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L10[00:44:57] <LexLap2> !gf worldInfo
L11[00:45:03] <LexLap2> no bot?
L12[00:45:10] <LexLap2> nvm just slow as shit
L13[00:45:56] <thecodewarrior> I dunno, my shit is pretty quick on it's way out. :D
L14[00:46:09] <Hunterz> lol
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L27[01:24:14] <illy> Lex aside from the twitter build announce do you want anything else added to the bot?
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L31[01:44:11] <TankCR> My first mod https://minecraft.curseforge.com/projects/everything-adamantium
L32[01:44:34] <TankCR> the modfile has to be reviewed by moderators I think, but you can see SS's
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L34[01:59:47] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160928 mappings to Forge Maven.
L35[01:59:50] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160928-1.10.2.zip (mappings = "snapshot_20160928" in build.gradle).
L36[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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L45[02:58:39] <LexLap2> !gf
L46[02:58:43] <LexLap2> !gf chunkGenerator
L47[02:58:52] <LexLap2> ah the search is slow
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L61[04:51:35] <Koward> I'm listening to a config change and I'd like to know whether we're in singleplayer or multiplayer as one should not be able to change it in multiplayer
L62[04:52:02] <Koward> (it's like a difficulty setting, I don't want players to be able to cheat)
L63[04:52:15] <Koward> How could I check that ?
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L66[05:03:23] <xaero> there used to be a Minecraft.isSinglePlayer(), but the bot isn't showing results for 1.10
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L96[07:01:29] <barteks2x> WTF? All of my notifications of minecraftforum disappeared
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L98[07:02:20] <Biochemic> laawl..
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L102[07:24:09] <Subaraki> entity equipement isn't getting saved automaticly ?
L103[07:24:23] <Subaraki> do i need to save it in my own nbt ?
L104[07:26:21] <Subaraki> entityliving saves it though. why is it not saving ? i set my entity's equipement in a gui, a container
L105[07:26:29] <Subaraki> does it need to be set client side as well ?
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L107[08:01:29] <Biochemic> Subaraki, tried to mark the entities nbt as dirty?
L108[08:02:02] <Subaraki> not yet
L109[08:02:06] <Subaraki> thanks for the tip. i'll try that
L110[08:02:17] <Biochemic> np ^^
L111[08:03:14] <Subaraki> how though Biochemic ?
L112[08:03:26] <Subaraki> e.setnbtdirty doesnt exist P:
L113[08:04:19] <Subaraki> maybe i'll just send a packet to update it's inventory
L114[08:04:25] <Subaraki> the items saved are saved to the player
L115[08:04:32] <Subaraki> *weird, i know*
L116[08:04:48] <Subaraki> and i have more then just armor to send
L117[08:05:27] <Biochemic> yeah, but i won't save anyway, i think
L118[08:05:48] <Biochemic> because nbt needs always marked as dirty, when modified
L119[08:05:55] <Biochemic> but i look into it
L120[08:06:56] <Subaraki> ping me when you find something. i'll do mah packets :)
L121[08:07:02] <Biochemic> yupp ^^
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L126[08:14:31] <masa> how does one get a "modname dev" flair on the subreddit?
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L128[08:16:44] <ThePsionic> masa: ask the mods i presume
L129[08:17:12] <ThePsionic> also https://www.reddit.com/r/minecraftforge sad
L130[08:17:51] <IoP> why that's sad?
L131[08:20:22] <ThePsionic> so empty
L132[08:21:55] <IoP> who is burnquest?
L133[08:22:21] <ThePsionic> /shrug
L134[08:22:36] <IoP> Maybe that's the problem.
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L139[08:35:09] <Biochemic> Subaraki: okay idk :D have looked around a bit and found nothing useful. All i know, that it has definitely todo with nbt.markAsDirty() because equipment is saved there
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L141[08:35:42] <Subaraki> where does it get called ?
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L143[08:37:13] <raoulvdberge> Minecraft#addScheduledTask will schedule a task to run on the client thread, right?
L144[08:37:22] <raoulvdberge> So I can call it from a packet receive.
L145[08:38:21] <Ordinastie> yes
L146[08:41:02] <raoulvdberge> thanks
L147[08:41:49] <Biochemic> Subaraki: nowhere, thats why i'm confused
L148[08:42:05] <Subaraki> odd
L149[08:42:19] <Biochemic> or i don't found it, yet
L150[08:42:35] <Subaraki> search results say it doesnt exist in my ide
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L152[08:46:12] <Biochemic> yeah its actually NBTTagCompound.markAsDirty() or somethinkg like that. BaseClass should be NBTBase
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L156[08:53:59] <Biochemic> Subaraki: okay i found something; what about SavenHandler.writePlayerData(EntityPlayer)?
L157[08:54:40] <Biochemic> seems to save all player data
L158[08:54:53] <Biochemic> *SaveHandler
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L165[09:00:11] <Subaraki> but it's the entity i want saving x)
L166[09:00:32] <Subaraki> i set a pet's armor in a gui. the slot data is contained in the player
L167[09:00:39] <Subaraki> so when the entity dies, no data is lost
L168[09:00:52] <Subaraki> so because of the player having a helmet in said slot
L169[09:01:01] <Subaraki> the pet also has a helmet
L170[09:01:04] <Subaraki> but after relogging
L171[09:01:11] <Subaraki> the helmet is of of the pet's head
L172[09:01:16] <Subaraki> so, i'll just use packets x)
L173[09:01:37] <Biochemic> oh okay :D
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L177[09:29:07] <Biochemic> can a player UUID ever be zero (or high and low both 0L)?
L178[09:30:09] <Biochemic> if not, i can use it as 'null' identifier
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L193[10:05:07] <TankCR> Subaraki: thanks for the help yesterday, was able to finish up the last few bits for initial release and created the curseforge project. Yeay First Mod!
L194[10:06:13] <gigaherz> link? ;P
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L206[10:36:46] <Subaraki> yw TankCR :D
L207[10:36:53] <Subaraki> sorry, just came back from afk
L208[10:38:12] <TankCR> posted it last night, but stupid windows had added thumbs.db to my project and I didn't catch it, so my file was denied by curseforge
L209[10:38:26] <TankCR> reuploaded this morning, but it hasn't been reviewed yet
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L212[10:44:03] <Subaraki> oh ? thumbs.tb gets denial from forge ?
L213[10:44:03] <Subaraki> lol
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L215[10:44:28] <ShadCanard> o/
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L217[10:44:31] <Subaraki> hey, if you had a pet that you could turn in any minecraft creature, what would it be TankCR .
L218[10:44:33] <Subaraki> ?
L219[10:44:40] <Subaraki> hi duck o/
L220[10:44:42] <TankCR> yup, they said they were unnecissary, and cause some people problems
L221[10:44:52] <Subaraki> oh :/ that's dumb
L222[10:44:55] <TankCR> a pet, hmm
L223[10:45:09] <TankCR> any kind of animal, real or mythical?
L224[10:45:17] <Subaraki> i'm revamping my pet mod. it was a tiny you.
L225[10:45:28] <Subaraki> i'm implementing a thing where you ca change his appearance
L226[10:45:36] <Subaraki> to any minecraft entity
L227[10:45:40] <TankCR> thats cool
L228[10:45:43] <ShadCanard> Cool
L229[10:45:45] <Subaraki> just trying to figure out my priorities
L230[10:45:53] <TankCR> ah, a zombie with a collar would be hilarious, lol
L231[10:46:04] <Subaraki> zombie with a collar ? xD
L232[10:46:08] <Subaraki> whut ? xD
L233[10:46:11] <TankCR> ha ha I know
L234[10:46:27] <TankCR> are we talking vanilla animals?
L235[10:46:31] <Subaraki> zombie's are already in though. you need rotten flesh for that. i'm wondering what you'll need for a husk ...
L236[10:47:44] <TankCR> oh, and is it 1.10? One of my boys loves having pets, its one of his favorite parts of MC, so I wouldn't mind adding your mod to my pack
L237[10:47:58] <Subaraki> yeah, it's for 1.10.2 :)
L238[10:48:04] <Subaraki> currently unreleased
L239[10:48:13] <Subaraki> looking to release a preview version tomorow
L240[10:48:25] <Subaraki> a version that is pretty stable and has basic entities in it
L241[10:48:27] <TankCR> cool, are there any mod extension animals in it? or just vanilla?
L242[10:48:28] <ShadCanard> Oh, I'd love to have a baby cat following a pet cat following me *_* We'll be known as "the pack o' cats and ducks"
L243[10:48:38] <TankCR> ha ha ha
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L245[10:49:10] <ShadCanard> Anyway, why not adding every creature ?
L246[10:49:12] <LatvianModder> what the.. http://ss.latmod.com/pc/2016-09-28_18.49.18.png
L247[10:49:18] <TankCR> hmm, how bout a pet squid that follows you around when you are in the water, lol
L248[10:49:34] <Subaraki> the thing is : the pet spawns when you log in
L249[10:49:38] <Subaraki> so you always have it with you
L250[10:49:45] <Subaraki> and yes, i'll add all vanilla entities
L251[10:49:53] <TankCR> oh, yeah that wouldn't work with a squid, lol
L252[10:49:55] <Subaraki> because i have acces to the model files
L253[10:50:10] <Subaraki> it does work with a squid really
L254[10:50:24] <Subaraki> but you'll have a tiny squid following you on land :)
L255[10:50:32] <Subaraki> you can make them ride you as well
L256[10:50:48] <ShadCanard> Oh and the pet squid would have a Spongebob's kinda spacesuit !
L257[10:50:51] <gr8pefish> you could just model and extra water helmet or somethign for the squid if it is on land
L258[10:50:57] <Subaraki> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1289608
L259[10:50:59] <TankCR> hmm, can you code a new entity? Cuz I could certainly help to create you the graphics part if thats what is holding you back
L260[10:50:59] <gr8pefish> *model an extra
L261[10:50:59] <ShadCanard> With water in it so it can breathe, and it will follow you on earth
L262[10:51:08] <Subaraki> here, go to the last page, take a look at the sneal peaks :)
L263[10:51:36] <Subaraki> its just the model people ! xD
L264[10:51:40] <Subaraki> its not an actual squid
L265[10:52:03] <ShadCanard> Yeah, but earth living squids are cool.
L266[10:53:08] <Subaraki> let me try and add a squid P: i'll give the link to the picture in a second
L267[10:53:10] <TankCR> So your pet can carry stuff?
L268[10:54:50] <TankCR> Oh by the way, here is my project page, the jar isn't there yet, due to mod review, but the tutorial and Screen Shots are.
L269[10:54:51] <TankCR> https://minecraft.curseforge.com/projects/everything-adamantium
L270[10:55:47] <ShadCanard> Looks like your favorite resourcepack is BDCraft :D
L271[10:55:52] <Subaraki> yes, it can carry stuff
L272[10:56:02] <Subaraki> you do not know the ammount of people that asked for that ._.
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L274[10:56:09] <Subaraki> was canard x)
L275[10:56:16] <Subaraki> i use faithfull 32 sicne 2 years
L276[10:56:31] <Subaraki> then again, i stopped coding somewhat 2 years ago
L277[10:56:35] <Subaraki> now i'm back :D
L278[10:56:41] <TankCR> I actually created my own graphics in photoshop, but yes, I do like BDCraft, and thats proly why it turned out looking like that, lol
L279[10:57:06] <ShadCanard> lol
L280[10:57:13] <TankCR> oh nm, you were talking to Subaraki, ha ha ha
L281[10:57:17] <Subaraki> yeah, the diamonds look like bd craft
L282[10:57:20] <Subaraki> nah
L283[10:57:23] <Subaraki> he was talking to you
L284[10:57:28] <Subaraki> a lot of my pictures used bd craft once
L285[10:57:28] <ShadCanard> No to Tank, sry, forgot to say
L286[10:57:37] <Subaraki> thought there was some reminecence somewhere :P
L287[10:57:43] <ShadCanard> But I'm happy to get some drama lol :D
L288[10:58:15] <TankCR> oh, and those are Adamantium viens, lol
L289[10:58:18] <ShadCanard> Anyway, I'm out of motivation !
L290[10:58:36] <ShadCanard> lol
L291[10:58:38] <Subaraki> TankCr : 1 I think you should review the way you get adamantium bars.
L292[10:58:55] <Subaraki> 2 : make a proper model for the claws, so they look more badass when wearing them
L293[10:59:28] <ShadCanard> TankCR, You might need to tweak out your item's JSON to have the claw facing downwards
L294[10:59:36] <Subaraki> and the texture for the iron bracket looks cheap :/
L295[10:59:39] <TankCR> I was thinking that
L296[10:59:48] <Subaraki> apart from that, i really like the idea ! :D
L297[10:59:57] <ShadCanard> Yup that's fun ! How much atk ?
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L299[11:00:03] <Subaraki> also, please dont make a tool and armour set from adamantium e.e
L300[11:00:21] <Subaraki> that's so over done
L301[11:00:47] <TankCR> 12.0F
L302[11:00:51] <Subaraki> unless you got something new and inventive, don't make just a new armor set. really
L303[11:01:23] <ShadCanard> Subaraki, the main problem of adamantite is that every single person that had DL'ed the "make-a-mod" software made adamantium tools and weapons
L304[11:01:40] <Subaraki> yeah
L305[11:01:45] <Subaraki> so claws is a really nice idea
L306[11:01:57] <TankCR> there is make-a-mod software!!!???
L307[11:01:58] <ShadCanard> +1
L308[11:02:13] <Subaraki> not software tank
L309[11:02:17] <ShadCanard> MCcreator if my memory serves me well
L310[11:02:23] <TankCR> oh, lol
L311[11:02:23] <Subaraki> but some kind of mod that allows you to add stuff in game iirc
L312[11:02:38] <Subaraki> and all you get from those things are basic mods
L313[11:02:44] <Subaraki> mods that are over done
L314[11:02:49] <Subaraki> but the people think it's cool
L315[11:02:52] <Subaraki> cause they made it
L316[11:03:00] <ShadCanard> I know, but ppl are using it to make billions of adamantite tools and armors
L317[11:03:22] <TankCR> I am going to start with the json for the angle, then what about the bracket needs changing, it looks alot better as part of the claws, but in the inventory not so much, and not sure why
L318[11:03:25] <ShadCanard> That's why I'm saying to be careful with adamantium
L319[11:04:17] <ShadCanard> TankCR, You can use an inventory angle and a rendering angle
L320[11:04:31] <ShadCanard> (At least last time i made a 1.8+ mod)
L321[11:05:00] <TankCR> my boys want me to build a whole system with a machine you walk into that adds internal armor, but honestly, that sounds way over my head and not even sure how to properly implement something like that so that it was fair in-game
L322[11:05:37] <ShadCanard> Okay, so you're making Wolverine Mod :D
L323[11:05:51] <TankCR> but I do want to add a couple of items that make process more realistic
L324[11:06:06] <TankCR> well, without using copywrited names, ;)
L325[11:06:19] <ShadCanard> Canadian mod* sry :D
L326[11:07:10] <ShadCanard> Why not adding like melting of Adamantium, complex machine crafting with resources that would be made by other machines
L327[11:07:18] <TankCR> I want to add a pulverizer, I know buildcraft has one, but they are dragging on the 1.10 version, I also want the metal to skip ingot phase, I mean adamantium can't be reshaped after cooling, right?
L328[11:07:44] <TankCR> so really, tinkers integration would be good too
L329[11:08:00] <TankCR> so, instead you would pour your claws
L330[11:08:30] <ShadCanard> hmmm, Can I make suggestions ?
L331[11:08:38] <TankCR> absolutely!
L332[11:08:45] <ShadCanard> Why claws items ?
L333[11:09:00] <TankCR> you mean the individual?
L334[11:09:02] <ShadCanard> Why not adding a Keybinding that will pop out claws ?
L335[11:09:17] <ShadCanard> And it will add more damage to unhanded atk
L336[11:09:17] <TankCR> ooh, that would be cool
L337[11:09:44] <ShadCanard> Then, you can upgrade your claws with materials
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L339[11:10:20] <ShadCanard> (like Iron, melted diamond, adamantium, etc)
L340[11:10:33] <Subaraki> ^
L341[11:10:38] <Subaraki> Duck has a point
L342[11:10:52] <ShadCanard> Subaraki, thanks
L343[11:11:02] <TankCR> hmm, skeleton bones + zombie flesh and some kind of machine to put it in your body?
L344[11:11:23] <Subaraki> what would the bones do really ?
L345[11:11:49] <TankCR> I don't know, just an idea
L346[11:11:59] <ShadCanard> You could make it that every player starts with bone claws, like in the "big kitty movie"
L347[11:12:04] <gr8pefish> Anyone know if there is a PlaceItemEvent (or something along those lines?) I tried to do rightClickEvent, but that only seems to function for items that have an active ability on right click (e.g. chests)
L348[11:12:21] <Subaraki> place item ?
L349[11:12:27] <Subaraki> what do you mean ?
L350[11:12:35] <Subaraki> like ItemBlocks ?
L351[11:12:38] <Subaraki> that place blocks ?
L352[11:13:01] <gr8pefish> yeah, like when you place an item on the ground (like a torch or piece of cobble)
L353[11:13:16] <ShadCanard> Oh, item entities
L354[11:13:28] <gr8pefish> not the itemEntity, but placing the block itself
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L356[11:13:50] <ShadCanard> You could use the Block's "onBlockPlaced"
L357[11:13:57] <gr8pefish> item entity is just the floating thing when you *drop* it on the ground (from my understanding)
L358[11:14:24] <TankCR> well, I like the idea, I would have to work almost the whole thing over for it. But I will start working a roadmap for changes
L359[11:14:47] <gr8pefish> Yeah BlockEvent might work, thanks
L360[11:17:54] <Subaraki> TankCR, think about the mod
L361[11:17:58] <Subaraki> take it ambitiously
L362[11:18:01] <Subaraki> we're here to help :)
L363[11:18:13] <Subaraki> you could start out with a simple claws mod
L364[11:18:16] <Subaraki> and evolve from there
L365[11:18:34] <Subaraki> as ShadCanard said, you could make claws pop out with a keybind
L366[11:18:36] <TankCR> lol, three weeks ago I didn't even know Java
L367[11:18:50] <Subaraki> and you could upgrade them with iron, gold, etc
L368[11:19:00] <Subaraki> welcome to the club \o/
L369[11:19:01] <TankCR> yes, I like that idea
L370[11:19:05] <Subaraki> miencraft is a nice way to learn java
L371[11:19:10] <ShadCanard> Yup
L372[11:19:33] <Subaraki> if you then want something else as well, like new , rare ores for the best claws, you could add that as well
L373[11:19:57] <Subaraki> think about the bone system, what could it do, what are the benefits, will it be something visible ?
L374[11:20:07] <TankCR> that is a very good idea, and it makes the mod more expandable
L375[11:20:24] <ShadCanard> And you can also use the OreDict
L376[11:20:30] <Subaraki> on the other hand, experimenting, like you did with this mod, is what makes you learn :)
L377[11:20:55] <ShadCanard> I graduated with my mod, yknow :)
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L379[11:22:55] <TankCR> ConVox looked at my code last night, and was like, this code is all wrong, lol. Fortunately he helped me clean up and re-think how I had written a few things
L380[11:23:02] <TankCR> CanVox
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L384[11:32:10] <TankCR> hmm my admtclaws.json rotation doesn't seem to be changing anything, I wonder if its even applying.
L385[11:33:21] <TankCR> although I don't actually know which part of rotation does what, lol
L386[11:33:38] <ShadCanard> Hmm
L387[11:35:18] <ShadCanard> the JSON changes the way your item looks on first and third person
L388[11:35:31] <TankCR> https://github.com/tankcr/everything_adamantium/blob/master/src/main/resources/assets/modevadamant/models/item/admtclaws.json
L389[11:36:20] <TankCR> this is using default for a sword
L390[11:36:52] <ShadCanard> Can you screen the way it looks on fps ?
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L392[11:38:47] <TankCR> https://snag.gy/G6z8VQ.jpg
L393[11:41:32] <ShadCanard> I'm opening it on Idea to see
L394[11:41:41] <TankCR> k
L395[11:42:37] <TankCR> I am going to try rotation for a bow and see what I get, the two compared might help me
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L403[12:01:36] <gr8pefish> Anyone know what EnumActionResult I need to pass to make it so my item opens a gui on right click so that the offhand doesn't continue and right click?
L404[12:02:45] <ShadCanard> TankCR> http://pastebin.com/PDnyj8Qt
L405[12:03:08] <ShadCanard> this should make your tool looks better
L406[12:03:11] <gr8pefish> ^ Its EnumActionResult.SUCCESS if anyone was curious :P
L407[12:05:01] <ShadCanard> gr8pefish> sry was working on Tank's problem :/
L408[12:05:24] <gr8pefish> lol np, it took me, let's see, 1 minute and 30s xD
L409[12:05:45] <ShadCanard> x)
L410[12:08:54] <TankCR> thanks man
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L412[12:10:04] <gr8pefish> Alright, feels good to get a build up on curseforge finally for 1.10, even if it is just an alpha :)
L413[12:13:01] <ShadCanard> Yay' ! :)
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L430[12:57:41] <gigaherz> so
L431[12:57:45] <gigaherz> 1.11 snapshot with the new features is out
L432[12:57:52] <gigaherz> has anyone autopsied it yet? ;P
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L434[12:58:10] <Biochemic> wuuut? :D
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L438[13:02:26] <gigaherz> Biochemic: i'm holding an Observer block in my hands ;p
L439[13:02:44] <Biochemic> awyeah <3
L440[13:02:44] <gigaherz> and a Curse of Vanishing book
L441[13:02:55] <Biochemic> talking to my bro about this right now
L442[13:03:00] <gigaherz> and a Curse of Binding
L443[13:03:08] <gigaherz> and a totem of undying
L444[13:03:23] <Biochemic> aww yeah! :D
L445[13:03:32] <gigaherz> OOOOOH
L446[13:03:37] <gigaherz> shulker boxes come in COLORS
L447[13:03:42] <heldplayer> :o
L448[13:03:44] <Biochemic> WOOT!?
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L450[13:03:52] <Biochemic> that is nice
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L452[13:04:19] <Biochemic> i need to test this, now xDDD
L453[13:04:32] <gigaherz> :O
L454[13:04:36] <gigaherz> when you break them in creative mode
L455[13:04:41] <gigaherz> they still drop the item with the contents inside
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L457[13:04:58] <Biochemic> this is handy :)
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L460[13:06:30] <gigaherz> I can imagine quite a few items in runelike dungeons
L461[13:06:39] <gigaherz> will come with curse of vanishing
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L463[13:09:14] <Biochemic> it's very cool, that there is now something, that can officially be called a "backpack"
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L465[13:10:40] <gigaherz> yeah
L466[13:10:45] <gigaherz> or close enough to one, at least
L467[13:10:51] <Biochemic> yupp ^^
L468[13:11:30] <gigaherz> either way
L469[13:18:10] <gigaherz> Iwasgoing to say
L470[13:18:28] <gigaherz> "either way, I'm preparedto make a shulker chest upgrade if no one else does"
L471[13:18:33] <gigaherz> (after forge 1.11 becomes a thing)
L472[13:18:57] <Biochemic> sounds useful ^^
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L474[13:21:28] <ShadCanard> Guys, you heard about the whole C# plugins for MCPC/W10 ?
L475[13:26:02] <TankCR> ShadCanard: there doesn't seem to be a rotate left to right, I was wanting to make the claws look lateral rather than sideways
L476[13:26:42] <ShadCanard> TankCR> Yeah, I was wondering about the mirroring
L477[13:26:54] <TankCR> its rather annoying, lol
L478[13:28:21] <gigaherz> ShadCanard: no I haven't heard
L479[13:28:23] <gigaherz> links?
L480[13:28:39] <ShadCanard> https://twitter.com/slicedlime/status/780177348167512067
L481[13:30:29] <gigaherz> oooh nice
L482[13:32:32] <ShadCanard> The only problem is the "not as powerful as java" thingey, but still better than nothing :D
L483[13:33:10] <gigaherz> well of course
L484[13:33:24] <gigaherz> really when we mod
L485[13:33:33] <gigaherz> we can talk directly with the internals
L486[13:33:37] <gigaherz> we can inject classes
L487[13:33:42] <gigaherz> wrap & replace existing methods
L488[13:33:43] <gigaherz> etc
L489[13:33:56] <gigaherz> this is more like, json-declared stuff, with C# for the code
L490[13:34:09] <Biochemic> yeah, i think stuff like reflection does also exist in c#
L491[13:34:40] <gigaherz> of course
L492[13:34:50] <gigaherz> I believe .NEt had reflection before java
L493[13:35:04] <gigaherz> but the code isn't .NET
L494[13:35:08] <gigaherz> it's native C++
L495[13:35:17] <gigaherz> so the .net stuff is embedding
L496[13:35:42] <gigaherz> which means it has access to as much as they want people to access
L497[13:35:57] <Biochemic> yupp :)
L498[13:35:58] <gigaherz> and I'll guess reflection isn't in the list
L499[13:36:24] <gigaherz> neither would be System.CompilerServices or System.Management
L500[13:36:38] <gigaherz> it would be too unsafe otherwise
L501[13:36:55] <ShadCanard> https://twitter.com/slicedlime/status/780182474403872774
L502[13:37:15] <ShadCanard> Dunno if .net would really be a problem, I don't even think tehre is some .net related content in MCPC/W10
L503[13:37:32] <gigaherz> ?
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L505[13:37:45] <gigaherz> ShadCanard: C# implies .net
L506[13:37:49] <gigaherz> just not necessarily the full framework
L507[13:37:50] <ShadCanard> Nope
L508[13:37:55] <TankCR> still fighting the rotation model, but what do you think of this for first person? https://snag.gy/CfsyOD.jpg
L509[13:38:04] <ShadCanard> Mono Develop isn't .Net, yet you can dev on Ubuntu C#
L510[13:38:10] <gigaherz> Mono is .NET
L511[13:38:13] <kashike> <gigaherz> has anyone autopsied it yet? ;P
L512[13:38:15] <kashike> I am
L513[13:38:18] <gigaherz> just not microsoft's .NET framwork
L514[13:38:24] <gigaherz> it's another codebase implementing the same thing
L515[13:38:38] <gigaherz> call it however you want, it implements the .NET environment
L516[13:38:51] <Biochemic> kashike, me too :D
L517[13:39:05] <kashike> \o/
L518[13:39:07] <gigaherz> also this is Minecraft, owned by Microsoft
L519[13:39:07] <Biochemic> trying to figure out good uses of the observer ^^
L520[13:39:07] <gigaherz> https://www.microsoft.com/net/core#windows
L521[13:39:13] <gigaherz> it will be using .NET Core almost certainly
L522[13:39:27] <gigaherz> Biochemic: same uses you'd have for BUDs
L523[13:39:31] <gigaherz> within the limitations
L524[13:39:35] <gigaherz> hidden key doors
L525[13:39:38] <gigaherz> and such
L526[13:39:52] <Biochemic> yeah, but it's essentially one block ^^
L527[13:40:00] <kashike> gigaherz: have a look at class aag$a
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L530[13:40:18] <gigaherz> kashike: hm?
L531[13:40:25] <gigaherz> I don't have a decompiler around ;P
L532[13:40:30] <kashike> oh :P
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L536[13:46:41] <Biochemic> is it just me, or does the note block no sound at all in the newest snapshot?
L537[13:50:32] <Biochemic> okay nvm, had the sound settings down...
L538[13:50:37] <Biochemic> that was dumb xD
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L587[16:33:45] <Boreeas> How do I react to player connects and disconnects? Not looking for EntitySpawnedEvent, because as far as I can tell this is also called when players change worlds?
L588[16:34:29] <gigaherz> PlayerLoggedInEvent / PlayerLoggedOutEvent ?
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L590[16:50:03] <Subaraki> if you instantiate a class, override a method, and only call the super, why does it call the method from said instantiated class, eventhough you've overwritten it ?
L591[16:50:21] <Subaraki> example : http://pastebin.com/JWx4jqET
L592[16:50:45] <Subaraki> i've overwritten those methods to not have to make new class and copy over the skeleton model class
L593[16:50:49] <gigaherz> when you do that
L594[16:50:54] <Subaraki> yes ?
L595[16:50:55] <gigaherz> you create a nameless extension
L596[16:50:59] <Subaraki> ooh
L597[16:51:01] <gigaherz> so super, is the class itself
L598[16:51:07] <Subaraki> <ell fuck then :/
L599[16:51:10] <gigaherz> you'd have to do super.super, if that exists
L600[16:51:22] <gigaherz> (never tried ;P)
L601[16:51:44] <Subaraki> it doesnt x)
L602[16:51:46] <Subaraki> just tried it
L603[16:51:53] <gigaherz> thought so
L604[16:51:57] <Biochemic> super.super is not allowed :(
L605[16:52:07] <Subaraki> unless i could call upon the super's class ....
L606[16:52:18] <Subaraki> entityliving.methodHere(args)
L607[16:52:20] <Subaraki> instead of super
L608[16:53:53] <Biochemic> uh oh apparently it does work
L609[16:54:01] <Biochemic> but only via reflection xD
L610[16:54:21] <Subaraki> really ? XD
L611[16:54:22] <Subaraki> lol
L612[16:54:59] <Biochemic> look like it ^^
L613[16:55:00] <Subaraki> ((ModelBiped)this).setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
L614[16:55:04] <Subaraki> maybe this works
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L616[16:55:56] <Subaraki> should work in theory, right?
L617[16:56:12] <Biochemic> i think so, iam testing an example in parallel
L618[16:56:34] <gigaherz> [23:55] (Subaraki): ((ModelBiped)this).setRotationAngles
L619[16:56:37] <gigaherz> that won't change anything
L620[16:56:52] <gigaherz> you'd haveto do like
L621[16:56:56] <gigaherz> ModelBiped.this.setRotationAngles
L622[16:56:57] <Subaraki> it does actually ...
L623[16:56:59] <Subaraki> it creates a loop ._.
L624[16:57:05] <gigaherz> well yeah
L625[16:57:09] <gigaherz> I mean it won't change the invocation
L626[16:57:12] <gigaherz> it will call "this"
L627[16:57:15] <gigaherz> not even super
L628[16:57:25] <gigaherz> the whole idea of overrides
L629[16:57:30] <gigaherz> is that you don't have to call the child function
L630[16:57:33] <Biochemic> haha lol xD
L631[16:57:40] <gigaherz> a reference to the superclass will till call your overrides
L632[16:57:43] <gigaherz> so, by extension
L633[16:57:50] <gigaherz> ((ModelBiped)this) is equivalent to "this"
L634[16:58:03] <Subaraki> agh
L635[16:58:05] <Subaraki> damn me
L636[16:58:26] <Subaraki> i'll just have to copy the entire class then to imitate the sksleton model
L637[16:58:39] <Subaraki> setRotationAngles is the one that makes arms and legs move
L638[16:58:46] <Subaraki> i can't miss that
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L640[16:59:38] <Subaraki> unless i can find a better way ... P:
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L642[17:00:45] <gigaherz> I have no idea what you are trying to do
L643[17:00:46] <gigaherz> so...
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L645[17:01:55] <Subaraki> well
L646[17:02:05] <Subaraki> i'm making an entity that looks like a skeleton
L647[17:02:12] <Subaraki> so i use ModelSkeleton
L648[17:02:25] <Subaraki> but they have casts hardcoded to EntitySkeleton in two methods
L649[17:02:32] <Subaraki> solution ? override them and dont call supers
L650[17:02:45] <Subaraki> problem : one of the method is needed to animate the model
L651[17:02:58] <Subaraki> so i basicly have a non moving skeleton no
L652[17:02:59] <Subaraki> now
L653[17:03:22] <Subaraki> i'd like to not copy over the skeleton model, because i'd like to use all vanilla models
L654[17:03:56] <gigaherz> so wait
L655[17:04:20] <gigaherz> you could just extend ModelBiped, and copy over the code from the skeleton, right?
L656[17:04:36] <Subaraki> i could yes
L657[17:04:43] <howtonotwin> <Sub_araki> i'd like to not copy over the skeleton model, because i'd like to use all vanilla models
L658[17:04:51] <Subaraki> ^
L659[17:04:53] <gigaherz> the code in ModelSkeleton doesn't seem worth those hacks
L660[17:05:00] <Subaraki> yeah ikr
L661[17:05:04] <Subaraki> but you can always try :)
L662[17:05:05] <gigaherz> so i'd copy it.
L663[17:05:10] <Subaraki> yeah
L664[17:05:13] <Subaraki> wise decision
L665[17:05:16] <Subaraki> i'll do so as well
L666[17:05:29] <gigaherz> although, wait
L667[17:05:42] <Biochemic> then the question is, if i'd work for modded living entities
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L669[17:05:48] <Biochemic> if taht is an option later
L670[17:05:51] <Biochemic> *that
L671[17:05:52] <gigaherz> I just understood your issue, lol
L672[17:05:59] <gigaherz> you are tring to use ModelSkeleton WITHOUT using EntitySkeleton
L673[17:06:05] <gigaherz> yeah seems like a bad idea ;P
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L677[17:06:42] <Subaraki> ^ yes indeed xD
L678[17:06:48] <Subaraki> no entityskeleton
L679[17:06:49] <gigaherz> in essence, the ModelSkeleton is just a biped
L680[17:06:50] <Subaraki> just the model
L681[17:06:51] <gigaherz> with thin arms
L682[17:07:05] <Subaraki> i also reuse sheep and zombies
L683[17:07:13] <Subaraki> they don't use setRotationAngles
L684[17:07:28] <Subaraki> maybe i could try to extend modelbiped and give it thin arms ?
L685[17:07:31] <Subaraki> would that be a thing ?
L686[17:07:41] <gigaherz> sure, that's waht the constructor on ModelSkeleton does!
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L688[17:07:58] <Subaraki> on the other hand, i found a hacky way that works !
L689[17:08:05] <Subaraki> surround the super in a try catch clause
L690[17:08:15] <gigaherz> wat?!
L691[17:08:23] <Subaraki> it executes the super, and when it fails at casting entityskeleton to my entity, it breaks out of there
L692[17:08:36] <Subaraki> because it comes after the super call to modelbiped
L693[17:08:38] <gigaherz> but it will fail right at the beginning of setRotationAngles
L694[17:08:44] <gigaherz> you may as well not call super, then
L695[17:08:53] <Subaraki> nah, my entity moves it's arms
L696[17:09:14] <Subaraki> when removing the try catch clause it doesn't rendering anything, open gl fails, because of the cast error
L697[17:09:22] <gigaherz> yes
L698[17:09:41] <gigaherz> but that's really WORSE than everything you have said so far
L699[17:09:43] <howtonotwin> ...ew
L700[17:09:46] <howtonotwin> just ew
L701[17:09:49] <Subaraki> yeah ikr
L702[17:09:50] <gigaherz> really
L703[17:09:52] <gigaherz> COPY IT
L704[17:09:55] <Subaraki> doesn't feel correct at all
L705[17:09:57] <gigaherz> it's a tiny class
L706[17:10:19] <bartman> what is the end goal of what you're doing anyway I missed that part
L707[17:10:36] <gigaherz> bartman: an entity that looks like a skeleton, but isn't EntitySkeleton
L708[17:10:45] <gigaherz> so using ModelSkeleton will crash
L709[17:10:47] <bartman> so basicly a new mob?
L710[17:10:54] <gigaherz> but Subaraki was trying to avoid duplicating code
L711[17:11:01] <gigaherz> which is a good goal
L712[17:11:02] <gigaherz> but in this case
L713[17:11:06] <gigaherz> it's more trouble than it's worth
L714[17:11:17] <bartman> yeah
L715[17:11:44] <Subaraki> kay guys, thanks for the support
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L717[17:11:47] <Subaraki> ill try that tomorow
L718[17:11:48] <Subaraki> o/
L719[17:11:49] <Subaraki> gnight
L720[17:11:52] <gigaherz> night
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L722[17:11:59] <gigaherz> me too, gotta sleep, night
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L880[19:09:11] <Mogul> Ahoihoi guys
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L882[19:11:08] <Mogul> Question: Is it possible to unregister a vanilla biome / delete it from the registry OR overwrite it's registry entry with another biome in Forge 1.10.2?
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L894[19:53:12] <moog> so I'm just dinking around with the very basics of forge rn and I've instantiated a Block called myBlock
L895[19:53:34] <fivestang> nice!
L896[19:53:36] <moog> but when I try to call member functions like setHardness it's all like "nah those methods dont exist"
L897[19:53:47] <moog> so what the grub
L898[19:54:20] <moog> http://puu.sh/rrhxz/af301f17b9.png
L899[19:54:23] <moog> here, look.
L900[19:54:48] <fivestang> sry i can't help :( i'm just getting my ide and crap setup
L901[19:54:56] <moog> ah.
L902[19:54:58] <moog> well, anyone else?
L903[19:56:53] *** tterrag|con is now known as tterrag
L904[19:57:03] <Ordinastie> moog, because you need basic programming knowledge first :)
L905[19:57:30] <moog> wow how helpful!
L906[19:58:11] <Ordinastie> the error doesn't say it can't find the method
L907[19:58:19] <tterrag> https://www.codecademy.com/learn/learn-java
L908[19:58:20] <Ordinastie> it says that line has nothing to do here
L909[19:59:08] <moog> I know most basic java it's just been like 6 months since I used it so it's rusty and I'm a native C programmer so idkwtf y'all's weird ass language likes to have done for it
L910[19:59:19] <moog> I was going off the fact that it didn't want to autocomplete anything for me so
L911[19:59:20] <moog> what
L912[19:59:22] <moog> do i do
L913[19:59:26] <masa> also, your modid is invalid, it should only contain lowercase letters mroe or less
L914[20:00:09] <moog> did I miss that in the forge doc thing
L915[20:00:10] <masa> moog: you can't have method calls in a class body
L916[20:00:12] <Deamon> if you know C then you'd know not to just chunk expressions in random parts of your file...
L917[20:00:32] <moog> wait
L918[20:00:34] <moog> yeah you're right
L919[20:00:38] <moog> what the fuck is wrong with me???
L920[20:00:57] <tterrag> that's what we asked, just more politely
L921[20:01:06] <masa> :D
L922[20:01:16] <Mogul> I think you could do this though: Block myBlock = new Block(Material.CACTUS).setHardness(4);
L923[20:01:23] <masa> that's what this channel is all about - being polite
L924[20:01:46] <moog> the answer is severe unmedicated ADHD and lots of bad emotional connections to not being able to complete simple tasks bc I spent my childhood getting yelled at for it < _ >
L925[20:02:12] <tterrag> it never hurts to refresh on the basics of a language
L926[20:02:17] <tterrag> the codeacademy course is good for that
L927[20:02:21] <tterrag> it won't take you long
L928[20:03:52] <Mogul> But hey, somebody's here! So let me repeat my question from before:
L929[20:03:54] <moog> I've got my cheat sheet open on one of my extra screens
L930[20:03:55] <Mogul> Question: Is it possible to unregister a vanilla biome / delete it from the registry OR overwrite it's registry entry with another biome in Forge 1.10.2?
L931[20:12:31] <moog> hark, and good fortune, I figured it out.
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L938[20:27:27] <moog> except now I'm donking up something else but hey.
L939[20:27:38] <moog> ya lose some, ya lose some more slowly
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L944[20:54:44] <moog> okay, new exciting problem.
L945[20:55:07] <moog> [18:53:12] [Client thread/ERROR] [FML]: Caught exception from butt
L946[20:55:07] <moog> java.lang.IllegalArgumentException: The name butt:Juneblock has been registered twice, for net.minecraft.item.ItemBlock@28a4ac78 and net.minecraft.item.ItemBlock@2caf282e.
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L967[20:55:37] <Ordinastie> moog, pretty explicit
L968[20:55:44] <moog> http://puu.sh/rrl1j/7445b3d689.png is the itemblock implicitly registered when making a block or something? I'm just going by the documentation from forge's site
L969[20:55:46] <Ordinastie> you register the item twice
L970[20:56:10] <moog> I see that
L971[20:56:14] <Ordinastie> moog, are you not using 1.10.2?
L972[20:56:29] <moog> nah. 1.8.9.
L973[20:56:36] <moog> I'm like, endeavoring to make a thaumcraft addon so.
L974[20:56:36] <Ordinastie> update
L975[20:56:38] * moog shrug
L976[20:57:22] <Ordinastie> I think it used to automatically register the itemBlock, and it doesn't anymore
L977[20:58:14] <moog> hmm, alright.
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L1022[22:28:38] <DeGariless> Are there any tutorials out there for how to dynamically create a texture depending on what texture pack someone is using?
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L1025[22:30:13] <Ordinastie> probably not
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L1031[22:30:13] <Ordinastie> what are you trying to do ?
L1032[22:30:13] <DeGariless> well it was worth a shot thanks
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L1045[22:30:15] <DeGariless> trying to mix the stone and bedrock texture to make something in between, but I want it to work with texturepacks too.
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L1063[22:31:52] <Ordinastie> you might want to use TextureStichEvent
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L1066[22:31:52] <DeGariless> not familiar with that but I'll look into it. thanks for the help :)
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L1078[22:33:26] <Ordinastie> that's for adding your own TextureAtlasSprite to be stiched
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L1093[22:33:28] <Ordinastie> then you need to find a way to get the two blocks texture data so you can 'mix' them the way you want
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L1099[22:33:55] <Ordinastie> but that's the issue now with the model system
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L1101[22:34:14] <Ordinastie> there is no guaranteed way to get the textures
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L1119[22:44:28] <DeGariless> Ya. Maybe I'll just go with pre done textrures for now and try to learn about that later. That might be too advanced for me.
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