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L5[00:41:52] <SquareWheels> Is
playerIn.capabilities.setPlayerWalkSpeed() the recommended way to
set player speed? I notice it tends to make the FOV jump quite a
bit.
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L8[00:54:24] <kashike> Is using effects not
an option, SquareWheels?
L9[00:56:07] <SquareWheels> It would be. I
just thought the potion effects were a bit of a clumsy approach.
But it might be the better option.
L10[00:57:39] <gr8pefish> Idk how viable it
would be, put possibly change the player speed over a time interval
to the correct amount eventually to avoid the fov jump
L11[00:58:11] <SquareWheels> Ah, that's not
a bad idea.
L12[00:58:24] <SquareWheels> I do wish I
could disable the FOV change altogether.
L13[00:58:56] <gr8pefish> I mean it's in
the code somewhere. Maybe there's an override for FOV changes
somehow. IDK, haven't messed with it personally.
L14[00:59:14] <SquareWheels> I know Numina
API can do it. Maybe I'll poke around there.
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L17[01:24:47] <LatvianModder> There's an
Event for FOV
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L27[01:59:46] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161002 mappings to Forge Maven.
L28[01:59:49] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161002-1.10.2.zip
(mappings = "snapshot_20161002" in build.gradle).
L29[02:00:00] <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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L39[02:46:06] <g> Does forge have any
particular way to remove a block/TileEntity from the world (or
disable it so I can do that on server start)?
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L45[03:10:37] <Botter|afk> Do I want to use
CUTOUT or CUTOUT_MIPPED for blocks with clear sections?
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L47[03:11:42] <Bottersnike> whoops :P
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L49[03:20:17] <Bottersnike> Can I just
throw an @SubscribeEvent anywhere or do I need it in my event
class?
L50[03:22:17] <Tazz> Bottersnike, pretty
much anywhere afaik
L51[03:22:57] <Bottersnike> Okay. I tried
throwing it in my TE and it didn't work. Do I have to register it
to the event bus?]
L52[03:22:58] <Tazz> Im not familiar enough
with forge's event system but if its anything like Guava's or the
one I developed for the ATLauncher then its only required on a
subscrbiing method to the specific event class
L53[03:23:06] <Tazz> yes it never auto
registers afaik
L54[03:23:23] <Bottersnike> Okay. Should I
just register the entire TE class then?
L55[03:23:30] <Tazz> the instance of that
class
L56[03:24:03] <Bottersnike> So should I
probably put that in the block placed section?
L57[03:24:41] <Tazz> uhmmmm
L58[03:25:24] <Tazz> if you plan to have a
class that is not a singleton then make sure there is a disposal
method for unsubscribing to the eventbus
L59[03:25:48] <Tazz> it goes both
ways....the eventbus will be riddled dead instances and theres
unknown functionality that will happen with it if it does
that
L60[03:26:10] <Bottersnike> Okay :P I'll
give it a try
L61[03:26:28] <Tazz> curse java for using a
memory managed virtual machine :<
L62[03:26:31] <Bottersnike> Basicly I want
to have a block that can cancel entityJoinWorld events
L63[03:28:51] <Bottersnike> Is there a
helper for testing is a point is in an AABB?
L64[03:29:34] <Tazz> hmm?
L65[03:30:08] <Bottersnike> Well I have a
point (entity position) and I have an AABB but I want to know is
those two collide
L66[03:30:43] <Tazz> uh iirc AABB has a
func for detecting collisions
L67[03:31:08] <Bottersnike> Okay.
Thanks]
L69[03:34:55] <Bottersnike> What happens if
I cancel a player join world event?
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L74[03:57:09] <Bottersnike> Is there a good
way to compare two blockPoss other than doing a.getX()==b.getX()
&& ...?
L75[04:01:03] <PaleoCrafter> I'm fairly
certain BlockPos actually implements equals :P
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L82[04:14:48] <SquareWheels> The weird
thing about player.capability.setPlayerWalkSpeed is it only
temporarily resets your FOV. It's not like the normal speed
buff.
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L99[05:27:02] <Subaraki> what's the best
way to catch an entity being loaded back into the game ?
L100[05:27:20] <Subaraki> from going far
away from that entity (unloading it) to going back towards it
L101[05:31:23] <ghz|afk>
EntityJoinWorldEvent?
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L106[05:51:49] <Subaraki> does that do the
job ?
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L109[05:58:22] <ghz|afk> that should fire
whenever an entity spawns or is loaded, I believe
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L111[06:08:49] <Subaraki> k thanks. i'll
try that
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L126[07:04:46] <BordListian> ech
L127[07:05:01] <BordListian> is there a
specific way to make itemblocks with metadata show up in creative
tabs?
L128[07:06:23] <ghz|afk> uh
L129[07:06:35] <ghz|afk> they work like
any other item
L130[07:06:49] <ghz|afk> just override
getSubItems, which is used to get the creative tab stack list
L131[07:06:52] <BordListian> fuck
L132[07:06:55] <BordListian> i knew i
forgot something
L133[07:06:56] <BordListian> thanks
L134[07:07:15] <ghz|afk> but really
L135[07:07:17] <ghz|afk> if it's an
itemblock
L136[07:07:30] <ghz|afk> you want to
override getSubBlocks on the block itself
L137[07:07:35] <ghz|afk> rather than mess
with that in the ItemBlock
L138[07:07:50] <BordListian> i'm doing
that
L139[07:07:53] <Bottersnike> Dat afk
doe
L140[07:08:00] <BordListian> i just forgot
to do it on the block
L141[07:08:03] <ghz|afk> watching luke
cage
L142[07:08:05] <ghz|afk> so i'm sortof
afk
L143[07:08:14] <BordListian> and i was
confused because all of these little things require changes in 7
different places :P
L144[07:08:22] <ghz|afk> just looked at
irc after coming back from the bathroom
L145[07:08:40] <Bottersnike> :P I often
forget to remove it :P
L146[07:18:01] <Bottersnike> How do I get
a non-cubodial hitbox/bounding box?
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L148[07:19:40] <ghz|afk> Bottersnike:
override addCollisionBoxToList
L149[07:19:47] <ghz|afk> check BlockStairs
for an example
L150[07:21:31] <ghz|afk> note that they
will still be built from axis-aligned boxes
L151[07:21:34] <ghz|afk> you can just add
more than one
L152[07:22:43] <Bottersnike> Okay. :P I
was just thinking of stair
L153[07:22:46] <Bottersnike> *stairs
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L155[07:43:32] <Subaraki> how on earth can
a bytebuffer be empty ?????
L156[07:43:55] <BordListian> ?????
L157[07:44:02] <BordListian> like any
other buffer?
L158[07:44:27] <Subaraki> it crashes my
game
L159[07:44:31] <Subaraki> that's not
mormal o.O
L160[07:45:10] <Subaraki> index out of
bounds
L161[07:45:13] <Subaraki> i mean wth
L162[07:45:25] <BordListian> what
L163[07:45:28] <BordListian> are you
doing
L164[07:45:33] <ghz|afk> Subaraki: # cause
for that
L165[07:45:37] <ghz|afk> is that you
forgot to register a packet
L166[07:45:42] <ghz|afk> and it's being
handled by the wrong handler
L167[07:45:42] <Subaraki> oooooh
L168[07:45:46] <ghz|afk> #1*
L169[07:45:47] <Subaraki> yeah, that might
be it ._.
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L171[07:47:15] <BordListian> i love the
sapling grow code
L172[07:47:24] <BordListian> it makes me
feel warm and fuzzy inside
L173[07:47:30] <BordListian> oh wait,
that's unending rage
L174[07:48:45] <SquareWheels> Frequently
confused
L175[07:50:13] <SquareWheels> So I'm
having trouble getting Item#onPlayerStoppedUsing to fire. It looks
like I need to fiddle with player.setItemInUse first, but that was
removed in MC 1.9. Any suggestions?
L176[07:50:42] <BordListian> huh
L177[07:51:40] <BordListian>
setActiveHand?
L178[07:52:53] <BordListian> try doing
that in onItemRightClick
L179[07:53:09] <SquareWheels> Will try,
thanks. Hope that doesn't mean I'm limited to the item only working
in one hand though.
L180[07:53:38] <BordListian> no,
onItemRightClick will give you HandEnum as parameter
L181[07:54:02] <SquareWheels> Oh of
course. That's much easier than the nonsense I was just
planning.
L182[07:54:19] <BordListian> so just
player.setActiveHand(hand)
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L184[07:55:16] <SquareWheels> Doesn't
appear to have fired onPlayerStoppedUsing unfortunately. I'll try
onItemUseFinish instead.
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L186[07:56:15] <BordListian> are you
returning a successful result in that method?
L187[07:56:52] <SquareWheels> I do believe
so.
L188[07:57:24] <SquareWheels> Hrmm, no
change.
L189[07:57:25] <BordListian> and you're
overriding getMaxItemUseDuration?
L190[07:57:45] <SquareWheels> Um,
nope.
L191[07:58:08] <Subaraki> check the bow
code ?
L192[07:58:10] <ghz|afk> stopped using
means they cancelled the using
L193[07:58:11] <ghz|afk> as in
L194[07:58:19] <ghz|afk> you stop eating
or drinking
L195[07:58:26] <ghz|afk> while finish is
for when the use "duration" is over
L196[07:58:30] <ghz|afk> and you activate
the action
L197[07:58:32] <Subaraki> ^
L198[07:58:35] <BordListian> ^
L199[07:58:58] <SquareWheels> I don't have
a success/failure result, so I guess I'd just pass after 1
tick.
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L201[08:01:46] <Subaraki> how can
player.worldObj.spawnEntityInWorld(pet); cause a concurrent
modified exception in the tracked entity list ?
L202[08:01:53] <SquareWheels> Oh, haha. It
ate my item.
L203[08:02:04] <Mattizin> Hey, can someone
say me where i find the code which gets executed when a player
breaks a crop? Thanks
L204[08:02:05] <SquareWheels> Right, the
return item. Nevermind.
L205[08:02:10] <BordListian> ayy
L206[08:02:58] <BordListian> onBlockBreak
and then getDrops
L207[08:03:11] <Mattizin> onBlockBreak
from Block?
L208[08:03:19] <ghz|afk> Mattizin: for
what purpose?
L209[08:03:29] <ghz|afk> breaking a block
involves multiple methods
L210[08:03:40] <ghz|afk> each doing part
of the task
L211[08:03:48] <SquareWheels> You might
look at BlockCrops#dropBlockAsItemWithChance.
L212[08:03:54] <Mattizin> i have an item
which should harvest wheat with right click, consumes the block,
only drops seeds and does additional things
L213[08:04:33] <Mattizin> so i need to
harvest weed in onItemUse()
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L215[08:04:47] <BordListian> all
BlockCrops extending blocks have getSeed
L216[08:05:03] <BordListian> but that
doesn't give you meta
L217[08:05:11] <Mattizin> yeah but how do
i get the normal break wheat with leftclick sound and so
L218[08:05:36] <BordListian> do you want
the normal items to drop?
L219[08:06:01] <Mattizin> No, not the
wheat only seeds.
L220[08:06:19] <BordListian> you can set
the block to air and call worldIn.playEvent(2001, pos,
Block.getStateId(state));
L221[08:06:35] <BordListian> kinda hacky
though
L222[08:07:12] <Mattizin>
worldIn.playEvent(2001, pos, Block.getStateId(state)); is what
happens normally?
L223[08:07:25] <BordListian> that's just
the particles and the sound for a blockbreak
L224[08:08:45] <ghz|afk> Mattizin:
hmmm
L225[08:08:52]
⇨ Joins: silenz (~silenz@185.108.121.43)
L226[08:08:52] <ghz|afk> I wonder if
calling getDrops on it would be enough
L227[08:09:10] <ghz|afk> if you later do
setBlockState/setBlockToAir
L228[08:09:17] <ghz|afk> I don't know if
it will drop the wheat hmm
L229[08:09:32] <BordListian> getDrops
gives a list of drops right?
L230[08:09:49] <BordListian> you can just
remove all drops that are not of that crops getSeed
L231[08:09:56] <Mattizin> that could work
to get the drops i want, but what i wonder is where does vanilla
call worldIn.playEvent(2001, .......) i ddint find it the past hour
-_-
L232[08:10:13] <Mattizin> Thats a
possibility i think
L233[08:10:39] <BordListian> as i said,
that doesn't actually break the block :p
L234[08:10:45] <BordListian> it's just the
particles and sound
L235[08:11:04] <BordListian> and i'm sure
it's called somewhere in world
L236[08:11:14] <BordListian>
world.breakBlock or something
L237[08:12:36] <BordListian>
*destroyBlock
L238[08:12:48] <BordListian> oh
L239[08:13:00] <BordListian>
world.destroyBlock(pos,false)
L240[08:13:10] <BordListian> will break a
block but not drop anything
L241[08:13:30] <ThePsionic> Oh look they
finally sued Youtube-MP3
L242[08:14:05] <BordListian> so you call
getDrops on the crop, filter all the garbage out and then call
destroyBlock with second argument false
L243[08:14:50] <Mattizin> and then call
the event to get the ormal particles and sound
L244[08:15:02] <BordListian> destroyBlock
will do that for you
L245[08:15:03] <Mattizin> that sound like
the solution, will try it, thank you all
L246[08:15:11] <Mattizin> ok
L247[08:15:13] <BordListian> so you don't
need to call that event
L248[08:15:33] <ghz|afk> hmm
L249[08:15:34] <ghz|afk> [15:13]
(BordListian): world.destroyBlock(pos,false)
L250[08:15:34] <ghz|afk> [15:13]
(BordListian): will break a block but not drop anything
L251[08:15:37] <ghz|afk> that's a
thing?
L252[08:15:42] <ghz|afk> that may have
been useful in one of my mods
L253[08:16:22] <Mattizin> well
L254[08:16:35] <Mattizin> Sets a block to
air, but also plays the sound and particles and can spawn
drops
L255[08:16:45] <Mattizin> is the doc of
the method
L256[08:16:49] <BordListian> only if
dropBlock is true
L257[08:16:52] <SquareWheels> Yeah, I had
to use setBlockToAir to not play sounds/particles when I tried
it.
L258[08:17:10] <Mattizin> ah yeah
L259[08:17:11] <Mattizin> my bad
L260[08:17:54] <BordListian> (°v°)b
L261[08:17:56] <SquareWheels> Oh by the
way, thank you BordListian and ghz for your suggestions. Forgot to
say so.
L262[08:23:47]
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L264[08:32:07]
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L267[08:41:42] <Mattizin> Other question:
How do i have access to an Capability atteched to and itemstack
inside the itemclass?
L268[08:42:19] <Mattizin> ahhh
L269[08:42:21] <Mattizin> i got it
L270[08:42:21] <ghz|afk> through the
itemstack
L271[08:42:28] <Mattizin> all methods have
the itemstack parameter
L272[08:42:31] <Mattizin> -___-
L273[08:42:32] <ghz|afk> you always do
stack.hasCapability/getCapability
L274[08:42:34] <ghz|afk> yup
L275[08:42:35] <Mattizin> yeah :D
L276[08:42:41] <ghz|afk> that's because
the Item class is a semi-singleton
L277[08:42:51] <ghz|afk> each item has one
and only one Item class instance
L278[08:42:59] <ghz|afk> and the stuff in
the game are ItemStacks
L279[08:43:08] ⇦
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L280[08:43:14] <ghz|afk> which are a
reference to their Item, a counter, a metadata value, and
optionally, tags
L281[08:43:28]
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L282[08:45:34] <Mattizin> yeah that makes
sense
L283[08:46:17] <Koward> Are capabilities a
step for some entity component system-like design ?
L284[08:46:48] <Koward> Will there be more
steps in this direction in the future ?
L285[08:47:27] <ghz|afk> Koward: they are
the closest thing forge could get to that
L286[08:47:40] <ghz|afk> if Mojang did
something like that, it would be ideal
L287[08:47:43] <ghz|afk> but yeah
L288[08:47:59] <Koward> Oh right it's a
Forge thing. I thought Mojang did something smart.
L289[08:48:10] <ghz|afk> we wish.
L290[08:48:34] <Mattizin> as a relatively
new modder capabilities are really cool
L291[08:48:42] <Mattizin> it really makes
a lot easy
L292[08:49:35] <Koward> That's why ECS
(where basically everything is a capability instead of weird
inheritance) are so popular and efficient.
L293[08:49:45] <ghz|afk> yep
L294[08:49:59] <ghz|afk> worst thing is
they chose inheritance even for the actual entities
L295[08:50:30] <ghz|afk> the entity system
would be so much cleaner if the stuff like inventories,
armor/weapon capabilities, AI tasks, etc
L296[08:50:34] <ghz|afk> were attachable
components
L297[08:50:41] <Koward> It was just
ignorance at the time I think.
L298[08:50:54] <ghz|afk> yeah ofc
L299[08:51:33] <Koward> Btw I'm still
looking for help for my config options where I apply something on a
player.
L300[08:52:14] <Koward> I can sync config
files with server, but I can't for the love of god get player
instances when config change.
L301[08:52:20] <ghz|afk> hm?
L302[08:54:04] <Koward> Where am I not
clear ?
L303[08:54:56] ⇦
Quits: Nitrodev (~Nitrodev@87-92-124-216.bb.dnainternet.fi) (Quit:
Veni, Vidi, Non reliquit in)
L304[08:56:05] <Ordinastie> ffs, got an
add in the middle of a youtube video -_-
L305[08:56:22] <ghz|afk> wtf is wrong with
your adblocker?!
L306[08:56:37] <Ordinastie> I don't know
:x
L307[08:56:40] <BordListian> that's what i
wonder quite often nowadays
L308[08:56:58] <ghz|afk> I haven't seen a
youtube ad in like... years
L309[08:57:42] <ghz|afk> spent maybe 10
years using adblock plus, and the last months using uBlock
L310[08:57:46] <ghz|afk> still no
ads
L311[08:57:47] <ghz|afk> ;P
L312[08:58:32] <BordListian> i only used a
hosts file early on because i didn't trust adblock (plus)
L313[08:58:41] <BordListian> i was right
not to trust them
L314[08:59:07] <ghz|afk> hwy? the
"acceptable ads" stuff?
L315[08:59:09] ⇦
Quits: sinkillerj (~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net)
(Quit: またね)
L316[08:59:12] <BordListian> yes
L317[08:59:15] <ghz|afk> that could be
turned off
L318[08:59:32] <ghz|afk> and they created
a 3rdparty group for managing it, to show people that they don't
have direct economic interest in it
L319[08:59:47] <ghz|afk> (although that
doesn't really mean much)
L320[08:59:51] <BordListian> that sure
makes it a lot less fishy
L321[08:59:59] <SquareWheels> Yeah, I
thought they handles acceptable ads okay. But they did jump the
shark when they started replacing ads with their own.
L322[09:00:05] <ghz|afk> regardless
L323[09:00:13] <ghz|afk> I switched to
uBlock
L324[09:00:22] <ghz|afk> because it's
lighter
L325[09:00:44] <ghz|afk> and it works
better with... certain NSFW websites
L326[09:00:55] <BordListian> ayy lmao that
thread on the forums
L327[09:01:24] <SquareWheels> Especially
lighter in Firefox. ABP basically just added thousands of CSS rules
to the page, which Fx struggled on.
L328[09:03:55] <SquareWheels> So I think I
can't use onItemUseFinish. It triggers too early because I've set
getMaxItemUseDuration so low.
L329[09:04:39] <SquareWheels> Gonna try
onPlayerStoppedUsing instead.
L330[09:06:45] ***
Subaraki is now known as Sub_backin5
L331[09:08:54] ⇦
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L332[09:14:48] ⇦
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L333[09:22:14] <BordListian> SquareWheels,
what are you trying to do even
L334[09:22:23] <SquareWheels> That's
probably a good question.
L335[09:22:40] <SquareWheels> I'm trying
to simulate a tool being heavy by slowing the player while they use
it.
L336[09:23:01] <BordListian> your own
tool?
L337[09:23:09] <SquareWheels> Yeah
L338[09:23:19] <SquareWheels> I'm doing
player.capabilities.setPlayerWalkSpeed() onItemRightClick, and
reverting it onPlayerStoppedUsing.
L339[09:23:44] <SquareWheels> Also some
hacky code to try and prevent the FOV changes.
L340[09:23:52] <BordListian> you probably
need onPlayerStoppedUsing then
L341[09:24:15] <SquareWheels> Yeah, I
tried switching to that. It seems to work better, but not
100%.
L342[09:24:22] <BordListian> if you put it
on onItemUseFinish, if the player lowers the tool mid-use it will
still slow him
L343[09:24:46] <SquareWheels> You are
correct.
L344[09:24:51] <BordListian> why not hook
playerTick or something?
L345[09:25:13] <SquareWheels> I was really
hoping to avoid constant tick updates for performance
reasons.
L346[09:25:22] <SquareWheels> Also I don't
know how. But I could probably work it out.
L347[09:25:29] <BordListian> right
L348[09:25:56] <BordListian> also when you
say using, do you mean breaking a block?
L349[09:26:01] <BordListian> or is it a
special tool
L350[09:26:08] <BordListian> like a bow or
whatever
L351[09:26:10] <SquareWheels> No, I mean
onItemRightClick.
L352[09:26:22] <BordListian> right
L353[09:27:02]
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L354[09:27:09] <BordListian> StoppedUsing
is probably a safe thing
L355[09:27:58] <BordListian> also if you
want your tool to be like a bow where you can hold it up forever
you just set the max time to something ridiculous
L356[09:28:15] <SquareWheels> Yeah, I
copied the bow on that one. Apparently the max time is 6 minutes,
assuming these are game ticks.
L357[09:29:37] <SquareWheels> Do you have
any suggestions for avoiding the cancelled tool problem?
L358[09:30:09] <BordListian> what do you
mean?
L359[09:30:34]
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L360[09:30:37] <BordListian> the thing
that it triggers too early or that it doesn't erase the slowness if
you stop using it?
L361[09:31:35] <SquareWheels> The
latter
L362[09:31:49] ⇦
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L363[09:32:45]
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L364[09:32:51] <BordListian> well,
onPlayerStoppedUsing will fire if the player stops using the tool,
so it should be fine
L365[09:32:58] ⇦
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L366[09:33:09] <BordListian> not sure what
happens if it runs out of usetime
L367[09:33:19] <BordListian> you could
hook both the events to be sure
L368[09:33:27] <barteks2x> If I want to
set custom world generator for the nether and the end, is there
some normal way to do it? WorldProviders seem to control that and
there is no standard way to change them
L369[09:34:03] <barteks2x> (this is a
custom world type)
L370[09:34:12] <SquareWheels> Hrmm, maybe
if I just send a PASS regardless of what happens.
L371[09:40:19] ⇦
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L373[09:43:20] <SquareWheels> I dunno,
StoppedUsing seems really erratic. I must be missing
something.
L374[09:44:42] <howtonotwin> StoppedUsing
is when you let go of the use key I think
L375[09:45:29] <SquareWheels> Yeah. Has
some quirks though. Gotta override getMaxItemUseDuration, and set
an active hand to use it.
L376[09:49:53]
⇨ Joins: otho
(~otho@189-50-102-142-wlan.lpnet.com.br)
L377[09:55:00] <ghz|afk> [16:23]
(SquareWheels): I'm trying to simulate a tool being heavy by
slowing the player while they use it.
L378[09:55:02] <ghz|afk> ONLY when
using?
L379[09:55:20] <SquareWheels> That's the
plan. If that's difficult, I could do while holding instead.
L380[09:55:23] <ghz|afk> this seems like a
good task for getItemAttributeModifiers, to apply a slowness-like
effect
L381[09:55:42] <ghz|afk> but that would
happen while it's equipped, not only when using
L382[09:55:53] <ghz|afk> if you want it
"on using"
L383[09:56:47] <Ordinastie> any texturer
bored ? :)
L384[09:57:03] <ghz|afk> I'd use
onItemUse, and keep refreshing a Slowness potion effect
L385[09:57:38] <SquareWheels> I'm not a
big fan of the potion option because it pushes the inventory screen
over and creates particles.
L386[09:57:49] <SquareWheels> The FOV I
think I can deal with though.
L387[09:57:53] <BordListian> does it do
that in 1.10 anymore
L388[09:58:05] <SquareWheels> Oh, that's a
good question.
L389[09:58:27] <SquareWheels> I guess
there'd be an indicator in the top right instead.
L390[10:00:10] <SquareWheels> Still
happens in 1.10. With a slowness potion the inventory screen is
pushed over, and particles appear.
L391[10:00:56] <ghz|afk> wasn't there a
way to have a "hidden" potion effect, though?
L392[10:01:00] <ghz|afk> or am I imagining
things?
L393[10:01:01] <ghz|afk> XD
L394[10:02:23]
⇨ Joins: Bottersnike
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L395[10:02:30] <SquareWheels> Sounds
great, but I've not seen that.
L396[10:02:52] <howtonotwin>
Potion::shouldRender
L397[10:02:53] <Bottersnike> I hade a
BSOD! Yay! (it's really not yay)
L398[10:02:54] <howtonotwin> iirc
L400[10:03:48] <Sub_backin5> is someone
adept here to make a pr for InventoryTabs ? in the survival player
inventory ?
L401[10:04:03] ***
Sub_backin5 is now known as Subaraki
L402[10:04:04] <ghz|afk> adept, yes,
problem is time ;P
L403[10:04:08] <Subaraki> :/
L404[10:04:10] <SquareWheels> I'll play
with the potion idea. Would simplify a lot.
L405[10:04:12] <SquareWheels> Cheers
L406[10:04:18] <howtonotwin> np
L407[10:05:01] <SquareWheels> Wait why am
I pluralized.
L408[10:05:08] <SquareWheels> :|
L409[10:05:15]
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L410[10:05:40] <SquareWheels> Guess my
client tried reconnecting after a timeout, but my old name was
still registered.
L411[10:05:55] <Bottersnike> Giga...
You're still in "|afk"...
L412[10:07:47] <ghz|afk> yes I am
L413[10:09:36] <Bottersnike> :P
L414[10:10:19] <BordListian> he's
amazing
L415[10:10:21] <Bottersnike> still
watching luke cage?
L416[10:10:25] <ghz|afk> yup!
L417[10:10:28] <BordListian> he can
respond to irc without a keyboard
L418[10:10:40] <Bottersnike> With just the
power of his mind :P
L419[10:10:56] *
Bottersnike just had a BSOD that reset Intellij...
L420[10:11:01]
⇨ Joins: TTFTCUTS (~ttftcuts@ns3366511.ovh.net)
L421[10:11:29] <Subaraki> why does the
entity riding on my head despawn ?
L422[10:12:02] <LatvianModder> probably
players are not supposed to have riding entities
L423[10:12:47] <ghz|afk> IIRC
L424[10:12:55] <ghz|afk> it's the entity
that rides, who stores the data?
L425[10:14:40]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-124-216.bb.dnainternet.fi)
L426[10:20:16] <Bottersnike> Are there any
good ways of recovering lost data after a Blue Screen Of Death on
windows 10?
L427[10:21:18] <ghz|afk> what kind of lost
data?
L428[10:23:12]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
L429[10:26:33] <Bottersnike> Well all my
Intellij settings are gone, mIRC lost all it data, Chrome lost
everything (although it was backed up on google), I lost half my
project (now git pulled and merged) I dred to think what else has
gone missing.
L430[10:26:51] ⇦
Quits: Naiten (Naiten@5.143.0.41) (Read error: Connection reset by
peer)
L431[10:27:29] <Bottersnike> All becaues I
left my laptop in standby for half an hour and windows got a
"Hardware Error" when I tried to log back in
L432[10:28:02] <TechnicianLP> yould try
some file recovery programm ... (dont know if that helps in this
case)
L433[10:28:40] <Bottersnike> :P I'm
allready looking for one. I'm also scanning my system with
malwarebytes just to be safe
L434[10:29:11] <Bottersnike> Grrrrr!! I
forget how long it takes to load in a gradle project for the first
time
L435[10:29:51] <Bottersnike> FU*K!!! I
just realised that I lost all my models!
Noooooooooooooooooooooooooooooooooooooooooooooo
L436[10:29:57] <Subaraki> oh fuck
._.
L437[10:30:34] <ghz|afk> ouch
L438[10:30:40] <Bottersnike> I swear I've
speant more time making those models than writing java ever
L439[10:31:07] <TechnicianLP> time to
switch to linux ;)
L440[10:31:19] <SquareWheels> I don't
understand how a BSOD could even do that.
L441[10:31:26] <ghz|afk> I have had way
more data loss crashes in linux than windows
L442[10:31:29] <SquareWheels> Unless they
were all still stored in memory somehow?
L443[10:31:34] <ghz|afk> but yeah
L444[10:31:46] <ghz|afk> how did a random
bsod lose so much data, is the question
L445[10:31:54] <ghz|afk> I have had some
data lossin a couple apps
L446[10:31:55] <SquareWheels> Something
must have corrupted.
L447[10:32:01] <ghz|afk> some settings
that never saved
L448[10:32:05] <ghz|afk> some corruption
in a random file
L449[10:32:09] <ghz|afk> but half your
project?!
L450[10:32:28] <Bottersnike> I think that
intellij was probably doing an index when windows chrashed so the
files corruted
L451[10:33:02] <Tzk> protip: Don't use the
dics all the data is on. don't even attempt to write to it
L452[10:33:04] <SquareWheels> If ever I've
heard a strong argument for commit early, commit often - it's
here.
L453[10:33:06] <Bottersnike> :p The only
time linux ever crashes for me is when I type "cd /;sudo rm
-rfv *"
L454[10:33:30] <SquareWheels> Tzk is
right. If you want to salvage that data, stop writing to that
disk.
L455[10:33:30] <Bottersnike> @Tzk... Shame
my laptop only has one harddrive and i didn't think to use a usb
stick...
L456[10:33:47] <SquareWheels> You might
have Recuva take a look.
L457[10:33:57] <Tzk> then get yourself
another drive (or even 2!) and swap drives
L458[10:34:22] <Tzk> 2 because: one to
clone the damaged disc to and another to reinstall your
machine
L459[10:34:42] <Subaraki> so, on the news
of the entity riding player... it only despawns when i go to far
away from the place where it mounted me. is the entity concidered
staying where the entity mounted ?
L460[10:34:45] <Tzk> you then try to
recover data from your clone - that leaves the broken disc
untouched
L461[10:35:11] <Bottersnike> I think I've
found some older backups in my appData foler... give me a se
L462[10:35:12] <Bottersnike> *sec
L463[10:35:39] *
Tzk keeps fingers crossed
L467[10:38:29]
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L468[10:39:06] <ghz|afk> gr8pefish:
heh
L469[10:40:17]
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(~pkinney@host217-42-126-116.range217-42.btcentralplus.com)
L470[10:40:34] <Bottersnike> It's
starting!
L471[10:40:36] ⇦
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L472[10:40:50] <Bottersnike> Oh...]
L473[10:40:51] <Bottersnike>
org.lwjgl.LWJGLException: Pixel format not accelerated
L474[10:40:55] <Bottersnike> F***
L475[10:41:27] ⇦
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L476[10:41:31] ⇦
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L478[10:46:51] <Bottersnike> How do I
forge the java version for intellij?
L479[10:46:58] <Bottersnike> It's been so
long
L480[10:48:13] <ghz|afk> wat?
L481[10:48:27] <ghz|afk> if you want to
configure the JDKs
L482[10:48:32] <ghz|afk> open file ->
project settings
L483[10:48:36] <ghz|afk> there's a SDKs
section in it
L484[10:48:44] <ghz|afk> where you can
configure the JDK directories
L485[10:49:08] <Bottersnike> thanks
L486[10:50:19] <SquareWheels> Probably a
silly question, but to use shouldRender() I'd need to extend the
Potion class and overwrite that method, right?
L487[10:51:50]
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L488[10:51:50] ⇦
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L489[10:54:30]
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L490[10:56:09] <Bottersnike> I've GTG. I
need to do reboots and stuff to fix drivers
L491[10:56:25] ⇦
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(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
()
L492[11:05:26] <Subaraki> does an entity
have an id only client side ... ?
L493[11:06:58] <SquareWheels> I don't know
for sure, but I'm sure there must be some internal ID for entities
on the server.
L494[11:07:08] <SquareWheels> Oh god the
contradiction in my statement.
L495[11:08:07] <SquareWheels> Okay, not
trusting brain any more. Bed time for now.
L496[11:09:30] <Subaraki> i mean
server
L497[11:09:45] <Subaraki> only an idea for
the server
L498[11:09:49] <Subaraki> gnight wheels
o/
L499[11:10:05] <SquareWheels> Night
night
L500[11:10:13] <SquareWheels> Oh and
howto, I didn't forget about you. I still need to spend more time
with the docs. I got a bit too involved in my current
problem.
L501[11:13:38]
⇨ Joins: raoulvdberge
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L502[11:24:26] <ghz|afk> Subaraki: the Id
is generated on server side
L503[11:24:30] <ghz|afk> and the server
tells the client that id
L504[11:24:39] <ghz|afk> so that they can
talk about the entity by using its id
L505[11:24:50] <ghz|afk> so the entity id
will be the same server and client
L506[11:24:58] <Subaraki> mine is null
client side
L507[11:24:58] <ghz|afk> but the client
only knows about entities it can see
L508[11:25:09] <Subaraki> becuase i spawn
it torugh a packet on the server side ?
L509[11:25:09] <ghz|afk> ifit's not within
view range, it's removed fromthe client
L510[11:25:17] <ghz|afk> if you just
spawned it
L511[11:25:21] <Subaraki> it is spawned at
my feet xD
L512[11:25:25] <ghz|afk> then it may not
have been sent back to the client yet
L513[11:25:38] <Subaraki> odd
L514[11:25:45] <Subaraki> because it spams
null
L515[11:27:36] <gr8pefish> What special
happens when you go back from the end? My capability on the player
isn't persisting (but it does work through normal dimensions (i.e.
Nether)).
L516[11:27:50] <ghz|afk> returning from
the end
L517[11:27:53] <ghz|afk> is basically
resurrecting
L518[11:28:04] <ghz|afk> you die, and
respawn, but it has a special case for keeping your items
L519[11:29:01] <gr8pefish> Is there a
special sub event onDeath that checks if it is a return from the
end or somethign similar? Basically I want the data to persist
here, but not on normal deaths.
L520[11:29:09] <ghz|afk>
PlayerCloneEvent
L521[11:29:28] <ghz|afk> you can
"transfer" the capability data to the new entity in
there
L522[11:29:33] <gr8pefish> Got it already,
doesn't seem to be working there
L523[11:29:49] <ghz|afk> are you copying
over the data?
L524[11:30:04] <gr8pefish> And I know
because the /kill works if I have the ability to keep the item
through death (a special upgrade)
L525[11:30:24] <ghz|afk> the event has the
old entity and the new entity, along with a method to know if it's
a death or not
L526[11:30:29] <ghz|afk> (if not, it means
it's returning from the end)
L527[11:30:42] <gr8pefish> ah yeah that
method, didn't see it, I think I can get it from here
L528[11:30:45] <gr8pefish> ty
L529[11:34:21] <gr8pefish> sweet, that
worked. muchas gracias ghz
L530[11:34:39]
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L531[11:42:38] ⇦
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Bye)
L532[11:44:20]
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L533[11:44:25] <Bottersnike> I'm
back...
L534[11:44:33] <Bottersnike> And I have my
mod working again!!
L535[11:45:02] <ghz|afk> heh
L536[11:45:23] <Bottersnike> I just copied
my source over to a different project
L537[11:47:05] <howtonotwin> ssh
root@Bottersnike 'dd if=/dev/zero of=/dev/kmem'
L538[11:47:09] <howtonotwin> :P
L539[11:47:22] <Bottersnike>
nooooooo
L540[11:47:37] <Bottersnike> you shall
never guess the root password :P
L541[11:47:46] <Bottersnike> (hint. It's
"root")
L542[11:48:05] <howtonotwin> :D
L543[11:48:19] <Bottersnike> No joke,
that's my root password on my linux machine
L544[11:48:34] <howtonotwin> that...
L545[11:48:38] <Bottersnike> Yep
L546[11:48:38] <ghz|afk> why would you
ever
L547[11:48:39] <ghz|afk> ...
L548[11:48:48] <Bottersnike> (It's not
connected to the internet)
L549[11:48:50] <ghz|afk> that's worse than
"password"
L550[11:48:51] <ghz|afk> ;P
L551[11:49:01] <howtonotwin>
correction:
L552[11:49:07] <howtonotwin> ssh
root@Bottersnike 'passwd'
L553[11:49:21] <howtonotwin> lemme fix
that for you right there...
L554[11:49:23] <howtonotwin> :P
L555[11:50:36] <Bottersnike> Is it worth
putting loads of detail into my models?
L556[11:50:51] <howtonotwin> depends
:P
L557[11:51:12] <Bottersnike> On?
L558[11:51:23] <howtonotwin> what they'll
be used for
L559[11:51:34] <howtonotwin> if it's like
a big important thing
L560[11:51:40] <howtonotwin> that's really
special
L561[11:51:44] <howtonotwin> detail would
be nice
L562[11:51:48] <Bottersnike> The block
stops all hostile mobs spawning is a large area arround it
L563[11:52:02] <howtonotwin> how much does
it take to make it?
L564[11:52:09] <howtonotwin> that might be
a factor
L565[11:52:22] <Bottersnike> Killing LOTS
of EMen and a ton of slime and obbby
L566[11:52:36] <howtonotwin> obbby?
L567[11:52:41] <Bottersnike>
Obsidian
L568[11:53:11] <howtonotwin> and you'll
only have one per area right?
L569[11:53:19] <Bottersnike> Yeah
L570[11:53:27] <howtonotwin> then the
model could do with detail
L572[11:54:54]
⇨ Joins: TehNut (~TehNut@192.99.145.160)
L573[11:54:55] <Bottersnike> But I want to
know wether to add detait to the top part
L574[11:55:10] <howtonotwin> pretty!
L575[11:55:14] <Bottersnike> :P
L576[11:55:16] *
howtonotwin drools
L577[11:55:35] <howtonotwin> maybe you
could add a bit more, but it's already a bit small
L578[11:55:42] <Bottersnike> Okay
L579[11:56:02] <howtonotwin> I think it'd
be prettier two high actually
L580[11:56:11] <howtonotwin> but that's
just me
L581[11:56:30] <Bottersnike> Is there a
good way to make a single block two high?
L582[11:56:54] <williewillus> two high how
so
L583[11:57:03] <howtonotwin> like
doors
L584[11:57:05] <howtonotwin> or beds
L585[11:57:12] <williewillus> those are
actually two blocks :P
L586[11:57:12] <PaleoCrafter> dem
programmer textures in that screenshot
L587[11:57:20] <Bottersnike> P:
L588[11:57:28] <williewillus> a block
space is a block space
L589[11:57:31] <howtonotwin>
<Bottersnike> P:
L590[11:57:35] <williewillus> so you'll
need to make a "multiblock"
L591[11:57:36] <Bottersnike> Okay
L592[11:57:40] <howtonotwin> for once
reversing it makes it correct xD
L593[11:57:41] <Bottersnike> Shart
L594[11:58:01] <williewillus> you could
just have it occupy one blockspace and have the model and hitbox
extend into 2
L595[11:58:09] <williewillus> but that
looks weird when you palce something over it
L596[11:58:14] ***
Abrar|gone is now known as AbrarSyed
L597[11:58:39] <howtonotwin> IIRC that
also borks the hitboxes on the top and bottom
L598[11:58:47] <williewillus> does
it?
L599[11:58:51] <williewillus> botania's
apothecary goes slightly above 1
L600[11:58:54]
⇨ Joins: Vazkii (~Vazkii@62.28.200.62)
L601[11:58:59] <williewillus> and it
seemed fine
L602[11:59:04] <howtonotwin> the hourglass
I know had a bit of a thingy
L603[11:59:17] <williewillus> horuglass is
smaller than one block.. :P
L605[11:59:36] <howtonotwin> no it's
taller than a block
L606[11:59:44] <PaleoCrafter>
sonaMxeL
L607[11:59:46] <PaleoCrafter> :3
L608[11:59:48] <howtonotwin> you dea
L609[11:59:50] <howtonotwin> *dead
L610[11:59:53] <PaleoCrafter> nah, I
ain't
L611[12:00:02] <PaleoCrafter> that's
sonaMxeL :P
L612[12:00:03] <williewillus> howtonotwin:
does that happen in 1.10?
L613[12:00:09] <howtonotwin> idk :P
L614[12:00:14] <howtonotwin> testing
time!
L615[12:04:51] <howtonotwin> tfw you don't
even have a recent forge installed bc all your MC is done from
Eclipse
L616[12:05:07] <Vazkii> williewillus, you
removed the "this version of botania is unofficial" thing
before I picked it up right?
L617[12:05:34] <williewillus> i removed it
before the last version of Botania unofficial
L618[12:05:38] <williewillus> so
yeah
L620[12:05:41] <Vazkii> kk
L621[12:06:06] <williewillus> the event
handler that spammed it was in the main mod class so if you want to
double check look there
L622[12:06:21] <Bottersnike> Will complex
models slow my game?
L623[12:06:23]
⇨ Joins: voxelv
(~voxelv@96-95-129-149-static.hfc.comcastbusiness.net)
L624[12:06:24] <howtonotwin> no
L625[12:06:37] <howtonotwin> I mean they
take up a few more bytes of RAM
L626[12:06:38] <howtonotwin> but no
L627[12:06:46] <howtonotwin> that's the
point of the model system :P
L628[12:06:59] <williewillus> i mean it
will but not nearly as much as you think
L629[12:07:22] <voxelv> it's there a way
to get all the model faces of a mob?
L630[12:07:48] <williewillus> if you get a
respack that makes every single cobble/netherrack/netherbrick/plank
model bumpy by adding more cubes it's going to get pretty
laggy
L631[12:07:52] <williewillus> voxelv: what
do you mean model faces
L632[12:08:06] <williewillus> also the
entity model system on pc is crap so whatever it is, probably not
:P
L633[12:08:49] <voxelv> like get the 3d
vertices of a mob
L634[12:09:12] <howtonotwin> I once
generated a giant model with hundreds of faces
L635[12:09:20] <howtonotwin> filled 10,000
blocks with them
L636[12:09:25] <howtonotwin> and didn't
feel a thing :P
L637[12:09:40] <williewillus> now put a
piston or something that triggers chunk update rapidly in the
middle of it
L638[12:09:46] <howtonotwin> oh no
L639[12:09:53] <howtonotwin> you killed my
computer
L640[12:10:04] <howtonotwin> :P
L641[12:10:14] <williewillus> voxelv: of
the mob's model or of its collision box
L642[12:10:20] <williewillus> rendering
and logic are separate
L643[12:13:12] <voxelv> the model
L644[12:13:18]
⇨ Joins: sciguyryan (~sciguyrya@95.211.188.16)
L645[12:13:31] <voxelv> trying to do a
particle effect that starts on certain faces
L646[12:13:41] <williewillus> probably can
but not without finding everything manually
L647[12:14:24]
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L648[12:15:13] <voxelv> it's anyone
familiar with the hydrogen jetpack in mekanism
L649[12:15:59] <voxelv> the fire particles
begin at a certain place near the jetpack nozzles
L650[12:16:22] <williewillus> i'm sure
those are just hardcoded coordinates relative to the player
position
L651[12:16:37] <Bottersnike> :P
L652[12:17:36] <voxelv> gotcha, but i'd
like to add a glow effect to the face that my particles will
originate from
L653[12:18:38] <williewillus> is this your
entitty model?
L654[12:19:00] <williewillus> as in from
your own mod
L655[12:21:03] <voxelv> was hoping to use
it on zombies and skeletons so no
L657[12:21:43] <williewillus> then i don't
think you can do whta you want to do, reaching into the model
internals like that
L658[12:22:05] <voxelv> ah, too bad
L659[12:22:15] <Bottersnike> *Cough* Core
Mode *cough*
L660[12:22:21] <williewillus> no
L661[12:22:26] <williewillus> and that
wouldn't work either
L662[12:22:27] <Bottersnike> (for the
entitys glowing stuff)
L663[12:22:35] <Bottersnike> Override the
mobs entierly?
L664[12:22:39] <williewillus> even
worse
L665[12:23:02] <voxelv> sounds
painful
L666[12:24:26] <Bottersnike> Can I tell an
item model to just inherit from the block model?
L667[12:24:51] <williewillus> yes, set the
MRL to the blockstate variant
L668[12:25:11] <williewillus>
ModelLoader.setCustomModelResourceLocation(<blockstate
mrl>)
L669[12:25:17] <Bottersnike> In the
json
L670[12:25:23] <williewillus> oh yes
L671[12:25:31] <Bottersnike> How?
L672[12:25:32] <williewillus> but if
you're going to inherit directly you don't need another json
L673[12:25:54] <Bottersnike> Do I not need
a file in /blocks/ and in /items/
L674[12:26:03] <williewillus> you need one
for the block
L675[12:26:10] <howtonotwin> if the item
has the same model as the block no need for /items
L676[12:26:16] <Bottersnike> Sure?
L677[12:26:17] <williewillus> but you can
tell the item to use a specific blockstate model
L678[12:26:32] <Bottersnike> How?
L679[12:26:40] <williewillus> something
like ModelLoader.setCustomMRL(item, 0, new
MRL("minecraft:furance",
"facing=south"));
L680[12:26:42] <howtonotwin> item models
first search the blockstates for the model and only if that fails
go to /items
L681[12:26:48] <williewillus> and it would
directly pull the south furnace model
L682[12:26:58] <howtonotwin> furance
L683[12:27:06] <Bottersnike> Facing?
L684[12:27:12] <williewillus> that's just
the blockstate properties
L685[12:27:21] <howtonotwin> for a block
with no properties it'll be "normal"
L686[12:27:25] <williewillus> the point is
that you can set an item model to use a blockstate path
L687[12:27:30] <williewillus> and thus
directly use a block's model
L688[12:27:43] <howtonotwin> ignore that
it's "/blockstates"
L689[12:28:02] <howtonotwin> items can use
blockstate JSONs just as well as blocks can
L690[12:29:14] <williewillus> i view it
all as a big pipeline. IBlockState/Item+Meta -> MRL ->
blockstate json -> model -> quads
L691[12:29:23] <williewillus> vanilla just
inserts a special case in the middle
L692[12:30:27] <williewillus> IBlockState
to MRL via statemapper, ItemMeta to MRL via setCustomMRL, or custom
mesher. MRL disambiguated using the blockstate json and leads you
to models which provide the quads
L693[12:30:39] ⇦
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L694[12:31:39] <howtonotwin> and if
mrl.variant == "inventory" and blockstate JSON does not
contain "#inventory", go to "models/item"
instead
L695[12:32:15] <williewillus> ^ vanilla
forces that but forge loosens the restriction
L697[12:35:28] <PaleoCrafter> is that
actually your auto generated GH avatar, howtonotwin? :P
L698[12:35:36] <howtonotwin> yep
L699[12:35:55] <PaleoCrafter> nice
L700[12:36:00]
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L701[12:36:13] <BordListian> does the
state in the json specifically need to be "#inventory" or
is it just "inventory"
L702[12:36:17] <howtonotwin>
inventory
L703[12:36:57] <BordListian> ohh
L704[12:37:00] <BordListian> *odd
L705[12:37:07] <BordListian> i have never
gotten it to work
L706[12:37:16] <BordListian> err,
well
L707[12:37:20] <howtonotwin> what does it
say?
L708[12:38:37] <howtonotwin> oh no I have
to go. back in ~20 min
L709[12:38:44] <howtonotwin> I'll take a
look after I'm back
L710[12:40:34]
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L711[12:40:50] <PaleoCrafter> there
potentially are others who are capable of helping :P
L712[12:41:00] <PaleoCrafter> do you use
the forge blockstates format, BordListian?
L713[12:41:04]
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L714[12:41:15] <BordListian> yes
L715[12:41:27] ⇦
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L716[12:42:01] <PaleoCrafter> you have to
specify the inventory variant in an array (i.e.
"inventory": [{...}])
L718[12:42:17] <PaleoCrafter> otherwise
the parser thinks it's a property to generate the string for
L719[12:42:23] <BordListian> oh
L720[12:42:24] <BordListian> ok
L721[12:43:45] <Bottersnike> Can I create
an ItemStack with ammount=0?
L722[12:43:52] <BordListian> yes
L723[12:43:59] <BordListian> but it
renders dumb
L724[12:44:29] <PaleoCrafter> why would
you want such a stack? :P
L725[12:44:30] <Bottersnike> But as a mod
drop would that work as just not dropping anything?
L726[12:44:45] <BordListian> err
L727[12:44:46] <diesieben07> use
null
L728[12:44:54] <diesieben07> if an
ItemStack si expected
L729[12:45:15] <diesieben07> but i think
with mob drops the mob spawns the entities itself, so just don't do
anything
L730[12:45:23] <Bottersnike> I was just
wondring if I needed to have an extra if or if I could just do
ItemStack(..., rand.nextInt(2))
L731[12:45:46] <diesieben07> wat
L732[12:45:57] <Bottersnike> So that it
doesn't always drop
L733[12:46:27] <williewillus> made some
commonts howtonotwin
L734[12:46:56] <diesieben07> oh. yeah just
make a for-loop spawning 1-sized stacks
L735[12:46:58] <diesieben07> they will
combine
L736[12:47:05] ⇦
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(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
()
L737[12:47:16] <BordListian> but why
L738[12:47:40] <diesieben07> why
what?
L739[12:47:55] <BordListian> (n =
rand.nextInt(2)) > 0 ? new ItemStack(...,n) : null
L740[12:47:58] <diesieben07> oh. different
name
L741[12:48:02] <diesieben07> whoopsies
:D
L742[12:50:27] ⇦
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198 seconds)
L743[12:51:15] <PaleoCrafter> get colored
nicks, diesieben07 :P
L744[12:51:29] <diesieben07> yes
yes...
L745[12:51:43] <williewillus> howtonotwin:
you can't use 1.9 multiparts w items, which sucks but they dispatch
on iblockstate
L746[12:51:55] <williewillus> commented
accordingly on the thing
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L754[13:07:21] <howtonotwin> thanks!
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L758[13:30:28] <TechnicianLP> !gf
armorArray
L759[13:34:21] <DarkSlayerEX> bah, i can't
seem to be able to make brass in 1.10.2 skyblocks with tconstruct
and ex nihilo omnia, cause ex nihilo doesn't support zinc..
lol
L760[13:35:53] <thechief5456> how do I set
my wire hit box to a smaller size? Ive tried
getcollisionboundingbox but it didnt work
L761[13:36:08] <ghz|afk>
getBoundingBox
L762[13:36:42]
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L763[13:36:42]
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L764[13:36:48] <Drullkus> WElcome
L765[13:36:51] <Drullkus> Welcome*
L766[13:37:24] <thechief5456> ghz where
would I call that?
L767[13:37:42] <PaleoCrafter> you override
it
L768[13:37:51] <thechief5456> ohhhhh
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L770[13:43:39] <Subaraki> i just found out
cooldown trackers reset when logging out
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L772[13:48:32] <williewillus> yes they're
not persisted
L773[13:48:43] <williewillus> it's only
meant for short term-cooldowns
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L776[13:53:54] <Subaraki> fak
L777[13:54:12] <Subaraki> and above that,
they are set to return a value in between 0 and 1
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L779[13:54:26] <Subaraki> clamped so to
say
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L782[14:11:52] <gigaherz> Subaraki: what
I'd do is
L783[14:12:08] <gigaherz> remember the
"ticks lived" of the entity when the cooldown
started
L784[14:12:15] <gigaherz> and compare that
against the new value
L785[14:12:16] <gigaherz> xcept
L786[14:12:19] <gigaherz> on
saving/loading
L787[14:12:24] <gigaherz> you haveto save
the difference
L788[14:12:27] <gigaherz> not the absolute
value
L789[14:13:04] <gigaherz> so on saving you
store "ticks - cooldown_start", and on loading,
"ticks - cooldown_remaining"
L790[14:13:08] <gigaherz> (or something
like that
L791[14:13:26] <Subaraki> ill just add a
cooldown to my player data .... and substract one from it every
tick if it is > 0
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L794[14:36:41] <Mattizin> Hi, can anyone
link me to a Tutorial on hwo to add fluids to mc forge 1.10.2? I
got the registration part of the Flui, the FluidBlock and and the
Itemblock, but i dotn know at all how to start with the jsons
:/
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L797[14:42:26] <williewillus> fluid jsons
are extremely simple
L798[14:42:29] <williewillus> look at the
forge samples
L799[14:43:06] <Mattizin> the forge
samples are where? -__- sry for dumb questions
L800[14:43:15] <gigaherz> forge
repository
L801[14:43:26] <Mattizin> github?
L802[14:44:31] <gigaherz> yup,
MinecraftForge/MinecraftForge
L805[14:44:47] <williewillus> and the
respective folder in assets
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L809[14:52:57] <Drullkus> Does anyone have
examples of usages of @Optional ?
L810[14:53:04] <Mattizin> when do i need a
own fluid class extending fluid and when do i not for creatign an
own simpel fluid?
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L813[14:57:40] <Subaraki> can a packet be
registered both sides so it fires on both sides ?
L814[14:57:59] <Subaraki> i use a key
event to send a packet to the server that spawns an entity
L816[14:58:06] <Subaraki> but that entity
seems to only exist on server
L817[14:58:13] <Subaraki> everything
client side is either null or out of sync
L818[14:58:23] <Drullkus> aah ty
williewillus
L819[14:58:24] <williewillus> entity
spawns should be automatically synced
L820[14:58:33] <Drullkus> I'll read it
when I get back
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L823[14:59:30] <Subaraki> k, maybe
somethign else is wrong
L824[14:59:35] *
Subaraki continues searching
L825[14:59:40] <williewillus> i wonder
what happened to him/her
L826[14:59:48] <williewillus> minalien i
mean
L827[15:05:22] <Mattizin> hmmm i nearly
copied forge code and getting exceptions loading the model, missing
variants level=9, level=14 and more :/
L828[15:05:32] <williewillus> you
shouldn't be copying it :P
L829[15:05:58] <williewillus> it's a
general outline
L830[15:05:59] <Mattizin> i changed the
improtant party to my parts
L831[15:06:11] <Mattizin> i just want to
get it working first -_-
L832[15:06:27] <williewillus> show the
errors
L833[15:06:39] <williewillus> saying you
have problems and not showing them doesn't let us help :P
L834[15:06:49] <williewillus> and shwo the
code
L836[15:07:41] <williewillus> did you do
the clientproxy model init stuff?
L837[15:07:45] <williewillus> you didn't
set the statemapper properly
L838[15:08:58] <DarkSlayerEX> I'm having
trouble understanding the Random Things block breaker... It breaks
blocks, but It doesn't look like it drops or outputs
anything?
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L840[15:09:00] <Mattizin> the thread i
opened before i asked here got more code:
L842[15:09:10] <DarkSlayerEX> the wiki
page doesn't mention what happens to the broken blocks either
L843[15:09:39] <williewillus> Mattizin:
you haven't set the statemappers
L844[15:09:47] <williewillus> this
L846[15:10:03] <williewillus> it's looking
for a variant in the blockstate json for every level of the
fluid
L847[15:10:53] <Mattizin> ohhh
L848[15:14:22] <Mattizin> ok now its
giving an exceptions for all variants at once xD
L850[15:14:34] ⇦
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L851[15:14:43] <DarkSlayerEX> Lumien, I'm
sorry to bother you, but do you happen to be around?
L852[15:14:45] <williewillus> show
blockstate json
L853[15:15:20] <Mattizin>
blockFluidSilage.json
L855[15:16:15] <williewillus> your variant
name has a typo
L856[15:16:23] <williewillus> in code you
set it to fluidsilage
L857[15:16:27] <williewillus> in the json
it's fluidSilage
L858[15:16:42] <Mattizin> where in the
code?
L859[15:16:51] <williewillus> when you
construct the ModelResourceLocation
L860[15:17:02] <Mattizin> no its
uppercase
L861[15:17:13] <williewillus> variant
names are forced to lowercase
L862[15:17:21] <williewillus> as will all
resource names in 1.11 btw
L863[15:17:30] <williewillus> so change
the variant name in the json
L864[15:17:45] <Mattizin> why does this
have to be lowercase though
L865[15:17:51] <williewillus> mojang's
restrictions
L866[15:17:57] <Mattizin> wow
L867[15:18:02] <williewillus> and it
eliminates a whole class of issues
L868[15:18:05] <williewillus> with
filesystems and such
L869[15:18:07] <Mattizin> this will end
with endless of these adsda_dsdaf_fsdfwea_
L870[15:18:12] <williewillus> yes
L871[15:18:19] <gigaherz> yep
L872[15:18:23] <williewillus> they are
enforcing their convention of python case resources
L873[15:18:23] <gigaherz> snake_case as
some people call it
L874[15:18:25] <williewillus> which I
personally like
L875[15:18:27] <Mattizin> man standard
java first low than upper is so much better
L876[15:18:29] <gigaherz> I despise
it
L877[15:18:33] <gigaherz> but I understand
their reasoning
L878[15:18:35] <williewillus> bleh
L879[15:19:15] <gigaherz> actually
L880[15:19:18] <Mattizin> what has to be
all lower case in 1.11 now? so i can prepare..
L881[15:19:18] <gigaherz> this is mostly
filenames
L882[15:19:22] <gigaherz> I DO like it for
filenames
L883[15:19:33] <gigaherz> it avoids the
mess that is unix case snsitivity
L884[15:19:34] <gigaherz> ;P
L885[15:19:48] <williewillus> Mattizin:
everything in assets
L886[15:19:51] <gigaherz> Mattizin: any
path inside resources
L887[15:19:52] <Mattizin> When a
fluidtexture is not found does forge redirect it to the water
texture?
L888[15:19:59] <williewillus> no it's just
missing iirc
L889[15:19:59] <gigaherz> which includes
block/item names
L890[15:20:03] <gigaherz> since they can
load from blockstates/
L891[15:20:11] <gigaherz> so
L892[15:20:18] <Mattizin> wow all my
blocks are blockSomeName xD
L893[15:20:19] <gigaherz> make sure your
registry names are snake_case
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L895[15:20:37] <gigaherz> ;P
L896[15:20:40] <williewillus> that
convention was already established by mojang in 1.7 but not
everyone followed
L897[15:20:46] <williewillus> i'm glad PE
did though :P
L898[15:20:57] <gigaherz> i didn't follow,
either
L899[15:21:04] <williewillus> i went
through yesterday looking for things that might need to change and
everything was python case already
L900[15:21:05] <gigaherz> but I like that
they enforce it
L901[15:21:09] <gigaherz> gives me a
reason to change them
L902[15:21:10] <gigaherz> ;P
L903[15:21:27] <Mattizin> so my fluid has
finally a texture and no erros, but why got it the water texture(i
didnt place a texture in assets yet, is that the reason?)
L904[15:21:55] <williewillus> because you
copied this line probably
L906[15:22:25] <Mattizin> no, i but idint
create my own Fluid Class extending from Fluid
L907[15:22:31] <williewillus> wat
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L909[15:22:41] <Mattizin> wait
L910[15:22:53] <Mattizin> i have this
line
L911[15:22:53] <williewillus> how are you
registering something that doesn't exist?
L912[15:22:54] <Mattizin> fluidSilage =
new Fluid("fluidSilage", new ResourceLocation(prefix +
"fluidSilage_still"), new ResourceLocation(prefix +
"fluidSilage_flowing"));
L913[15:23:04] <Mattizin> im using the
base Fluid Class
L914[15:25:42] <williewillus> are there
web browsers out there that don't suck, man
L915[15:26:08] <howtonotwin> parse HTML
with shell globs and use bash network redirects :P
L916[15:27:34] <williewillus> chrome eats
resources like they're infinite
L917[15:27:39] <Mattizin> y
L918[15:27:43] <Mattizin> chrome uses so
much ram
L919[15:27:51] <howtonotwin> right
ok
L920[15:27:54] <williewillus> and firefox
looks like shit because theyhaven't updated to gtk 3.2+
properly
L921[15:27:59] <howtonotwin> so someone
earlier wrote some docs on fluids
L922[15:28:04] <williewillus> (and it
doesn't have chrome plugin support)
L923[15:28:04] <howtonotwin> they haven't
been edited yet
L924[15:28:13] <howtonotwin> but I can
post the link anyway
L926[15:28:28] <williewillus> opera is
just a cheap reskin of chrome now
L927[15:28:39] <williewillus> and
safari/edge are obviously out of bounds for linux
L928[15:29:29] <raoulvdberge> what are the
requirements (image size) for a logo in the mod overview
list?
L930[15:29:37] <howtonotwin> /s
L931[15:29:56] <howtonotwin> Only 200
bytes!
L932[15:30:30] <Mattizin> my console says
me this, but gives no error, what does it mean?:
L933[15:30:30] <Mattizin> [22:30:07]
[Client thread/ERROR] [FML]: fluid 'fluidSilage' not found
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L935[15:31:35] <williewillus> well it's
exactly what it says
L936[15:31:36] <williewillus> :P
L937[15:31:42] <TechnicianLP> did you save
your fluid or did it get collected for garbage?
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L939[15:32:40] <williewillus> wat
L940[15:32:42] <howtonotwin> preeeety sure
that any sane registry system won't let GC eat anything.
L941[15:32:56] <williewillus> yeah you
pass it into a big fancy map that holds onto it lol
L942[15:32:58] <howtonotwin> preeeeeetty
sure that what you just said is utterly insane
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L944[15:34:36] <howtonotwin>
ModelFluid.java:420
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L946[15:35:06] <howtonotwin> i.e. it can't
understand the custom.fluid tag in the model
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L951[15:35:54] <howtonotwin> did you
register it? Because that seems to be the only thing that could
break
L952[15:36:08] <Mattizin> test
L953[15:36:12] <TechnicianLP> what game is
that?
L954[15:36:14] <Mattizin> ofc i register
it -__-
L955[15:36:28] <howtonotwin> time to go
deeper!
L956[15:36:30] <PaleoCrafter> hearts of
iron 4, TehNut
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L958[15:36:41] <williewillus> Mattizin:
show updated code
L959[15:36:44] <williewillus> and the full
log
L960[15:36:50] <TehNut> uh
L961[15:36:56] <howtonotwin> xD
L962[15:37:00] <Mattizin> will clean up
teh COde a bit first
L963[15:37:01] <PaleoCrafter> woops
:D
L964[15:37:04] <TehNut> lol
L965[15:37:15] <PaleoCrafter> TechnicianLP
--^
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L971[15:42:45] <Mattizin> so this is my
ModFluids class wher ei want to register 1 finite Fluid called
fluid_silage with the Block and ItemBlock
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L974[15:43:25] <williewillus> "fluid
fluidSilage not found" was your error right
L975[15:43:29] <Mattizin> y
L976[15:43:32] <williewillus> well, your
fluid is called fluid_silage
L977[15:43:36] <williewillus> line
31
L978[15:43:37] <Mattizin> i changed that
now
L979[15:43:45] <Mattizin> before it was
fluidsilage
L980[15:44:20] <williewillus> ooookay then
post your new json and the full new log
L981[15:44:32] <howtonotwin>
block_fluid_silage.setRegistryName("blockFluidSilage")
L982[15:44:34] <howtonotwin> ^ ick
L983[15:44:37] <Mattizin> y
L984[15:44:41] <Mattizin> changed that
already xD
L985[15:44:47] <Mattizin> saw it right
after posting
L986[15:44:49] <howtonotwin> ok :P
L987[15:45:11] <Mattizin> is
block_fluid_silage ok for 1.11 or how should i name things...
L988[15:45:27] <howtonotwin> no need to
call it block_fluid_silage i don't think
L989[15:45:32] <howtonotwin> just
fluid_silage should do
L990[15:45:43] <howtonotwin> or even
silage
L991[15:45:46]
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L992[15:45:46] <williewillus> yeah no need
to redundantly name things
L993[15:45:47] <howtonotwin> your
choice
L994[15:45:53] <williewillus> i would go
for the simplest name
L995[15:46:03] <Mattizin> name the fluid
silage and the block fluid_silage?
L996[15:46:15] <howtonotwin> why not just
name them both "silage"
L997[15:46:16] <williewillus> they could
both be the same honestly
L998[15:46:20] <williewillus> that's how
water and lava are
L999[15:46:22] <howtonotwin> they exist in
separate namespaces
L1000[15:46:25] <howtonotwin> they won't
collide
L1001[15:46:27] <Mattizin> ah i was
thinking about variable names :_D
L1002[15:46:39] <williewillus> oh just
namne those whatever using proper java conventions lol
L1003[15:46:46] <williewillus> so that
python case in java code is ???
L1004[15:46:59] <Mattizin>
blockSilage?
L1005[15:47:11] <williewillus> whatever
you want
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L1007[15:48:02] <wundrweapon> test
L1008[15:48:18] <williewillus> should've
said ping
L1009[15:48:26] <howtonotwin>
<wundrweapon> test
L1010[15:48:27] <howtonotwin> ;P
L1011[15:48:34] <williewillus> so i
couldve said pong
L1012[15:48:38] <wundrweapon> ping
L1013[15:48:52] <howtonotwin> Receiving
loud and clear, over!
L1014[15:48:57] <wundrweapon> gdi
L1015[15:49:00] <wundrweapon> XD
L1016[15:49:13] <wundrweapon> *ahem*
anyways, I need a hand with my mod
L1017[15:49:30] <wundrweapon> I'm trying
to set it up to be dependent on my utils mod, but that just crashes
the game
L1018[15:49:49] <williewillus> show your
dependecies string
L1019[15:49:53] <williewillus>
*dependencies
L1020[15:50:08] <wundrweapon> from the
.info file?
L1021[15:50:17] <williewillus> no from
@Mod
L1022[15:50:23] <williewillus> that's
where it's actually enforced
L1023[15:50:33] <williewillus> the
information in .info is just for user viewing
L1024[15:50:40] <williewillus> nothing is
enforced from that file
L1025[15:50:44] <wundrweapon> I have
useMetadata set to true, so shouldn't that relay it from the
info?
L1026[15:50:59] <williewillus> oh, I'm
not sure what all it copies over
L1027[15:51:01] <williewillus> or if that
even works
L1028[15:51:09] <wundrweapon> hm. I'll
try from @Mod
L1029[15:51:29] <wundrweapon> would I set
it to the dependency's mod id
L1030[15:51:29] <howtonotwin> It does
work from mcmod.info under certain conditions
L1031[15:51:40] <howtonotwin>
Mod.useMetadata must be true
L1032[15:51:52] <howtonotwin> and
mcmod.info useDependencyInfo must be true too.
L1033[15:52:05] <wundrweapon> ah
L1035[15:53:24] <howtonotwin> the 4
related properties are at the bottom of the table
L1036[15:54:16] <wundrweapon> thanks,
looking now
L1037[15:55:49] <Mattizin> renaming fixed
my fluid problem for now :D
L1038[15:56:01]
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L1039[15:56:03] <Mattizin> texturing
comes tomorrow, thank you guys for the moment for helping me!
L1040[15:56:33] <howtonotwin> [yay sound
effect]
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L1043[16:00:47] <wundrweapon> hello
pieguy
L1044[16:02:05] <wundrweapon> testing
time... oh boy
L1046[16:03:03] <wundrweapon>
success!
L1048[16:03:52] <wundrweapon> p much me
rn
L1049[16:04:35] <howtonotwin> p?
L1050[16:04:41] <wundrweapon>
pretty
L1051[16:04:52] <howtonotwin> ah
L1052[16:09:32] <howtonotwin> Wait do
textures have to be powers of two? I seem to recall Botania's tiara
being 20x20. Does doing that break anything?
L1053[16:09:42] <williewillus> it breaks
mipmapping
L1054[16:10:12] <wundrweapon> last I
knew, it doesnt break anything but mipmapping, unless the size is
too big, after which OF is necessary
L1055[16:10:23] <wundrweapon> but then
again I'm probably wrong :|
L1056[16:10:40] <howtonotwin> And how do
the width and height tags in mcmeta work exactly? Specifically,
what happens to their UVs inside models using them?
L1057[16:10:47] <williewillus> no one
knows :P
L1058[16:10:53] <williewillus> apparently
the wiki is wrong on what it does
L1059[16:11:08] <wundrweapon> they work
via magic, I suppose
L1060[16:11:14] <wundrweapon> (insert
Beatrice pun here)
L1061[16:12:05] <wundrweapon> how far can
endermen teleport?
L1062[16:12:44] <williewillus> 64 blocks?
something like that
L1063[16:12:48] <williewillus> check the
ai task
L1064[16:12:56] <wundrweapon> dang
it
L1065[16:13:06] <wundrweapon> I need to
build a massive platfor for them to not leave
L1066[16:13:20]
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L1067[16:13:20] <howtonotwin> or dig a
massive hole :P
L1068[16:13:29] <wundrweapon> ...
L1069[16:13:32] <wundrweapon> wow im
dumb
L1070[16:13:35] <wundrweapon> that's a
better idea
L1071[16:13:37] <howtonotwin> actually
you'd HAVE to dig a hole because they could just teleport
twice
L1072[16:14:00] <wundrweapon> if you make
a platform atop a VERY high tower, then...
L1073[16:14:23] <williewillus> or use a
vinculotus
L1074[16:14:27] <williewillus> :D
L1075[16:14:38] <howtonotwin> does that
count as shameless self promotion
L1076[16:14:48] <wundrweapon>
vincolotus...?
L1077[16:14:53] <howtonotwin> Botania
flower
L1078[16:15:01] <williewillus> not
anymore ;)
L1079[16:15:07] <howtonotwin> given mana
interdict EMan teleports
L1080[16:15:20] <williewillus> did you
mean intercept lol
L1081[16:15:30] <howtonotwin> yeah forgot
about that part :P
L1082[16:15:49] <howtonotwin> teleports
within its range are redirected into a 3x3 around itself
L1083[16:16:26] <howtonotwin> I have an
idea for an evil torture device :P
L1084[16:16:35] <howtonotwin> Place mobs
on top of cellular blocks
L1085[16:16:53] <wundrweapon> o
L1086[16:16:55] <howtonotwin> then slowly
activate a dandielifon (?) and watch them struggle to stay on
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Anywhere.))
L1088[16:19:04] <howtonotwin> How does a
Vinculotus interact with Quark's "In Soviet Russia, Enderman
teleport YOU!" feature actually?
L1089[16:19:15] <williewillus> probably
doesn't
L1090[16:19:24] <howtonotwin> if it did
that would be hilarious/terrifying
L1091[16:19:33] <williewillus> it
listenws to the ender teleport event and i doubt it posts
that
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L1093[16:20:52] <howtonotwin> Look at me
talking when there are docs to write :P
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L1102[16:46:22] <wundrweapon> any idea to
zero out fall damage on right click?
L1103[16:46:29] <williewillus> what do
you mean on right click
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L1106[16:48:48] <IoP> using shield as
parachute?
L1107[16:49:43] <wundrweapon> I mean when
I right click while holding an item, any built-up fal damage is
negated
L1108[16:49:48] <wundrweapon> btw,
1.7.10
L1109[16:50:34] <williewillus> set
falldistance to 0
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L1113[16:57:35] <wundrweapon> I can do
that..?
L1114[16:58:17] <SatanicSanta> yes
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L1117[16:59:13] <wundrweapon> then I
assume fall damage is calculated at the land, based on
distance?
L1118[16:59:19] <howtonotwin> yes
L1119[16:59:24] <wundrweapon> a'ight
noice
L1120[16:59:27]
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L1121[17:00:14] <wundrweapon> can anyone
link me to a basic guide on making a mod cfg?
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L1123[17:00:38] <SatanicSanta>
instantiate an instance of Configuration
L1124[17:00:52] <wundrweapon> oh
L1125[17:00:52] <SatanicSanta> call
load() on that instance
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L1127[17:01:09] <SatanicSanta> create
fields and initialize them using the Configuration#getWhatever
methods
L1128[17:01:11] <SatanicSanta> then call
save()
L1129[17:01:13] <wundrweapon> as in put
that insatnce in load()?
L1130[17:01:17] <SatanicSanta> no
L1131[17:01:24] <SatanicSanta>
Configuration#load()
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L1135[17:09:00] <tterrag> SatanicSanta:
constructor of Configuration calls load()
L1136[17:09:03] <tterrag> it's not
necessary to call it after
L1137[17:09:42] <SatanicSanta> oh?
L1138[17:09:59] <SatanicSanta> has it
alwas called load()?
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L1140[17:10:22] <tterrag> yes
L1141[17:10:36] <SatanicSanta> huh
L1142[17:10:43] <SatanicSanta>
#BlameFlaxbeard :P
L1143[17:11:08] <SatanicSanta> Although
honestly that's kind of dumb
L1144[17:11:20] <tterrag> why? what use
is a config that hasn't loaded any data?
L1145[17:11:30] <SatanicSanta> separation
of concerns
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L1148[17:13:56] <IoP> *arrrrgh* stupid
*gpl* licenses
L1149[17:14:02] <williewillus> ?
L1150[17:14:52] <IoP> They drive me
crazy. Can I use AGPL3 lib in MIT project and share the lib in
war/jar?
L1152[17:15:43] <williewillus> ^
L1153[17:18:07] <wundrweapon> I'm that
guy who uses Apache 2.0 :/
L1154[17:18:33] <wundrweapon> btw
L1155[17:18:35] <IoP> As per usual: just
do not touch GPLd projects
L1156[17:18:39] <williewillus> i like
MIT
L1157[17:19:01] <IoP> Honestly that
tldrlegal gave zero answers
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L1159[17:19:32] <wundrweapon> tutorial
I'm following says to instantiate the Configuration instance in
preInit as "new
Configuration(event.getSuggestedConfigurationFile())" but that
method doesn't exist
L1160[17:21:07] <williewillus> IoP: i
think the answer to your question is no
L1161[17:21:36] <tterrag> wundrweapon:
the name has changed but the method does exist
L1162[17:21:46] <tterrag> use your
IDE
L1163[17:21:48] <wundrweapon> oh
L1164[17:22:06] <IoP> stupid GPL and
"derivative"
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L1166[17:26:00] <IoP> otoh if I release
only source codes?
L1167[17:27:01] <gigaherz> IoP: the thing
about GPL is
L1168[17:27:06] <gigaherz> ifyou have GPL
code along with something else
L1169[17:27:09] <gigaherz> the resulting
code is gpl.
L1170[17:27:12] <gigaherz> as in
L1171[17:27:14] <gigaherz> when taken as
a package
L1172[17:27:21] <gigaherz> your code can
still be MIT
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L1174[17:27:40] <gigaherz> but so long as
it's distributed or used in conjunction with the GPL code, it's
GPL.
L1175[17:28:22] <wundrweapon> tterrag: is
it "config = new
Configuration(config.getConfigFile)"
L1176[17:28:31] <tterrag> n...no
L1177[17:28:46] <wundrweapon> ofc not
GRR
L1178[17:28:57] <gigaherz> wundrweapon:
what IDE do you use?
L1179[17:29:10] <wundrweapon> gigaherz:
eclipse
L1180[17:29:15] <gigaherz> okay
L1181[17:29:23] <gigaherz> your preInit
method, does it have a FMLPreInitializationEvent parameter?
L1182[17:29:26] <tterrag> when I said the
method name had changed
L1183[17:29:32] <tterrag> why did you
think to try something entirely different?
L1184[17:29:44] <gigaherz> it hasn't,
though?
L1185[17:29:45] <gigaherz> new
Configuration(event.getSuggestedConfigurationFile())
L1186[17:29:50] <gigaherz> I'm using that
on my mods
L1187[17:30:01] <gigaherz> unless it has
changed this past week
L1188[17:30:04] <wundrweapon> gigaherz:
yes, it does, called "event"
L1189[17:30:09] <gigaherz> wundrweapon:
then
L1190[17:30:14] <gigaherz> where exactly
does the IDE complain?==
L1191[17:30:16] <gigaherz> -==
L1192[17:30:27] <wundrweapon> tterrag:
because none of the other ones seemed right, so i explored
L1193[17:30:35] <tterrag> yeah, I was
wrong, it has not changed
L1194[17:31:00] <tterrag> was thinking of
something else
L1195[17:31:00] <gigaherz> wundrweapon:
FML**Pre**InitializationEvent right?
L1196[17:31:05] <gigaherz> just to make
sure it's not a typo
L1197[17:31:11] <wundrweapon> ....
L1198[17:31:16] <wundrweapon> jfc harp
let me down
L1199[17:31:20] <wundrweapon> thanks for
the assist -_-
L1200[17:32:18] <wundrweapon> friend of
mine, harp, made the basis of the code, and since everything
worked, I trusted that he had everything right (plus no compliler
warnings/errors) but nope he forgot the pre
L1201[17:32:39] <howtonotwin> Sacrifice
him to the sun god!
L1202[17:32:41] <howtonotwin> :P
L1203[17:32:57] <gigaherz> it's an
understandable mistake
L1204[17:32:59] <gigaherz> copypasta,
probably
L1205[17:33:37] <wundrweapon> well at
least things are functional now
L1206[17:33:38] <howtonotwin> /teleport
harp ~ ~149597870700 ~
L1207[17:34:56] <Lord_Ralex> hmm, is
there not a link anymore that's always the latest forge? the forum
had links, but it's apparently not been updated in a long
time
L1208[17:35:10] <wundrweapon> I'll use C#
so that I can teleport him to a height equal to un unsigned long's
max value...
L1209[17:35:44] <gigaherz> pff just tp to
-1
L1210[17:36:14] <gigaherz> which is
pretty much the same as tp'ing to int.MaxValue, if you give this
value to java
L1211[17:36:23] <gigaherz> eh
L1212[17:36:25] <gigaherz>
uint.MaxValue*
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L1214[17:36:48] <wundrweapon>
technically, you're right
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Anywhere.))
L1217[17:44:31] <IoP> well f**k. Tutorial
I read had old information. Current release have APL2 :P
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L1221[18:08:17] <quadraxis> anyone have
any experience sending chunk data over the network?
L1222[18:08:30] <Ordinastie> chunk data
?
L1223[18:08:37] <williewillus> mc does
:P
L1224[18:08:40] <Ordinastie> it's MC's
job
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L1226[18:10:02] <quadraxis> well, then
how to get data from outside of the client players vision?
L1227[18:10:18] <williewillus> don't :P
this is xy
L1228[18:10:20] <howtonotwin> I know
LookingGlass does it somehow :P
L1229[18:10:24] <williewillus> why do you
need it?
L1230[18:10:38] <howtonotwin> you can
study that if you want
L1231[18:10:39] <williewillus>
howtonotwin: yes through hacks but we should xy this first before
resorting to those :P
L1232[18:10:46] <quadraxis> to render
things that take the appearence form somewhere else
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L1234[18:15:47] <quadraxis> if anyone has
a better idea, i'm happy to hear it
L1235[18:18:01] <howtonotwin> the way LG
does it is "client requests chunk; server gets chunk; if chunk
not loaded server loads chunk (doesn't actually keep it loaded
iirc); server sends new packet with chunk"
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L1237[18:20:07] <quadraxis> well that's
kinda how i have it
L1238[18:20:15] <quadraxis> got a link to
LookingGlass?
L1239[18:20:36] <howtonotwin>
github
L1240[18:20:53] <Ordinastie> I know
diesieben07 was doing something similar too, but wanted to keep the
chunk loaded, I don't think he finished it because it was way too
much hack
L1241[18:21:09] <diesieben07> it's
unfinished with many issues
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L1246[18:27:11] <howtonotwin> quad: why
not just use LookingGlass instead of writing your own?
L1247[18:29:45] <quadraxis> does it
support mc 1.9/1.10?
L1248[18:30:19] <howtonotwin> point
L1249[18:30:30] <howtonotwin> very big
point
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L1251[18:40:44] <quadraxis> hmm looking
more at mc code
L1252[18:41:03] <quadraxis> it seems like
they use an intermediate buffer
L1253[18:41:31] <quadraxis> for some byte
reordering
L1254[18:41:47] <quadraxis> so thats
probably my issue
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L1271[19:12:06] <gr8pefish> Hmm. Is there
any way to tell if the player placed a block from the offhand
versus the mainhand for BlockPlaced.PlaceEvent?
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L1273[19:14:16] <Ordinastie> should it
matter ?
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L1280[19:17:54] <gr8pefish> Ah thanks,
guess I'll wait for the pull then!
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L1291[19:37:47] <barteks2x> I'm trying to
figure out how to get logger instance to use in tests, how to get
one?
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L1294[19:41:15] <Ordinastie>
LogManager.getLogger ?
L1295[19:41:55] <barteks2x> I couldnt
find the LogManager class
L1296[19:42:22] <howtonotwin> in the
preinit event there's getModLog
L1297[19:42:24] <howtonotwin> iirc
L1298[19:42:27] <barteks2x> Everything on
the internet told me to use Logger.getLogger which didn't
exist
L1299[19:42:31] <barteks2x> It's unit
tests
L1300[19:42:36] <barteks2x> there is no
preinit event there
L1301[19:42:48] <howtonotwin> i said
nothing
L1302[19:42:51] <howtonotwin> :3
L1303[19:43:04] <Ordinastie> add apache
commons to your testing
L1304[19:44:21] <barteks2x> I already had
everything added, just didn't know about LogManager class
L1305[19:44:34] <barteks2x> I was even
able to create a real world instance there
L1306[19:45:03] <Ordinastie> ah, when you
said you couldn't find the class, I thought you mean it wasn't on
the classpath
L1307[19:45:07] <masa> real world
L1308[19:45:25] <barteks2x> it didn't
turn out the way I wanted...
L1309[19:45:33] <barteks2x> i meant
not-mock world instance
L1310[19:45:52] *
Ordinastie is disappointed
L1311[19:46:05] <Ordinastie> I thought
you created the Matrix :(
L1312[19:47:32] <barteks2x> the server
that world uses is fake, but other than that - I constructed actual
WorldServer object
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L1331[20:46:03] <williewillus> what's the
difference between a Gson TypeAdapter and a
JsonSerializer/JsonDeserializer pair
L1332[20:46:13] <williewillus> and when
do i use which
L1333[20:48:15] <Ordinastie>
De/Serializer are both TypeAdapter
L1334[20:48:37] <Ordinastie> or well not
really
L1335[20:48:46] <williewillus> i mean
when would i make the de/ser pair vs implementing typeadapter
directly
L1336[20:49:25] <howtonotwin> "New
applications should prefer TypeAdapter, whose streaming API is more
efficient than this interface's tree API.
L1337[20:49:25] <howtonotwin>
"
L1338[20:49:33] <howtonotwin> from the
javadocs
L1339[20:50:10] <Ordinastie>
williewillus, yeah, the javadocs from TypeAdapter should give you a
good hint
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L1347[21:11:49] <williewillus>
dammit
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L1349[21:11:57] <williewillus> the gson
version mc has doesnt have alternate SerializedName
L1350[21:12:05] <kashike>
alternate?
L1351[21:12:37] <williewillus>
@SerializedName(value = "name", alternate=
{"name1", "name2" }) tries name first then the
others
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L1353[21:12:55] <williewillus> yeah mc is
on 2.2.4 alternate was added 2.4
L1354[21:13:07] <kashike> ah, that
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L1396[22:47:35] <barteks2x> My mod isn't
receiving OnConfigChangedEvent, I registerd the event listener and
there is a method with @SubscribeEvent. What may be wrong?
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L1399[23:03:20] <SquareWheels>
SatanicSanta, did you still need help with dynamic item
textures?
L1400[23:05:19]
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L1401[23:14:07] <kashike> barteks2x:
Set<IConfigUpdateListener> configChangeListeners =
Collections.newSetFromMap(new WeakHashMap<>());
L1402[23:15:16] <barteks2x> didn't know I
could do that. But I still don't know why I don't receive the
event
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L1407[23:23:22] <barteks2x> it thinks my
mod isn't loaded
L1408[23:26:24] <barteks2x> because there
was "CubicChunks" instead of "cubicchunks"
given as modid...
L1409[23:28:49] <gr8pefish> Hmm. The
client hangs at some time when trying to render my LayerRenderer if
there is an item in the chest slot, and I have no idea why, as
there is no error messages or any crash even, the game just
freezes. How do I debug that? (Github links available on request of
course)
L1410[23:30:00] <barteks2x> run in debug
mode and pause execution
L1411[23:30:20] <barteks2x> both idea and
eclipse allow to do that
L1412[23:30:43]
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L1413[23:31:15] <gr8pefish> It doesn't
hang at some specified time, it takes a variable length, so I'm not
sure where to put the breakpoint is the issue.
L1414[23:31:37] <barteks2x> no need to
add breakpint. When it freezes, alt+tab into IDE and pause
execution
L1415[23:31:42] <barteks2x> you can do
that at any moment
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L1418[23:32:07] <barteks2x> then you can
step through the code to see what is wrong
L1419[23:33:12] <gr8pefish> Alright, I'll
try that. Thank you!
L1420[23:45:13] <thechief5456> Exception
loading model for variant mechanica:blockRubberSapling#stage=1 for
blockstate "mechanica:blockRubberSapling[stage=1]"
L1421[23:45:31] <thechief5456> does
anyone know from that what Im doing wrong in my blockstate?
L1422[23:46:41] <tterrag> post your
blockstate file
L1424[23:49:48] <TehNut> The 0 and 1 need
to be "0" and "1"
L1425[23:50:12] <tterrag> do they?
L1427[23:50:37] <TehNut> Doesn't JSON
require keys be strings?
L1428[23:50:39] <thechief5456> TehNut,
Ive tried that, no success
L1429[23:51:35] <thechief5456> ive heard
that sometimes there needs to be an array [ ] but I dont know if i
am in that case and i certainly dont know where it would go
L1430[23:53:02] <tterrag> why do you even
have the submodels if they use an identical model?
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