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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] ***
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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
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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
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
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L145[01:11:06] <thechief5456> aaaaand
github is down
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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.
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.
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
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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
L492[10:10:37] <Ordinastie> gigaherz,
hahahah good one!
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
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...
L527[10:18:27]
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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 ...
L536[10:24:18]
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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/
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
L557[10:29:33] ***
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L559[10:33:07] ***
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L560[10:33:40] <Bottersnike> BRB. Swapping
from mIRC to HexChat (trial over)
L561[10:33:45] ⇦
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L563[10:34:13] <Bottersnike> Back
L564[10:34:23] ***
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L569[10:36:14] <Bottersnike> :P HexChat
looks much nicer that mIRC
L570[10:36:26] ⇦
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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
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.
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
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.
L592[10:40:52] ***
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L593[10:41:02] <Bottersnike> Brb
L594[10:41:05] ⇦
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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 ><
L602[10:43:01]
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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.
L616[10:47:10] ⇦
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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.
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
L633[10:48:57]
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L634[10:49:02] <SquareWheel> There's an
install tool, and more info below for GTK plugins.
L635[10:49:06]
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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
L664[10:56:09] ***
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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
L670[10:59:54] ⇦
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reset by peer)
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
L678[11:01:15] ⇦
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L681[11:03:48] <PaleoCrafter> Literally
the first search result for "Minecraft Forge variant"
yields the relevant docs article
L682[11:04:09] ⇦
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L683[11:05:13]
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L685[11:05:57] ***
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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
L690[11:07:03] <PaleoCrafter> And the RTD
should suffice for a basic block with variants
L691[11:07:13] <Bottersnike> Thanks
L692[11:07:21] ⇦
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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.
L696[11:10:58]
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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
L701[11:12:00]
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L713[11:26:59] <Botter|afk> Anyone
wahtching Google's live stream RN?
L714[11:27:04] ***
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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?
L725[11:31:04]
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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?
L744[11:36:04]
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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>>
L777[11:43:56]
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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.
L791[11:49:31]
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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
L807[11:55:11]
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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
L815[11:57:14]
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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.
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
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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L895[12:58:51] <Subaraki> why the internet
exists and we love it so much ^
L896[12:59:11] <Bottersnike> Just no
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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
L927[13:29:32]
⇨ Joins: Seppon
(~Noppes@ip56530f2e.direct-adsl.nl)
L928[13:29:33] <SquareWheel> What's
wrong?
L929[13:29:55] <SatanicSanta>
SteamToolModelLoader#accepts never gets called for item
blockstates
L930[13:31:30] ⇦
Quits: Noppie (~Noppes@ip56530f2e.direct-adsl.nl) (Ping timeout:
183 seconds)
L931[13:31:52] <SquareWheel> Haven't seen
your code, but are you registering through
registerItemVariants?
L932[13:31:52] ⇦
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L933[13:32:00]
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(~KGS@h-155-4-129-249.na.cust.bahnhof.se)
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
L943[13:34:38]
⇨ Joins: PitchBright
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L944[13:34:48] <SatanicSanta>
"normal" is a moronic name for that lmao
L945[13:40:36] ***
Darkhax_AFK is now known as Darkhax
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
L954[13:47:26] ⇦
Quits: plp (~plp@112.203.118.64) (Quit: Leaving)
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
L962[13:50:30] ⇦
Quits: Bottersnike
(~Bottersni@cpc92754-stap14-2-0-cust1.12-2.cable.virginm.net)
(Quit: Bai)
L963[13:52:57] ⇦
Quits: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi) (Read
error: Connection reset by peer)
L964[13:54:20] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
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
L973[13:56:09]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
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
L978[13:57:12]
⇨ Joins: flappy
(~flappy@a88-113-155-120.elisa-laajakaista.fi)
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:
L1034[14:04:34] <PaleoCrafter>
Ordinastie, no, it's just the basic thing: those that have problems
are the most vocal
L1035[14:04:49]
⇦ Quits: Vazkii (~Vazkii@62.28.200.62) (Quit: seeya m8 thx 4
playin)
L1038[14:05:06]
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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"
L1046[14:06:34]
⇦ Quits: sinkillerj
(~sinkiller@nc-67-232-14-224.dhcp.embarqhsd.net) (Remote host
closed the connection)
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
L1055[14:12:34]
⇨ Joins: vandench (webchat@filter.edenpr.org)
L1056[14:13:50]
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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
L1073[14:19:49] <gigaherz>
specifically
L1075[14:20:17] <gigaherz> this is how I
spawn them (client-side)
L1077[14:20:30]
⇨ Joins: iari (~iari___@evana.futhark24.org)
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 -_-
L1084[14:21:49]
⇦ Quits: iari (~iari___@evana.futhark24.org) (Read error:
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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?
L1087[14:25:19]
⇦ Quits: gr8pefish
(~gr8pefish@24-121-241-166.flagcmtk01.res.dyn.suddenlink.net)
(Quit: I'm gone)
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
L1125[14:32:40]
⇦ Quits: vandench (webchat@filter.edenpr.org) (Quit: Web
client closed)
L1126[14:32:53] <gigaherz> therem
force-pushed. no one knows I did it, now
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... ? :)
L1153[14:36:04]
⇦ Quits: Koward_
(~Koward@2a02:2788:7d4:4dd:714d:ace1:512:a886) (Read error:
Connection reset by peer)
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?
L1164[14:37:37]
⇨ Joins: Koward_
(~Koward@host-85-201-5-133.dynamic.voo.be)
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
L1171[14:38:40]
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(~Koward@2a02:2788:7d4:4dd:714d:ace1:512:a886) (Ping timeout: 183
seconds)
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
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
L1177[14:40:27]
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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
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
L1194[14:46:26]
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L1195[14:48:04]
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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
L1223[14:55:17]
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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
L1233[14:56:27]
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L1234[14:56:30]
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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
L1247[14:58:14]
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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)
L1250[14:58:35]
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L1251[14:58:36] <SatanicSanta> anyway
\o
L1252[14:58:48]
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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
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.
L1266[15:05:40]
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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
L1272[15:09:22]
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L1273[15:09:22]
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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.
L1276[15:11:27]
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L1277[15:12:04] <SquareWheel> Beauty, got
it. :)
L1278[15:12:06] <SquareWheel> Bed
now
L1279[15:12:28]
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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
L1281[15:13:16]
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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
L1288[15:15:28]
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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
L1298[15:21:02]
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L1305[15:37:13] <quadraxis> providers
don't have names?
L1306[15:37:38] <quadraxis> use
getProviderType() ?
L1307[15:37:40]
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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()
L1324[15:42:38]
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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?
L1346[15:47:52]
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L1347[15:48:04] <howtonotwin> o/
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
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
L1378[15:54:35]
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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/
L1392[15:55:55]
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L1395[16:05:14] ***
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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 :(
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.
L1407[16:16:31] ***
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L1409[16:18:30] <Mattizin> ei, updated
the forums post, didnt read ur message, sorry
L1410[16:18:38]
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L1411[16:19:57] <howtonotwin> name them
png.mcmeta
L1412[16:20:39] <diesieben07> ^
L1413[16:21:09]
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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
L1420[16:22:01]
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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?
L1432[16:33:46]
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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?
L1464[17:06:03]
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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?
L1466[17:08:27] ***
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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
L1484[17:24:40] ***
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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
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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minecreatr is now known as Mine|dreamland