gigaherz> I mean, it IS possible to copy the html page and save it in a way that works
L354[12:40:09] <gigaherz> (where works means you can see the contents)
L355[12:40:19] <gigaherz> but the .swf program may refuse to work from local
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L357[12:41:15] <gigaherz> however, you should be able to make something like a bookmarklet, that finds the flash object html, and replaces the entire page, with just that element
L358[12:41:46] <Subaraki> really ?
L359[12:41:48] <Subaraki> nice
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L361[12:41:59] <Ordinastie> pretty sure all SWF games check the current host to prevent rehosting
L362[12:42:27] <Subaraki> which means i need to 'hack' the swf ?
L363[12:42:33] <Subaraki> like edit it if at all possible ?
L364[12:42:39] <gigaherz> or use a bookmarklet to edit the DOM
L365[12:42:40] <gigaherz> ;P
L366[12:42:48] <gigaherz> you'll need to know some javascript
L367[12:43:03] <Subaraki> so i make a bookmark
L368[12:43:06] <Subaraki> and then ?
L369[12:43:25] <gigaherz> a bookmarklet is a bookmark with javascript code in it
L370[12:44:24] <gigaherz> you'd use like, window.getElementById or getElementByTagName or similar, and then use body.innerHTML = element.outerHTML
L371[12:44:52] <gigaherz> although body may be a bit much, you may want to choose some sensible element to use as a target
L372[12:45:11] <gigaherz> https://code.tutsplus.com/tutorials/create-bookmarklets-the-right-way--net-18154
L373[12:53:00] <Subaraki> pff, this is complicated ._.
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L375[12:56:51] <Xilef11> I want to make an item that can work as a bauble if Baubles is installed, yet doesn't crash the game if it is not. here is what I have, failing at the "not crashing" part: https://gist.github.com/Xilef11/d27df92dae7e48e1c56ed4ecdb4f0d40
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L380[13:12:24] <Ordinastie> I have no idea why youtube put that in my recommended, but I didn't know it, and it's quite amazing : https://www.youtube.com/watch?v=xk3BvNLeNgw
L381[13:12:31] <Subaraki> a : either make a mod that requires yorus and baubles in which you sololy create the baubles item
L382[13:13:10] <Subaraki> or b : try to find baubles trough reflection, if it is present, get a boolean (true if present) and do stuff while checking the boolean,
L383[13:13:25] <Ordinastie> or find the proper way to do it
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L385[13:20:06] <Xilef11> I'm trying Loader.isModLoaded("Baubles") and using that result to choose the version of my item to instantiate, but I still get NoClassDefFound
L386[13:21:22] <Ordinastie> because your have still something referencing that class loaded
L387[13:23:08] <LatvianModder> why do you need that?
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L389[13:23:16] <Xilef11> how do I make sure it's not loaded? i.e. where shoud I put the instantiation of the Baubles item
L390[13:23:31] <LatvianModder> Cant you just implement the interface and add @Optional.Interface in your Item class?
L391[13:23:41] <LatvianModder> I think I do that in one of my old mods
L392[13:23:54] <Xilef11> I'll try that
L393[13:24:17] <LatvianModder> https://github.com/LatvianModder/EMC_Condenser/blob/1.7/src/main/java/latmod/emcc/item/ItemLifeRing.java
L394[13:25:01] <LatvianModder> you only need @Optional.Method on methods that contain or return classes that arent from forge/mc
L395[13:25:59] <gigaherz> Xilef11: why do you need that at all?
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L397[13:26:06] <gigaherz> you can implement the baubles api without requiring the mod
L398[13:26:16] <LatvianModder> Thats just what I said ghz :P
L399[13:26:26] <gigaherz> you don't even need @Optional, I mean
L400[13:26:36] <gigaherz> just embed the baubles api ;P
L401[13:26:39] <LatvianModder> NO
L402[13:26:44] <Ordinastie> that's bad
L403[13:27:06] <LatvianModder> Dont Ever embed apis
L404[13:27:08] <gigaherz> after all the effort FML did to deduplicate APIs
L405[13:27:11] <gigaherz> I'll make use of it ;P
L406[13:28:01] <gigaherz> (at least until someone makes an alternative t hat is a capability)
L407[13:28:10] <gigaherz> (caps can be dynamically bound)
L408[13:28:26] <LatvianModder> But APIs like Baubles doesnt need embeding
L409[13:28:43] <gigaherz> well unless Baubles changed since last time i used it
L410[13:28:45] <gigaherz> you are meant to do
L411[13:28:50] <gigaherz> class Item extends IBauble
L412[13:28:56] <LatvianModder> What
L413[13:28:58] <LatvianModder> Implements
L414[13:29:02] <gigaherz> yeah yeah
L415[13:29:05] <gigaherz> so
L416[13:29:06] <gigaherz> instead of that
L417[13:29:07] <gigaherz> you could have
L418[13:29:16] <gigaherz> Capability<IBaubleInfo>
L419[13:29:33] <gigaherz> and only expose it if the mod exists
L420[13:29:41] <LatvianModder> Yes, but im saying you dont need to embed the api to make things work rn
L421[13:29:47] <gigaherz> well
L422[13:29:53] <gigaherz> I hate @Optional
L423[13:29:54] <gigaherz> ;p
L424[13:29:57] <LatvianModder> Too bad
L425[13:30:07] <gigaherz> I very much prefer embedding apis
L426[13:30:12] <LatvianModder> Because Optional probably is less ASM magic than @API
L427[13:30:47] <Xilef11> eclipse can't find @Optional...
L428[13:31:10] <LatvianModder> lol
L429[13:31:24] <LatvianModder> cpw.mods.fml.common.Optional is 1.7.10 code
L430[13:31:43] <LatvianModder> import net.minecraftforge.fml.common.Optional;
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L432[13:32:49] <Xilef11> thanks. not sure why it couldn't find it on its own though
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L434[13:36:17] <gigaherz> oh, another disadvantage to optional vs embedding:
L435[13:36:56] <gigaherz> since the interface is missing
L436[13:37:07] <gigaherz> if the mod isn't installed, you wouldn't be able to query it for items in other mods
L437[13:38:45] <gigaherz> but meh
L438[13:38:50] <gigaherz> baubles shouldn't need to be necessary
L439[13:38:57] <gigaherz> we'd just need a way to specify extra slots
L440[13:39:13] <Subaraki> i was thinking about 'baubling' my own mod
L441[13:39:18] <gigaherz> maybe injecting on EntityEquipmentSlot
L442[13:39:23] <Subaraki> i have a mod that does something liek baubles
L443[13:39:32] <Subaraki> only i have 6 extra slots
L444[13:39:36] <Subaraki> how many does baubles have ?
L445[13:39:44] <gigaherz> 3 but 4
L446[13:39:50] <Subaraki> arf
L447[13:39:55] <Subaraki> yeah :/ maybe i'll not then
L448[13:39:58] <gigaherz> Ring x2
L449[13:40:01] <gigaherz> Amulet x1
L450[13:40:02] <gigaherz> Belt x1
L451[13:40:32] <Subaraki> ring x2 , necklace, gloves, cape
L452[13:41:00] <gigaherz> I'd like a mod that adds wow-like slots
L453[13:41:28] <gigaherz> wow has: Head, shoulders, chest, wrists, hands, waist, legs, 2x ring, 2x trinket
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L455[13:42:56] <Subaraki> @.@
L456[13:43:13] <Subaraki> head, chest, and legs already exist :P
L457[13:43:21] <Subaraki> its caleld armor slots x)
L458[13:43:28] <gigaherz> yes
L459[13:43:36] <gigaherz> oh I forgot one: back
L460[13:43:43] <gigaherz> (cloak/cape)
L461[13:43:48] <gigaherz> also
L462[13:43:50] <Subaraki> i like the idea of the shoulders and chest being seperate
L463[13:43:53] <gigaherz> secondary: shirt and tabard
L464[13:44:09] <gigaherz> those don't have stats
L465[13:44:24] <Subaraki> a fun thing to see would be fashion as well
L466[13:44:24] <gigaherz> but the tabard will give you extra reputation pointstoward the faction of the tabard
L467[13:44:34] <gigaherz> so
L468[13:44:43] <gigaherz> head, chest, legs, feet -- vanilla does that
L469[13:44:53] <gigaherz> 2x ring, belt -- baubles does that
L470[13:45:11] <gigaherz> we could say that the amulet is == wow's necklace (which I forgot!)
L471[13:45:25] <gigaherz> so it¡s missing 2x trinket, shoulders, wrists, hands
L472[13:45:38] <gigaherz> and the cloak/cape
L473[13:45:39] <Subaraki> my mod has got hands :)
L474[13:46:05] <Subaraki> https://github.com/ArtixAllMighty/Rpg-Inventory-2016/wiki
L475[13:46:09] <Subaraki> even renders stuff on the player
L476[13:46:37] <gigaherz> the thing about capes is
L477[13:46:43] <gigaherz> it conflicts a bit with mojang's capes
L478[13:46:48] <Subaraki> it does indeed
L479[13:46:52] <gigaherz> however
L480[13:47:00] <Subaraki> people who already have capes cannot equip these though
L481[13:47:02] <Subaraki> i mean, they can
L482[13:47:03] <gigaherz> if you did like mojang with the elytra
L483[13:47:05] <Subaraki> but it will never show
L484[13:47:14] <gigaherz> so that your capes are plain
L485[13:47:22] <gigaherz> but people with real mojang capes
L486[13:47:25] <gigaherz> show the fancy textures on them
L487[13:47:33] <gigaherz> that may be acceptable?
L488[13:48:05] <Subaraki> how do you mean acceptable ?
L489[13:48:12] <gigaherz> I mean non-evil
L490[13:48:27] <gigaherz> I'm basing on the idea that adding fancy capes diminishes the value of mojang's own capes
L491[13:48:35] <Subaraki> aah yeah indeed
L492[13:48:47] <Subaraki> that's why I switched over to plain capes
L493[13:48:54] <Subaraki> they take the colors of wool
L494[13:48:56] <gigaherz> do they behave like mojang's?
L495[13:49:01] <Subaraki> yes :)
L496[13:49:01] <gigaherz> xcept for the plain texture?
L497[13:49:04] <gigaherz> aha
L498[13:49:13] <gigaherz> then you just don't render them when the user has one active and yeah
L499[13:49:19] <Subaraki> i heard there was this controversy about it
L500[13:49:25] <Subaraki> so i thought, okay
L501[13:49:31] <Subaraki> what if i make a plain cape for everyone
L502[13:49:39] <Subaraki> so the real cape people don't really feel diminished
L503[13:49:43] <Subaraki> and mojang can't sue me :)
L504[13:49:53] <gigaherz> well they can sue you regardless
L505[13:49:57] <gigaherz> they just promised not to
L506[13:49:57] <Subaraki> fack
L507[13:50:01] <gigaherz> ;P
L508[13:50:03] <gigaherz> I mean
L509[13:50:05] <gigaherz> any of us here
L510[13:50:08] <Subaraki> ah okay *oof*
L511[13:50:19] <Lord_Ralex> they'd ask nicely first
L512[13:50:24] <Subaraki> yeah
L513[13:50:31] <Subaraki> i think i'd get those capes the heck out of my mod xD
L514[13:50:41] <Subaraki> if they'd ask nicely
L515[13:50:54] <Subaraki> but as far as i'm concerned, i don't see a great fire. i kept them simple
L516[13:50:58] <gigaherz> that'd be annoying
L517[13:51:01] <gigaherz> dunno about you
L518[13:51:09] <gigaherz> but I'd feel forced to remove every single download of my mod
L519[13:51:11] <gigaherz> XD
L520[13:51:29] <Subaraki> oh yeah ...
L521[13:51:34] <Subaraki> that might take a while ._.
L522[13:51:43] <Lord_Ralex> i mean, tbf, optifine would be the one that'd get hit
L523[13:51:43] <Subaraki> i could just clean up all my download links ... xD
L524[13:51:49] <gigaherz> yeah
L525[13:51:50] <Subaraki> yeah, ikr
L526[13:51:57] <gigaherz> I think the conclusion was
L527[13:52:15] <gigaherz> 1. do NOT ever let people have special Mojang capes without earning them
L528[13:52:36] <gigaherz> 2. ... I don't knwo what I meant to say here
L529[13:52:51] <Subaraki> x)
L530[13:53:13] <Lord_Ralex> in the end it was that, yeah, just try to be the forum when it was first introduced.... "omg optifine sells capes, mojang says they are theirs!"
L531[13:53:53] <Subaraki> how many people actually have optifine capes ?
L532[13:54:01] <Subaraki> like 10 people ?
L533[13:54:04] <Lord_Ralex> a lot
L534[13:54:13] <Subaraki> oh ._.
L535[13:54:17] <Lord_Ralex> remember, kids
L536[13:54:44] <Lord_Ralex> remember, people buy those stupid server "kits" that are... expensive
L537[13:55:07] <gigaherz> Subaraki: anyone who donates to optifine
L538[14:01:02] <ShadCanard> simple question, is there a Live edit kinda function on IDEA ?
L539[14:01:34] <Ordinastie> yes, that's called hotswap
L540[14:01:48] <LatvianModder> life edit, what?
L541[14:02:24] <LatvianModder> You just launch Debug and hit Crtl + B or whatever your Build All shortcut is
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L543[14:06:17] <barteks2x> uh... why BlockPos.MutableBlockPos doesn't implement add()
L544[14:06:54] <barteks2x> That would explain why none of my lighting code worked correctly
L545[14:07:08] <Ordinastie> maybe it was stripped by the obfuscator if never used
L546[14:07:43] <barteks2x> when you call MutableBlockPos.add() it silently creates new BlockPos instead of as I expected movinf the mutable block pos
L547[14:08:22] <Ordinastie> except that shouldn't matter in the algorithm
L548[14:09:30] <barteks2x> I explicitly use MutableBlockPos when calculating initial skylight. I use setPos and setY in most places, and in just a few placed I used add() ignoring return value thining it would simply modify the mutable block pos
L549[14:10:08] <barteks2x> And I was trying to fix that damn code for 2 days
L550[14:10:19] <Subaraki> i feel you dude
L551[14:10:48] <barteks2x> it explains all the "impossible" things that I saw it do...
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L555[14:16:43] <ShadCanard> Thanks LatvianModder, it works :)
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L559[14:33:10] <plp> shadcanard: recompile <class> would probably be faster
L560[14:33:21] <plp> default is ctrl+shift+f9
L561[14:34:37] <ShadCanard> thanks plp :)
L562[14:35:24] <PaleoCrafter> barteks2x, that's why mutability and side effects are bad :P
L563[14:36:11] <barteks2x> where it got me was when I expected it to be mutable because it's right there in class name and it wasn't.
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L576[15:16:06] <p455w0rd> so there's rumor of the code in forge the allows us to make coremods is going to be removed in 1.11.. can anyone give reliable info on this?
L577[15:16:12] <p455w0rd> tha*
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L579[15:16:27] <ThePsionic> p455w0rd: if so, good tbh
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L581[15:19:44] <barteks2x> Mixins should still work, otherwise sponge would be gone, so I'm safe
L582[15:21:19] <gigaherz> https://twitter.com/JZdziarski/status/780390596867338240
L583[15:21:35] <Deamon> well mixin uses a tweaker which is part of mojang's launch wrapper not forge
L584[15:22:10] <LexLap2> wtf are you doing?
L585[15:23:31] <gigaherz> he's the one doing cubic chunks, iirc?
L586[15:24:24] <barteks2x> ^ exactly.
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L595[15:40:56] <ThePsionic> gigaherz: I like how all the comments are "don't you mean <insert other language>"
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L599[15:54:17] <LatvianModder> gigaherz: https://twitter.com/notch/status/537877999031689216
L600[15:55:01] <gigaherz> I used to think mc was shit performance
L601[15:55:20] <gigaherz> then I tried to write my own voxel engine in C#/MonoGame
L602[15:55:29] <gigaherz> and I didn't manage to match up with MC's performance
L603[15:55:38] <barteks2x> Maybe C# is too similar to java?
L604[15:55:38] <gigaherz> the fps after worldgen was faster, yes
L605[15:55:49] <gigaherz> but worldgen itself took an order of magnitude longer
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L607[15:56:04] <gigaherz> and so did mesh generation
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L609[15:56:09] <gigaherz> but yeah
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L611[15:56:14] <gigaherz> after generating everything
L612[15:56:20] <barteks2x> because mc uses a very nice hack to make worldgen fast
L613[15:56:23] <gigaherz> I could have double or triple the view range without slowdown
L614[15:56:32] <gigaherz> but that's not really java or C#
L615[15:56:43] <gigaherz> I simply used vertex buffers and shaders
L616[15:56:48] <gigaherz> with DirectX
L617[15:57:02] <barteks2x> did you even have trees and caves? These can make things slow too
L618[15:57:06] <gigaherz> nope
L619[15:57:33] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Mountains.png
L620[15:57:39] <gigaherz> this is a screenshot I took at some point
L621[15:57:54] <gigaherz> where I got some dynamic chunk generation working
L622[15:58:05] <gigaherz> but I didn't have any code to remove old chunks
L623[15:58:24] <gigaherz> incidently
L624[15:58:36] <gigaherz> I wrote a vertically-expanding engine a bit like your cubicchunks
L625[15:58:56] <gigaherz> it never quite worked right
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L628[16:06:34] <barteks2x> minecraft worldgen is fast because it doesn't really generate a lot of perlin noise. It generates perlin noise on large scale and then interpolates
L629[16:07:09] <gigaherz> I use simplex noise, wit ha few octaves
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L632[16:07:59] <gigaherz> I do call it once per voxel though
L633[16:08:09] <barteks2x> minecraft uses it once per 4x4x8 blocks
L634[16:08:16] <gigaherz> I have a noise "context" for the terrain elevation at each point
L635[16:08:28] <gigaherz> a noise context for the roughness of the terrain at each point
L636[16:08:46] <gigaherz> a noise context for the sharpness of the terrain change
L637[16:08:58] <gigaherz> (lower values means the terrain is more "cavey")
L638[16:09:22] <gigaherz> those 3 are 2D functions
L639[16:09:38] <gigaherz> and then one 3D function for the variance
L640[16:09:46] <gigaherz> I'm far from efficient ;P
L641[16:10:07] <gigaherz> specially given that I calculate those values every voxel
L642[16:10:18] <barteks2x> minecraft uses 3d noise
L643[16:10:21] <gigaherz> instead of getting a flat grid with all the precomputed values
L644[16:10:33] <gigaherz> I wish I didn't leave it in a broken state
L645[16:10:47] <barteks2x> which is about 32 values per x/z coordinate, with 16 octaves each noise generator, and 3 or 4 generators
L646[16:11:21] <gigaherz> one of the goals I had with my generation
L647[16:11:35] <gigaherz> was to allow very tall mountains, and very deep oceans
L648[16:13:42] <barteks2x> A few years ago (4 years ago?) I started writing voxel game too in java, but I didn't even get working physics and I didn't add frustum culling so rendering was slow. The code it still there on github
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L671[17:27:12] <SquareWheel> Apparently flower pots break addShapedRecipe. :|
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L676[17:41:08] <TankCR> I am trying to set my Ore at a similar spaw rate and chunk position as Diamond https://github.com/tankcr/everything_adamantium/blob/master/src/main/java/tankcmod/evadamant/world/OreGen.java
L677[17:41:37] <TankCR> currently I have my chance set to 200; i++ but I can't find what it would be for diamond
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L679[17:51:03] <SquareWheel> Hrm. I shifted some letters around and now the flower pot works in a recipe. That's bizarre.
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L694[18:38:03] <TankCR> anyone around?
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L718[19:53:38] <Unh0ly_Tigg> is there a way to make a mod load before *most if not all* other mods without making it a core mod?
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L720[19:54:57] <SquareWheel> Er, the whole mod? You could put some specific code before pre-init.
L721[19:55:18] <Unh0ly_Tigg> true...
L722[19:55:24] <Unh0ly_Tigg> never thought about that...
L723[19:55:36] <SquareWheel> It'd probably be less likely to catch everything on fire.
L724[19:56:39] <Unh0ly_Tigg> wait, I can't put what I wanted to into the constructor... I need a field to be set first, and that doesn't happen until pre-init.
L725[19:57:02] <kashike> what field is that?
L726[19:57:26] <Unh0ly_Tigg> wait, can you create SimpleNetworkWrapper instances (from NetworkRegister.INSTANCE.newSimpleChannel) before pre-init?
L727[19:58:16] <kashike> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/fml/common/network/NetworkRegistry.java#L172
L728[19:58:36] <Unh0ly_Tigg> ok... so, yes?
L729[19:59:02] <kashike> try it
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L782[22:52:39] <SquareWheel> howto, if you've got a moment could I get your help on this? Still stuck on rendering I'm afraid.
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L798[23:34:55] <SquareWheel> Hooo, and it all came down to a typo.
L799[23:34:59] <SquareWheel> That was 4 days well spent.
L800[23:36:09] <SquareWheel> On the plus side, I went from not knowing what an MRL was to having a decent understanding of the Forge rendering pipeline. So that's something.
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