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L3[00:14:13] <TehNut> Does anybody know why
using IBlockAccess#getTileEntity(pos) in Block#getDrops always
returns null?
L4[00:14:19] <TehNut> Does the TE get
removed first?
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L6[00:16:52] <Abastro> It would be the
case
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L30[01:59:44] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161010 mappings to Forge Maven.
L31[01:59:47] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161010-1.10.2.zip
(mappings = "snapshot_20161010" in build.gradle).
L32[01:59:58] <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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L35[02:15:50] <Ordinastie> why can't my
hexchat automatically join the server? :/
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L38[02:25:49] <ThePsionic> Ordinastie: does
it hate you? You might experience a minor case of robot
uprising
L39[02:26:22] ***
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L40[02:26:31] <Ordinastie> nah, I'm usually
ok with robots
L41[02:26:39] <Ordinastie> I can relate to
them
L42[02:26:42] <ThePsionic> But are robots
ok with YOU
L43[02:26:44] <Ordinastie> hating people
and shit
L44[02:26:47] <ThePsionic> *dramatic music
plays*
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L75[04:01:22] <gigaherz|work> o/
people
L76[04:01:52] <gigaherz|work> anyone with
worldgen experience online? (in general, the question isn't
specific to mc)
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L81[04:15:45] <Koward> In a producer block
of my custom power system I do a notifyNeighborsOfStateChange in
onBlockAdded, expecting neighbors to take power from the TE
attached to the producer. But onBlockAdded is called before the TE
is set, so I guess the updating of neighbors will be too.
L82[04:17:36] <Koward> I'm looking for a
solution called right after TE creation, any idea ?
L83[04:18:07] <Ordinastie>
onBlockPlacedBy
L84[04:18:26] <gigaherz|work> uhm, when you
place a block, the neighbours will already receive a change
call
L85[04:18:29] <gigaherz|work> no need to do
it yourself
L86[04:21:25] <Koward> Really ? As
RedstoneTorch does it, I thought this was not already done
L87[04:21:56] <Koward> But then does this
automatic change call happens before of after the TE is set ?
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L89[04:27:59] <gigaherz|work> hmm not sure
;P
L90[04:28:29] <gigaherz|work> also not sure
if notifyNeighborsOfStateChange does thesame calls
L91[04:28:48] <gigaherz|work> that
said
L92[04:28:56] <gigaherz|work> energy
systems usually work on a push basis
L93[04:29:03] <gigaherz|work> where the
providers actively spread the energy
L94[04:29:08] <gigaherz|work> rather than
requiring the consumers to pull
L95[04:29:20] <gigaherz|work> it makes
everything easier to manage ;P
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L97[04:29:55] <Subaraki> what's the best
way to throw an exception when the configuration file doesn't have
a correct boolean or string ?
L98[04:30:18] <Koward> Really ? I just do
the opposite because redstone works on a pull basis, I think
L99[04:30:27] <gigaherz|work> depends on
how you want this exception to affect the execution
L100[04:30:42] <gigaherz|work> Koward:
redstone isn't really a power system, though ;P
L101[04:31:15] <Koward> Yeah I'm more
looking to create a redstone like system than actual an actual
energy thing.
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L103[04:35:52] <Subaraki> gigaherz, i just
want something, that when people notice that their settings don't
work, and the yhappen to maybe look at the log, they can say like !
aha, here's the problem ! without having to read it line for
line
L104[04:35:53] <Koward_> gigaherz|work
Then in most power systems the providers push their disappearance ?
Weird.
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L106[04:36:13] <Subaraki> i did new
nullpointerexception(message).printstacktrace
L107[04:36:23] <Subaraki> but that's like
very long and seems iconvenient
L109[04:37:51] <Subaraki> i mean the print
out is very long ._.
L110[04:38:12] <gigaherz|work> Koward_:
well, in RF, for example, there's providers and receivers, but in
most cases, the receivers are fully passive, and it's the providers
that choose to push to the receivers
L111[04:38:39] <gigaherz|work> so the
provider will query the neighbours, see which ones are receivers,
and then share the energy across them
L112[04:38:53] <IoP> is it real railure or
not?
L113[04:38:57] <IoP> failure
L114[04:39:41] <Koward_> Oh yeah energy
systems don't have actual state so they can do that. Redstone-like
things maintain a state so I'm not sure I could do it that
way.
L115[04:39:45] <IoP> Also you probably
should pass your exception to logger. It does nicer work than
.printStacktrace()
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L117[04:41:04] <Subaraki> yeah
indeed
L118[04:41:10] <IoP> I'm still unable to
see the problem here. Do you want to know exact location of the
problem?
L119[04:41:17] <Subaraki> but i can't
figure out why the forge logger wont print a warning or so
L120[04:41:41] <Subaraki> no. i just want
the user to know, if they check the log, that they fooped up
something in the config file
L121[04:42:27] <IoP> ohhh
L122[04:42:27] <quadraxis> write a warning
to the log yourself?
L123[04:44:33] <IoP> So the question
really is how to use Forge's logging system.
L124[04:44:46] <Subaraki>
FMllog.warn("message"); ?
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L126[04:45:03] <IoP> Subaraki: fyi you
could also use System.out.println() as dirty solution
L127[04:45:28] <Subaraki> too dirty
:s
L128[04:45:28] <IoP> Honestly I don't know
what is best practise for logging
L129[04:45:45] <IoP> I only know that
print to stdout is not
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L131[04:46:22] <Subaraki> [11:45:49]
[Client thread/WARN] [FML]: The Value 'nothing' was not a valid
String. Resorting to default
L132[04:46:31] <Ordinastie> don't output
exceptions, just catch the errors and output a readable explanation
in the log
L133[04:46:32] <Subaraki> the thing is, it
works. but is terribly not visible
L135[04:47:11] <IoP> or output exception
only if they are usable for someone
L136[04:48:11] <quadraxis> you can get a
Logger instance for your mod in preinit
L137[04:48:30] <quadraxis> and use that
for logging things related to your mod
L138[04:48:33] <Ordinastie>
LogManager.getLogger(modid)
L139[04:49:37] <IoP> quadraxis: are you
saying that I should use that instance for every logging and not to
use class specific instances?
L140[04:50:17] <quadraxis> probably
L141[04:50:42] <Subaraki> aha
L142[04:50:43] <Subaraki> bigWarning
L143[04:50:51] <Subaraki> this seems to be
very nice for it :)
L144[04:52:01] <quadraxis> what happens in
the event the config is wrong?
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L147[04:59:11] <Subaraki> it just prints
out that the config values were not valuable, so the default was
set
L148[04:59:29] <Subaraki> just so i have
an excuse to say to people that reading the log is not always
hard
L149[04:59:40] <Subaraki> or something
like that
L150[04:59:44] <Subaraki> user friendly
you see
L151[05:00:39] <gigaherz|work> reading the
log would be nicer if half the mods didn't spam it with avoidable
errors and other meaningless stuff
L152[05:01:30] <IoP> people never read the
log
L153[05:01:33] <quadraxis> if i searched
the log for 'config' or similar, would I find your warning
L154[05:01:58] <quadraxis> if so, have
people do that
L155[05:02:13] <IoP> Make your
config.read() to throw exceiption, include bad data in exception
details. Then do not catch, let it crash MC
L156[05:02:21] <quadraxis> don't abuse
critial error messages for less serious problems
L157[05:02:29] <IoP> aka reikastyle
<3
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L181[06:45:30] <Subaraki> so, I am
continuing this mod from an author I once worked with, that hasn't
showed up for months, and hasn't updated his mods since
1.7.10
L182[06:45:45] <Subaraki> my mod has great
use of this mod, and I updated it
L183[06:45:49] <Subaraki> left him a
message
L184[06:46:05] <Subaraki> the uestion
is
L185[06:46:10] <gigaherz|work> is the mod
opensource?
L186[06:46:16] <Subaraki> yes
L187[06:46:33] <Ordinastie> are you sure
?
L188[06:46:36] <Subaraki> the question is,
can I host my updated version with fixed on curseforge ?
L189[06:46:37] <Subaraki> yes, very
L190[06:46:44] <Subaraki> i got the code
from his github
L191[06:46:48] <gigaherz|work> then, out
of respect, you may want to change the name a bit so that it's
clear that it's an unofficial update
L192[06:46:52] <Ordinastie> that's not
what opensource means
L193[06:46:57] <Subaraki> he even linked
it to me when we were working on compatibility between our
mods
L194[06:46:59] <gigaherz|work> github !=
opensource
L195[06:47:06] <gigaherz|work> does it
have a license file stating the terms?
L196[06:47:13] *
Subaraki looks it up
L197[06:47:13] <Corosus> yeah best check
the license
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L199[06:47:45] <gigaherz|work> because
something people often forget: if you upload code, even if it's
publicly available
L200[06:47:52] <gigaherz|work> it's still
"all rights reserved" by default
L201[06:48:02] <gigaherz|work> unless you
explicitly provide permission
L202[06:48:35] *
IoP is muttering about RMS zealots using open source for visibile
source...
L203[06:48:47] <gigaherz|work> and yes,
there have been articles about how an absurdly high number of
projects hosted in pages like github, are not REALLY
opensource
L204[06:49:08] <quadraxis> this all
depends on how you define open source
L205[06:49:16] <gigaherz|work> which is
technically against the terms of github
L206[06:49:23] <IoP> it does not. There is
exactly one definition
L207[06:49:25] <Subaraki> it's GNU
L208[06:49:48] <gigaherz|work> quadraxis:
no, the definition is simply: opensource means you have the right
to modify & share the modifications
L209[06:49:51] <gigaherz|work>
simple*
L210[06:49:55] <Subaraki> "Everyone
is permitted to copy and distribute verbatim copies
L211[06:49:56] <Subaraki> of this license
document, but changing it is not allowed."
L212[06:49:57] <IoP> gigaherz|work: no.
github does not require projects to be open sourced. It was
requirement years ago
L213[06:50:13] <gigaherz|work> they
don't?
L215[06:51:31] <IoP> gigaherz|work: no. I
remember seeing that requirement at some point. I have tried to
find cached documents or exact date when they lifted that
requirement but I have not found. It's really interesting piece of
history which is not documented anywhere.
L216[06:51:43] <gigaherz|work>
interesting
L217[06:51:48] <gigaherz|work> I assumed
they still required it
L218[06:51:52] <gigaherz|work> well either
way
L219[06:52:00] <gigaherz|work> even if the
projects are "ok"
L220[06:52:05] <gigaherz|work> that
doesn't mean they are opensource
L221[06:52:06] <IoP> google code required
and they booted some projects
L222[06:52:24] <gigaherz|work> Subaraki:
"GNU" is not a license, you mean GPL or LGPL?
L223[06:52:28] <ThePsionic> Subaraki:
Unless you have explicit go-ahead from the original creator you
can't do anything with it
L224[06:52:52] <ThePsionic> also what
gigaherz|work said
L225[06:52:56] <gigaherz|work> ThePsionic:
if it's GPL, that's complete BS
L226[06:53:10] <ThePsionic>
<Subaraki> of this license document, but changing it is not
allowed."
L227[06:53:15] <IoP> Subaraki: You should
ask author if it's ok to work with project and if he allows
distribution of fork in curseforge (without changing project's
name)
L228[06:53:35] <gigaherz|work> ThePsionic:
that's the terms of the license document
L229[06:53:37] <gigaherz|work> not the
actual license XD
L230[06:53:41] <ThePsionic> welp
L231[06:53:43] <ThePsionic> i'm
blind
L232[06:53:50] *
ThePsionic leaves silently
L233[06:53:51] <gigaherz|work> Subaraki:
can you link to the project already?
L234[06:53:52] <gigaherz|work> XD
L235[06:54:24] <gigaherz|work> it's not
like if we are going to judge you badly for updating a mod ;P
L236[06:54:48] <Ordinastie> depends on
what you do with it :p
L237[06:54:53] <Corosus> i too want to
update a mod but im still holding onto the hope that the guy will
come back to life
L238[06:55:16] <ThePsionic> Corosus: I had
that once, and then he did come back to life just to give me
permission to update it
L239[06:55:23] <Corosus> nice :D
L240[06:55:30] <ThePsionic> (AKA just
shoot a message on CurseForge and wait a lil)
L241[06:55:57] <Corosus> yeah, the guy is
still active on twitter as he followed me back so perhaps i should
contact him when i wanna maybe put effort into updating
L242[06:56:09] <ThePsionic> It was a
closed source mod too, I doubt the guy even used Git before he put
his mod on GitHub for me to work on
L243[06:56:19] <IoP> Also make those
questions in public forum. Better proof for Curse if author allows
usage of original name with a fork
L245[06:56:51] <Subaraki> the problem is,
the author hasn't been active for a while
L246[06:56:58] <Subaraki> and he didn't
update past 1.7.2
L247[06:56:58] <ThePsionic> GPL3
L248[06:57:18] <Subaraki> so i doubt he's
going to come back to modding soon
L249[06:57:28] <IoP> (IANAM but I have
followed discussions in #curseforge about those projects...)
L250[06:57:43] <Subaraki> he never put his
project out on curseforge
L251[06:57:46] <gigaherz|work> Subaraki:
GPL version 3
L253[06:58:01] <gigaherz|work> that means
you are free to modify & distribute any modifications you
make
L254[06:58:08] <gigaherz|work> so long as
what you distribute is also GPL3
L255[06:58:22] <gigaherz|work> the *name*
is a differnt matter
L256[06:58:27] <gigaherz|work> I doubt
this mod has a trademark
L257[06:58:34] <gigaherz|work> so
technically you could also steal the name
L258[06:58:35] <IoP> just remember to
check if he added something into license
L259[06:58:36] <gigaherz|work> but out of
respect
L260[06:58:44] <gigaherz|work> you may
want to at least make it "unofficial"
L261[06:58:50] <ThePsionic> Or like
L262[06:58:52] <Subaraki> nice. i'l ldo
that
L263[06:58:54] <ThePsionic>
"Reborn"
L264[06:58:59] <ThePsionic> or "'s
Legacy"
L265[06:59:01] <Corosus> just call it
"better than paintings" xD
L266[06:59:02] <IoP> or just ask if it's
ok to use the damn name
L267[06:59:12] <Subaraki> i can't ask.
he's inactive Dx
L268[06:59:17] <ThePsionic> rest in
ripperoni
L269[06:59:24] <IoP> Did you try?
L270[06:59:30] <gigaherz|work> it's a
generic name, though
L271[06:59:46] <gigaherz|work>
"Painting Selection Gui" it's not like if you can be any
more standard than that
L272[06:59:59] <Subaraki> i could call it
revamped :)
L273[07:00:01] <gigaherz|work>
"Painting Selection Resurrection"
L274[07:00:07] <Subaraki> x)
L275[07:00:31] <IoP> yet another
<insert mod name here> fork for MC version <insert mc
version here>
L276[07:00:39] <Ordinastie> I'd keep the
concept and redo it from scratch without a GUI ><
L277[07:00:45] <ThePsionic> Call it
Painting Selection New, for short it would be PSN which is (as far
as I know) the Photoshop file format so that works out
fantastically
L278[07:01:20] ⇦
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L279[07:01:25] <Corosus> "boss ross
presents the happy little painting selector, the anti click spam
mod"
L280[07:02:05] <ThePsionic> "and now
for a happy little tree" *places sapling* *bonemeals the fuck
out of it*
L281[07:02:14] <Corosus> \o\
L282[07:02:34] <gigaherz|work> ThePsionic:
Hmmm
L283[07:02:37] <Ordinastie> and don't
forget to paint his happy tree friend
L284[07:02:42] <gigaherz|work> Ordinastie:
hmmm...!
L285[07:02:47] <ThePsionic>
hmmmmmmmmmmmmmmmmm
L286[07:02:56] <gigaherz|work> make an
item
L287[07:03:01] <ThePsionic> Ordinastie:
not too close or the bonemealing won't work
L288[07:03:05] <gigaherz|work> that when
you click on a placed painting
L289[07:03:11] <gigaherz|work> cycles
through the paintings of that size
L290[07:03:26] <gigaherz|work> and when
shift-clicking, cycles through the sizes
L291[07:03:38] <Subaraki> gui's more fun
though x)
L292[07:03:39] <gigaherz|work> then no gui
needed
L293[07:03:43] <Subaraki> no need for
cycling
L294[07:03:52] <Subaraki> you can just
pick whta you want
L295[07:04:04] <gigaherz|work> Subaraki:
nah, there's a kind of "magic" to having in-world
interactions
L296[07:04:16] <Subaraki> yeah i
know
L297[07:04:20] <gigaherz|work>
although
L298[07:04:27] <gigaherz|work> you could
make something that is like a catalog
L299[07:04:30] <Ordinastie> gigaherz|work,
my idea was, holding the painting item it would display a ghost
version of the painting on the wall
L300[07:04:32] <gigaherz|work> and works
like the map
L301[07:04:33] <Subaraki> untill you
install my paintings ++ and yo'ure going to have to cylce trough
300 paintings ... <_<
L302[07:04:43] <gigaherz|work> where
holding it and looking down brings it up
L303[07:04:44] <Ordinastie> and
shift+scroll wheel would cycle through them
L304[07:04:53] <gigaherz|work> and holding
it and looking at a wall previews how it owuld be placed
L305[07:05:20] <Subaraki> never understood
how ghost stuff actually works
L306[07:05:30] <gigaherz|work>
RenderWorldLast
L307[07:05:40] <Subaraki> do you place a
copy of held item in the world ?
L308[07:05:42] <gigaherz|work> you draw it
with a color multiplier with alpha 0.5 or so
L309[07:05:48] <Ordinastie> kill stuff
when they're angry, they don't go to heaven and stay in the void as
ghosts
L310[07:05:48] <gigaherz|work> no you
don't place anything
L311[07:05:53] <gigaherz|work> you do the
same stuff that would run if it was placed
L312[07:05:55] <gigaherz|work> without
placing it
L313[07:06:14] <gigaherz|work> (the
rendering part of it, I mean)
L314[07:06:25] <Subaraki> sound like it
would work
L315[07:06:26] <Ordinastie> (in the veil,
not in the void)
L316[07:06:41] <Subaraki> the thing is
vanilla has like 20 paintings ?
L317[07:06:42] <ThePsionic> just remember,
death is whimsical today
L318[07:06:44] <Subaraki> 30 ?
L319[07:06:51] <Subaraki> so its
doable
L320[07:06:56] <Ordinastie> (I'm just
currently watching Supernatural :p)
L321[07:07:01] <Subaraki> but with over
300 paintings, you'll have a sore finger in no time
L322[07:07:07] <ThePsionic> Ordinastie: in
the veal
L323[07:07:18] <gigaherz|work> Subaraki:
26 apparently.
L324[07:07:26] <ThePsionic> at least
1
L325[07:11:26] <gigaherz|work> Ordinastie:
old eps or did a new season start?
L326[07:11:39] <Ordinastie> season 9
L327[07:11:44]
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L328[07:12:02] <gigaherz|work> premieres
october 13
L329[07:12:09] <gigaherz|work> ah,
soon.
L330[07:12:17] <Ordinastie> yeah, I've
shitton of shows to watch still :s
L332[07:15:21] <howtonotwin> o_O
L333[07:16:31] <Corosus> dafuk
L334[07:16:37] <howtonotwin> indeed
L335[07:16:50] <Ordinastie> I wonder, did
the first post say anything? :p
L336[07:17:01] <howtonotwin> the same
person made a second comment
L337[07:17:22] <Ordinastie> yes, but I'm
asking if the first one had something in it and got edited
L338[07:17:37] <gigaherz|work> doesn't say
"edited"
L339[07:17:47] <howtonotwin> if you edit
within like 5 minutes
L340[07:17:51] <gigaherz|work> I think
edited stuff says "edited"
L341[07:17:51] <howtonotwin> it doesn't
say edited
L342[07:18:03] <howtonotwin> because
that's taken as a revision to the original
L343[07:18:24] <gigaherz|work> hmm if it
was edited, I'd have assumed it would have been edited by lex or
so, not by the poster
L344[07:18:31] <gigaherz|work> he doesn't
seem smart enough to find the edit button
L345[07:18:37] <howtonotwin> ^
L346[07:18:47]
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L347[07:19:13] <gigaherz|work> also his
username sounds like something people would use as a password
L349[07:19:39] <gigaherz|work> he has a
repository with his name
L350[07:19:43] <gigaherz|work> and another
one with his username
L351[07:22:24] <Ordinastie> did you try to
connect using those ? :po
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L354[07:23:07] <gigaherz|work> nah I'd
feel bad about it. that's probably some young kid who doesn't
knowwhat they are doing
L355[07:23:46] <Ordinastie> you don't
necessarily have to do bad stuff with it, just check if it works
:p
L356[07:32:42] <Subaraki> what does the
curseforge 'include' option in library options do ?
L357[07:34:06] <Ordinastie> probably means
the library is included in the jar
L358[07:34:07] <howtonotwin> I'd assume it
means the API is packaged in your own JAR
L359[07:39:55] <Koward_>
"Minecarft" sounds so good.
L360[07:43:22] <gigaherz|work> i'm more of
a Minceraft
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L367[08:09:08] <gigaherz> So I had to
leave work cos I was braindead, took an aspirin, and now i'm
sitting at my desk at home
L368[08:09:36] <gigaherz> anyone wanna
help me come up with a way to procedurally generate cliffs on a
voxel terrain?
L369[08:10:04] <gigaherz> IIRC, minecraft
manages that by purposefully "glitching" the
generation
L370[08:10:19] <gigaherz> but I wanted
something less hacky
L371[08:10:34] <Subaraki> hmmm
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L373[08:10:45] <Subaraki> ive always
wondered how that happened actually
L374[08:10:53] <gigaherz> they have a
"bug" in the worldgen
L375[08:11:01] <gigaherz> that causes
chunks to not always be properly aligned with the terrain
L376[08:11:13] <gigaherz> creating
differences around chunk borders
L377[08:11:28] <Subaraki> do you think you
can make some kind of sine the starts at a certain direction ? max
width like 10, sines fro mstart position to a random lenght
L378[08:11:40] <gigaherz> problem is
L379[08:11:56] <gigaherz> it woudl be
relatively easy if I first generate the terrain
L380[08:12:04] <gigaherz> and then
afterward I modify it up/down artificially
L381[08:12:21] <Subaraki> yeah
L382[08:12:25] <gigaherz> but I'd like the
cliffs to be implicit in the elevation computations
L383[08:12:30] <Subaraki> hmm
L384[08:12:49] <gigaherz> which means I'd
need something like cliffOffset(x,z)
L385[08:13:02] <gigaherz> that always
returns the same cliffs for thesame seed and x,z coords
L386[08:13:14] <gigaherz> which makes it
10000x harder
L387[08:13:19] <gigaherz> hence why I'm
asking here ;P
L388[08:13:49] <Subaraki> well, i might be
a bad shot xD
L389[08:13:56] <Subaraki> i like things
easy ._.
L390[08:14:39] <gigaherz> I'm thinking
maybe perlin/simplex isn't the best kind of noise for this
L391[08:16:04] <gigaherz> I could try to
come up with a different kind of procedural function, that
generates sharp cuts in between smooth gradients
L392[08:16:14] <Koward_> I'd like for my
redstone like system wires to boom when powered from two sides. A
setting like Torch-Wire-Torch for example. But the capability I
expose don't really know on what it is attached or even the other
capability on the other side.
L393[08:17:11] <howtonotwin> when update:
(if powerFromTwoSides boom else ...)?
L394[08:17:31] <gigaherz> why do you need
a capability for this? what does it store?
L395[08:20:11] <Koward_> What is stored is
the power received.
L396[08:21:08] <gigaherz> oh I suppose you
have more than 16 levels ;P
L397[08:21:10] <howtonotwin> Well if you
have a directional power system, wouldn't it only make sense for
the capability to know that?
L398[08:22:10] <Koward_> So instead of two
receiver capabilities (one on each side), just one with the
direction passed in.
L399[08:22:26] <Koward_> Mmm that could
work.
L400[08:23:20] <howtonotwin> I meant
something like a getPowerFlow(EnumFacing): enum { IN, OUT, NONE
}
L401[08:23:29] <howtonotwin> so the
torches have power flowing out
L402[08:23:42] <howtonotwin> and if a wire
finds two blocks connected to it
L403[08:23:44] <howtonotwin> that both
output
L404[08:23:46] <howtonotwin> boom
L405[08:24:08] <Koward_> Yeah but it feels
duplicate with getCapability(EnumFacing)
L406[08:24:17] <howtonotwin> well you can
just drop the EnumFacing
L407[08:24:27] <howtonotwin> you already
have it from get/hasCap
L408[08:26:06] <Koward_> Even if I do
that, to know where it should boom it needs at least some kind of
object or pos&world, only the TE has that. And the TE does not
know when power has been added to its cap
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L410[08:27:14] <howtonotwin> I don't think
exploding should be part of the main capability...
L411[08:27:45] <Koward_> Indeed, but only
the capability knows when it has received power and could do the
check.
L412[08:28:34] <Koward_> What I want is
really just check a cap but from the TE point of view I can't know
when since I don't know when power will be added to the cap.
L413[08:28:51] <howtonotwin> have a
subclass of the capability, ExplodingCapability, where you pass in
a IExplosionHandler that handles the explosion
L414[08:29:07] <howtonotwin> now you can
have a main cap class that won't surprise you by exploding
L415[08:29:13] <howtonotwin> and then a
subclass which will
L416[08:29:17] <howtonotwin> and it knows
how to explode
L417[08:29:28] <howtonotwin> because it
has been passed an IExplosionHandler
L418[08:29:30] <howtonotwin> or something
:P
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L420[08:31:34] <Koward_> So just calling
the handler during setPower methods ? I may aswell just pass the TE
in constructor then.
L421[08:31:59] <Koward_> (to notify
it)
L422[08:32:31] <howtonotwin> may as well
use an inner class then :P
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L454[10:11:47] <Subaraki> best way of
promoting mods ?
L455[10:15:16]
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L460[10:22:34] <gigaherz> Subaraki: talk
with modpack authors and youtubers
L461[10:22:37] <gigaherz> do it right,
though
L462[10:22:55] <gigaherz> spamming may be
effective in gathering idiots, but it frowned upon by everyone
else
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L464[10:29:33] <Ordinastie> anybody has an
idea why my TE would appear dark with shaders ?
L466[10:30:23] <fry> odds of 2 random gl
things interacting succesfully are not that great
L468[10:33:52] <Ordinastie> well, nvm,
latest version where I use the batched buffer crash
altogether
L469[10:34:36] <Ordinastie> I guess
shadersmod expect addVertexData to put full quads data
directly
L470[10:38:09] ***
Vigaro is now known as V
L471[10:38:22] <tterrag> and by shadersmod
you mean optifine
L472[10:38:26] <Ordinastie> yes
L473[10:38:30] <tterrag> optifine makes a
TON of invalid assumptions
L474[10:38:53] <tterrag> and it's your
fault when you don't comply with these undocumented
assumptions
L475[10:38:57] <tterrag> woo
L476[10:39:18] <Ordinastie> I've already
had user complain to them for the crash
L477[10:39:46] <Ordinastie> but if there
is a way I can avoid it, maybe I should try to make it
L478[10:40:03] <tterrag> that's what I
figured too, but how are you meant to debug?
L479[10:40:05] <Ordinastie> because I
don't really beleive in the chances they fix it themselves
L480[10:40:22] <Ordinastie> right now
?
L481[10:40:33] <tterrag> good luck getting
OF in your dev env
L482[10:40:35] <Ordinastie> wild guess on
the reason of the crash, quick fix to see if I'm right
L483[10:40:39] <Ordinastie> if not, fuck
it
L484[10:41:01] <Ordinastie> no, I'll have
to build and copy to runtime env *-*
L485[10:41:08] <tterrag> OF has passed the
critical mass of hacks. there's just too much junk that fixing it
is impossible
L486[10:41:14] <tterrag> merging shadermod
into it was the worst decision ever
L487[10:41:18] <Subaraki> gigaherz, i
never knew how to message youtubers
L488[10:41:59] <Ordinastie> was shaders
mods opensource before ?
L489[10:42:10] <Ordinastie> well,
s/open/visible/
L490[10:42:45] <tterrag> I don't think
so
L491[10:42:48] <tterrag> and it had its
own problems
L492[10:42:59] <tterrag> but merging it in
with MOAR HAX helped no one
L493[10:43:14] ***
Abrar|gone is now known as AbrarSyed
L494[10:46:04] <Ordinastie> is there an
Array.addAll(intoArray, offset, sourceArray) somewhere ?
L495[10:46:22] <Ordinastie> ah, yes,
System.arrayCopy
L496[10:47:06] <gigaherz> I was about to
say, that's usually called copy, rather than add
L497[10:47:07] <gigaherz> ;P
L498[10:47:35] <gigaherz> Subaraki: they
often have contact info for business contact ;P
L499[10:47:39] <Ordinastie> I always
forget there is this rogue function that's not in Arrays. nor
ArrayUtils. :p
L500[10:47:52] <gigaherz> or DMs on
twitter or such
L501[10:48:14] <gigaherz> yeah no idea why
that's not just Array.copy ;P
L502[10:48:23] <Ordinastie> it's
native
L503[10:48:39] <Ordinastie> well, I assume
that's the reason
L504[10:49:09] <gigaherz> wait the Array
class is in reflect
L505[10:49:11] <gigaherz> nm
L506[10:51:30] <Ordinastie> ok, time to
see if my fix actually fixes something :s
L507[10:52:59]
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L508[10:54:23] <Ordinastie> it doesn't
crash on dev, so that's something
L509[10:55:18] <gr8pefish> Can someone
link me something on how to set up a dev enviro for 1.10 (with
IDEA)? For some reason I can't remember how (even though I already
have 2 working projects doing so)
L510[10:55:55] <IoP> cpw's videos
help
L511[10:57:30] <Ordinastie> tterrag, so,
my guess was pretty good, it doesn't crash anymore
L514[10:57:37] <gigaherz> try these
steps
L515[10:57:46] <gigaherz> gr8pefish
^
L516[10:59:11] <gr8pefish> thanks giga. I
know tis super simple, just having trouble this morning :P
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L522[11:06:37] <wundrweapon> ping
L523[11:07:06] <gigaherz> ping who?
;P
L524[11:07:20] <gr8pefish> pong
L525[11:07:26] <wundrweapon> kek
L526[11:08:50]
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L527[11:09:21] <wundrweapon> is there an
event for a player (or any entity, for that matter) using an
item?
L528[11:10:47] <gr8pefish>
PlayerInteractEvert.RightClickItem?
L529[11:11:35]
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(~tschm@xdsl-78-35-188-82.netcologne.de)
L530[11:11:41] <LexLap2> ugh fucking
morons...
L531[11:11:43] <wundrweapon> thx
<3
L532[11:11:59] <wundrweapon> damn right
I'm a moron
L533[11:12:03] <LexLap2> wake up read my
pending, "here s a coremod to fix this issue for you!"
instead of "heres a 1 line PR!"
L534[11:12:15] <gigaherz> wundrweapon:
Idont' think that was to you ;P
L535[11:12:29] <wundrweapon> gigaherz: oh
kek
L536[11:12:53] <gigaherz> however, you
said that, not us ;P
L537[11:13:11] *
wundrweapon has no idea what Lex means by a "1 line PR,"
and as such, will simply dip out of this conversation for a
while
L538[11:13:44] <howtonotwin> It appears
his comment no longer exists :P
L539[11:13:59] <LexLap2> no, it doesnt,
and hes lucky he isnt banned from the repo
L540[11:14:34] <howtonotwin>
"System.out.println("OPCODEEEEEEEEEEEEEEEEEEEEEEEEEEE:"
+ target.getOpcode());"
L541[11:14:34] <gigaherz> wundrweapon: PR
means github pull request, as in, contributing changes to Forge
itself
L542[11:14:37] <howtonotwin> wtf is
this
L543[11:14:54] <LexLap2> That is a sign of
a moron
L544[11:14:55] <gigaherz> it's strongly
recommended to avoid coremods at all costs
L545[11:15:08] <LatvianModder> Lex, #3155
<.<
L546[11:15:12] <wundrweapon> oh that kind
of PR
L547[11:15:55] <gigaherz> for most of us,
when someone does something stupid like that, we just facepalm, but
Lex has to deal with it as his job
L548[11:16:06] *
wundrweapon is very happy that the FMLCommon bus and the EVENT_BUS
are now equal
L549[11:17:11] <LatvianModder> why ORE_GEN
and TERRAIN_GEN arent though?
L550[11:17:26] <gigaherz> imagine that all
the worldgen events
L551[11:17:29] <gigaherz> were added to
the main bus
L552[11:17:42] <gigaherz> or the
opposite
L553[11:17:45] <LatvianModder> But imagine
all the Tick events and render tick events that go trough
EVENT_BUS
L554[11:17:47] <LatvianModder> EVERY
TICK
L555[11:17:51] <LatvianModder> Like 10 of
them
L556[11:17:51] <gigaherz> yeah
L557[11:17:54] <gigaherz> so
L558[11:18:02] <gigaherz> imagine that
worldgen, which is speed-critical
L559[11:18:03] <LatvianModder> Why isnt
there TICK_BUS or smth?
L560[11:18:15] <gigaherz> had to sort
through the non-worldgen events
L561[11:18:33] <wundrweapon> by the sound
of it, I should be glad I'm not dealing with
terraingen/oregen
L562[11:18:47] <howtonotwin> no it's fine
:P
L563[11:19:21] <howtonotwin> except for
the part where you have to learn calculus to write a good generator
/s :P
L564[11:19:44] <wundrweapon> that there
^
L565[11:19:46] <wundrweapon> no thx
L567[11:20:00] <gigaherz> I'm still hoping
someone can help me come up with a scheme for procedurally
generating cliffs
L568[11:20:00] <gigaherz> ;P
L569[11:20:35] <fry> learn calculus.
L571[11:20:46] <gigaherz> ;P
L572[11:21:29] <howtonotwin> Have a
secondary "cliff generator" that is almost always 1, but
every so often dips down to something like .25. Then multiply that
by the main noise to produce sharp dips every so often?
L573[11:21:29] <wundrweapon> tmw you name
your rightclick thing rickclick
L574[11:21:37] <howtonotwin> ^bad ideas by
HTNW
L575[11:22:16] <wundrweapon> howtonotwin:
you need to teach me something
L576[11:22:17] <gigaherz> howtonotwin:
problem is if it just "dips down", it will generate
valleys, rather than cliffs
L577[11:22:21] <gigaherz> it will be
smooth on both sides
L578[11:22:22] <Ordinastie> !gm
func_178975_e
L579[11:22:22] <wundrweapon> teach me how
not to win
L580[11:22:28] <gigaherz> I'd need
something that has a sharp break
L581[11:22:28] <gigaherz> XD
L582[11:22:38] <howtonotwin> sawtooth
waves?
L583[11:22:39] <LatvianModder> x = y
L584[11:22:42] <LatvianModder> then y =
0
L585[11:22:45] <gigaherz> too
predictable
L586[11:22:47] <gigaherz> also
L587[11:22:57] <gigaherz> I'd need for the
cliffs to not look like random circles
L588[11:23:04] <gigaherz> so far the best
idea I have been able to come up with
L589[11:23:09] <gigaherz> is to have two
separate generators
L590[11:23:13] <gigaherz> one with cliffs
and one without
L591[11:23:14] <howtonotwin> and in order
to not win, you have to mod for 1.7.10
L592[11:23:16] <gigaherz> and use
max(a,b)
L593[11:23:17] ⇦
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L594[11:23:17] <howtonotwin> :P
L595[11:23:37] <fry> something something
frequences
L596[11:23:53] <fry> lowpass hipass
e.t.c.
L597[11:24:55] <LatvianModder>
datass
L598[11:25:28] <howtonotwin> smooth
L599[11:25:38] ⇦
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L601[11:26:09] <howtonotwin> <fry>
>.>
L602[11:26:13] <fry> oh my god becky
L603[11:28:33] <howtonotwin> perhaps see
how MC makes ravines and put a - before it :P
L604[11:28:49] <gigaherz> those
"features" are generated afterward
L605[11:28:52]
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L606[11:28:58] <gigaherz> I wantedto avoid
that ;p
L607[11:31:23]
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L608[11:32:38] <tschm> how often is the
forge version updated? I noticed there is a v...2099 out?`
L609[11:33:03] <quadraxis> normally
there's a build for every commit
L610[11:33:09] <gigaherz> every time
someone pushes something
L611[11:33:15] <LatvianModder> Am I the
only insane person that plays with Smooth Lighting: OFF?
L612[11:33:32] <tschm> should i update to
every version or skip some versions?
L613[11:33:47] <tschm> i am not at
2095
L614[11:33:49] <tschm> *now
L615[11:35:07] <tschm> and what do i need
to replace or change when updating?
L616[11:35:20] <McJty> tschm, normally
nothing
L617[11:35:24] <McJty> And no, you don't
have to update all the time
L618[11:35:30] <McJty> I only update when
I need some fix in forge
L619[11:35:36] <McJty> Or when I want to
test against recommended
L620[11:35:47] <tschm> alright, then i
won't bother with the latest version :)
L621[11:36:40] <gigaherz> oooh this looks
nicer than I expected
L622[11:36:43] <gigaherz> I'm onto
something :3
L623[11:37:06] ***
Magik6k was kicked by MineBot (Banned: DO NOT fucking coremod shit
in our repo as a goto -.- Your 'fix' doesn't fix anything it just
breaks other thin))
L624[11:37:31] <LexLap2> Really need to
make that command ping with the full meessage then ban him
L625[11:38:58] ⇦
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Leaving)
L626[11:39:16] <gigaherz> tschm: try to
use a normal PM rather than DCC Chat
L627[11:39:19] <gigaherz> ;P
L628[11:39:32] <tschm> i'll do ;)
L629[11:41:40]
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L630[11:41:54] ***
austindorff is now known as thechief5456
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L632[11:44:06] <LexLap2> test
L633[11:44:35] <wundrweapon> pong
L634[11:46:42] <LexLap2> anyone volventeer
to be a test?
L635[11:46:58] ***
Drull|zzz is now known as Drullkus
L636[11:47:20] <gigaherz> depends on the
test
L637[11:47:24] <LatvianModder> If you
merge PermissionAPI, maybe <.<
L638[11:47:29] <gigaherz> I'm going
grocery shopping in a fewm inutes
L639[11:47:34]
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L640[11:47:42] <LexLap2> I like how yall
are skeptical
L641[11:47:48] <LexLap2> LatvianModder, is
it PRable?
L642[11:48:00] <LatvianModder> From my
side, nothing to add
L643[11:48:11] <LexLap2> then ill look at
it when i get a chance
L644[11:48:17] <LatvianModder> Ok,
thanks
L645[11:48:45] <LexLap2> Almost one
getting over the fucking con plague
L646[11:48:51] <LexLap2> done*
L647[11:49:55] ⇦
Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Ping timeout:
183 seconds)
L648[11:50:15] <gigaherz> I got a cold
here, no idea if it's related to me visiting Barcelona Games Week
on friday. Either that or just the season.
L649[11:55:11] <howtonotwin> I'll be your
test subject lex :P
L650[11:55:34] ***
gigaherz is now known as ghz|afk
L651[11:56:29] ⇦
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L652[11:57:17] <Ordinastie> has someone
used the FastTESR in his mod ?
L653[11:57:43] <howtonotwin> doesn't forge
have an example fasttesr?
L654[11:57:50] <Ordinastie> that's not my
question :)
L655[12:02:36]
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L656[12:02:49] <Ordinastie> no, noone
?
L657[12:02:59] <Praaug> hey there o/
L658[12:03:13] <howtonotwin> \o
L659[12:03:14] <McJty> I always plan to
look at it but I didn't get around to using it yet
L660[12:03:25] <fry> what would you like
to know, Ordinastie? :P
L662[12:04:05] <Ordinastie> or yours
:p
L663[12:04:23] <gr8pefish> is there any
consolidated documentation for the new events for forge for
registering (i.e. somethign like RegisterItemEvent) (or even just a
class dir I can look up in the source)?
L664[12:04:27] <fry> probably yours
:P
L665[12:04:48] <fry> step 1: reproduce
without optifine
L666[12:04:49] <howtonotwin> It looks
beautiful in a Lovecraftian way
L667[12:04:51] <howtonotwin> :P
L668[12:04:52] <Ordinastie> when I say
yours, I mean optifine
L669[12:05:03] <Ordinastie> no, without
optifine is works fine
L670[12:05:14] <fry> then not my fault
:P
L671[12:06:03] <Ordinastie> that only
happens when I use the batched buffer
L672[12:06:18] <Ordinastie> but I want to
check if it happens with others too
L673[12:06:33] <fry> and what is batched
buffer?
L674[12:06:48] <Ordinastie> the buffer you
use for FastTESR
L675[12:07:30] <LexLap2> oh hey how
volenteered
L676[12:07:36] <LexLap2> Timebaned
howtonotwin For: (1) 1 test
L677[12:08:03] <LatvianModder> How much
time is one test? :P
L678[12:08:58] <LexLap2> Timebaned
howtonotwin For: (1) 1 TEST long message that will get cut off
somewhere down the line because stupid kick messages have limited
lengths and are dumb and stupid and their mom dresses them
funny
L679[12:09:00] <LatvianModder> What is
gradle setupCiWorkspace task?
L680[12:09:02] <LexLap2> DAMMET
L681[12:09:06] <howtonotwin> :P
L682[12:09:27] <howtonotwin> Lat: CI
workspace is the very basic essentials to build a forge mod
L683[12:09:40] <LatvianModder> oh. so it
doesnt create run folders and what not?
L684[12:09:41] <howtonotwin> meant for
build servers
L685[12:09:53] <LexLap2> Timebaned
howtonotwin For: (1) TEST long message that will get cut off
somewhere down the line because stupid kick messages have limited
lengths and are dumb and stupid and their mom dresses them
funny
L686[12:09:53] ***
howtonotwin was kicked by MineBot (Banned: (1) TEST long message
that will get cut off somewhere down the line because stupid kick
messages have limited l))
L687[12:09:57] <LexLap2> there we go
L688[12:10:02] <LatvianModder> hah
L689[12:10:33] <LexLap2> ping with full
reason and moved the time to the front so they always see it
L690[12:10:42] <Ordinastie> if you say the
message before the kick, maybe it's not necessary to repeat it in
the kick message
L691[12:10:53] *** MineBot sets mode: -b
*!*@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net
L692[12:10:57] <LexLap2> No it is because
that message is used if they try and join again
L693[12:11:02]
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L694[12:11:05] <LexLap2> on a different
ip
L695[12:11:05] <Ordinastie> ah
L696[12:11:28] <howtonotwin> run `gradle
tasks --all` to see what every task does
L697[12:12:05] <Ordinastie> holy shit,
that's many tasks :x
L698[12:12:25] <howtonotwin> not that
many
L699[12:12:26] <howtonotwin> :P
L700[12:14:34] <LexLap2> forge does a lot
of shit, plus all the normal gradle shit
L701[12:14:46]
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L705[12:18:56] <illy> Beep o/
L706[12:19:22] <PitchBright> o/
L707[12:23:13] ***
Mine|away is now known as minecreatr
L708[12:28:21] <jordibenck> my minecraft
is stuck in loading screen when in debug mode, anyone had
before?
L709[12:28:53] ⇦
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L710[12:29:51] <barteks2x> maybe you have
some conditional breakpoint that slows it down so badly?
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L713[12:32:02] <jordibenck> seems to be
the problem ye
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L715[12:32:22] <jordibenck> ty
L716[12:33:27] <Ordinastie> !gm
func_180446_a
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L726[13:12:55] <wundrweapon> would there
be any harm in having my ArrowLooseEvent handler class extend
ItemBow or Item?
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L731[13:16:54] <wundrweapon> wb
L733[13:23:07] <IoP> it's weird that the
spammers are targerting only one form...
L734[13:23:17] <IoP> and wrong
channel
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L744[13:42:14] <Ferdz_TheWeeb> I'm trying
to make an AI that will make mobs attracted to a certain block,
however I can't seem to make it look natural. Did anyone do this
before and could share their source?
L745[13:45:03] <Subaraki> Ferdz_TheWeeb, I
did something similar
L746[13:45:06] <Subaraki> made a feeding
block once
L747[13:45:38] <Ferdz_TheWeeb> Can I
please take a look at the source?
L748[13:45:46] <Subaraki> the tile entity
from the block checked every random 7500 ticks the boundingbox + 10
blocks around him
L749[13:46:05] <Subaraki> if any entities
where near, their path would be set towards the block
L750[13:46:13] <Ferdz_TheWeeb> Uhmm
L751[13:46:21] <Ferdz_TheWeeb> So you
didn't go through an EntityBaseAI?
L752[13:46:24] <DemonWav> barteks2x in
your mod you have a few typos in your mcmod.info :p
L753[13:46:25] <Subaraki> Ferdz_TheWeeb,
i'm sorry to anounce you that i no longe rhave the code
L755[13:46:28] <Subaraki> no
L756[13:46:36] <Subaraki>
entity.getnavigator.setpathto
L757[13:46:55] <barteks2x> I know, I'm
going to fix them once I get around changing things in
mcmod.info
L758[13:47:09] <Subaraki> ive never done
ai realy
L759[13:47:13] <Subaraki> my block was my
own
L760[13:47:16] <Subaraki> so i did stuff
from there
L761[13:47:27] <Subaraki> have
discontinued the mod since 1.6 and gave it to someone else
L762[13:47:35] <Ferdz_TheWeeb> I see
L763[13:47:37] <Subaraki> have no more
source code of any kind for that
L764[13:47:40] <barteks2x> And I will
probably need to rename it so that it's not the same name as
existing beta 1.7.3 mod
L765[13:48:20]
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L767[13:54:22] <quadraxis> so, how do I
get a single commit into a forge PR?
L768[13:54:40] <Ferdz_TheWeeb> Subaraki,
wasn't there a problem where the mobs will get their AI overriden
by your block?
L769[13:54:42] <howtonotwin> explain
more?
L770[13:54:58] <Ferdz_TheWeeb> Like for
example they will stop running away from someone who hit them
L771[13:56:08] <Subaraki> probably
do
L772[13:56:15] <Subaraki> but mine were
sheep and cows
L773[13:56:19] <Subaraki> it was a
feeder
L774[13:56:49] <Subaraki> so i didnt
really worry about it
L775[13:56:51] ***
PaleOff is now known as PaleoCrafter
L776[13:56:57] <Subaraki> you could check
if the entity actually has a path set
L777[13:57:07] <Subaraki> if
navigator.hasPath or getPath != null
L778[13:57:10] <Subaraki> something liek
that
L779[13:57:40] <Ferdz_TheWeeb> Yeah
L780[13:59:06] ⇦
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L781[14:05:28] <howtonotwin>
<quadraxis> so, how do I get a single commit into a forge
PR?
L782[14:05:29] <howtonotwin> ?
L783[14:06:00] <SquareWheel> As in,
rebasing a branch instead of merging?
L784[14:08:16] ⇦
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L785[14:09:03] <ghz|afk> quadraxis: git
rebase -i
L786[14:09:09] <ghz|afk> or whatever the
equivalent is for your git frontend
L787[14:11:43] <PaleoCrafter> inb4 all
they want to do is squash their commits which isn't even necessary
anymore
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L789[14:13:33] ***
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L790[14:20:34] ***
Alex_hawks is now known as Alex_hawks|zzz
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L792[14:22:21] <quadraxis> it's me being
dumb and failing to plan for having multiple PRs
L793[14:23:23] <quadraxis> so now I need
to get the original out of the history for the second
L794[14:24:00] <howtonotwin> use
rebase
L795[14:24:13]
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L796[14:24:27] <howtonotwin> can you
explain how your history is right now?
L797[14:25:24] <quadraxis> messy
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L800[14:27:15] <howtonotwin> first thing
you should do is pull 1.10.x up to date with the original
repo
L801[14:27:23] <howtonotwin> and then push
that
L802[14:28:30]
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L803[14:28:41] <howtonotwin> remote git
history management
L804[14:28:49] <howtonotwin> what has my
life come to :P
L805[14:28:50] <howtonotwin> (jk)
L806[14:29:06] <TechnicianLP> pulling the
battery from my laptop fixed my sound O.o #Technology
L807[14:29:34] *
howtonotwin shoves TechnicianLP into a computer repair
shop
L808[14:32:07] ⇦
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L809[14:33:13] <quadraxis> well i did
that
L810[14:33:30] <howtonotwin> now
L811[14:33:45] <howtonotwin> with HEAD on
the tip of that branch
L812[14:33:47] <howtonotwin> create a new
branch
L813[14:33:55] <howtonotwin> call it
something related to your PR
L814[14:33:57] <howtonotwin> idc
L815[14:34:00] <howtonotwin> just make
it
L816[14:34:15] <ghz|afk> just out of
curiosity -- I have no intention on doing it
L817[14:34:15] <howtonotwin> or else
you'll end up having to rescue commits from the reflog
L818[14:34:31] <ghz|afk> is there any mod
in existance that caches the compiled atlas across reloads?
L819[14:35:07] ⇦
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L820[14:35:25] <quadraxis> ok made a new
branch from up-to-date 1.10.x
L821[14:35:33] <howtonotwin> alright
L822[14:35:46] <howtonotwin> so what did
you call the MinecraftForge/MinecraftForge remote?
L823[14:36:14] <howtonotwin> your own GH
repo and the original repo both have a name, what are they?
L824[14:36:43] <gr8pefish> when saving
data on the client (just to sync it up with the server, I know it's
not ideal), does that get saved anywhere? I.E. You have a
capability on your server player, then you update it and have to
let the client know, so your mirror the capability for the client
player. Does that get saved in a player.dat file anywhere? I know
you can go to world/playerdata/name.dat, but is there another spot
for the
L825[14:36:43] <gr8pefish> client specific
data? Also feel free to let me know if I just misunderstand how it
works conceptually.
L826[14:37:52] <quadraxis> repo's just
called MinecraftForge
L827[14:38:26] <howtonotwin> ok
L828[14:38:40]
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L829[14:39:15] <howtonotwin> git rebase
--interactive MinecraftForge/1.10.x 1.10.x --onto
MinecraftForge/1.10.x
L830[14:39:31]
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L831[14:40:16] <howtonotwin> i.e. find
where my 1.10.x and the original diverge, take all the commits
after that, and then paste them on top of original 1.10.x, allowing
you to edit something along the way
L832[14:40:38] <howtonotwin> delete all
the lines that are part of your own PR
L833[14:41:43] ⇦
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L834[14:43:06] <howtonotwin> after you do
that
L835[14:43:13] <howtonotwin> screenshot
`gitk --all`
L836[14:43:19] <howtonotwin> so I can make
sure everything is sane
L837[14:45:29] ⇦
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L838[14:45:33] <howtonotwin> also if you
got stuck in vim and have no idea what you're doing
L839[14:45:39] <howtonotwin> scream
loudly
L840[14:45:40] <howtonotwin> :P
L841[14:46:16] ⇦
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L842[14:47:46] <howtonotwin>
quadraxis?
L843[14:47:59] <quadraxis> here
L844[14:48:17] <howtonotwin> success?
fail?
L845[14:48:18] <quadraxis> still looking
at output from rebase
L846[14:48:38] <howtonotwin> it's like a
list of commands
L847[14:48:51] <howtonotwin> imagine that
you're on MinecraftForge/1.10.x
L848[14:49:11] <howtonotwin> and each line
is says "copy commit XXXXX and paste it here, then commit
it"
L849[14:49:33] <howtonotwin>
actually
L850[14:49:34] <howtonotwin> nvm
L851[14:49:36] <howtonotwin> I did a
dumb
L852[14:49:40] <howtonotwin> delete the
entire file
L853[14:49:44] <howtonotwin> empty
it
L854[14:49:44] <quadraxis> im assuming i
want to edit the single pick <commit>to drop
<commit>?
L855[14:49:53] <howtonotwin> just delete
every line
L856[14:49:57] <howtonotwin> I'm an
idiot
L857[14:50:58] <howtonotwin> once you've
deleted every line and therefore canceled the rebase
L858[14:51:03] <howtonotwin> git checkout
1.10.x
L859[14:51:11] <howtonotwin> git reset
--hard MinecraftForge/1.10.x
L860[14:51:47] <howtonotwin> sorry for
wild goose chase ;_;
L861[14:52:06] <quadraxis> ok need to
escape vim first
L862[14:52:25] <howtonotwin> you deleted
all the lines?
L863[14:52:57] <quadraxis> afaik
L864[14:53:08] <howtonotwin>
<ESC>:x
L865[14:54:31] ⇦
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L867[14:56:02] <quadraxis> ok all
done
L868[14:56:22] ⇦
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L869[14:56:38] <howtonotwin> screenshot
`gitk --all`?
L870[14:56:54] <howtonotwin> periodic
sanity checks are a must in git :P
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L873[15:01:44] <howtonotwin> rebase
time!
L874[15:02:10] <howtonotwin> git rebase
1.10.x the-branch-you-worked-on --interactive
L875[15:04:54] <quadraxis> ok got two
commits, and I only want one
L876[15:05:08] <howtonotwin> delete the
lines you don't want
L877[15:05:23] <howtonotwin> and then
save
L878[15:05:42] <quadraxis> :s ?
L879[15:05:52] <howtonotwin> :w
L880[15:05:52] <howtonotwin> :q
L881[15:05:56] <howtonotwin> :wq
L882[15:05:57] <howtonotwin> :x
L883[15:06:02] <howtonotwin> :P
L884[15:06:05] <howtonotwin> oh
L885[15:06:11] <howtonotwin> :P is not a
command
L887[15:07:23] <howtonotwin> By the Gods,
the Gods speak to me!
L888[15:07:30] <howtonotwin> :P
L889[15:08:30] <quadraxis> all vim
commands carefully chosen to avoid confliect with emoticons
L890[15:08:59] <howtonotwin> indeed
L891[15:09:26] <howtonotwin> oh it is a
command
L892[15:09:32] <howtonotwin> alias for
:print
L893[15:09:43] <howtonotwin> but for
people who press shift for too long (wtf)
L894[15:10:40] <beschio> What's the
standard for the modid when the mod has spaces? -, _ or
nothing?
L895[15:10:41] <quadraxis> anyway, rebase
successful
L896[15:11:14] <howtonotwin> gitk?
L897[15:11:18] <Ferdz_TheWeeb> Anyone know
about the AI mutex bits thing?
L898[15:11:19]
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L899[15:11:20] <beschio> Or rather the
modname has spaces
L900[15:11:30] <howtonotwin> I'd say
_
L901[15:11:36] <howtonotwin> going by the
snake_case_convention
L902[15:11:40] <howtonotwin> but not
sure
L903[15:11:46] <quadraxis> i like
mod_name
L904[15:11:58] <beschio> Alright cool.
Thanks!
L905[15:12:01] <Ferdz_TheWeeb> My modid is
UpperCamelCase
L906[15:12:15] <howtonotwin> that's not
going to sit well in 1.11 :P
L907[15:12:24] <Ferdz_TheWeeb> fml
L908[15:12:34] <beschio> Hmm.. What's
happening in 1.11 in regards to that?
L909[15:12:42] <howtonotwin> I don't see
what the mod loader has to do with this...? /s
L910[15:12:43] <gr8pefish> easy to change
assuming it's in a constants file, right... :P
L911[15:12:48] <Ferdz_TheWeeb> Oh
nevermind it's plain lowercase
L912[15:13:01] <Ferdz_TheWeeb> Yeah but
the blockstates :P
L913[15:13:29] ⇦
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L915[15:14:48] <howtonotwin> u_u
L916[15:14:56] <howtonotwin> I have
literally no idea what's what anymore
L917[15:15:09] <howtonotwin> GIT!
L918[15:15:27] <howtonotwin> at this
point
L919[15:15:33] <howtonotwin> 1.10.x has
been unfucked
L920[15:15:39] <howtonotwin> so just check
that out
L921[15:15:43] <howtonotwin> make a branch
on it
L922[15:15:54] <howtonotwin> and
cherry-pick everything you want to keep
L923[15:16:06] <howtonotwin> then use git
branch -D to kill everything else
L924[15:16:47] <bartman> 1.11 a big
change?
L925[15:16:56] <bartman> again? :(
L926[15:17:03] <howtonotwin> jeb said 1.11
is internal changes
L927[15:17:11] <howtonotwin> that will
make some mods hard to port
L928[15:17:18] <howtonotwin> so take that
as you will
L929[15:17:45] <howtonotwin> but at least
now we might start seeing non-crappy code design from them
L930[15:18:02] <tterrag> grum said the
main problem will be "inventory changes"
L931[15:18:15] <tterrag> one of said
changes is that itemstack is becoming immutable
L932[15:18:18] <tterrag> but I would think
there are others
L933[15:18:42] *
howtonotwin almost dies of happiness at immutable
ItemStacks
L934[15:19:06] <LexManos> they arnt
immutable
L935[15:19:09] <LexManos> the items
are
L936[15:19:19] *
howtonotwin dies inside
L937[15:19:20] <LexManos> nbt, damage,
size can all change still
L938[15:19:59] <tterrag> ah well
yeah
L939[15:20:02] <tterrag> immutable
item
L940[15:20:05] <tterrag> nothing else
makes sense to be immutable
L941[15:20:17] <tterrag> should have
clarified
L942[15:20:39] <tterrag> immutable
itemstacks would be an interesting concept though
L943[15:20:42] <tterrag> no more
.copy()
L944[15:20:56] <LexManos> would be nice
but that would be costly
L945[15:20:56] <tterrag> however, could
get ugly as currently you modify the NBT info directly
L946[15:21:00] <tterrag> yeah, it
would
L947[15:21:05] <howtonotwin> Lenses?
L948[15:21:12] <LexManos> ItemStacks are
BIG when you take into account NBT
L949[15:21:17] <tterrag> mhm
L950[15:21:24] <tterrag> could perhaps be
a shallow copy for NBT, but then that's not very useful
L951[15:21:51] <tterrag> anyways, anyone
else playing shenzhen IO ?
L952[15:24:58] ⇦
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L954[15:29:14] <quadraxis> ok, i managed
to make an unfucked branch with my patches in
L955[15:29:21] <quadraxis> thanks
howtonotwin
L956[15:29:30] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 183 seconds)
L958[15:31:12] <LexManos> the root? ya
probablyu
L959[15:31:45] <beschio> IntelliJ
complains when trying to index it
L960[15:31:53] <ghz|afk> don't index,
then
L961[15:31:54] <ghz|afk> ;P
L962[15:31:55] <howtonotwin> quad:
np
L963[15:35:37] ⇦
Quits: plp (~plp@112.203.118.64) (Quit: Leaving)
L964[15:38:25] ⇦
Quits: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 198 seconds)
L965[15:41:40] <tterrag> lex: considering
subdirs are browsable, why not root?
L966[15:44:44] <LatvianModder> "they
arnt immutable" imagine if they were
L967[15:45:04] <LatvianModder> create new
stack every time you want to change its size.. instantation
nightmare
L968[15:45:20] <ghz|afk> if only java
supported valuetypes ;P
L969[15:45:25] <LatvianModder> I guess its
the same as strings being immutable
L970[15:45:31] <ghz|afk> yeah
L971[15:45:34] <ghz|afk> you'd have
like
L972[15:45:38] <tterrag> except strings
are heavily pooled
L973[15:45:47] <tterrag> and managed by
the JVM as a special case
L974[15:45:50] <ghz|afk>
stack.reduceBy(1)
L975[15:45:57] <ghz|afk>
stack.withTag(blah)
L976[15:45:58] <LatvianModder> pretty much
== now works on Strings
L977[15:46:20] <LatvianModder> I tested
with a lot of them in many ways, all seem to have equal
references
L978[15:46:25] <tterrag> nah, not
always
L979[15:46:33] <LatvianModder> even things
like new String("a") + "b" ==
"ab"
L980[15:46:42] <tterrag> sure, but it's
not reliable
L981[15:46:49] <tterrag> it depends on the
size of the string pool and the recency of use
L982[15:47:06] <LatvianModder> well yeah,
im just saying that == works in *many* cases
L983[15:47:17] <TechnicianLP> iirc
compiled strings get interned
L984[15:47:20] <LatvianModder> I think
"" is also a special case, isnt it?
L985[15:48:16] <tterrag> LatvianModder:
your above code can be inlined
L986[15:48:26] <tterrag> in fact, it could
compile to 'true' for all you know
L987[15:48:33] <tterrag> since it involves
no variables
L988[15:48:37] ⇦
Quits: AstralSorcerer
(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
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L989[15:48:50] <LatvianModder> I could try
that with methods
L990[15:49:11] <LatvianModder>
test("a") == test("a") and test returns s +
"a" or smth
L991[15:49:24] <tterrag> do something like
for (int i = 0; i < 5; i++) { a += "a"; } and then
test a == "aaaaa"
L992[15:49:30] <tterrag> I wonder
L993[15:49:53] <LatvianModder> help.. my
DevEnv now things for some reason that it's in Java 1.6
L994[15:50:13]
⇨ Joins: Vazkii (~Vazkii@62.28.200.62)
L996[15:50:41] <LatvianModder> so the IDE
now just yells at me
L997[15:50:51] <tterrag> sux 4 u
L998[15:50:54] <LatvianModder> Ive changed
it to 1.8/8 wherever I could..
L999[15:51:03] <tterrag> I don't know IDEA
:P
L1000[15:51:20] <LatvianModder> sux 4 u,
because you really should :P
L1001[15:51:44] <Ordinastie> tterrag, a
== "aaaaa" > false :p
L1002[15:54:53] <tterrag> Ordinastie: a
being a variable
L1004[15:55:33] ***
potato is now known as Tiktalik
L1005[15:56:53]
⇦ Quits: TechnicianLP
(~Technicia@p4FE57335.dip0.t-ipconnect.de) (Ping timeout: 183
seconds)
L1006[15:56:57] <tterrag> ah
L1007[15:57:00] <tterrag> yeah, that's
what I figured
L1008[15:57:50] <quadraxis> settings >
build > compiler > java > bytecode version ?
L1009[15:59:36] <LatvianModder> 1.8
L1010[16:00:39] <LatvianModder> language
level in modules - default (8)
L1011[16:01:03] <LatvianModder> in
Project - 8
L1013[16:02:05] <LatvianModder> Yep
L1014[16:02:41] <LatvianModder> That's
it, im resettupping (yep, a new word) Forge
L1015[16:03:31] <quadraxis> build.gradle
?
L1016[16:03:39] <LatvianModder> 1.8 in
both
L1017[16:04:42] <Ordinastie> use
Eclipse
L1018[16:07:00]
⇨ Joins: illy
(~LordIllyo@2602:304:cf32:f980:d7b4:c6fb:fb09:5c82)
L1019[16:08:09] <secknv> ugh
L1020[16:08:11] <ghz|afk> LatvianModder:
remember to click the blue refresh icon on the gradle panel
L1021[16:08:16] <LatvianModder> fuck
no
L1022[16:08:17] <ghz|afk> after doing
stuff that changes the gradle file
L1023[16:08:20] <LatvianModder> ghz|afk:
I do, all the time
L1024[16:08:24] <ghz|afk> good.
L1025[16:08:54] <secknv> that feels when
0 modding cus there are still 20 pages of calculus problems in your
desk tho
L1026[16:09:26]
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(Quit: Web client closed)
L1027[16:10:19] <howtonotwin> time to
write a calculus solving machine in MC then :P
L1028[16:10:33] ***
Alex_hawks|zzz is now known as Alex_hawks
L1029[16:12:08] <ghz|afk> uhm
L1030[16:12:40] <ghz|afk> anyone else
tried the registry events yet?
L1031[16:12:59] <ghz|afk> it appears that
items/blocks registered from within the event using
setRegistryName("string")
L1032[16:13:04] ***
V is now known as Vigaro
L1033[16:13:09] <ghz|afk> will end up as
"minecraft:string" rather than
"mymod:string"
L1034[16:13:24] <ghz|afk> just want to
confirm it's not just me
L1035[16:13:35] <howtonotwin> I know
IContextSetters exist to do something about that
L1036[16:13:45] <howtonotwin> just
haven't actually used them yet
L1037[16:14:09] <ghz|afk> hmm
L1038[16:14:11] <ghz|afk> let me try
latets
L1039[16:14:16] <ghz|afk> I'm 3 versions
behind ;p
L1040[16:16:30] <tschm_> i am trying to
lead a custom model via
ModelLoader.setCustomModelResourceLocation(). I have the json in
resources/assets.<modID>/models/block and load it after i
register the block and itemblock
L1041[16:16:38] <howtonotwin> not
assets.modid
L1042[16:16:41] <howtonotwin>
assets/modid
L1043[16:17:10] <tschm_> they are
actually two folders, yeah, was misleaded by intellij
L1044[16:17:53] <howtonotwin> logs
L1045[16:18:01] <howtonotwin> model
errors = lots of stacktraces
L1046[16:18:06] <tschm_> and i do new
ModelResourceLocation( "moss:firstPartialBlock",
"inventory" )" moss is the mod name
L1047[16:18:24] <howtonotwin>
note_that_you_should_be_using_snake_case
L1048[16:18:38] <howtonotwin>
and_that_1_11_will_kill_you_otherwise
L1049[16:18:44] <ghz|afk> tschm_: the
model you register with setCustomMRL is an *item* model
L1050[16:18:58] <ghz|afk> so you want a
models/item/<blockname>
L1051[16:19:05] <ghz|afk> with
"parent":"block/blockname"
L1052[16:19:17] <ghz|afk> or reference
the model through the blockstates file.
L1053[16:19:22] <tschm_> i tried
debugging the steps. The tut says one should debug
ModelBakery.bakeModel and check the name of the parameter, but it
is not called. The setCustomModel method IS called though
L1055[16:20:16] <tschm_> ahhh, alright,
so with this step, it's only the item model in the inventory. To
have a custom rendered block, i also have to register the
block?
L1056[16:20:27] <howtonotwin> no
L1057[16:20:31] <howtonotwin> blocks are
automatic
L1058[16:20:34] <howtonotwin> items are
not
L1059[16:20:48] <ghz|afk> blocks go
straight to the blockstates file
L1060[16:20:57] <ghz|afk> it's up to you
to reference the block model from the blockstates json
L1061[16:21:02] <howtonotwin> see above
section on blocks
L1062[16:21:43] <ghz|afk> okay it worked
with the latest forge
L1063[16:21:46] <ghz|afk> time for me to
sleep
L1064[16:21:49] *
ghz|afk poofs
L1065[16:22:01]
⇨ Joins: Cooler (~CoolerExt@45.249.156.15)
L1066[16:22:23] <tschm_> i'll have a look
on the docs, thx
L1067[16:22:44] <howtonotwin> np
L1068[16:22:54] <howtonotwin> that page
is the single most linked page :P
L1069[16:23:53] <tterrag> nah
L1070[16:23:57] <tterrag> definitely
gettingstarted
L1071[16:24:34] <howtonotwin> that hasn't
even been mentioned here since UTC 0 :P
L1072[16:24:53] <howtonotwin> the models
doc is ~2 times per day
L1073[16:34:07]
⇨ Joins: otho
(~otho@189-91-248-246-wlan.lpnet.com.br)
L1074[16:34:54] <Praaug> i'm new to
modding and have a question: is there a list of the vanilla block
names? I'm asking for the Block_model.json texture part.
L1075[16:35:33] <Ivorius> Try the Block
class
L1076[16:35:41] <Ivorius> Or do like
/setblock and press tab :P
L1077[16:36:19] <Praaug> ah. thx
L1078[16:39:28] ***
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L1079[16:42:29]
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L1080[16:42:31]
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L1081[16:43:31] <tschm_> i want my block
to just look like a standard dirt block, in the world but also in
inventory. how would i do that?
L1082[16:44:20] <tschm_> I NEED a
blockstate file under /models/blockstates named
"<registryName>.json" and how would this small json
look like in order to appear as dirt?
L1083[16:44:57]
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L1084[16:45:15] <howtonotwin> you don't
need a blockstate JSON :P
L1085[16:45:22] <howtonotwin> but you
should have one anyway
L1086[16:45:31] <howtonotwin> the dirt
model is just minecraft:dirt
L1087[16:45:54] <howtonotwin> so the
blockstate is { "variants": { "normal":
"minecraft:dirt" } }
L1088[16:45:57] <tschm_> so i would only
have "texture": "minecraft:dirt" inside the
normal
L1089[16:46:11] <howtonotwin> no, see
above ^
L1090[16:46:26] <howtonotwin> also the
wiki will tell you the format of the vanilla jsons
L1091[16:46:38] <howtonotwin> for the
forge blockstate see the rtd page
L1092[16:46:58] <tschm_> didn't know i
could just do "minecraft:dirt" without specifiing what i
want to take from this block, like texture, model or whatever
L1093[16:47:12] <howtonotwin> derp
L1094[16:47:23] <tschm_> alright, i
continue reading :)
L1095[16:47:34] <howtonotwin>
"minecraft:dirt" -> { "model":
"minecraft:dirt" }
L1096[16:47:44] <howtonotwin> you saw
nothing >.>
L1097[16:47:45] <howtonotwin>
<.<
L1098[16:47:57] <tschm_> ahh, ok, i was
confused there for a second
L1099[16:48:13] <tschm_> but.. wouldn't
it be "texture" then?
L1100[16:48:18] <tschm_> oh no.. model
does include texture, right?
L1101[16:48:33]
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L1102[16:48:39] <howtonotwin> yes
L1103[16:48:48] <howtonotwin> it does
include the textures
L1104[16:51:46]
⇨ Joins: alekso56
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L1105[16:53:49] <tschm_> do i have to
load the block model explicitly? Or is it sufficient to only have a
blockstate json and it will load the model?
L1106[16:54:56] <howtonotwin> just having
the file
L1107[16:54:58] <howtonotwin> will do
it
L1108[16:55:07] <howtonotwin> also would
you like some more in depth model docs?
L1109[16:55:23] <tschm_> appreciate
it
L1112[16:55:54]
⇦ Quits: Cooler (~CoolerExt@45.249.156.15) (Ping timeout: 186
seconds)
L1113[16:55:58]
⇦ Quits: Noppie (~Noppes@ip56530f2e.direct-adsl.nl) (Quit:
Leaving)
L1114[16:56:01] <howtonotwin> yell at me
if my writing's bad
L1115[16:56:13] <howtonotwin> (seriously,
proofreaders are very helpful)
L1116[16:56:39] <tschm_> when having a
blockstate json, is a itemblock required? because when loading the
model that has the dirt model it says "expceotion loading
model for variant moss:BlockA#inventory for item
"moss:BlockA"
L1117[16:56:44] <howtonotwin> no
L1118[16:56:54] <howtonotwin> logs!
L1119[16:57:19] <tschm_> you want the
log?
L1120[16:57:22] <howtonotwin> yep
L1122[16:58:24] <howtonotwin> can I see
the JSON?
L1124[16:59:03] <howtonotwin> ah
L1125[16:59:12] <howtonotwin> the item is
going to the inventory variant
L1126[16:59:16] <howtonotwin> which
doesn't exist
L1127[16:59:30] <howtonotwin> copy the
"normal" variant
L1128[16:59:35] <howtonotwin> and rename
it "inventory"
L1129[16:59:38] <howtonotwin> that'll do
it
L1130[17:00:05] <tschm_> i try that
L1131[17:00:16] <howtonotwin> (you also
could just send the item model to the vanilla item model (same is
true for the block actually), but that's frowned upon)
L1133[17:01:50] <SquareWheel> Same
link
L1134[17:01:55] <tschm_> oh great..
L1136[17:02:35] <SquareWheel> Caused by:
java.io.FileNotFoundException: moss:models/item/BlockA.json
L1137[17:02:37] <howtonotwin> ???
L1138[17:02:41] <howtonotwin> SW: two
stacktraces
L1139[17:02:48] <howtonotwin> you have to
go for the lower one
L1140[17:02:58] <SquareWheel> I'm jumping
in late, should probably read back a bit first.
L1141[17:02:59] <howtonotwin> it's
MVE-ing
L1142[17:03:09] <SquareWheel> Oh that fun
one.
L1143[17:03:11] <howtonotwin> even though
it exists for real?
L1144[17:03:20] <howtonotwin> did you
refresh your assets?
L1145[17:09:13] <Praaug> stupid question:
how do i refresh my assets?
L1146[17:09:29] <howtonotwin> f5 in your
ide
L1147[17:09:37] <SquareWheel> Just give
'em a spritz of water. Very refreshing
L1148[17:09:39] <howtonotwin> at least in
eclipse
L1149[17:09:42] <howtonotwin> or
that
L1150[17:09:50] <howtonotwin> if your
computer is ok with water
L1151[17:10:11]
⇨ Joins: armctec (~Thunderbi@186.204.203.21)
L1152[17:10:24] <tschm_> well the files
should all be up to date
L1153[17:10:35]
⇦ Quits: armctec (~Thunderbi@186.204.203.21) (Client
Quit)
L1154[17:10:38] <tschm_> but i am also
wondering about the FileNotFound excp
L1155[17:10:45] <howtonotwin> nono
L1156[17:10:47] <howtonotwin> ignore
it
L1157[17:10:51] <howtonotwin> totally
ignore it
L1158[17:10:57] <howtonotwin> it tries
first to load a blockstate
L1159[17:10:58] <howtonotwin> fails
L1160[17:11:09] <howtonotwin> and then
tries to load a models/item model
L1161[17:11:12] <howtonotwin> and fails
again
L1162[17:11:15] <SquareWheel> Yeah, my
bad. Didn't read far enough.
L1163[17:11:21] <howtonotwin> the second
one is expected to fail
L1164[17:11:26] <howtonotwin> only the
first one matters
L1165[17:11:36] <howtonotwin> but the
first one's stacktrace comes second
L1166[17:12:22] <howtonotwin> oh
L1167[17:12:32] <howtonotwin> it couldn't
load the entire blockstate JSON
L1168[17:12:36] <howtonotwin> bc file not
found
L1169[17:12:52] <howtonotwin> where did
you put that thing?
L1170[17:12:56] <howtonotwin> what did
you name it?
L1171[17:13:13]
⇨ Joins: KnightMiner
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L1172[17:13:36] <howtonotwin> same is
true for BlockB
L1174[17:13:46] <howtonotwin>
capitalization
L1175[17:13:58] <howtonotwin> and
L1176[17:14:04] <howtonotwin> it's
assets/moss/blockstates
L1177[17:14:06]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.224.193)
L1178[17:14:18] <tschm_> outside
models?...
L1179[17:14:20] <howtonotwin> yes
L1180[17:14:25] <tschm_> gnaaarf :(
L1181[17:14:27]
⇦ Quits: Vazkii (~Vazkii@62.28.200.62) (Read error:
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L1182[17:14:28] <howtonotwin> also
snake_case
L1183[17:14:29] <tschm_> my bad,
sry
L1184[17:14:55] <tschm_> you mean block_a
instead of blocka?
L1185[17:15:00] <howtonotwin> and no need
for names like blocka or blockb in models
L1186[17:15:00] <howtonotwin> yes
L1187[17:15:12] <howtonotwin> models do
not care if they are items or blocks
L1188[17:15:31] <howtonotwin> they are
equally valid for both
L1189[17:15:35] <tschm_> this is just for
tests, but yeah. normally i would use camel case, but for must-have
lower case, this would be the preferred naming
L1190[17:16:37] <tschm_> block a and b
are differnt blocks
L1191[17:16:42] <tschm_> or what do you
mean?
L1192[17:16:50] <howtonotwin> I mean
don't name them block_a
L1193[17:16:54] <howtonotwin> or
block_b
L1194[17:16:59] <howtonotwin> or do the
italics not work
L1195[17:17:05] <howtonotwin> emphasis on
block
L1196[17:17:06] <howtonotwin> :P
L1197[17:20:44] ***
amadornes is now known as amadornes[OFF]
L1198[17:23:46]
⇨ Joins: micdoodle
(webchat@107-179-140-90.cpe.teksavvy.com)
L1199[17:23:54] <tschm_> still have same
error. I have two blocks. One has a custom model that does actually
work. I have a itemblock model and blockstate json referring the
model. The simple minecraft:dirt blockstate does nto work though
:(
L1200[17:24:14] <howtonotwin> logs some
more?
L1201[17:24:17] <tschm_> this is the new
log
L1203[17:25:03] <howtonotwin> Caused by:
com.google.gson.JsonSyntaxException:
com.google.gson.stream.MalformedJsonException: Unterminated object
at line 6 column 6
L1204[17:25:07] <howtonotwin> fix
it
L1205[17:25:09] <howtonotwin> :P
L1206[17:25:15] <howtonotwin> I think you
missed a comma
L1207[17:25:32] <tschm_> what, how could
i missed that (exception AND comma) :o
L1208[17:26:30] <howtonotwin> the other
model should be fine now
L1209[17:26:41] <howtonotwin> also no
need to restart MC every time you change something in assets/
L1210[17:26:46] <howtonotwin> if you
didn't change the code
L1211[17:26:47]
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L1212[17:26:52] <howtonotwin> just
refresh the files
L1213[17:26:54] <howtonotwin> and
F3+T
L1214[17:27:04] <tschm_> ladies and
gentleman... a dirt block *yaaaay*
L1215[17:27:31] <howtonotwin> trust me,
you're one of the faster ones :P
L1216[17:27:37] <tschm_> though.. no
itemblock that looks like dirt, which is the right behaviour, i
guess?
L1217[17:27:49] <howtonotwin> what?
L1218[17:28:02] <tschm_> I would have to
set a custom model for that in order to make it display a dirtblock
in my hand?
L1219[17:28:19] <howtonotwin> yes, you'd
have to do ModelLoader.setCustomMRL for the itemblock
L1220[17:28:25] <howtonotwin> an
itemblock is just a normal item
L1221[17:28:29] <tschm_> I have a the
default itemblock texture in gui and in hand, but when i place the
block, it looks like dirt
L1222[17:28:35] <howtonotwin> yep
L1223[17:28:38] <tschm_> alright, is
ee
L1224[17:28:39]
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(~Everseeki@pool-100-6-80-90.pitbpa.fios.verizon.net)
L1225[17:28:48] <tschm_> but then i
finally managed to make this work :D
L1226[17:28:50] <tschm_> thx a lot
L1227[17:28:52] <howtonotwin> np
L1228[17:32:10]
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L1229[17:32:57] <tschm_> it's a tough
start and a huuge learning curve, i have to admit :D
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L1231[17:37:04] *** MineBot sets mode: -b
*!*@magik6k.net
L1232[17:37:30] <Praaug> my problem was
that the blockstates name was "blockA_registry" I changed
it to "blockA_regitry.json" and now i have a dirt block
too \o/
L1233[17:38:14] <Praaug>
*"blockA_registry.json"
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L1238[17:47:12] <tschm_> to reference the
dirt block as itemblock json.. would i just have to do "
"parent": "minecraft:dirt" " ?
L1239[17:47:16] <tschm_> since... it does
not work :(
L1240[17:47:20] <howtonotwin> ?
L1241[17:47:22] <howtonotwin>
??????
L1242[17:47:23] <howtonotwin> no
L1243[17:48:02] <howtonotwin>
ModelLoader.setCustomMRL(item, meta, new MRL("moss",
"blockstate", "inventory"))
L1245[17:48:57] <howtonotwin> I have to
go now
L1246[17:49:02] <tschm_>
itemModelResourceLocation = new ModelResourceLocation(
"moss:blocka", "inventory" );
ModelLoader.setCustomModelResourceLocation(
ModItems.blockAItemBlock, 0, itemModelResourceLocation );
L1247[17:49:08] <howtonotwin> Good
luck.
L1248[17:49:16] <tschm_> yeah, i go to
bed now :)
L1249[17:49:16] <howtonotwin> and that's
good
L1250[17:49:22] <howtonotwin> ^
L1251[17:49:25]
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L1253[17:55:16] <thechief5456> is there a
way to set the bounding box of a block to a dynamic shape?
L1254[17:55:27] <thechief5456> not just a
cubeoid
L1255[18:05:35] <diesieben07>
thechief5456, you can make it multiple cubeoids, but nothing
"rounded"
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L1259[18:11:04] <tterrag> For collision
that is true
L1260[18:11:18] <tterrag> For selection
you can draw whatever you want in the event
L1261[18:15:08] <diesieben07> yeah
L1262[18:15:29]
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L1264[18:25:25] <thechief5456> what would
I do to implement that?
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L1269[18:31:06] <diesieben07>
thechief5456, which one? collision? or hover-outline?
L1270[18:31:18] <thechief5456>
collision
L1271[18:31:26]
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L1272[18:33:56] <diesieben07> Override
addCollisionBoxToList and add whichever collision boxes you want to
the list passed in.
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L1274[18:36:38] <thechief5456> sweet
thank you!
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L1283[19:04:47] <PitchBright> I've been
trying to wrap my head around this line
L1284[19:04:48] <PitchBright>
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
L1285[19:05:03] <PitchBright> For some
reason I can't seem to shake the thought that those 770 & 771
are supposed to be between 0 & 1
L1286[19:05:22] <PitchBright> I know the
vars are ints but... I'm not sure where the 770 771 are coming
from...
L1287[19:05:47] <PitchBright> if I add up
RGB at 255 each that gets me to 765...
L1288[19:05:48] <tterrag> GL_SRC_ALPHA
and GL_ONE_MINUS_SRC_ALPHA
L1289[19:05:55] <tterrag> look in GL11
and match them up
L1290[19:06:00] <tterrag> I just happen
to know those off the top of my head
L1291[19:06:14] <PitchBright> the fact
that they're higher than 765 is what's confusing me
L1292[19:06:58] <PitchBright> I think I'm
confused about what the actual numbers are though
L1293[19:07:15] <tterrag> they are GL
constants
L1294[19:07:17] <PitchBright> like... not
what they are... but how they got to be those exact values
L1295[19:07:20] <tterrag> like I said,
look them up in GL11
L1296[19:07:58] <PitchBright> it's GL14
though, isn't it?
L1297[19:08:16] <PitchBright> because of
the 0 and the 1 ints at the end
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L1299[19:08:57] <tterrag> no
L1300[19:09:05] <tterrag> OpenGlHelper
pics between the two for you
L1301[19:09:11] <tterrag> and even if it
was GL14, it uses the same constants
L1302[19:10:18] <PitchBright> oh wow..
okay, i see...
L1303[19:10:33] <PitchBright> those ints
are the decimal conversion values to hex
L1304[19:10:44] <PitchBright> 771 =
0x303
L1305[19:11:59] <PitchBright> so the the
ints, are actually me designating which blend function to use
L1306[19:12:12] <PitchBright> and not
some "total rgb value"
L1307[19:12:38] <PitchBright> thanks
tterrag!
L1308[19:12:39] <tterrag> yes
L1309[19:12:46] <tterrag> you can hover
over the constant (at least in eclipse) to show the int value
L1310[19:12:48] <PitchBright> you always
bail me out :D
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L1325[20:28:25] <tterrag> what's this
error I get about 20 times on startup?
L1326[20:28:26] <tterrag> [21:28:18]
[Client thread/ERROR] [FML]: MultiModel minecraft:builtin/missing
is empty (no base model or parts were provided/resolved)
L1327[20:29:40] <TehNut> I think it's
EnderIO
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L1329[20:34:31] <tterrag> ook then
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L1341[21:07:41] <tterrag> why even report
an issue if you can't be bothered to use the thing you are
reporting to?
L1342[21:07:50] <tterrag> not even use,
just briefly look at
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L1352[21:47:59] <thechief5456> I bet this
is super simple but I cannot get my TE to save to nbt.
L1354[21:56:40] <KnightMiner> Did you
register the tile entity?
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L1357[22:01:57] <thechief5456> nope
definitely did not register it, what a dumba** I am
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L1359[22:02:11] <tterrag> it's ok, it's
nonobvious that you should have to
L1360[22:02:54] <TehNut> Doesn't the game
crash if you don't register it?
L1361[22:03:01] <tterrag> nope, just
errors
L1362[22:03:04] <tterrag> in the
console
L1363[22:03:05] <KnightMiner> I've done
the same before as well, took me so long to figure out why it was
not saving until finally it crashed and the report told me I never
registered it
L1364[22:03:12] <TehNut> Huh... I vaguely
remember crashes
L1365[22:03:13] <tterrag> "XXXX is
missing a mapping! This is a bug!"
L1366[22:03:20] <tterrag> I know the
error well
L1367[22:03:24] <TehNut> I know about the
error
L1368[22:03:29] <tterrag> it may crash
depending on what you do
L1369[22:03:31] <TehNut> But I definitely
thought there was a crash
L1370[22:03:37] <thechief5456> ohhhhhhh
thats what that error means
L1371[22:04:11] <tterrag> yes
L1372[22:04:18] <tterrag> it's a horrible
warning for an obscure problem
L1373[22:04:21] <tterrag> someone should
probably change it
L1374[22:04:22] <tterrag> *shrug*
L1375[22:05:00] <tterrag> the issue with
TEs is that they are loaded from NBT before block context is
available
L1376[22:05:41] <thechief5456> If I have
a set of tile entity classes but only some of them can actually be
placed in the world, most of them are for abstracting default code
out of each specific block's TE, do I need to register every one or
only the ones that can be placed in the world
L1377[22:06:19] <tterrag> only the
concrete ones
L1378[22:06:24] <tterrag> ones that exist
in the world, yes
L1379[22:06:31] <thechief5456> sounds
good
L1380[22:07:07] <thechief5456> and should
I prefix the registry string with my mod id?
L1381[22:07:44] <tterrag> I don't *think*
it matters
L1382[22:08:09] <tterrag> wait, yes it
does
L1383[22:08:13] <tterrag> yes, use
something unique
L1384[22:08:19] <thechief5456> okay
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L1392[22:32:06] <tterrag> wat
L1393[22:32:14] <tterrag> our API is
definitely not before chickenchunks
L1394[22:32:47] <tterrag> blood_:
#EnderIO
L1395[22:33:35] <blood_> k thanks
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L1428[23:58:05] <MrIbby> ooh