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L19[00:08:59] <gr8pefish> Any idea how to get the GuiTextField (think anvil type-for-renaming section) to render behind the hovering text? Or the hovering text in front of the GuiTextField?
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L21[00:09:17] <gr8pefish> I init the gui with the GuiTextField, and then draw the tooltips on the foreground layer as needed (depends on hovering over buttons).
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L23[00:13:13] <TehNut> Draw your tooltips last
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L27[00:15:26] <gr8pefish> I believe they are being drawn last, in drawGuiContainerForegroundLayer to be specific. That must be after initGui, right?
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L32[00:18:27] <TehNut> wait you're drawing stuff in initGui?
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L40[00:23:08] <gr8pefish> Yeah, apparently I am. Should I not TehNut?
L41[00:23:20] <TehNut> you shouldn't, no
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L43[00:23:51] <TehNut> initGui is for adding buttons and stuff
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L48[00:29:35] *** fry|sleep is now known as fry
L49[00:31:02] <thechief5456> since you most of you guys are very experienced, potentially professional programmers. I am 19 and looking to start my career as a software developer (in USA), I attended Dev Bootcamp but dont know where to move on from there to make me more interesting to employers, you guys have been so helpful so far with helping me with my mod, that I thought I would ask if anyone had some opinion of what I should do to further my
L50[00:31:03] <thechief5456> credentials as a programmer
L51[00:31:46] <thechief5456> if this isnt the place for asking that, I appologize
L52[00:31:52] <tterrag|ZZZzzz> literally anything. I'm still a student myself but I know that employers are looking at degrees less and less, and actual projects more and more
L53[00:32:13] <tterrag|ZZZzzz> if you can show that you've actually MADE things, it's worth a lot more than a degree. even better if you have a degree too :P
L54[00:33:07] <thechief5456> would a diverse minecraft mod mean anything to an employer do you think?
L55[00:33:19] <tterrag|ZZZzzz> sure, it's just another software project
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L57[00:33:41] <tterrag|ZZZzzz> would it be the best thing to spend time on? maybe not but that's not what's important. if you're passionate about a project that will show through
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L59[00:34:05] <thechief5456> I have significant trouble coming up with ideas for projects
L60[00:34:11] <thechief5456> and my github shows that
L61[00:34:25] <tterrag|ZZZzzz> I forget who it was who said this at Minecon, either Searg.e or Prof, "it's better to have it done than perfect"
L62[00:34:26] <thechief5456> theres almost nothing on it
L63[00:34:41] <tterrag|ZZZzzz> if you can show that you can bring a project from nothing to completion, that's very valuable
L64[00:35:19] <tterrag|ZZZzzz> ideas are hard, but there's certainly no shortage of them. I'm sure you can find a project out there you want to work on
L65[00:35:21] *** tterrag|ZZZzzz is now known as tterrag
L66[00:35:54] <fry> it's better to have it done than perfect and not done :P
L67[00:36:07] <tterrag> fry: whatever the exact quote is
L68[00:36:10] <tterrag> I got the point across :p
L69[00:36:29] <fry> almost :P
L70[00:36:42] <tterrag> point is. finishing something is valuable
L71[00:36:54] <tterrag> it's very hard to ACTUALLY finish a project
L72[00:36:54] <thechief5456> I am quite strong in logic and math, I just dont know what areas of code I should be focusing on: like types of algorithms, etc
L73[00:37:13] <tterrag> algorithms are good to know, but they don't show actual programmer thinking
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L75[00:37:31] <tterrag> really, pick a modern language and make something
L76[00:37:45] <tterrag> ever wanted a website for yourself? maybe try that out
L77[00:37:51] <tterrag> webdev isn't going anywhere
L78[00:38:16] <thechief5456> I learned rails at DBC so I could definitly do that
L79[00:38:29] <gr8pefish> ^ True. Make a website to show yourself off, the modern resume
L80[00:38:47] <gr8pefish> Link your projects/github/etc
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L82[00:40:02] <fry> things you'll need: theory (algorithms + data structures), practice (completed projects), maintenance skills (support your own (or someone else's) code for a long time (a year would be good)), people skills (if you can't communicate well with peers you'll get nowhere), luck :P]
L83[00:40:39] <gr8pefish> ^ Nailed it :P
L84[00:41:06] <TehNut> that second to last one is my challenge
L85[00:41:17] <fry> I probably forgot something, but at least those are needed, and all of them :P
L86[00:41:47] <thechief5456> this is very helpful
L87[00:41:53] <fry> (working on one won't neccesarily help you with any of the others)
L88[00:41:54] <Corosus> knowing the right people is helpfull, but kinda feels like cheating
L89[00:42:18] <fry> heh, it's called networking :P
L90[00:42:25] <tterrag> ^^
L91[00:42:30] <tterrag> everything fry said is good
L92[00:42:31] <thechief5456> haha
L93[00:42:32] <fry> and it's very, vey important
L94[00:42:41] <Corosus> yeah, i got a rush education on that whole networking thing at minecon
L95[00:42:43] <tterrag> you probably already have the "theory" part, that's what you learn in class. good base knowledge, but not always directly applicable
L96[00:42:45] <Corosus> i have a lot to learn still
L97[00:42:47] <tterrag> the rest is kind of "on your own"
L98[00:43:33] <fry> as a programmer, you need to constantly learn, to keep up with the technology, so learn about the learning process :P
L99[00:45:14] <tterrag> indeed
L100[00:45:21] <gr8pefish> That's actually super important, yeah. Some basic psychology pays big dividends imho
L101[00:45:22] <tterrag> if you learn nothing for 2 or more years, you're out
L102[00:45:31] <tterrag> things change incredibly quickly
L103[00:45:43] <fry> making a project from start to finish will tell you about a lot of things you might not neccesarily think about - like design in the large and refactoring
L104[00:45:50] <tterrag> yep
L105[00:46:03] <tterrag> classes always make it sound like a project is planned out entirely from the start
L106[00:46:06] <tterrag> then you just write code for it :D
L107[00:46:10] <tterrag> not so :P
L108[00:46:11] <gr8pefish> lol
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L111[00:46:46] <fry> in real life you spend most of the time reading code, most of the rest refactoring, and only a small amount of time actually writing something new :D
L112[00:47:03] <thechief5456> Ive been programming/reading up on stuff for 21 days straight now for on average 6-8 hrs a day
L113[00:47:25] <fry> quantity != quality :D
L114[00:47:42] <illy> heh the amount of times I spent refactoring and rewriting parts of my projects...
L115[00:47:57] <illy> s/times/time/
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L117[00:48:46] <tterrag> fry: doing webdev (mostly backend, at least for my current tasks) for the first time, and this is so true
L118[00:48:56] <tterrag> I've written MAYBE a few hundred lines of real actual code in the last few weeks
L119[00:49:04] <tterrag> but it's been probably 20-30 hours of time
L120[00:49:05] <tterrag> or more
L121[00:49:29] <illy> nodejs?
L122[00:49:31] <tterrag> once you get comfortable with a language/framework (i.e. modding) that ratio gets better, but when starting out it's a LOT of just figuring stuff out
L123[00:49:47] <gr8pefish> Yup. Lots of researching in the beginning
L124[00:49:52] <tterrag> illy: no, php (hold back the flames)
L125[00:50:08] <illy> ahhh!!! burning it with fire!!!
L126[00:50:15] <illy> burn*
L127[00:50:19] <fry> if you can get satisfaction out of research/refactoring, and not just from creating stuff from scratch, you're good :P
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L129[00:50:42] <tterrag> I'm enjoying myself more than I have for a while with modding :)
L130[00:50:50] <tterrag> it's refreshing to have no clue what I'm doing :D
L131[00:50:53] <fry> :D
L132[00:51:11] <tterrag> I now have a fully functional (and secure, I'm pretty sure) login, registration, and password reset
L133[00:51:12] <thechief5456> I really like refactoring code/ learning new things related to coding
L134[00:51:35] <tterrag> does it suck? probably yeah, big time. not really sure. but it works :D
L135[00:51:45] <fry> also, take everything you read on the internet with a grain of salt, I haven't been employed for a long time, so I'm not really qualified to give advice :D
L136[00:52:12] <tterrag> and I've never been really employed, so really you should probably ignore me :P
L137[00:52:18] <tterrag> for programming, that is
L138[00:52:24] <tterrag> unless you count some contract work
L139[00:54:39] <thechief5456> its the opinions that matter, I can decide to adopt them or not, but getting other’s opinions and seeing if and how they align with my own and others that I have recieved can help me deduce what is a general opinion and that is likely to be more true than a singular opinion
L140[00:56:00] <fry> btw: https://www.infoq.com/presentations/
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L145[01:11:06] <thechief5456> aaaaand github is down
L146[01:12:01] <fry> http://www.smbc-comics.com/comics/1475505834-20161003.png
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L151[01:23:53] <Subaraki> github's down ?
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L153[01:26:54] <gr8pefish> Seems like it, yeah
L154[01:27:30] <gr8pefish> jk
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L157[01:34:13] <Subaraki> its back x)
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L179[01:59:45] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161004 mappings to Forge Maven.
L180[01:59:49] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161004-1.10.2.zip (mappings = "snapshot_20161004" in build.gradle).
L181[01:59:59] <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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L183[02:13:06] <ShadCanard> o/
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L187[02:33:23] <ShadCanard> Can I use OBJ files for an item rendering ?
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L196[02:53:52] <Subaraki> as far as i know yes ShadCanard
L197[02:53:57] <Subaraki> dont ask me how though
L198[02:58:00] <LatvianModder> ShadCanard: you can. You have to enable obj model loading in your client proxy though
L199[02:59:03] <ShadCanard> Thanks LatvianModder and Subaraki :)
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L211[03:31:52] <ShadCanard> I have no render, but no errors on the console log.. At least the obj loader found the model I think
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L217[04:00:11] <Subaraki> how do you save a blockposition to nbt tag ?
L218[04:02:16] <Subaraki> hmm
L219[04:02:19] <Subaraki> coord per coord
L220[04:02:20] <Subaraki> :/
L221[04:03:40] <SquareWheel> Serialize as a string?
L222[04:03:59] <SquareWheel> Or 3 separate floats, I suppose.
L223[04:04:18] <LatvianModder> blockposition? as floats?
L224[04:04:36] <SquareWheel> I thought coords were stored as floats.
L225[04:04:42] <LatvianModder> BlockPos uses ints. so new int[] {x, y, z}; is probably the best way to store it
L226[04:04:46] <SquareWheel> Thus the whole farlands thing.
L227[04:04:47] <LatvianModder> Vec3 uses doubles
L228[04:05:41] <SquareWheel> Ah right, that makes sense.
L229[04:07:02] <LatvianModder> Subaraki: I personally use setIntArray(new int[] {pos.getX(), pos.getY(), pos.getZ()}); to serialize and int[] a = getIntArray(); pos = a.lenght == 3 ? new BlockPos(a[0], a[1], a[2]) : null;
L230[04:08:58] <SquareWheel> Hey, is there a physical JSON file for forge:default-item? Not able to find it?
L231[04:09:11] <SquareWheel> Period. Not question mark.
L232[04:10:05] <Subaraki> SquareWheel, what ?
L233[04:10:09] <Subaraki> item/generated ?
L234[04:10:22] <Subaraki> what's a default item to you ?
L235[04:10:23] <SquareWheel> No, you can apply "transform": "forge:default-item" to item blockstates.
L236[04:10:30] <Subaraki> oh okay
L237[04:10:54] <SquareWheel> I wanted to see what exactly it was doing as I'm having some trouble getting my item to translate.
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L240[04:23:06] <quadraxis> use NBTUtil.createPosTag()/getPosFromTag() or BlockPos.toLong()/fromLong()
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L242[04:27:49] <ThePsionic> Is it possible to change the name of the sources to be "mod-sources-M.m.p.jar" after build?
L243[04:27:57] <ThePsionic> Like, automatically
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L251[04:50:48] <SquareWheel> Oh, do I use "transform" instead of "display" as the key in the Forge JSON format?
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L256[05:00:13] <SquareWheel> So using "transform" works under specific variants. Not under "defaults" though.
L257[05:01:53] <gigaherz> it should work in defaults, too
L258[05:02:08] <gigaherz> it is common to use "transform":"forge:default-block" or default-item
L259[05:02:10] <gigaherz> in your defaults
L260[05:02:28] <SquareWheel> That's true. I was using that before, but wanted to tweak some transforms.
L261[05:03:25] <gigaherz> thesame code that parses the string also parses the detailed transforms
L262[05:03:35] <gigaherz> so it should work
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L264[05:03:48] <gigaherz> that said, remember that "transform" isn't exactly the same as "display"
L265[05:03:51] <SquareWheel> Throwing purple squares, but I'll play with it.
L266[05:04:01] <gigaherz> the rotations are different
L267[05:04:07] <gigaherz> and the units in translation are different, too
L268[05:04:24] <SquareWheel> So just to clarify, vanilla JSON uses "display", forge (v1) uses "transform", right?
L269[05:04:34] <gigaherz> not exactly
L270[05:04:38] <gigaherz> vanilla MODEL JSON uses display
L271[05:04:45] <gigaherz> blockstates json doesn't support transforms at all
L272[05:05:09] <gigaherz> but yes, it's equivalent to forge's "transform"
L273[05:05:15] <gigaherz> but not identical
L274[05:05:29] <SquareWheel> Oh, dear. But transforms are possible in Forge blockstates?
L275[05:05:54] <SquareWheel> It seemed like it's the same as "model", but just allows you to setup variants and such
L276[05:06:21] <gigaherz> yes
L277[05:07:16] <SquareWheel> That's good info, thanks. A comparison of the two formats would be really useful in the docs.
L278[05:07:19] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/analyzer.json
L279[05:07:27] <gigaherz> here's an example
L280[05:07:55] <SquareWheel> Okay, so you're applying both the transform in defaults, but also setting them in the inventory variant.
L281[05:08:36] <gigaherz> yeah but the defaults shouldn't matter
L282[05:08:48] <gigaherz> because this is an item so it only has an inventory variant
L283[05:08:49] <gigaherz> XD
L284[05:08:54] <gigaherz> and it replaces the defaults
L285[05:09:11] <gigaherz> but maybe I did hit the same issue that you had
L286[05:09:17] <gigaherz> where the defaults didn't work correctly :/
L287[05:09:30] <SquareWheel> Could be.
L288[05:09:41] <SquareWheel> The trouble is, I'm actually using the variants system.
L289[05:09:49] <SquareWheel> So I can't just put it under inventory.
L290[05:10:27] <SquareWheel> If I didn't mention, this is also an item.
L291[05:13:17] <SquareWheel> I did find this: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L292[05:13:54] <SquareWheel> I'm not sure if it's just how it's written, but it almost looks like you can refer to blocks defined elsewhere. So maybe I could make a <default-transforms> block and point to it in each variant.
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L297[05:20:25] <gigaherz> SquareWheel: no that's just a way to write formal grammar
L298[05:20:37] <gigaherz> it doesn't work if you write it in the json file
L299[05:20:37] <gigaherz> XD
L300[05:20:45] <SquareWheel> A man can dream.
L301[05:21:09] <SquareWheel> Well, hrmm. Bit of a pickle on this one then.
L302[05:21:37] <SquareWheel> Maybe one of the rendering fellas will know the best way to approach it.
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L304[05:24:08] <SquareWheel> You're right though, it's weird that "forge:default-item" works in default, but not the transform {} code itself.
L305[05:25:00] <gigaherz> hm?
L306[05:26:01] <SquareWheel> I'm saying it's weird that defining the transform code inline only works in variants, not default.
L307[05:26:16] <gigaherz> oh I misread
L308[05:26:22] <gigaherz> nevermind, yeah
L309[05:26:40] <SquareWheel> Maybe I can create a separate JSON file and use "mymod:item-transforms". Emulate the default-item code... wherever that might exist.
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L311[05:33:54] <gigaherz> or maybe you should ping fry, since he wrote the code, maybe he knows if there's a bug
L312[05:33:55] <gigaherz> ;P
L313[05:34:12] <SquareWheel> Oh I'm afraid to ping anybody.
L314[05:34:20] <gigaherz> (I just did, btw)
L315[05:34:34] <SquareWheel> Is he the same as RainWarrior, going off of avatar?
L316[05:34:43] <gigaherz> yup
L317[05:35:42] <fry> and both ping me :D
L318[05:35:51] <SquareWheel> Oh, whoops
L319[05:35:53] <SquareWheel> Howdy!
L320[05:36:24] <SquareWheel> So while we have you - In the Forge JSON format (v1), it looks like transforms can't be applied directly.
L321[05:36:46] <gigaherz> he's having issues using transforms in the defaults block ;P
L322[05:36:46] <SquareWheel> It works via forge:default-block, but entering direct code doesn't work. That only works in variants.
L323[05:37:15] <fry> you can't use transforms in 2 places
L324[05:37:19] <fry> other than that it should work
L325[05:37:41] <SquareWheel> Just using it once in defaults. I'm replacing forge:default-block with direct translation code.
L326[05:38:35] <fry> then it should be working
L327[05:38:36] <Subaraki> what happened to StatCollector.translateToLocal ?
L328[05:38:45] <gigaherz> I18n.format
L329[05:38:53] <SquareWheel> I'll keep playing with it.
L330[05:39:01] <gigaherz> Subaraki ^
L331[05:39:10] <gigaherz> unless you are in the server side
L332[05:39:12] <gigaherz> then you are doing it wrong
L333[05:39:18] <gigaherz> because server translations don't support mod strings
L334[05:39:22] <Subaraki> nah, gui
L335[05:39:29] <gigaherz> then I18n.format is your friend
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L337[05:42:59] <Subaraki> arf its deprecated x_x
L338[05:43:07] <gigaherz> wat?
L339[05:43:18] <Subaraki> i18n
L340[05:43:23] <gigaherz> wrong I18n then
L341[05:43:24] <gigaherz> there's two
L342[05:43:27] <gigaherz> you want the client one
L343[05:43:38] <gigaherz> the one that has the .format method
L344[05:44:04] <Subaraki> k
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L352[06:34:56] <Subaraki> MinecraftServer.getServer(). isnt accesible anymore
L353[06:36:13] <Subaraki> how do i get a server instance ?
L354[06:40:30] <quadraxis> WorldServer.getMinecraftServer() ususally
L355[06:40:59] <gigaherz> if you have a world, from the world
L356[06:41:23] <gigaherz> if you are in some weird place where you can't get to a world in any way, FMLCommonHandler.getServer or something like that
L357[06:43:56] <Subaraki> im in a gui and i need the world server to get a dimension
L358[06:44:11] <Subaraki> DimensionManager.getWorld(packet.dimension) is null when the dimension isnt loaded
L359[06:44:13] <gigaherz> that sounds wrong and evil
L360[06:44:20] <gigaherz> GUI is client
L361[06:44:25] <gigaherz> you can't "get a dimension" from gui
L362[06:44:38] <gigaherz> GUI should only ever knowwhat the client knows
L363[06:44:52] <gigaherz> if you need the gui to know more info, send it FROM the server, through packets
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L366[06:45:04] <ScottehBoeh> Yo, has anyone here got the new Cossacks 3?
L367[06:45:05] <Subaraki> oh wait
L368[06:45:09] <Subaraki> i just saw that im in a packet
L369[06:45:09] <Subaraki> derp
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L372[07:06:38] <gigaherz> So now you can tell my Survivalist mod that a piece of string chops as well as a diamond axe, if you want
L373[07:07:39] <gigaherz> and all because some mods apparently don't really want to say they are indeed axes... https://github.com/gigaherz/Survivalist/issues/8
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L377[07:17:39] <SquareWheel> "I don't understand why modders make tools without making them BE tools..."
L378[07:17:42] <SquareWheel> *looks at tool that extends Item...*
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L382[07:20:30] <gigaherz> SquareWheel: not that
L383[07:20:33] <gigaherz> you CAN extend Item
L384[07:20:41] <gigaherz> but then call setHarvestLevel("axe", 2)
L385[07:22:43] <gigaherz> so the least ugly solution I could think of:
L386[07:22:44] <gigaherz> customaxes {
L387[07:22:44] <gigaherz> I:"minecraft:flint@0"=1
L388[07:22:44] <gigaherz> }
L389[07:22:52] <gigaherz> is to allow people to declare lines like that
L390[07:22:57] <gigaherz> in my config file
L391[07:23:19] <gigaherz> so they can register random mod items that should really be axes, but don't declare themselves to be
L392[07:25:28] <SquareWheel> Eh, a whitelist isn't that messy. It's pretty common for allowing cross-mod compat.
L393[07:25:56] <gigaherz> sure
L394[07:26:02] <gigaherz> I still think it's stupid that it's even necessary
L395[07:26:19] <gigaherz> it means *I* have to allow for other people's failures
L396[07:26:45] <SquareWheel> Does setHarvestLevel() work with multiple tool types? eg. pickaxe and axe?
L397[07:26:49] <gigaherz> it allows others to continue doing thigns wrong
L398[07:26:54] <gigaherz> yes
L399[07:26:55] <gigaherz> you can do
L400[07:27:04] <gigaherz> setAxeLevel("pickaxe", 3);
L401[07:27:05] <SquareWheel> Oh, well then yeah no excuses really.
L402[07:27:10] <gigaherz> setAxeLevel("axe", 1);
L403[07:27:17] <gigaherz> eh
L404[07:27:20] <gigaherz> setHArvestLevel*
L405[07:27:27] <gigaherz> and even override getHarvestLevel(ItemStack)
L406[07:27:30] <gigaherz> and give explicit values
L407[07:27:35] <gigaherz> vased on the contents of the itemstack
L408[07:27:54] <gigaherz> heck the new method even has a player and a BlockPos
L409[07:27:56] <gigaherz> heldItem.getItem().getHarvestLevel(heldItem, "axe", playerIn, null)
L410[07:28:05] <gigaherz> for when the level depends on the target block
L411[07:28:40] <gigaherz> s/vased/based
L412[07:29:24] <SquareWheel> I'm slowly trimming down the number of TODOs in my code.
L413[07:29:37] <SquareWheel> Got one big bug left. I've been putting it off.
L414[07:30:11] <SquareWheel> Minecraft seems to reset the item in your hand when you update the ItemStack, such as with NBT data. So because I'm setting data to my item on use it's really jumpy.
L415[07:30:36] <SquareWheel> Afraid I might need to move that data to the player, or some other hack to get around that.
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L420[07:31:59] <SquareWheel> Or eck, even level.dat. Maybe just assign an ID to each item and keep the data there instead.
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L423[07:35:46] <gigaherz> SquareWheel: shouldCauseReequipAnimation
L424[07:35:49] <gigaherz> override that in your Item
L425[07:36:16] <gigaherz> (return true only when the items change enough to be a different item)
L426[07:36:25] <SquareWheel> Oh my god that's so much easier.
L427[07:37:22] <SquareWheel> I've been avoiding that one for the last week.
L428[07:37:34] <SquareWheel> I thought, "slowing the player down" would be much easier to tackle.
L429[07:37:44] <SquareWheel> nope
L430[07:37:59] <gigaherz> XD
L431[07:38:52] <SquareWheel> I came up with sort of a weird solution to that one. I apply the slowness potion, but also apply a second potion for slightly longer that triggers to the mod to inhibit FOV changes.
L432[07:39:00] <SquareWheel> Just so the slowness affect doesn't destroy the player's FOV.
L433[07:39:04] <SquareWheel> effect*
L434[07:39:26] <gigaherz> but the FOV exists to indicate the player that they have a speed effect...
L435[07:39:45] <SquareWheel> Yeah, but it gets pretty crazy on anything other than slowness 1/2.
L436[07:39:50] <SquareWheel> It becomes unplayable.
L437[07:41:00] <SquareWheel> So anyway, that meant learning how the potion systems and events worked.
L438[07:46:50] <SquareWheel> Oh man, shouldCauseReequipAnimation can cause some funky behavior.
L439[07:46:58] <gigaherz> you have to do it right ;P
L440[07:47:07] <gigaherz> can't just return false and that's all
L441[07:47:31] <SquareWheel> Yeah. And looks like returning slotChanged isn't enough to go on either.
L442[07:47:46] <gigaherz> you have to compare old and new
L443[07:48:12] <gigaherz> and see if they are the same item and if so, see if the NBT tags are describing something that is the same item (in case you have NBT subitems)
L444[07:48:52] <SquareWheel> So wouldn't two exact items beside each other not trigger the animation, then?
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L446[07:53:46] <SquareWheel> Ohh, it's always running. So returning true can only happen once.
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L460[08:43:29] <SquareWheel> Oh shoot, turning off reequipAnimation also prevent visual updated via MRL swapping.
L461[08:43:34] <SquareWheel> updates*
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L476[10:07:10] <Bottersnike> How do I animate a JSON block model?
L477[10:07:23] <Ordinastie> you don't ?
L478[10:07:39] <Bottersnike> Then how do I animate a block model?
L479[10:07:58] <Ordinastie> you need TESR for animations
L480[10:08:24] <SquareWheel> Depending on the complexity of the animation, you might be able to use variants/properties.
L481[10:08:46] <SquareWheel> But I don't think there's anything for tweening between values or anything.
L482[10:08:50] <gigaherz> there is
L483[10:08:57] <fry> just undocumented :D
L484[10:09:00] <gigaherz> but no one knows how to use it properly
L485[10:09:03] <gigaherz> so we cna't help
L486[10:09:03] <gigaherz> XD
L487[10:09:23] <Bottersnike> :P All I want to do is spin a single cube in my model
L488[10:09:38] <SquareWheel> I'd like to get in on this undocumented animation action...
L489[10:09:56] <Ordinastie> that's done so easily in malisiscore <3
L490[10:10:01] <gigaherz> you could try to figure out the animation api ;P
L491[10:10:08] <Bottersnike> Sites like http://fizzy81.github.io/animated-models/ do model animation, but they wont load my models because they expect vanilla textures
L492[10:10:37] <Ordinastie> gigaherz, hahahah good one!
L493[10:11:01] <fry> https://github.com/MinecraftForge/MinecraftForge/tree/1.10.x/src/test/resources/assets/forgedebugmodelanimation https://github.com/MinecraftForge/MinecraftForge/blob/1.10.x/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java result: https://gfycat.com/LoathsomeHappygoluckyAlpineroadguidetigerbeetle
L494[10:11:28] <Bottersnike> You sir, are my saviour
L495[10:11:39] <SquareWheel> Wait, is that an entity?
L496[10:11:42] <Bottersnike> (Now to find which files are doing that)
L497[10:12:03] <fry> all java souce is in the linked file
L498[10:12:08] <gigaherz> SquareWheel: yes the gif is showing block, item, and entity
L499[10:12:11] <gigaherz> all using the animation system
L500[10:12:15] <quadraxis> net.minecraftforge.client.model.animation
L501[10:12:43] <Bottersnike> Does the ring and the other part need to be seperate?
L502[10:12:57] <fry> and most of the jsons in the linked folder are needed
L503[10:13:15] <fry> they don't have to be separate if you're prepared to render them both in a TESR
L504[10:13:33] <fry> having them separate means you can render the static part in the static renderer
L505[10:13:33] <Bottersnike> Whats a TESR? Google won't spill the beans
L506[10:13:42] <fry> TileEntitySpecialRenderer
L507[10:13:57] <fry> something that's slow due to being re-rendered each frame :D
L508[10:14:27] <Bottersnike> How slow?
L509[10:14:27] <SquareWheel> Would this be viable for an item blockstate, no block form?
L510[10:14:29] <gigaherz> everything is re-rendered every frame
L511[10:14:38] <gigaherz> it's just slow because the geometry isn't cached on the gpu
L512[10:15:05] <Bottersnike> Haha! GPU? More like intel hd inside graphics on an intel pentium 3
L513[10:15:12] <gigaherz> that's still a gpu
L514[10:15:31] <Bottersnike> Does it really count though :P A squirel with a pen is faster
L515[10:15:35] <quadraxis> no that's nonexistant
L516[10:15:50] <gigaherz> yes -- a VBO with the geometry inside is still faster than a TESR drawing the quads over and over
L517[10:16:16] <gigaherz> in fact, a TESR managing its own VBO would be even faster than drawing a baked-quad item
L518[10:16:22] <gigaherz> but there's way too much room for doing it wrong
L519[10:16:26] <gigaherz> so it's not recommented either
L520[10:16:35] <gigaherz> recommended*
L521[10:17:39] <gigaherz> that's why we insist so much on avoiding TESRs and using static models whenever possible
L522[10:17:49] <fry> and look, real-life example of using forge model animations: https://github.com/WayofTime/BloodMagic/commit/dab6e0842bd24da2b781a679d517c078ad6a9902 https://github.com/WayofTime/BloodMagic/commit/a0b92c0c2feb6dc62319c1e4b6bb81f1f72024a8 :D
L523[10:17:58] <gigaherz> static block models get cached into VBOs per render chunk
L524[10:18:15] <gigaherz> so each chunk ends up as one single draw call
L525[10:18:25] * Bottersnike decides that maybe animating his models isn't worth it after looking at all the code required for a simple block
L526[10:18:26] <SquareWheel> "(unsuccessful) tests" Good sign...
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L528[10:18:39] <SquareWheel> I'm still intrigued.
L529[10:18:40] <gigaherz> (one per render layer -- opaque first, then cutout, then sorted translucent)
L530[10:18:51] <Ordinastie> that's really way too complicated of a system imo
L531[10:19:10] <SquareWheel> Is this the final API, or just internal stuff you can tap into if you want right now?
L532[10:19:21] <gigaherz> the proper system would be to use vertex shaders and custom matrices for the moving bits ;P
L533[10:19:50] <fry> it'll be made simpler in the future
L534[10:19:59] <fry> but the general structure will be the same :D
L535[10:23:24] <TechnicianLP> can there be some basic documentation added? im pretty confused right now what the statements in those animationfiles are doing ...
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L537[10:24:22] <Bottersnike> How do I get the itemBlock for a block?
L538[10:25:11] <masa> I now got the second part of my project working: the biome importer. I added the code to the AnvilSaveConverter in 1.10, so that while it is converting McRegion files to Anvil, it will also check if there is biome data available in my custom export format and it will then replace the biome arrays in the chunks with that exported data.
L539[10:25:34] <gigaherz> Bottersnike: Item.getItemFromBlock
L540[10:25:36] <Ordinastie> that's how I make my animation now \o/
L541[10:25:49] <fry> TechnicianLP: there's only this so far: https://gist.github.com/RainWarrior/964ed4692f4da1fd4964
L542[10:25:59] <Bottersnike> So is
L543[10:25:59] <Bottersnike> public Item getItemDropped(IBlockState state, Random rand, int fortune)
L544[10:26:00] <Bottersnike> {
L545[10:26:00] <Bottersnike> return Item.getItemFromBlock(this);
L546[10:26:00] <Bottersnike> }
L547[10:26:01] <Bottersnike> Valid?
L548[10:26:08] <masa> so now I can get terrain from pre-anvil versions of the game in anvil format with correct biome data \o/
L549[10:26:15] <gigaherz> I guess
L550[10:26:25] <gigaherz> however
L551[10:26:25] <TechnicianLP> better than nothing i guess ...
L552[10:26:27] <gigaherz> that's how Block does it
L553[10:26:33] <gigaherz> so if you are overriding with that
L554[10:26:37] <Bottersnike> :P
L555[10:26:38] <gigaherz> you may as well not override at all
L556[10:26:44] <fry> I'm working on simplifying the underlying language right now
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L560[10:33:40] <Bottersnike> BRB. Swapping from mIRC to HexChat (trial over)
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L563[10:34:13] <Bottersnike> Back
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L569[10:36:14] <Bottersnike> :P HexChat looks much nicer that mIRC
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L571[10:36:59] <gigaherz> Bottersnike: I disagree ;P
L572[10:37:10] <gigaherz> it looks nicer than stock mird.
L573[10:37:12] <gigaherz> mirc*
L574[10:37:13] <Bottersnike> y?Real
L575[10:37:26] <Bottersnike> :P A little keyboard lagg going on here tho
L576[10:37:39] <gigaherz> https://dl.dropboxusercontent.com/u/743491/mirc.png
L577[10:37:49] <Bottersnike> I think it looks more modern but then I do prefer GTK to windows widgets
L578[10:37:49] <gigaherz> mine is slightly customized ;P
L579[10:37:58] <SquareWheel> That's a lot of contrast
L580[10:38:09] <gigaherz> the monitor does the rest
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L582[10:38:26] <gigaherz> I have it hand-tweaked so white doesn't hurt my eyes
L583[10:38:45] <SquareWheel> I know the feeling. I have f.lux cranked all the way.
L584[10:38:54] <Bottersnike> http://i.imgur.com/CftKBFy.png
L585[10:38:56] <SquareWheel> Somehow I got used to my screen being completely orange.
L586[10:39:21] <SquareWheel> I use Hexchat with Dark Theme, channel tabs underneath.
L587[10:39:36] <Bottersnike> Ohhh.... Dark theme. Where can I find that :P
L588[10:40:06] <SquareWheel> http://i.imgur.com/ffJUDH6.png
L589[10:40:19] <SquareWheel> Only downside is it's not completely dark. You can do it with GTK, but it's a bit more hacky.
L590[10:40:33] <Bottersnike> Ahh.
L591[10:40:49] <Ordinastie> http://puu.sh/rxwAY.png
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L593[10:41:02] <Bottersnike> Brb
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L595[10:41:15] <SquareWheel> That I like.
L596[10:41:15] <Ordinastie> but it looks quite different on the other screen
L597[10:41:27] <Ordinastie> darker and less constrast
L598[10:41:34] <SquareWheel> What font is that?
L599[10:41:48] <Ordinastie> Fixedsys Excelsior 2.00 11
L600[10:42:01] <SquareWheel> It's smooth, though very thick.
L601[10:42:30] <Ordinastie> Fixedsys is the original notpad font ><
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L603[10:43:18] <Bottersnike> How do I set a default server to connect to at the start?
L604[10:43:32] <SquareWheel> Hexchat > Network List > Espernet > Edit
L605[10:43:37] <Bottersnike> :P Just found it
L606[10:43:57] <SquareWheel> And with this server I use a connect command because of the "register your name moron" thing.
L607[10:44:11] <SquareWheel> Which is really intimidating to noobies, by the way. :|
L608[10:44:29] <Bottersnike> It works for me... I have a connect dealy of 5s and I use SASL auth
L609[10:44:50] <Bottersnike> @SquareWheel It scares away those not worthy of the power of IRC
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L611[10:45:04] <SquareWheel> Eh, just a bit elitist is all.
L612[10:45:29] <Lord_Ralex> why would you need a connect command
L613[10:45:49] <SquareWheel> Without it I get dumped into the other channel.
L614[10:46:13] <Lord_Ralex> you should have just been able to set the nickserv password and it do the auth before joining channels
L615[10:47:07] <SquareWheel> Makes sense. Let's give 'er a go.
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L618[10:47:32] <Bottersnike> WB
L619[10:47:37] <SquareWheel> Howdy!
L620[10:47:49] <SquareWheel> Well that certainly storing a password in plaintext.
L621[10:47:54] <SquareWheel> certainly beats*
L622[10:48:04] <Lord_Ralex> it's still plaintext i think anyways
L623[10:48:12] <Lord_Ralex> hexchat does not do much with hashing, heh
L624[10:48:19] <gigaherz> ideally you use SASL
L625[10:48:19] <SquareWheel> Ah well.
L626[10:48:22] <Lord_Ralex> unless your client differs at least
L627[10:48:23] <gigaherz> which does the auth during login
L628[10:48:24] <Bottersnike> I use SASL
L629[10:48:26] <SquareWheel> Yeah, used SASL.
L630[10:48:49] <SquareWheel> By the way Botter, themes are here: https://hexchat.github.io/themes.html
L631[10:48:55] <SquareWheel> You'll want to read the docs though.
L632[10:48:55] <Bottersnike> If you really wanted, you could write a python script that uses a hashed password to connect and then give hexchat the connected instance to controll
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L634[10:49:02] <SquareWheel> There's an install tool, and more info below for GTK plugins.
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L637[10:49:39] <Bottersnike> I found them but really I think I'll just stick with the defaut theme as apposed to the hasle of themeing GTK (I've written GTK before and it's not fun)
L638[10:51:50] <Bottersnike> F3+T not working is really annoying when I'm making new textures and models
L639[10:52:10] <PaleoCrafter> It's not hard at all, Bottersnike
L640[10:52:30] <PaleoCrafter> You literally just have to create a folder and edit one file
L641[10:52:34] <Bottersnike> Yeah, but I have to restart my game every time a make a change
L642[10:52:53] <PaleoCrafter> I was talking about GTK themes :P
L643[10:52:57] <Bottersnike> Oh right :P
L644[10:53:12] <PaleoCrafter> And you can "hotswap" resources just fine
L645[10:53:13] <SquareWheel> Why isn't F3+T working?
L646[10:53:28] <Bottersnike> I don't know. It just doesn't reload my mod tetxures
L647[10:53:34] <SquareWheel> You may need to do the "reload changes" thing in your IDE first.
L648[10:53:46] <PaleoCrafter> Yeah
L649[10:53:52] <Bottersnike> How?
L650[10:54:06] <SquareWheel> I just bound it to F6 in IDEA, myself.
L651[10:54:14] <PaleoCrafter> Build -> Make project, assuming IDEA
L652[10:54:34] <Ordinastie> F5 in eclipse iirc
L653[10:54:42] <Bottersnike> How do I change bindings (in IDEA)
L654[10:55:01] <PaleoCrafter> Under the Keymap settings section
L655[10:55:04] <Ordinastie> really? you can't find out that by yourself?
L656[10:55:06] <gigaherz> settings -> keymap
L657[10:55:12] <Bottersnike> I can, but I'm lazy
L658[10:55:16] <gigaherz> or you know, search "key" in the searchbox in settings
L659[10:55:16] <gigaherz> ;P
L660[10:55:17] <PaleoCrafter> But yeah --^
L661[10:55:33] <PaleoCrafter> IDEA has rather powerful search tools :P
L662[10:55:42] <Ordinastie> Bottersnike> I can, but I'm lazy <= translation : better waste your time than mine
L663[10:55:51] <Bottersnike> More or less :P
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L665[10:56:56] <Ordinastie> I'll remember than the next time you ask something
L666[10:57:05] <Bottersnike> :'(
L667[10:59:04] <gigaherz> * Ordinastie will remember that
L668[10:59:06] <gigaherz> ;p
L669[10:59:31] * Bottersnike is currious what colour this is in HexChat
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L671[11:00:15] <PaleoCrafter> Let's hope that's not just one of those fake memories that don't affect the outcome at all, gigaherz :P
L672[11:00:25] <Bottersnike> I'm getting the error:
L673[11:00:25] <Bottersnike> Exception loading model for variant interdictiontorch:bamboo#age=13 for blockstate "interdictiontorch:bamboo[age=13]
L674[11:00:33] <Bottersnike> How do I fix it?
L675[11:00:44] <PaleoCrafter> Define a model for the variant
L676[11:00:53] <Bottersnike> In the blockstates?
L677[11:01:15] <PaleoCrafter> Mebbe
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L681[11:03:48] <PaleoCrafter> Literally the first search result for "Minecraft Forge variant" yields the relevant docs article
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L686[11:06:01] <Bottersnike> I've given up with the docs because the RTFD ones are incomplete (fairly lacking unless someone has updatated them recently) and there aren't many things on 1.10 that come up :'(
L687[11:06:29] <gigaherz> Bottersnike: willie's primers should apply to 1.10
L688[11:06:38] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L689[11:06:47] <gigaherz> https://gist.github.com/williewillus/e37edde85dc78d2e138c
L690[11:07:03] <PaleoCrafter> And the RTD should suffice for a basic block with variants
L691[11:07:13] <Bottersnike> Thanks
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L693[11:07:26] <Bottersnike> Not RTD, RTFD :P
L694[11:10:24] <SquareWheel> Willie's docs seem to cover ISmartBlockModel, which is now dead.
L695[11:10:55] <SquareWheel> So maybe skip that section.
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L697[11:11:09] <PaleoCrafter> It still kind of applies
L698[11:11:17] <fry> IBlockModel is the new ISmartBlockModel
L699[11:11:25] <quadraxis> second gist covers that
L700[11:11:25] <fry> *IBakedModel :D
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L713[11:26:59] <Botter|afk> Anyone wahtching Google's live stream RN?
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L715[11:27:25] <Koward> Do we have to register a storage for simple Capabilities that do not have changing values that need to be saved ?
L716[11:27:46] <gigaherz> it's not so much "need" as "should"
L717[11:27:56] <gigaherz> you are free to ignore the default instance and storage systems
L718[11:28:05] <gigaherz> but the capabilities design asks for them
L719[11:28:25] <gigaherz> you do have to provide an IStorage instance
L720[11:28:28] <gigaherz> it can just be blank
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L723[11:30:10] <Koward> It's basically a final value that you can assign to an item. It does not need to be stored. Maybe using Capabilities for that is a mistake ?
L724[11:30:31] <gigaherz> uhm if it's just a random value that won't change... use NBT?
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L727[11:31:32] <Koward> But I need to attach it to existing items
L728[11:31:39] <gigaherz> so?
L729[11:32:19] <Koward> I have never used NBT that way. I'll look into it.
L730[11:32:26] <gigaherz> it's just
L731[11:32:31] <gigaherz> stack.getTagCompound()
L732[11:32:34] <gigaherz> if null create a new one
L733[11:32:35] <gigaherz> else
L734[11:32:42] <gigaherz> nbt.setInt
L735[11:32:52] <gigaherz> and if you created it, stack.setTagCompound(nbt)
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L737[11:33:00] <gigaherz> if it's JUST one value
L738[11:33:04] <gigaherz> then that should do the trick just fine
L739[11:33:10] <gigaherz> you can still use Capabilities
L740[11:33:14] <gigaherz> but it seems highly overkill
L741[11:34:02] <Koward> And when would I set this tag ?
L742[11:34:41] <gigaherz> uhm... when do you need to set it?
L743[11:35:19] <gigaherz> out of curiosity, what is the value for?
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L745[11:38:25] <Koward> A simple weight.
L746[11:38:40] <gigaherz> hmf
L747[11:38:41] <gigaherz> I see
L748[11:38:48] <gigaherz> so you'd want it on ANY item
L749[11:38:51] <gigaherz> I mean
L750[11:38:56] <gigaherz> not just the ones coming from a certain recipe
L751[11:38:59] <gigaherz> or from a machine
L752[11:38:59] <Koward> Indeed. All of them.
L753[11:39:03] <gigaherz> well
L754[11:39:11] <gigaherz> then yeah a capability is probably the best approach
L755[11:39:14] <gigaherz> even if it's overkill
L756[11:39:17] <gigaherz> either that
L757[11:39:28] <gigaherz> or you keep a "weight registry"
L758[11:39:33] <gigaherz> and use the NBT tag as an override for it
L759[11:39:45] <gigaherz> if has tag then use tag, else use registry
L760[11:40:08] <Koward> A weight registry will be needed anyway, it'll just be private if using a capability default implementation. The value for items must be somewhere
L761[11:40:59] <gigaherz> yeah but if you use a capability, then EVERY SINGLE INSTANCE of ItemStack will have an instance of your ICapabilityProvider
L762[11:41:02] <gigaherz> and an instance of your capability
L763[11:41:06] <gigaherz> seems horribly inefficient to me
L764[11:41:30] <Koward> There is only one instance no, hence the CapabilityInject that sets it to the field ?
L765[11:41:53] <gigaherz> there is one instance of the Capability<T>
L766[11:42:00] <Ordinastie> just use a Map<Item, Integer>
L767[11:42:00] <gigaherz> but that is only the "key"
L768[11:42:04] <gigaherz> as in
L769[11:42:06] <gigaherz> like Item or Block
L770[11:42:21] <gigaherz> butthen there's the ICapabilityProvider and the "instance of the feature you created"
L771[11:42:24] <gigaherz> which are like the ItemStack
L772[11:42:30] <gigaherz> and each object has its own
L773[11:42:48] <gigaherz> how else would the capability remember which weight it has?
L774[11:43:12] <Koward> Oh yes that would be heavy for not much
L775[11:43:38] <gigaherz> so my suggestion
L776[11:43:49] <gigaherz> keep a List<Pair<ItemStack,Integer/Float>>
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L778[11:44:08] <gigaherz> or Map<Item,WeightProvider> for faster lookups
L779[11:44:25] <gigaherz> (and to give people the possibility of having weights depend on meta/NBT
L780[11:44:37] <gigaherz> and then
L781[11:44:48] <gigaherz> if the stack has a "Weight" tag, use the value
L782[11:44:55] <Koward> Yeah a map or map-like structure. Sounds a bit limited but I don't need more
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L784[11:45:39] <Ordinastie> Map<Item, Function<ItemStack, Integer>> and you're not limited anymore
L785[11:46:17] <gigaherz> (which is what I meant with WeightProvider ;P)
L786[11:46:53] <Ordinastie> I know
L787[11:47:27] <gigaherz> yeah but Koward may not have got my idea ;P
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L790[11:48:56] <Koward> Thank you guys.
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L794[11:52:07] <gr8pefish> Anyone know how arrows of <potion effect> are stored internally? I'm guessing extra NBT data?
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L798[11:54:23] <gigaherz> gr8pefish: haven't checked, but I guess NBT
L799[11:54:30] <gigaherz> unless they store the potion id as metadata
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L802[11:54:31] <gigaherz> ...
L803[11:54:31] <gigaherz> XD
L804[11:54:42] <ScottehBoeh> Good day, everyone :)
L805[11:54:50] <McJty> There is a PotionEffectHelper or something
L806[11:54:54] <McJty> That can generate the NBT for you
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L808[11:55:30] <gigaherz> do tipped arrows use the same NBT as bottles?
L809[11:55:56] <ScottehBoeh> ok I need to ask a favor on behalf of Diesieben
L810[11:56:13] <ScottehBoeh> He's currently having issues relating to his Laptop, we're in dire need of someone who'd be willing to join our Team as a developer to help out with our project.
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L813[11:56:41] <ScottehBoeh> (It's 1.8 Forge API based, insane project and we'd really appreciate the help of someone who's interested in World War 2 TDM)
L814[11:57:02] <PaleoCrafter> does it use SevenCommons? :P
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L816[11:57:24] <ScottehBoeh> Ooh, Diesieben made that :o
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L819[11:57:48] <ScottehBoeh> Thanks computer for closing Hexchat.
L820[11:57:56] <TankCR> I am trying to match this in the lang file, but for some reason I can't https://snag.gy/p5hx8y.jpg
L821[11:58:00] <ScottehBoeh> PaleoCrafter would you be interested? Can I talk to you privately?
L822[11:58:16] <PaleoCrafter> I've told you before that you don't want to rely on me :P
L823[11:58:19] <PaleoCrafter> also, kinda busy atm
L824[11:58:34] <ScottehBoeh> Darn. Do you know anyone who'd be interested? It's quite vital we find someone
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L826[11:58:47] <gigaherz> I have no time myself
L827[11:58:50] <gigaherz> even if I was interested
L828[11:58:57] <gigaherz> the only reason I am fixing my mods this week
L829[11:58:58] <ScottehBoeh> It's nothing major, Diesie's handeling most, if not all networking-side of things. (Profile creation, matchmaking etc)
L830[11:59:00] <gigaherz> is because I took some days off
L831[11:59:10] <PaleoCrafter> does willie have a major project atm? xD
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L835[12:01:34] <Bottersnike> TankCR, I can't see what's wrong. That looks perfectly fine to me :p
L836[12:02:22] <Ordinastie> TankCR, show code
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L838[12:02:27] <Ordinastie> and line in lang file
L839[12:02:51] <PaleoCrafter> and get rid of that colon
L840[12:02:59] <gigaherz> PaleoCrafter: he's busy with school/uni/whatever, IIRC
L841[12:03:15] <TankCR> I have tried all of these
L842[12:03:16] <TankCR> tile.crystallum.refinery.name=Crystallum Refinery
L843[12:03:16] <TankCR> tile.crystallum:refinery.name=Crystallum Refinery
L844[12:03:16] <TankCR> tile.crystallum:refinery.name=Crystallum Refinery
L845[12:03:16] <TankCR> item.crystallum.crystal.name=Crystallum
L846[12:03:16] <TankCR> tile.crystallum:crystal.name=Crystallum
L847[12:03:16] <TankCR> tile.crystallum.crystal.name=Crystallum
L848[12:03:16] <TankCR> crystal.name=Crystallum
L849[12:03:17] <TankCR> refinery.name=Crystallum Refinery
L850[12:03:35] <PaleoCrafter> ah, well, thought he might have some free time considering Botania is back in Vazki.i's hands again
L851[12:03:53] <PaleoCrafter> thinking about it, he's kind of working on ProjectE, isn't he? xD
L852[12:03:59] <TankCR> sorry shoulda used pastebin
L853[12:04:05] <Ordinastie> TankCR, Cristallum, not Crystallum
L854[12:04:07] <ScottehBoeh> Crayfish is working too, huh :(
L855[12:04:18] <TankCR> holhy crap, I typoed, doh!
L856[12:04:25] <ScottehBoeh> xD
L857[12:04:30] <gr8pefish> Anyone know if I can include org.apache.commons.lang3.tuple ImmutablePair in my project, and if that will break everything?
L858[12:04:50] <Ordinastie> gr8pefish, it's already in
L859[12:04:55] <PaleoCrafter> considering it's shipped with MC, go crazy :P
L860[12:05:01] <gigaherz> gr8pefish: if it's in the libs, you can use it
L861[12:05:01] <gigaherz> ;P
L862[12:05:20] <gr8pefish> Oop,s see that now, thanks :P
L863[12:05:20] <PaleoCrafter> although I'd propose going straight for Scala with native tuples
L864[12:05:22] * PaleoCrafter runs
L865[12:05:23] <Bottersnike> Can someone answer Q5 on http://www.shmoop.com/romeo-and-juliet/gender-theme.html I need an essay, but I just cant get my juices flowing
L866[12:05:30] * gr8pefish chases PaleoCrafter
L867[12:05:47] * Bottersnike uses pokeball
L868[12:06:43] *** V is now known as Vigaro
L869[12:07:05] <PaleoCrafter> I could tell you a few things about gender in Agnes or Homo Faber, Bottersnike, doubt that's of any help though :P
L870[12:07:16] <Bottersnike> Probably not
L871[12:07:36] <Bottersnike> I'm normally really good at essays, but I'm tired and I have a cold. Not a good combination
L872[12:08:22] <Koward> Where do we see the most recent mappings ? Is it still snapshot_20160518 ?
L873[12:08:51] <Ordinastie> most recent mapping is today
L874[12:08:55] <PaleoCrafter> usually snapshot_YYYYMMDD :P
L875[12:09:24] <Koward> Okay it's daily, fantastic
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L886[12:43:15] <ScottehBoeh> Anyone else here use SevenCommons? It's a charm
L887[12:43:26] * SatanicSanta googles it
L888[12:43:56] <PaleoCrafter> lol, I doubt anybody but diesieben really uses it :P
L889[12:44:13] <Ordinastie> you should try MalisisCore :p
L890[12:45:41] <SatanicSanta> ScottehBoeh: What about it is charming?
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L894[12:58:42] <Subaraki> https://www.youtube.com/watch?v=kbsj4Uy0qQY
L895[12:58:51] <Subaraki> why the internet exists and we love it so much ^
L896[12:59:11] <Bottersnike> Just no
L897[13:00:02] ⇦ Quits: Cypher121 (~Cypher121@fox.cypher.coffee) (Ping timeout: 198 seconds)
L898[13:00:08] <Subaraki> why no xD
L899[13:00:23] <Bottersnike> Just no. It's just so wierd
L900[13:00:26] <Subaraki> didnt expect that when i clicked that video tbh.
L901[13:00:33] * Bottersnike returns to watching #madebygoogle
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L905[13:05:31] <SatanicSanta> gigaherz: Are you sure blockstate JSONs work for items? I breakpointed `SteamToolModelLoader#accepts` and it only triggered for the blockstate JSONs for actual blocks
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L909[13:09:12] <SatanicSanta> gah
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L920[13:27:09] <SquareWheel> @samschaap: Blockstate JSONs do work with items. The blockstate code I sent you before was an item.
L921[13:27:23] <SquareWheel> Oops, wrong name completion.
L922[13:27:28] <SquareWheel> @SatanicSanta
L923[13:27:39] <SatanicSanta> huh
L924[13:27:57] *** Abrar|gone is now known as AbrarSyed
L925[13:28:15] <SquareWheel> Forge will look for your file under both /models and /blockstates.
L926[13:28:48] <SatanicSanta> Well this is strange then
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L928[13:29:33] <SquareWheel> What's wrong?
L929[13:29:55] <SatanicSanta> SteamToolModelLoader#accepts never gets called for item blockstates
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L931[13:31:52] <SquareWheel> Haven't seen your code, but are you registering through registerItemVariants?
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L934[13:32:11] <SatanicSanta> The code is the same gist I linked yesterday https://gist.github.com/elifoster/92bdc66349d709ddd2a8141a7b484597
L935[13:32:18] <SatanicSanta> and no because there arent any variants
L936[13:33:36] <PaleoCrafter> you actually have to have a variants block and "inventory": [{}] in there
L937[13:33:51] <SatanicSanta> i see
L938[13:34:02] <PaleoCrafter> otherwise the blockstates file isn't associated with anything
L939[13:34:20] <SatanicSanta> do i have to do registerItemVariants?
L940[13:34:24] <SquareWheel> "inventory" is the default for items, and "normal" is the default for blocks.
L941[13:34:30] <PaleoCrafter> not if you use setCustomMRL
L942[13:34:37] <SatanicSanta> alright
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L944[13:34:48] <SatanicSanta> "normal" is a moronic name for that lmao
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L946[13:42:45] <Bottersnike> If I want a plant that I can place in water, do I need to create a custom "Water" block that spawns when the block in palced in water?
L947[13:45:26] <PaleoCrafter> use Material.WATER, Bottersnike
L948[13:45:58] <Bottersnike> What? Instead of super(Material.PLANTS, name);?]
L949[13:46:04] <PaleoCrafter> yep
L950[13:46:17] <PaleoCrafter> otherwise your plant will form an air pocket
L951[13:46:31] <Bottersnike> Yeah. Is it safe to just replace plant with water straight off?
L952[13:46:40] <PaleoCrafter> should be
L953[13:46:57] <PaleoCrafter> I'm just looking at BOP code right now :P
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L955[13:49:25] <SquareWheel> You see some really... interesting examples when looking up Forge code snippets.
L956[13:49:31] <SquareWheel> I just saw: if (var15 * var15 + var17 * var17 + var19 * var19 > var22 * var22)
L957[13:49:48] <Ordinastie> distance check
L958[13:49:57] <PaleoCrafter> that isn't Forge but Vanilla and you're looking at decompiled, deobufscated code :P
L959[13:50:16] <SquareWheel> Don't take this away from me
L960[13:50:17] <PaleoCrafter> also --^
L961[13:50:25] <Bottersnike> Gtg
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L965[13:55:08] <gigaherz> [20:05] (SatanicSanta): gigaherz: Are you sure blockstate JSONs work for items? I breakpointed `SteamToolModelLoader#accepts` and it only triggered for the blockstate JSONs for actual blocks
L966[13:55:10] <gigaherz> yes, I am ;P
L967[13:55:20] <gigaherz> no idea what the semantic differences are
L968[13:55:21] <PaleoCrafter> scrolle dup again, gigaherz?
L969[13:55:28] <gigaherz> nope
L970[13:55:32] <gigaherz> I quoted
L971[13:55:51] <PaleoCrafter> the issue was resolved already though :P
L972[13:56:04] <gigaherz> yeah I'm still reading from up there
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L974[13:56:09] <gigaherz> but I wanted to answer that first ;P
L975[13:56:45] <gigaherz> [20:34] (SquareWheel): "inventory" is the default for items, and "normal" is the default for blocks.
L976[13:56:49] <gigaherz> there's no "default" for items
L977[13:56:55] <gigaherz> you sortof have to register them explicitly ;P
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L979[13:57:26] <gigaherz> but I guess it is the "standard" ;P
L980[13:57:47] <SquareWheel> Pretty sure Forge defaults to "inventory" on blank strings in certain circumstances.
L981[13:58:01] <SquareWheel> Saw it somewhere when digging through the rendering code.
L982[13:58:30] <gigaherz> havn't seen any case for it which did not involve previously calling setCustomMRL or registerItemVariants with "inventory"
L983[13:58:41] <gigaherz> but no idea how mc handles the stock item models
L984[13:58:45] <SatanicSanta> The MRL passed to ICustomModelLoader#accepts is *not* the model specified in the "model" key in the JSON?
L985[13:58:53] <gigaherz> SatanicSanta: yes it is.
L986[13:59:20] <gigaherz> after parsing it into a ResourceLocation
L987[13:59:35] <SatanicSanta> That isn't what is being passed though
L988[13:59:47] <gigaherz> wait
L989[13:59:48] <gigaherz> no
L990[13:59:54] <gigaherz> it's the FULL PATH for it
L991[13:59:54] <gigaherz> so
L992[14:00:09] <SatanicSanta> also no
L993[14:00:17] <gigaherz> "model":"yourmod:custom/my_block"
L994[14:00:19] <gigaherz> will end up as
L995[14:00:20] <PaleoCrafter> what *do* you get passed?
L996[14:00:25] <SatanicSanta> "esteemedinnovation:steam_drill#inventory" for example
L997[14:00:30] <gigaherz> "yourmod:models/block/custom/my_block"
L998[14:00:34] <gigaherz> that's wrong
L999[14:00:40] <gigaherz> the #inventory is a blockstates variant
L1000[14:00:44] <SatanicSanta> >.>
L1001[14:01:19] <gigaherz> you want something like
L1002[14:01:19] <gigaherz> "model": "everpipe:custom/pipe"
L1003[14:01:27] <SatanicSanta> What
L1004[14:01:28] <gigaherz> which ends up like
L1005[14:01:28] <gigaherz> public static final ResourceLocation FAKE_LOCATION = Everpipe.location("models/block/custom/pipe");
L1006[14:01:34] <SatanicSanta> You are not understanding me
L1007[14:01:50] <SatanicSanta> the RL passed to accepts is "esteemedinnovation:steam_drilL#inventory"
L1008[14:01:53] <SatanicSanta> I'm not specifying that anywhere
L1009[14:01:56] <SatanicSanta> That is what is being passed
L1010[14:01:59] <gigaherz> uh
L1011[14:02:05] <gigaherz> EVERY SINGLE LOCATION is passed to accepts
L1012[14:02:05] <PaleoCrafter> u dun goofed
L1013[14:02:11] <gigaherz> you only have to accept the one you want to load
L1014[14:02:31] <SatanicSanta> My understanding was that whatever was specified in the model key in the json was passed to the accepts method
L1015[14:02:41] <PaleoCrafter> of course it is
L1016[14:02:45] <gigaherz> along with EVERY OTHER LOCATION that mc loads
L1017[14:02:50] <PaleoCrafter> ^
L1018[14:02:50] <SatanicSanta> eg if I had "model": "esteemedinnovation:steam_tool", "esteemedinnovation:steam_tool" would be passed
L1019[14:03:07] <PaleoCrafter> how should the game know that that specific location is to be passed to your loader?
L1020[14:03:16] <PaleoCrafter> it should be passed
L1021[14:03:38] <Ordinastie> will someone write a proper and usable system?
L1022[14:03:42] <SatanicSanta> I don't think I'm making myself very clear
L1023[14:03:44] * PaleoCrafter smacks Ordinastie
L1024[14:03:46] <PaleoCrafter> fuck off
L1025[14:03:51] <PaleoCrafter> it's proper and usable :P
L1026[14:03:57] <Ordinastie> no it's not
L1027[14:04:11] <Ordinastie> everybody is having problems with it
L1028[14:04:20] <PaleoCrafter> does *everything* you get passed take the domain:something#variant form, SatanicSanta?
L1029[14:04:27] <SatanicSanta> yes
L1030[14:04:31] <x3n0ph0b3> I had a problem with long division when I was an infant, I'm pretty sure long division is usable
L1031[14:04:32] <x3n0ph0b3> idk about proper
L1032[14:04:33] <gigaherz> SatanicSanta:
L1033[14:04:33] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L36
L1034[14:04:34] <PaleoCrafter> Ordinastie, no, it's just the basic thing: those that have problems are the most vocal
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L1036[14:04:53] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java#L285
L1037[14:05:00] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/resources/assets/everpipe/blockstates/block_pipe.json#L14
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L1039[14:05:24] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/client/ClientProxy.java#L26
L1040[14:05:33] <gigaherz> https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/client/ClientProxy.java#L46
L1041[14:06:00] <SatanicSanta> Right
L1042[14:06:09] <SatanicSanta> but in that case "everpipe:custom/pipe" would never be passed
L1043[14:06:14] <gigaherz> no
L1044[14:06:19] <gigaherz> you receive
L1045[14:06:22] <gigaherz> "everpipe:models/block/custom/pipe"
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L1047[14:06:37] <SatanicSanta> is it always "block"?
L1048[14:06:41] <gigaherz> yes
L1049[14:06:53] <gigaherz> all the references from a blockstates file are prefixed by "models/block"
L1050[14:06:56] <gigaherz> even items
L1051[14:07:04] <gigaherz> it's a side-effect of how forge handles it
L1052[14:07:19] <gigaherz> (vanilla assumed blockstates are for blocks, and forge just tricks it into being used for items)
L1053[14:07:23] <gigaherz> assumes*
L1054[14:07:56] <SatanicSanta> ok i guess ill try that
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L1057[14:14:43] <SquareWheel> If I wanted to duplicate a vanilla particle (WATER_SPLASH), but modify the color - is that a tall order? Because usually the things that sound easy end up requiring a half dozen classes in the end.
L1058[14:15:01] <SatanicSanta> lol
L1059[14:17:07] <SatanicSanta> SquareWheel: You could probably do it by inheriting ParticleSplash and setting the rgb
L1060[14:17:22] <gigaherz> SquareWheel: no it's relatively easy
L1061[14:17:28] <gigaherz> I did it with one in order to change the size
L1062[14:17:29] <gigaherz> ;P
L1063[14:17:41] <SatanicSanta> Particle#particleRed, particleBlue, and particleGreen
L1064[14:17:44] <SatanicSanta> just set them in the constructor
L1065[14:18:11] <gigaherz> although
L1066[14:18:16] <gigaherz> SquareWheel: is it client-only
L1067[14:18:23] <gigaherz> or do you need to spawn them server-side?
L1068[14:18:37] <gigaherz> (please say client-only ;P)
L1069[14:19:12] <SquareWheel> Client-only
L1070[14:19:17] <SatanicSanta> \o/
L1071[14:19:36] <gigaherz> okay take a look at this
L1072[14:19:37] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ParticleSmallCloud.java
L1073[14:19:49] <gigaherz> specifically
L1074[14:19:50] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ParticleSmallCloud.java#L47
L1075[14:20:17] <gigaherz> this is how I spawn them (client-side)
L1076[14:20:17] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/BlockEssentializer.java#L70,L103
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L1078[14:20:41] <SquareWheel> Do I need to use reflection like you do up top?
L1079[14:20:47] <gigaherz> probably not
L1080[14:20:52] <SatanicSanta> doubt it
L1081[14:21:03] <gigaherz> I need reflection because ParticleCloud insists on having a hardcoded size
L1082[14:21:06] <gigaherz> in a private field
L1083[14:21:37] <Ordinastie> and you don't even cache it -_-
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L1085[14:24:11] <PaleoCrafter> sometimes I wish we still had the death sentence to punish that horrendous act
L1086[14:24:19] <masa> has anyone here done stuff with manipulating entire chunks?
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L1088[14:25:21] <masa> I need to find a way to safely unload all entities, tileentities and remove pending block ticks and then reading a different chunk from a different region file and loading that for use
L1089[14:26:39] <SatanicSanta> Ordinastie: Honeslty I don't think the system is necessarily the problem, it's just that it's poorly documented and there's lots of little weird things
L1090[14:27:06] <barteks2x> I'm running out of arguments for that... someone give me arguments why sending all light changes from server to client would be a really bad idea
L1091[14:27:27] <PaleoCrafter> Ordi's just butthurt because he had to write a fair portion of his library mod :P
L1092[14:27:35] <x3n0ph0b3> barteks2x, vampire discrimination.
L1093[14:28:05] <barteks2x> I mean, server now only sends block updates and client recalculates light
L1094[14:28:17] <Ordinastie> PaleoCrafter, not really, I'm just baffled by how many people struggle to use it, and how much time it takes to make it work
L1095[14:28:17] <x3n0ph0b3> top secret government codes are stored in lighting updates and you can't let them fall into the wrong hands
L1096[14:28:41] <barteks2x> know sending every single light change would be a really bad idea, but someone just can't accept my argument that sendign so much data would be bad
L1097[14:28:44] <Ordinastie> and I clearly don't understand why you're all ok with that
L1098[14:29:04] <SatanicSanta> Ordinastie: It wouldn't be nearly as difficult or timeconsuming if it were properly documented though
L1099[14:29:07] <gigaherz> [21:21] (Ordinastie): and you don't even cache it -_-
L1100[14:29:10] <gigaherz> true
L1101[14:29:13] <gigaherz> dunno why I never thought about it
L1102[14:29:29] <x3n0ph0b3> barteks2x, long ago, in a distant land, atop a mountain where you trained for fifteen years to prevent the needless updating of lighting logic, you were given a task by the immortal god of lighting updates to not send any to clients, and it has been your task since time immemorial.
L1103[14:29:31] <Ordinastie> you should know better
L1104[14:29:37] * Ordinastie spanks gigaherz
L1105[14:29:39] <PaleoCrafter> I'm just stubbornly going to assume that it's the vocal minority who has problems :P
L1106[14:29:57] <quadraxis> how often does that get called?
L1107[14:29:58] <SquareWheel> I mean, why be vocal if you're not having problems?
L1108[14:29:59] <x3n0ph0b3> From what I've gathered, the learning curve is steeper, but your mileage varies entirely by your implementation
L1109[14:30:05] <quadraxis> premature optimisation and all that
L1110[14:30:07] <Ordinastie> but that's the only problem that gets vocal ?
L1111[14:30:20] <PaleoCrafter> that's mah point, SquareWheel :P
L1112[14:30:41] <x3n0ph0b3> So the people I've listened to discussing the changes, they're usually on the "once you get it, you get it" side of the fence.
L1113[14:30:53] <x3n0ph0b3> Then there are others who lost all motivation to learn the new system, flat out
L1114[14:31:05] <SquareWheel> I do think it could be better, honestly. Documentation, certainly, but also some friendlier defaults.
L1115[14:31:10] <Ordinastie> x3n0ph0b3, but that's true for everything
L1116[14:31:12] <x3n0ph0b3> But.. POCs exist so it's usable.
L1117[14:31:19] <Ordinastie> the difference is in the difficulty to "get it"
L1118[14:31:37] <PaleoCrafter> has pahimar really only come to peace with blockstates now, btw? xD
L1119[14:31:41] <x3n0ph0b3> I'm a long-standing, card-carrying member of the school of thought that if something is too hard it isn't worth doing
L1120[14:31:41] <PaleoCrafter> that's what I gathered from twitter
L1121[14:31:46] <Ordinastie> making a block and an item should really not be that complicated
L1122[14:32:04] <x3n0ph0b3> PaleoCrafter, no, I misinformed everyone, mostly. He was trying to figure out why his blocks rendered okay and his itemblocks didn't
L1123[14:32:10] <gigaherz> oops forgot to give the variable a proper name...
L1124[14:32:13] <x3n0ph0b3> It turned out to be something [debatably] trivial
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L1126[14:32:53] <gigaherz> therem force-pushed. no one knows I did it, now
L1127[14:32:53] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ParticleSmallCloud.java
L1128[14:32:54] <Ordinastie> frankly, it should be doable in a single line of code
L1129[14:33:12] <x3n0ph0b3> everything should be doable in a single line of code
L1130[14:33:16] <x3n0ph0b3> By that logic
L1131[14:33:27] <x3n0ph0b3> we should all be programmers
L1132[14:33:28] <x3n0ph0b3> Everyone
L1133[14:33:30] <LatvianModder> ParticleSmallClod
L1134[14:33:40] <x3n0ph0b3> Hatmakers, burger flippers, plumbers, all of us should be programmers
L1135[14:33:42] <gigaherz> LatvianModder: white smoke
L1136[14:33:42] <Ordinastie> that's what I try to do with my core anyway
L1137[14:33:46] <x3n0ph0b3> If it was easy, everyone would do it.
L1138[14:33:46] <gigaherz> for my essentializer machine
L1139[14:33:49] <PaleoCrafter> really depends on what you define as "line", you know :P
L1140[14:33:55] <LatvianModder> thats explosion particle, not?
L1141[14:33:59] <LatvianModder> or.. ex.. something
L1142[14:34:05] <gigaherz> extends ParticleCloud
L1143[14:34:07] <gigaherz> and makes it smaller
L1144[14:34:08] <LatvianModder> white smoke when entity dies
L1145[14:34:10] <gigaherz> so ParticleSmallCloud
L1146[14:34:24] <gigaherz> no idea what it's used for
L1147[14:34:25] <gigaherz> ;p
L1148[14:35:03] * SatanicSanta spanks gigaherz for force pushing
L1149[14:35:07] <SatanicSanta> ;)
L1150[14:35:23] <Ordinastie> I think he likes it
L1151[14:35:35] <quadraxis> ReflectionHelper already does setAccessible(true)
L1152[14:36:00] <Ordinastie> technically, it's true, but your point is... ? :)
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L1154[14:36:37] <gigaherz> quadraxis: hmmm you are right
L1155[14:36:38] <Ordinastie> oh, he added it too
L1156[14:36:42] <gigaherz> although I'm certain it didn't use to
L1157[14:36:45] <SatanicSanta> PaleoCrafter: New standard: Keep your entire mod on a single line so that Ordinastie is pleased :P
L1158[14:36:50] <Ordinastie> brb, getting the whip for gigaherz
L1159[14:36:51] <PaleoCrafter> yeah :D
L1160[14:37:12] <PaleoCrafter> and rather than creating assets normally, write them on first load from code
L1161[14:37:15] <gigaherz> the *entire* mod
L1162[14:37:18] <gigaherz> hmm
L1163[14:37:31] <gigaherz> so everything would be an inner/nested class?
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L1165[14:37:52] <PaleoCrafter> depends on your language of choice :P
L1166[14:38:03] *** minecreatr is now known as Mine|away
L1167[14:38:16] <quadraxis> everything on one line, so a typical js library, then?
L1168[14:38:21] <PaleoCrafter> Scala, Kotlin and probably all other JVM languages apart from Java allow multiple top-level elements per file :P
L1169[14:38:31] <SquareWheel> Maybe .min.js
L1170[14:38:32] <Ordinastie> laugh all you want, but that's the entire code needed for the last door I added : https://github.com/Ordinastie/MalisisDoors/blob/1.9.4/src/main/java/net/malisis/doors/block/ModelDoor.java
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L1172[14:39:10] <PaleoCrafter> without knowing what that door actually looks like in-game, I'd argue that's still a fair amount of code :P
L1173[14:39:21] <PaleoCrafter> also, that MalisisCore.isClient() thing is horrible
L1174[14:39:33] <Ordinastie> that's the door : https://www.youtube.com/watch?v=CheEv_45h6Y
L1175[14:40:04] <Ordinastie> still better than shoving it in a client proxy :p
L1176[14:40:09] <quadraxis> hmm not a fan of those if statements
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L1179[14:40:47] <SquareWheel> So just to clarify, would I still use world.spawnParticle on custom particles? It seems to only want EnumParticleTypes.
L1180[14:40:48] <PaleoCrafter> btw, that "stateCheck" method with side effects kinda triggers me :P
L1181[14:41:05] <Ordinastie> hum?
L1182[14:41:29] <PaleoCrafter> it has void return type, it's inherently impure :P
L1183[14:42:18] <SquareWheel> Oh there's function overloads, I see.
L1184[14:43:06] <PaleoCrafter> you add them directly to the effect renderer, SquareWheel
L1185[14:43:11] <PaleoCrafter> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ParticleSmallCloud.java#L62
L1186[14:43:48] <SquareWheel> This is very different from how other things work.
L1187[14:44:11] <SquareWheel> So create a singleton then call #spawn on it?
L1188[14:44:11] <PaleoCrafter> "other things" being other particles?
L1189[14:44:16] <PaleoCrafter> nah
L1190[14:44:32] <SquareWheel> I meant with item registers, blocks and so on.
L1191[14:45:00] <PaleoCrafter> ah, yeah, standardising particles is kinda difficult without basically implementing everything from scratch
L1192[14:45:29] <Ordinastie> and no, you don't create a singleton, the method is static
L1193[14:45:47] <PaleoCrafter> that and you can call addEffect wherever the fuck you want
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L1196[14:48:17] <OrionOnline> Good Evening
L1197[14:48:31] <ScottehBoeh> G'day
L1198[14:49:24] <OrionOnline> How is everybody?
L1199[14:49:29] <gigaherz> hungry
L1200[14:49:33] <SatanicSanta> ^
L1201[14:49:34] <gigaherz> waiting for chinese food to get home
L1202[14:49:57] <gigaherz> (thankfully, it doesn't come all the way from china ;P)
L1203[14:49:57] <SatanicSanta> waiting for my class to start so my class can end so i can eat at a logical time
L1204[14:50:06] <Ordinastie> gigaherz, comes from your basement ?
L1205[14:50:13] <gigaherz> nope
L1206[14:50:27] <gigaherz> from a chinese restaurant some 10 minutes away from here
L1207[14:50:33] <SatanicSanta> hm
L1208[14:50:36] <SatanicSanta> maybe i should eat chinese food
L1209[14:51:03] <OrionOnline> Hmm anyone havin experience programming a fluid network that display how the fluid travels through it?
L1210[14:51:52] <SatanicSanta> fluid network -> yes, display how the fluid travels through it -> no
L1211[14:51:58] <gigaherz> well, not personally
L1212[14:52:01] <gigaherz> but I have an idea how they work
L1213[14:52:12] <gigaherz> at least things like the classic buildcraft pipes
L1214[14:52:25] <gigaherz> the display was (maybe still is)
L1215[14:52:33] <gigaherz> just the amount of liquid stored in each block's "internal buffer"
L1216[14:52:58] <gigaherz> each tick, the pipe transfers some of the contained liquid to the neighbouring blocks, based on whatever logic it has
L1217[14:53:06] <gigaherz> and neighbours probably transfer some into it
L1218[14:53:17] <gigaherz> this is how the pipes "flow"
L1219[14:54:36] <gigaherz> the flaw of doing this is that it's extremely unrealistic, specially for vertical pipes
L1220[14:55:03] <gigaherz> so many pipes, when they are in vertical direction
L1221[14:55:08] <gigaherz> instead of showing a level growin upward
L1222[14:55:14] <gigaherz> they show a "column" growing outward
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L1224[14:55:26] <gigaherz> which is just as unrealistic, but it hurts our brains less
L1225[14:55:27] <gigaherz> ;P
L1226[14:55:44] <OrionOnline> Mine cannot travel upwards
L1227[14:55:50] <OrionOnline> I had the buffer thing implemented
L1228[14:55:53] <gigaherz> no but it can travel downwards, I guess?
L1229[14:56:06] <OrionOnline> However it caused a problems when a loop was created
L1230[14:56:11] <gigaherz> yeah
L1231[14:56:22] <OrionOnline> Specifically with tanks
L1232[14:56:25] <gigaherz> buildcraft-style pipes would just split it amont the neighbours
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L1235[14:56:32] <gigaherz> 2 neighbours? 50/50
L1236[14:56:36] <gigaherz> 4 neighbours? 25 each
L1237[14:56:38] <OrionOnline> Yeah that worked
L1238[14:56:46] <gigaherz> which is HORRIBLE
L1239[14:56:51] <gigaherz> because fluid keeps raveling in circles
L1240[14:56:52] <gigaherz> XD
L1241[14:57:03] <OrionOnline> gigaherz, excatly
L1242[14:57:20] <SatanicSanta> My fluid pipes have switchable modes to prevent that
L1243[14:57:36] <OrionOnline> SatanicSanta, I have pumps that work vertically
L1244[14:57:47] *** PaleoCrafter is now known as PaleOff
L1245[14:57:54] <SatanicSanta> and they also send fluids in the most logical direction according to where fluid is coming from
L1246[14:58:00] <OrionOnline> I might actually require a pump to pull the liquid out if machines and tanks
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L1248[14:58:14] <fdz> im having a problem with my modded server, my friend can join perfectly fine and i cant, the console says http://i.imgur.com/aeqeLXr.png and my client says http://i.imgur.com/0DolQlS.png keep in mind iv reinstalled a clean version of mc with the exact same modpack and config i sent my friend
L1249[14:58:30] <SatanicSanta> it always tries down first, then the opposite (if it came from south, it goes to north), then the sides, and lastly up (though eventually that will only be possible with a special thingy)
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L1251[14:58:36] <SatanicSanta> anyway \o
L1252[14:58:48] ⇨ Joins: PrototypeTheta (webchat@david-collett-253-208.halls.student.lut.ac.uk)
L1253[14:58:53] <fdz> dont give me the bull shit of it being 1.7.10, im just trying to figure this out and being stuck at server saying i disconnected and client saying server disconnected me
L1254[14:59:07] * SatanicSanta gives fdz bullshit about 1.7
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L1256[15:02:05] <fdz> "If the problem is obvious, nobody replies: If nobody else has such problem, its obviously a problem with me"
L1257[15:03:33] <fdz> nobody has solution to why server says client disconnected and client says server disconnected?
L1258[15:03:48] <OrionOnline> fdz nope
L1259[15:04:15] <OrionOnline> Their might not even be a Problem with either the server nor the client, but with the connection between them
L1260[15:04:41] <fdz> can strict nat do it?
L1261[15:04:47] <Subaraki> how do you trigger the player's save data ?
L1262[15:05:05] <Subaraki> i have this teleport utility, copeid from someone, but it doesnt trigger saving the player
L1263[15:05:21] <Subaraki> which could be bad for intermod compatibility, and i'd like to make a not on his git
L1264[15:05:26] <fdz> seless. im going to nasa about this problem.
L1265[15:05:37] <fdz> u
L1266[15:05:40] ⇦ Quits: fdz (~fdz@207.174.251.52) (Quit: Leaving)
L1267[15:05:43] <x3n0ph0b3> nasa, huh
L1268[15:05:45] <Lord_Ralex> lol
L1269[15:05:47] <x3n0ph0b3> they'll help probably
L1270[15:05:59] <Lord_Ralex> he's using 1.7.10, so no one cares anyways
L1271[15:06:14] <x3n0ph0b3> that was pretty funny. idk wat his issue is, tho. And at this point, troubleshooting is kinda prohibitive
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L1273[15:09:22] MineBot sets mode: +o on LexManos
L1274[15:10:12] <SquareWheel> Hoo, too late for this. Got my particle rendering in the world anyway.
L1275[15:10:16] <SquareWheel> Just need to override the color now.
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L1277[15:12:04] <SquareWheel> Beauty, got it. :)
L1278[15:12:06] <SquareWheel> Bed now
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L1280[15:12:43] <bartman> I can't see his logs but him asking about a strict nat sounds like he was trying to connect to a server he has on his local network probably trying the external ip rather than whatever the internal ip is
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L1282[15:13:20] <TankCR> Subaraki: Did I see that you released your pets mod?
L1283[15:13:30] <Subaraki> yes TankCR
L1284[15:13:37] <Subaraki> i forgot it was you who wanted to know
L1285[15:13:41] <Subaraki> i knew someone wanted to know
L1286[15:13:45] <Subaraki> forgot who
L1287[15:14:04] <TankCR> very cool
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L1289[15:16:30] <Subaraki> thanks :)
L1290[15:17:28] <Subaraki> how am i supposed to get a dimension name from a provider if i'm not in the dimension itself ?
L1291[15:17:57] <Subaraki> calling this "WorldProvider dimProvider = DimensionManager.getProvider(dimension_ID);" crashes me with an npe
L1292[15:18:25] <Subaraki> because return getWorld(dim).provider; getworld(dim) is null
L1293[15:18:26] <Subaraki> :/
L1294[15:19:16] <Subaraki> aah
L1295[15:19:21] <Subaraki> just saw this in that class
L1296[15:19:22] <Subaraki> /Only loaded dims, since usually used to cycle through loaded worlds
L1297[15:19:24] <Subaraki> well darn
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L1305[15:37:13] <quadraxis> providers don't have names?
L1306[15:37:38] <quadraxis> use getProviderType() ?
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L1308[15:38:22] <quadraxis> subaraki ---^
L1309[15:39:08] <Subaraki> i need the dimension name
L1310[15:39:15] <Subaraki> you can get dimensions from providers
L1311[15:39:53] <Subaraki> but i found a solution :)
L1312[15:40:11] <quadraxis> what do you mean exactly by dimension name
L1313[15:40:34] <Subaraki> Nether, Overworld, End
L1314[15:40:43] <quadraxis> afaik the only thing with a name is DimensionType
L1315[15:41:15] <quadraxis> so, getProviderType(dim).getName()
L1316[15:41:39] <Subaraki> dimProvider.getDimensionType().getName()
L1317[15:41:40] <Subaraki> yeah
L1318[15:41:55] <Subaraki> i used this
L1319[15:41:56] <Subaraki> WorldProvider dimProvider = FMLCommonHandler.instance().getMinecraftServerInstance().worldServerForDimension(dimension_ID).provider;
L1320[15:42:11] <Subaraki> but now (i noticed in the log), ive loaded up the dimension
L1321[15:42:28] <Subaraki> how to i unload it ? (if no players are present)
L1322[15:42:35] <masa> Subaraki: hmm about the issue you created...
L1323[15:42:35] <quadraxis> just DimensionManager.getProviderType(dimension_ID).getName()
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L1325[15:42:45] <Subaraki> aha ! masa, yo'ure actually here
L1326[15:42:50] <masa> isn't that usually a problem with the mod that is supposed to thave that extra data?
L1327[15:42:53] <quadraxis> you don't need to load an instance to get the name
L1328[15:43:04] <Subaraki> and nevermind masa, i just called the onchangeddimension event and called a packet there
L1329[15:43:20] <masa> ie. capabilities and such need to be "manually" recreated in en event handler when the entity changes dimensons, from my understanding
L1330[15:43:23] <quadraxis> that name is not stored in a world instance, nor in a world provider instance
L1331[15:43:36] <Subaraki> quadraxis, okay, tell me how it works then.
L1332[15:43:58] <Subaraki> disclaimer, on the other hand , i do need it at one place to send a packet to every existing player on the server
L1333[15:44:07] <Subaraki> so i load up the dimension if noones there
L1334[15:44:11] <Ivorius> Is anyone working on a LootEntry hook currently?
L1335[15:44:17] <Subaraki> so i'll still need to know how to unload it P:
L1336[15:44:29] <Ivorius> I find it very weird that the hook is kinda there but it was stopped like 2 methods before completion
L1337[15:44:39] <Subaraki> yes masa, sorry. i'm sleepy and thought the problem lay with you :s
L1338[15:44:56] <Subaraki> untill i double checked my events and i didnt have PlayerChangedDimension event
L1339[15:45:12] <masa> my code is rather close to vanilla, and vanilal doesn't have any special stuff for those things either so... (even patched by Forge I mean)
L1340[15:45:39] <Subaraki> that's what i was thinking as well when i saw the unloadunsafeplayer x)
L1341[15:46:41] <Subaraki> so quadraxis, how would i get the name of a dimension with as only argument the dimension id ? must be mod compatible
L1342[15:46:48] <quadraxis> DimensionManager.getProviderType(dimension_ID).getName()
L1343[15:47:39] <Subaraki> DimensionType.getById(dimension_ID).getName();
L1344[15:47:39] <Subaraki> ?
L1345[15:47:50] <masa> Subaraki: "so i load up the dimension if noones there" why do you do that exactly?
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L1347[15:48:04] <howtonotwin> o/
L1348[15:48:09] <masa> Subaraki: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/nbt/TargetData.java#L339-L340
L1349[15:48:14] <howtonotwin> What did I miss?
L1350[15:48:19] <Subaraki> do you really want to listen to the reason why ? xD
L1351[15:48:31] <Subaraki> masa, ill try to be as short as possible
L1352[15:49:05] <Subaraki> so i have a block that can be used to teleport to, but you can also power it with redstone to deactivate it, so any player that has that block registered to it's player data must be notified
L1353[15:49:32] <Subaraki> so instead of keeping a list with players per block (which would be horendous) i just load all dimensions and check for every player
L1354[15:49:33] <Subaraki> ._.
L1355[15:49:47] <gigaherz> WAT
L1356[15:49:50] <masa> wat
L1357[15:49:57] <gigaherz> rather than the "horrendous" option which is sane
L1358[15:50:05] <gigaherz> you chose to LOAD ALL DIMENSIONS, and SCAN ALL PLAYERS ?!?!
L1359[15:50:12] <gigaherz> and that's NOT horrendous?!
L1360[15:50:16] <gigaherz> O_O
L1361[15:50:27] * howtonotwin gets popcorn
L1362[15:50:39] <masa> also, no point in loading a dimension if it's not loaded in any case
L1363[15:51:07] <Subaraki> http://pastebin.com/MxMP4zwV
L1364[15:51:11] <Subaraki> does it look horendous ? :s
L1365[15:51:14] <masa> and teh server also has a global player list if you just need the players
L1366[15:51:28] <Subaraki> really ? fun, didnt know that
L1367[15:51:42] <Subaraki> might improve performance ....
L1368[15:51:47] <masa> but also
L1369[15:52:16] <masa> what happens if a player is offline and the block is deactivated, and then the player comes online? how does he get notified of the deactivation currently?
L1370[15:53:03] <Subaraki> nice remark
L1371[15:53:12] <Ivorius> Subaraki: Does this look horrendous? for(int i = 0; i < 100000; i++) ; :P
L1372[15:53:12] <Subaraki> no clue
L1373[15:53:16] <masa> I would probably just maintain a global teleporters "database" which the players can query for the status of a teleporter when needed
L1374[15:53:19] <Subaraki> yes x)
L1375[15:54:01] <Subaraki> so apart from saving the teleporter to the player to keep track which ones he has and can teleport to
L1376[15:54:18] <Subaraki> i also make a database in which every telepadentry is saved, for lookup purposes ?
L1377[15:54:22] <Subaraki> soudns like a plan
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L1379[15:54:36] <Subaraki> how about a static list ?
L1380[15:54:41] <Subaraki> in the mod file ?
L1381[15:54:49] <Subaraki> does that sound like a plan ?
L1382[15:54:49] <Ivorius> WorldSavedData
L1383[15:54:54] <masa> hmm well, is there even a need to save them to the player anymore if there is that global database anyway?
L1384[15:55:15] <Subaraki> never worked with that, but i'll look up. ive seen stuff on it in the forge docs
L1385[15:55:15] <Ivorius> Yes, the player has to know where he can teleport to
L1386[15:55:26] <Subaraki> ^ what ivorius said
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L1388[15:55:35] <Subaraki> well, now i know what to do for tomorow !!
L1389[15:55:37] <Subaraki> now of to bed
L1390[15:55:38] <Subaraki> o/
L1391[15:55:43] <masa> o/
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L1400[16:11:45] <Mattizin> Hey, can some of you advanced modders look into this error of mine, i cant resolve it :(
L1401[16:11:46] <Mattizin> http://www.minecraftforge.net/forum/index.php?topic=42494.0
L1402[16:15:34] <diesieben07> Mattizin, please post an updated error log and a screenshot of the texture files in your IDE's file exploded
L1403[16:15:37] <diesieben07> *explorer
L1404[16:15:58] <Mattizin> its still the exact same error only the time stamp changed :D
L1405[16:16:02] <Mattizin> i add a screenshot
L1406[16:16:08] <diesieben07> you can post it here, quicker.
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L1409[16:18:30] <Mattizin> ei, updated the forums post, didnt read ur message, sorry
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L1411[16:19:57] <howtonotwin> name them png.mcmeta
L1412[16:20:39] <diesieben07> ^
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L1414[16:21:16] <Mattizin> so i have
L1415[16:21:19] <Mattizin> silage.png
L1416[16:21:23] <Mattizin> and silage.png.mcmeta?
L1417[16:21:32] <diesieben07> yes.
L1418[16:21:45] <diesieben07> <fullnameofthetexture>.mcmeta
L1419[16:22:00] <Mattizin> but why are the vanilla ones not like that then? Thats what irritates me the most. I just copied and renamed vanilla water texture xD
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L1421[16:22:08] <howtonotwin> they are?
L1422[16:22:18] <howtonotwin> water_flow.png.mcmeta
L1423[16:23:03] <Mattizin> wow
L1424[16:23:18] <Mattizin> why did that change while i copied them
L1425[16:23:55] <howtonotwin> the dark ritual magicks of the great sorcerer notch
L1426[16:24:10] <x3n0ph0b3> s/dark ritual magicks/lsd, apparently,
L1427[16:28:45] <Mattizin> thank you guys :)
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L1430[16:33:03] <Mattizin> Is it normal, that a FiniteFluid Block placed in the world is only around 2 pixels high?
L1431[16:33:14] <Mattizin> And not fills the whole block like normal fluids?
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L1435[16:43:57] <masa> how do I force entire chunks to be sent to the clients?
L1436[16:47:46] <diesieben07> careful young padawan, you are entering dark dark places
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L1438[16:53:21] <quadraxis> masa, what you need to send chunks for?
L1439[16:53:47] <masa> a special case tool I'm making mainly for myself
L1440[16:54:38] <quadraxis> what's it do?
L1441[16:55:13] <masa> where/what was the method to get all players watching a chunk?
L1442[16:55:47] <TankCR> seems like there used to be sensors that worked with the malisis sliding doors, but I can't remember what they were called, or what mod they were in, lol
L1443[16:58:55] <PrototypeTheta> What kind of sensors?
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L1445[16:59:20] <TankCR> little motion sensors you could put above the doors
L1446[16:59:35] <PrototypeTheta> 90% sure they are in the 1.7.10 version of it.
L1447[16:59:40] <PrototypeTheta> Can't say for later versions.
L1448[16:59:50] <TankCR> ok, so it was actually in malisis
L1449[16:59:56] <gigaherz> wait for 1.11 and use Observer blocks to detect changes
L1450[16:59:57] <gigaherz> ;P
L1451[16:59:58] <PrototypeTheta> AFAIK yes
L1452[17:00:26] <TankCR> I will ask Ordanastie then
L1453[17:00:40] <PrototypeTheta> Or use my personal favourite method of opening doors by way of a big tank gun.
L1454[17:01:28] <TankCR> ha ha, nice
L1455[17:01:53] <TankCR> I would prefer to avoid that on the spawn point of my server, lol
L1456[17:02:16] <PrototypeTheta> Understandable.
L1457[17:03:02] <PrototypeTheta> Hrm.. Wonder if I could get the tank round to literally open the door insted of blowing it up.
L1458[17:03:28] <gigaherz> make a EMP bullet
L1459[17:03:35] <gigaherz> that causes doors to open and such
L1460[17:03:53] <gigaherz> basically applies redstone to everything around ;P
L1461[17:03:54] <PrototypeTheta> That.
L1462[17:04:11] <PrototypeTheta> Actually isn't a bad idea.
L1463[17:04:25] <howtonotwin> Modified UTF-8 (DataIn/Output) can be converted to normal UTF-8 by simply translating 0xC0 0x80 into 0x00, right?
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L1465[17:07:03] <TankCR> Subaraki: I am trying out your mod, I thought the mini-me had an inventory you could open, is there a keystroke maybe?
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L1471[17:10:49] <TankCR> ok, read the wiki, looks like you have to give him a chest first
L1472[17:13:03] <Mattizin> When i want to have an item that has 2 capabilities, do i neeed to implement a ICapabilityProvider which holds both or what is the way for this case?
L1473[17:14:25] <diesieben07> first, is it your item?
L1474[17:15:32] <gigaherz> you can have one ICapabilityProvider provide as many caps as you want
L1475[17:15:55] <gigaherz> that's the whole reason they exist, and you don't just attach the capabilities directly
L1476[17:15:57] <gigaherz> we
L1477[17:15:58] <gigaherz> well
L1478[17:16:00] <gigaherz> also storage ;P
L1479[17:19:02] <Mattizin> ok so i just create a provider for an CapabilityFluidHandler and anCapabilityEnergy
L1480[17:20:20] <howtonotwin> yes
L1481[17:20:32] <gigaherz> wait fluid and energy?
L1482[17:20:40] <gigaherz> oh wait nevermind, you said item
L1483[17:20:40] <gigaherz> yeah
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L1485[17:30:50] <Mattizin> yeah, fluid and energy onto an item with an capabilityprovider, works fine;)
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L1488[17:41:15] <masa> woooo it works \o/
L1489[17:41:33] <masa> so tomorrow's task is to add all the fancy functionality and a proper item to use this
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L1494[17:55:26] <PrototypeTheta> Ugh, nearly finished with texturing.
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L1516[19:20:53] <thechief5456> is anyone in here from project red or knows eloraam?? Could I try to replicate the frame mechanics of redpower??
L1517[19:21:52] <thechief5456> assuming I used entirely original code, would I be infringeing on anything?
L1518[19:22:04] <thechief5456> *my own original code
L1519[19:22:25] <TehNut> No, that is completely fine
L1520[19:22:35] <thechief5456> yay XD
L1521[19:22:45] <thechief5456> now starts the death of me
L1522[19:23:25] <thechief5456> boy do I miss that mod
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L1524[19:25:18] <TehNut> Use one of it's millions of clones
L1525[19:26:38] <PrototypeTheta> Several hours later... https://www.youtube.com/watch?v=JACpJeK_-Mo
L1526[19:26:55] <PrototypeTheta> Animations occasionally play up, other than that system seems to function well.
L1527[19:28:32] <thechief5456> did you do that all in one day?
L1528[19:29:36] <PrototypeTheta> Half the model and riggin up the reload animation, yes.
L1529[19:29:59] <thechief5456> nice!
L1530[19:30:19] <IoP> infringeing the idea!
L1531[19:30:51] <IoP> Luckily that's legal unless...
L1532[19:31:27] <PrototypeTheta> Well, didn't some soulless mobile game recently get sued for being kind of the same as another soulless mobile game?
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L1541[20:02:53] <gr8pefish> What happens if you subscribe to an event in multiple places in the same mod? Do both run in parallel, does the first one registered run first, does only one run, does it crash, etc.? Anyone know?
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L1543[20:04:17] <gr8pefish> i.e. You @SubscribeEvent onCraftingEVent in class MyAchievements and in class MyEventHandler ?
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L1545[20:05:59] <TehNut> It'll work just fine. Not sure about the ordering
L1546[20:06:23] <gr8pefish> Okay cool, that's all I need, ty!
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L1548[20:07:01] <TehNut> I think you can even handle the same event twice in the same class
L1549[20:07:05] <TehNut> But not 100% sure on that
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L1553[20:11:16] <gr8pefish> eh, doesn't matter. Just curious if I had to be careful with it for achievements.
L1554[20:13:00] <tterrag> fired in registration order
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