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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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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
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
L244[10:49:09]
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L245[10:49:10] <ShadCanard> Anyway, why
not adding every creature ?
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
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.
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 ._.
L273[10:56:09] ⇦
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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 ?
L298[10:59:58]
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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
L338[11:09:47]
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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
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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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?
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
L456[13:04:55] ⇦
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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?
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
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
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 ^^
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 ?
L589[16:47:53] ⇦
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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 ?
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
L615[16:55:22] ***
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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
L716[17:11:45] ⇦
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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
L721[17:11:53] ⇦
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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
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?
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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
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
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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LexMobile
L967[20:55:37] <Ordinastie> moog, pretty
explicit
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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