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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]
L68[03:31:47] <Tazz> np
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
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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.
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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
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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
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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 ?
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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?
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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
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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
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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?
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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
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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
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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.
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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.
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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
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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
L399[10:02:59] <howtonotwin> https://github.com/MinecraftForge/MinecraftForge/pull/2239
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] ⇨ Joins: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
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.
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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
L464[10:37:45] <gr8pefish> ghz|afk, Thanks for the help yesterday, but FYI, this line: https://github.com/gr8pefish/IronBackpacks/blob/5343a52da5a980d4b13763232de94d2b127e3e9e/src/main/java/gr8pefish/ironbackpacks/proxies/ClientProxy.java#L40 never returned a RenderPlayer, just a RenderEntity (RenderPlayer was never added to the map it polls). The fix was just a little reflection.
L465[10:38:10] <Bottersnike> I may be on to something... http://imgur.com/a/P8gjH
L466[10:38:16] <gr8pefish> Reflection code if you care: https://github.com/gr8pefish/IronBackpacks/blob/master-1.10/src/main/java/gr8pefish/ironbackpacks/proxies/ClientProxy.java#L74
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L468[10:39:06] <ghz|afk> gr8pefish: heh
L469[10:40:17] ⇨ Joins: Kenny164 (~pkinney@host217-42-126-116.range217-42.btcentralplus.com)
L470[10:40:34] <Bottersnike> It's starting!
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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***
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L477[10:44:59] <IoP> :P
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?
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L490[10:56:09] <Bottersnike> I've GTG. I need to do reboots and stuff to fix drivers
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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.
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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
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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
L571[11:54:41] <Bottersnike> It's http://imgur.com/a/p2eBX thus far
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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
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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
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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
L604[11:59:30] <howtonotwin> https://github.com/Vazkii/Botania/issues/1696
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
L619[12:05:38] <Bottersnike> The finished thing: http://imgur.com/a/KHc5o
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?
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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
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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
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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
L656[12:21:12] <Bottersnike> Remember that model? Well now it looks like http://imgur.com/a/IIIfd :D
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
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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
L696[12:34:29] <howtonotwin> while you're still here, may I ask you to skim this? I want it to be glorious :P https://github.com/MinecraftForge/Documentation/pull/61
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
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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
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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?
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L714[12:41:15] <BordListian> yes
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L716[12:42:01] <PaleoCrafter> you have to specify the inventory variant in an array (i.e. "inventory": [{...}])
L717[12:42:10] <SatanicSanta> So, I'm trying to get a model that uses ItemStack data to overlay multiple textures over each other. For some reason, the model is insivible. No clue what I'm doing wrong here. https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597
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
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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
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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
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L763[13:36:42] MineBot sets mode: +o on LexLap2
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
L803[14:44:40] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/
L804[14:44:42] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
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
L815[14:57:59] <williewillus> Drullkus: ancient article about it https://github.com/Minalien/BlogArchive/blob/master/ForgeTutorials/Spotlight__Optional_Annotation.md
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
L835[15:07:06] <Mattizin> http://pastebin.com/HyNMaMew
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:
L841[15:09:01] <Mattizin> http://www.minecraftforge.net/forum/index.php?topic=42470.0
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
L845[15:09:48] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java#L102-L108
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
L849[15:14:23] <Mattizin> http://pastebin.com/ArYim5VP
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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
L854[15:15:21] <Mattizin> http://pastebin.com/aDrn3Mpn
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
L905[15:21:55] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java#L133
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
L925[15:28:19] <howtonotwin> https://gist.github.com/WesCook/c9e282e49580588dd397350283e7e4e1/
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?
L929[15:29:34] <howtonotwin> best browser: http://codegolf.stackexchange.com/a/61841/50062
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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L949[15:35:32] <PaleoCrafter> http://i.imgur.com/agWVP2g.jpg hat kind of escalated <.<#
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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
L972[15:42:45] <Mattizin> http://pastebin.com/uUXVkPj3
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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
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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
L1034[15:52:36] <howtonotwin> see https://mcforge.readthedocs.io/en/latest/gettingstarted/structuring/#the-mcmodinfo-file
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
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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
L1045[16:02:52] <howtonotwin> http://i.giphy.com/bqrG9EUt9vS4U.gif
L1046[16:03:03] <wundrweapon> success!
L1047[16:03:42] <howtonotwin> http://i.giphy.com/TI8yz4eu34zDO.gif
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
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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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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
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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?
L1151[17:15:30] <TehNut> https://tldrlegal.com/license/gnu-affero-general-public-license-v3-(agpl-3.0)
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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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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L1265[19:07:20] <LexLap> https://github.com/MinecraftForge/MinecraftForge/issues/3291 ... wat...
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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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L1276[19:16:26] <kashike> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/event/world/BlockEvent.java#L178
L1277[19:16:48] <kashike> https://github.com/MinecraftForge/MinecraftForge/pull/3270 fixes it
L1278[19:16:48] <howtonotwin> Not as of yet: https://github.com/MinecraftForge/MinecraftForge/pull/3270
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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?
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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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L1405[23:17:26] <kashike> https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/main/java/net/minecraftforge/fml/client/config/GuiConfig.java#L234
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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
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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
L1423[23:48:20] <thechief5456> https://github.com/Austin-Dorff/Mechanica/blob/master/src/main/resources/assets/mechanica/blockstates/blockRubberSapling.json
L1424[23:49:48] <TehNut> The 0 and 1 need to be "0" and "1"
L1425[23:50:12] <tterrag> do they?
L1426[23:50:19] <tterrag> not according to http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/#sub-models
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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