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L8[00:16:50] <blood_> does forge pass the left click hitVec anywhere?
L9[00:17:06] <blood_> to server
L10[00:17:54] <blood_> ah nm i can just do this myself rayTrace
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L22[01:13:37] <blood_> what is the first event i can use on client side AFTER world join
L23[01:13:52] <blood_> or do i need to use TickEvent
L24[01:14:16] <blood_> i basically need to send an event to server from client on initial join
L25[01:17:13] <MrIbby> entity spawn?
L26[01:17:46] <blood_> yes after the player joins the world
L27[01:17:49] <blood_> first time only
L28[01:17:58] <blood_> well first time after initial connect
L29[01:20:00] <blood_> i guess i can just do it in WorldTickEvent
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L33[01:28:40] <ghz|afk> blood_: noo, use EntityJoinWorldEvent, and you avoid that tick handler
L34[01:29:05] <ghz|afk> anything is better than iterating through players on every world tick
L35[01:41:50] <blood_> why would i iterate through players?
L36[01:41:54] <blood_> simple boolean
L37[01:42:08] <blood_> isnt EntityJoinWorldEvent called for EVERY world join?
L38[01:42:19] <blood_> so if you go from overworld -> nether
L39[01:42:30] <blood_> oh
L40[01:42:36] <blood_> i could do the same thing in EntityJoinWorldEvent
L41[01:42:38] <blood_> =)
L42[01:42:51] <blood_> set boolean, be done as its called much less than tick but still
L43[01:44:03] <blood_> k let me test that event instead
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L50[01:48:22] <blood_> ghz|afk: worked as well, thanks
L51[01:48:30] <blood_> called much less so ill use this instead
L52[01:50:20] <ghz|afk> :)
L53[01:52:16] <ghz|afk> I wonder when EntityJoinWorldEvent will get generified like AttachCapabilitiesEvent
L54[01:52:26] <ghz|afk> so that you can do EntityJoinWorldEvent<EntityPlayer>
L55[01:52:35] <ghz|afk> and get the event filtered at the event bus level
L56[01:53:20] <kashike> https://github.com/MinecraftForge/MinecraftForge/commit/1107088acb809004a0865fca24b1aaea63fbb7cc
L57[01:53:23] <kashike> see commit message
L58[01:54:08] <ghz|afk> oh
L59[01:54:50] <ghz|afk> well, if it's good for AttachCapabilitiesEvent, which is basically called on the constructor of each and every entity
L60[01:54:59] <ghz|afk> it should be good for EntityJoinWorldEvent ;P
L61[01:56:00] <ghz|afk> although it would be nice to have
L62[01:56:04] <ghz|afk> EntityJoinWorldEvent.Living
L63[01:56:07] <ghz|afk> EntityJoinWorldEvent.Player
L64[01:56:08] <ghz|afk> etc
L65[01:56:13] <ghz|afk> I guess
L66[01:56:54] <abab9579> Isn't it would be the case that there'd be much more listeners to the Entityjoinworldevent
L67[01:57:30] <ghz|afk> I don't know what the stats are
L68[01:58:17] <ghz|afk> but I think AttachCapabilitiesEvent has taken on most entityConstructing handlers (old IEEPs)
L69[01:58:30] <ghz|afk> so I imagine it on the same order of magnitude as EntityJoinWorldEvent
L70[01:58:33] <ghz|afk> I may be wrong, though
L71[01:58:37] <ghz|afk> either way, gotta leave for work.
L72[01:59:43] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161013 mappings to Forge Maven.
L73[01:59:46] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161013-1.10.2.zip (mappings = "snapshot_20161013" in build.gradle).
L74[01:59:57] <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/
L75[02:01:39] <blood_> ghz|afk: tbh forge's events need a complete refactor but that involes me assisting
L76[02:01:56] <blood_> ill have to dedicate a few weeks for that :/
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L80[02:27:29] <sham1> o/
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L86[02:54:51] <tschm> is there any api documentary i have missed so far? where i can look up description for methods?
L87[02:55:00] <tschm> need some help on withRotation(Rotation)
L88[02:55:31] <Ordinastie> only the javadocs you have with the source
L89[02:55:56] <tschm> i want to rotate a block per right click, 90 degrees a time, i used state.cyclePropery() which rotates in order north->south->east->west
L90[02:56:16] <tschm> Ordinastie do you have a link?
L91[02:56:24] <sham1> You can create your own method for rotation
L92[02:56:29] <tschm> do i have to?
L93[02:56:33] <sham1> That rotates in a way you expect
L94[02:56:34] <sham1> Yes
L95[02:56:39] <tschm> oh.. alright, thx
L96[02:56:46] <Ordinastie> no link, it's in your sources
L97[02:56:49] <sham1> Although
L98[02:57:14] <sham1> I think there is the EnumFacing#rotateYCCW or whatever it is called
L99[02:57:27] <sham1> That rotates around a given axis
L100[02:59:18] <sham1> But yeah, the sources really are your best documentation
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L102[03:05:49] <tschm> like real docs or just the source code itself? where do i find the docs, there are a lot of files
L103[03:09:05] <sham1> You can always contribute documentation yourself
L104[03:10:23] <tschm> sure, i know, but IS there some kind of explanation or usage examples to methods or is the best source of information the plain source code? I cannot find and kind of written docs
L105[03:10:59] <sham1> Source is the best source (heh)
L106[03:11:05] <tschm> alright
L107[03:15:51] <tschm> sigh.. it was as simple as "state.withProperty( property, state.getValue( property ).rotateY() )"
L108[03:16:15] <tschm> so just rotateY() on the current EnumFacing returns the proper new EnumFacing
L109[03:16:24] <tschm> rotateYCCW does it counter clockwise
L110[03:24:28] <ghz|afk> tschm: my suggestion was that
L111[03:24:35] <ghz|afk> once you find this .rotateY
L112[03:24:41] <ghz|afk> yo ushould put that logic inside withRotation
L113[03:24:46] <ghz|afk> so that you (and others)
L114[03:24:47] <ghz|afk> can use
L115[03:25:00] <ghz|afk> yourblock.withRotation(oldState)
L116[03:25:21] <ghz|afk> in their wrench logic
L117[03:25:48] <ghz|afk> and things like structure blocks
L118[03:26:06] <ghz|afk> (withRotation and withMirror are vanilla methods used in structure blocks to rotate things like stairs)
L119[03:26:21] <ghz|afk> (but they can be used to apply machine rotations with wrenches and similar)
L120[03:26:37] <ghz|afk> (unless the rotation is stored in the TE data, which is ugly.)
L121[03:26:46] * ghz|afk goes back to work
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L129[03:49:41] <barteks2x> When trying to figure out how ravine generator really works I found pieces of code that could be used to generate ravine version of this: http://i56.tinypic.com/ohliyg.jpg
L130[03:50:09] <barteks2x> wrong link
L131[03:50:28] <barteks2x> wait, correct, but didn't load in my browser
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L143[04:43:07] <Mattizin> Hey, somebody on who can help me with obj models in minecraft?
L144[04:43:25] <Ordinastie> don't ask to ask
L145[04:44:39] <Mattizin> My obj model works fine, but as soon as i texture it and the model is perfectly etxtrued in blender the model in minecraft is completely worng textured, mostly black and only has the texture on small pieces of the model
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L147[04:45:22] <Ordinastie> are you sure your UVs are from 0 to 1 ?
L148[04:45:34] <Mattizin> yes
L149[04:45:51] <Ordinastie> is the texture properly registered in MC ?
L150[04:46:05] <Mattizin> I think so
L151[04:46:13] <Mattizin> i registered it like every otehr block etxture
L152[04:46:24] <Mattizin> and registered a obj loader domain for my mod
L153[04:47:03] <Ordinastie> you registered the texture manually ?
L154[04:48:21] <Mattizin> yes with ModelLoader set Custom resoruce Location or is that why the etxture is broken cause the obj model itself binds the texture?
L155[04:48:54] <Ordinastie> I think the OBJ loader looks for the texture in the MTL
L156[04:49:08] <Mattizin> y
L157[04:49:11] <Mattizin> i specify it there
L158[04:49:25] <Mattizin> i will try it without the modelloader line now
L159[04:51:59] <Mattizin> The Block itself has the same worng texture and the itemblock has no texture then
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L165[05:24:08] <barteks2x> I have a small but seemingly unsolvable issue with cubic chunks cave generator. Vanilla cave generator if it finds grass blocks - it moves it down. The problem is that there doesn't have to be anything below yet when generating caves...
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L168[05:28:36] <Koward> I have overridden Block.breakBlock() and it's not called at all when I'm breaking my block. I don't see how that's possible.
L169[05:47:44] <Ordinastie> do you have @Override ?
L170[05:48:39] <barteks2x> not addint @Override doesn't change anything, it just won't show compile error if you misspell the name or use wrong arguments
L171[05:48:52] <Ordinastie> I know
L172[05:49:04] <Ordinastie> but the first thing to check is if he's actually overriding something
L173[05:49:39] <barteks2x> also, figured out a way to make dirt->grass replacement work in caves :D
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L180[06:22:24] <Subaraki> anyone else's youtube go to mobile version on a desktop ... ?
L181[06:24:01] <sham1> nah
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L184[06:35:27] <barteks2x> Why it refuses to close after crash...
L185[06:39:01] <barteks2x> Does anyone else have problems with idea showing some popup boxes exactly in the place you want to click when you move your mouse over that place
L186[06:43:27] <barteks2x> if minecraft crashes before world generation is done for some reason I end up in deadlock-like situation, but without actual deadlock
L187[06:43:57] <barteks2x> client thread keeps running, but server thread is gone
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L189[06:47:49] <barteks2x> it's basically while(!server.isInRunLoop) sleep;
L190[06:48:20] <Ordinastie> you know there are other threads running right ? :)
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L193[06:50:10] <barteks2x> there is also FileIO thread, with while(true) loop
L194[06:50:21] <barteks2x> and a lot of thread that I've never had to deal with
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L199[06:56:05] <barteks2x> there are also 2 threads from mods that I forgot to remove from my dev environment
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L230[08:59:55] <Cuby96> hi there having an issue creating a block in the version 1.7.10, i setup a seperate class with every method needed (hardness, resistance etc) i want to create the Block in the main class quick and dirty with the constructor, and add it to the gameregistry but all i get ingame is nothing, it appears simply nothing, and it confuses me big time, i watched 5 tutorials on youtube did it and
L231[08:59:55] <Cuby96> it didnt work and i read through 3 text tutorials still nothing, can someone help me? i use eclipse for the information purpose
L232[09:01:20] *** Abrar|gone is now known as AbrarSyed
L233[09:01:34] <Subaraki> is t=your mod loading Cuby96 ?
L234[09:02:18] <Cuby96> yes it is shown ingame as this mod made 2 creativetabs so the mod itself works but i cant create blocks for whatever reason
L235[09:02:38] *** AbrarSyed is now known as Abrar|gone
L236[09:05:02] <Cuby96> Subaraki any idea how i can fix it?
L237[09:05:06] <Ordinastie> first, update to 1.10.2
L238[09:05:55] <Cuby96> Ordinastie no i wont, as i said days before i will program that for my favorite modpack so this is not an oppertunity to go
L239[09:06:12] <Subaraki> no clue. i dont even know what is wrong
L240[09:06:15] <Ordinastie> as someone probably told you then, you won't get help for 1.7.10
L241[09:06:19] <Subaraki> ordinastie does have a point though
L242[09:06:27] <Subaraki> and i can't remember shit about 1.7
L243[09:06:35] <Subaraki> game regitry, call new block
L244[09:06:37] <Subaraki> block item
L245[09:06:39] <Subaraki> those things
L246[09:07:00] <Subaraki> 1.11 is close as well, so maybe ask your modpack politely to update as well ?
L247[09:07:10] <Subaraki> i still dont know why so many people keep stuck in 1.7.10 :/
L248[09:07:16] <Subaraki> thats nearly 3 years old
L249[09:07:33] <Ordinastie> because dumbasses keep making mod for them
L250[09:08:27] <barteks2x> WTF I got NPE in Int2ObjectOpenHashMap$MapIterator.nextEntry
L251[09:08:37] <Subaraki> maybe the next entry is null ?
L252[09:08:43] <Cuby96> 1.7.10 is still better than 1.10
L253[09:09:02] <Subaraki> i think people just dont want to update to 1.8 because its a hassle, and now they're running 3 verzsions behind
L254[09:09:09] <Subaraki> Cuby96, that's wrong
L255[09:09:11] <Subaraki> sooo wrong
L256[09:09:21] <Subaraki> you can't even get blocks to work in 1.7
L257[09:09:25] <Subaraki> how can it be better?
L258[09:09:33] <Cuby96> idc if nobody wants to help me in out
L259[09:09:44] <Subaraki> bye then o/
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L261[09:10:04] <barteks2x> There are no nulls in there...
L262[09:10:08] <barteks2x> it's primitive map...
L263[09:10:14] * Subaraki shrugs
L264[09:10:22] <barteks2x> HOW
L265[09:11:03] <barteks2x> it can't even be concurrent access, because it happened serverside when generating terrain
L266[09:13:55] <Katrix> Question, how can I set a default using RegistryBuilder?
L267[09:18:10] <barteks2x> 0 results on google.Exactly 0 results.
L268[09:18:48] <Subaraki> barteks2x, breakpoints ? :s
L269[09:18:57] <barteks2x> It already happened
L270[09:19:20] <Ordinastie> hum what ?
L271[09:19:28] <barteks2x> and it doesn't want to happen again
L272[09:19:49] <Ordinastie> anyway, you should already have a NPE breakpoint set
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L277[09:36:24] <barteks2x> I made it happen again once, when I realized I set the exception breakpoint in the wrong class. Now I can't make it crash...
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L283[09:53:25] <beschio> When is the standard for registering event handlers? Pre, During or Post init?
L284[09:54:21] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L285[09:56:18] <Ordinastie> before you need it
L286[09:56:52] <barteks2x> After half hour of trying to amke it crash - I give up
L287[09:57:02] ⇨ Joins: gigaherz (gigaherz@198.red-88-22-37.staticip.rima-tde.net)
L288[10:00:13] <gigaherz> so apparently somewhere around 11:06, windows decided to restart in order to install updates
L289[10:00:19] <gigaherz> I hatet hat.
L290[10:00:21] <gigaherz> hate that*
L291[10:00:30] <fry> don't use windows then :P
L292[10:01:16] <gigaherz> nah I hate more things in the other OSs
L293[10:01:46] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L294[10:12:46] <Katrix> Question, if I want to execute some code when some object is registered with a custom Registry, how can I do that?
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L296[10:17:40] <gigaherz> Katrix: you mean IF this object is registered, or exactly at the time when it gets registered?
L297[10:18:15] <Katrix> When it's getting registered. I want to register an item model to go along with the object
L298[10:18:35] <gigaherz> do that later
L299[10:18:38] <gigaherz> in the ModelRegistryEvent
L300[10:20:10] <Redfoxmoon> is entity.isBurning() a clientside thing only?
L301[10:20:38] <gigaherz> look at its declaration
L302[10:21:36] <Katrix> How can I be assured that the model is in the correct location then? What I do currenty is that I register them together, and then I register an ItemMeshDefinition that delegates to the individual object that I registered earlier.
L303[10:22:05] <gigaherz> waht do you mean location?
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L305[10:22:10] <gigaherz> you can just do
L306[10:22:33] <gigaherz> ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation(item.getRegistryName(), "inventory"));
L307[10:22:53] <Katrix> It's not an item though, it's a custom object with it's own registry
L308[10:23:04] <gigaherz> uhhh
L309[10:23:41] <Katrix> Here is how I currently do it. It seems like a bad approach though.
L310[10:23:43] <Katrix> https://github.com/Katrix-/DanmakuCore/blob/master/src/main/java/net/katsstuff/danmakucore/registry/DanmakuRegistry.java
L311[10:23:50] <Katrix> https://github.com/Katrix-/DanmakuCore/blob/master/src/main/java/net/katsstuff/danmakucore/client/ClientProxy.java
L312[10:24:09] <gigaherz> are those models used within items/blocks? or entities? or what?
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L315[10:25:04] <Katrix> I have a registry for what I call forms and variants. All of those fit on a single Item. All forms and variants have different textures
L316[10:25:16] <gigaherz> okay so it IS an item
L317[10:25:26] <Katrix> On line 71 on ClientProxy I delegate to the form or variant
L318[10:25:37] <gigaherz> are those upgrades? or variations?
L319[10:25:42] <Katrix> variations
L320[10:25:52] <gigaherz> aha so you have one Item
L321[10:26:06] <Katrix> One item, 20-40 different variants
L322[10:26:07] <gigaherz> that can have multiple submodels depending on its state?
L323[10:26:11] <Katrix> Yes
L324[10:26:14] <gigaherz> or just the main model?
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L326[10:26:25] <Katrix> Each variant gets it's own model
L327[10:26:28] <gigaherz> okay
L328[10:26:49] <gigaherz> then what I would do is enumerate the registry
L329[10:27:04] <gigaherz> and call registerItemVariants with the list of models
L330[10:27:23] <gigaherz> within your clientproxy's preinit or modelregistryevent
L331[10:28:03] <Katrix> Wouldn't that mean that if I use ModelRegistryEvent, all values would have to be registered before that event is called?
L332[10:28:14] <gigaherz> yes
L333[10:28:19] <gigaherz> you can make sure that happens
L334[10:28:29] <gigaherz> by using RegistryEvent.Register<YourRegistryType>
L335[10:28:36] <gigaherz> assuming you use forge's generic registry system
L336[10:28:45] <gigaherz> this is quite new
L337[10:28:53] <gigaherz> but it's there to ensure things are done in the right place
L338[10:29:02] <gigaherz> so like
L339[10:29:05] <gigaherz> RegistryEvent.Register<Item>
L340[10:29:13] <gigaherz> will be sent when it's time to register items
L341[10:29:23] <Katrix> I am, I'm currently in the process of migrating over to all the new stuff, which is why I'm asking in the first place.
L342[10:29:37] <gigaherz> yeah then
L343[10:29:44] <gigaherz> look into creating a forge generic registry foryour stuff
L344[10:30:01] <Katrix> Ok thanks
L345[10:30:18] <gigaherz> your objects will have to extend IForgeRegistryEntry.Impl<yourthing>
L346[10:30:32] <Katrix> I already do all of that
L347[10:30:37] <gigaherz> good
L348[10:30:43] <gigaherz> then in your main mod class
L349[10:30:48] <gigaherz> or some other class you want to use for this
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L351[10:30:55] <gigaherz> add the annotation @Mod.EventBusSubscriber
L352[10:31:00] <gigaherz> and make a static method
L353[10:31:18] <gigaherz> public static void registerYourThing(RegistryEvent.Register<YourThing> evt)
L354[10:31:19] <gigaherz> {
L355[10:31:25] <gigaherz> and do all the registrations in it
L356[10:31:45] <gigaherz> (as usual, the method name doesn't matter, only the event arg does)
L357[10:31:45] <Katrix> Ok, they need to be static, good to know
L358[10:31:58] <gigaherz> they need to be static for @Mod.EventBusSubscriber to work
L359[10:32:10] <gigaherz> you can use MinecraftForge.EVENT_BUS.register(this)
L360[10:32:13] <gigaherz> and make them non-static
L361[10:32:19] <gigaherz> but you can't mix&match
L362[10:32:24] <gigaherz> the annotation only works for statics
L363[10:32:30] <gigaherz> and the instance call only works for non-statics
L364[10:32:42] <gigaherz> the benefit of the statics are that they won't cause missing references to trigger
L365[10:32:55] <gigaherz> if no event fires
L366[10:33:14] <gigaherz> so you can easily have a "class SomeoneelsesThing" with the static handlers
L367[10:33:18] <gigaherz> and if that mod isn't loaded
L368[10:33:21] <gigaherz> it won't run at all
L369[10:33:40] <gigaherz> so there won't be classloading errors
L370[10:33:49] <gigaherz> (assuming I understand this correctly ;P)
L371[10:34:21] <Katrix> Yeah I do, I got most stuff working already, I just want it to be updated and pretty :p
L372[10:35:08] <gigaherz> geg
L373[10:35:34] <gigaherz> I just learned about this new stuff a few days ago, so it's still a bit rough for me ;P
L374[10:36:25] <Katrix> I just read over the commit message some half hour ago. I have no idea what I'm doing xD
L375[10:37:01] <gigaherz> all I can say is
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L377[10:37:04] <gigaherz> I got it working 2 days ago
L378[10:37:05] <gigaherz> ;p
L379[10:37:05] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/Survivalist.java
L380[10:37:13] * Subaraki wonders how well a whip can be made in minecraft
L381[10:37:19] <gigaherz> oops wait
L382[10:37:29] <gigaherz> I never commited the fix to make it "static"
L383[10:37:30] <gigaherz> ;p
L384[10:38:56] <Subaraki> can held items be animated ?
L385[10:39:13] <gigaherz> yes-ish
L386[10:39:43] <gigaherz> you can have a custom model, that looks at a capability in the stack for animation data
L387[10:39:51] <gigaherz> and then returns different things from getQuads
L388[10:39:53] <gigaherz> based on this information
L389[10:40:00] <gigaherz> this is how the Animation API works for itemstacks
L390[10:40:14] <Subaraki> :/
L391[10:40:39] <Subaraki> animating a whip is going to be hard ....
L392[10:40:55] <gigaherz> how realistic do you expect it to be?
L393[10:40:56] <Katrix> BTW, on a mostly unrelated topic. If I have an interface A that is @SideOnly(Side.CLIENT), and a class B which exists on both sides. Will the methods from A be removed on the server if I extend B and implement A?
L394[10:41:08] <Subaraki> like, fishing rod realistic?
L395[10:41:13] <Subaraki> with more wiggle
L396[10:41:14] <Subaraki> idk
L397[10:41:19] <Subaraki> i'm brainstorming right now x)
L398[10:41:22] <gigaherz> Katrix: no, only the ones explicitly marked as @SideOnly will
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L400[10:41:24] <Subaraki> maybe i'll not make a whip xD
L401[10:41:33] <gigaherz> Subaraki: if you choose to do that
L402[10:41:48] <Katrix> Ok, so as long as I mark the method inherited from A it will be removed?
L403[10:41:49] <gigaherz> I'd do it with a layer renderer and/or overlay
L404[10:42:22] <gigaherz> Katrix: I mean only if you mark those methods as @SideOnly in B
L405[10:42:25] <gigaherz> otherwise
L406[10:42:28] <gigaherz> they will just stop overriding
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L408[10:42:48] <Katrix> They don't exist in B, B is a completely seperate class
L409[10:43:04] <gigaherz> well if B isn't overriding, then it won't override either way
L410[10:43:05] <gigaherz> ;P
L411[10:43:06] <Subaraki> a layer renderer ?
L412[10:43:09] <Subaraki> not a bad idea :o
L413[10:43:12] <Subaraki> bind it to the player
L414[10:43:16] <gigaherz> yup
L415[10:43:20] <Subaraki> nice
L416[10:43:23] <gigaherz> you'll also haveto return 0 quads
L417[10:43:25] <Subaraki> i can even make a model base for that right ?
L418[10:43:29] <gigaherz> for the "handheld" perspective
L419[10:43:31] <Katrix> Eh, I guess I'll notice when I start it up on the server :D
L420[10:43:38] <gigaherz> yes but ewh. XD
L421[10:44:06] <Subaraki> well, modelbase is easier to manipulate in rendering
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L434[11:25:44] <OrionOnline> Why is onBlockPlacedBy not being called on the Server?
L435[11:25:53] <OrionOnline> Never mind
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L443[11:39:49] <tschm> when using the forge json blockstate... do i still have to define all variants or can i just go with "defaults"
L444[11:41:05] <tschm> which would be that it takes and overrides things when it is defined in a variant, but when there is no variant, it just takes the defaults values? because i get an exception for not defining the different variants
L445[11:41:26] <tterrag> I think you might still have to do variants: {}
L446[11:41:27] <tterrag> but not sure
L447[11:41:43] <tschm> but.. those variants will grow to a huge size, won't they?
L448[11:42:04] <tterrag> I meant literally define it as an empty block
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L450[11:42:25] <tschm> atm i just have facing, which would be 4 different things. but when adding another property with 2 possible states, the count would increase to 8 :o
L451[11:42:27] <offbeatwitch> in my experience you should just use variants normal if you only have one state
L452[11:42:33] <offbeatwitch> because inventory rendering tends to fuck up
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L455[11:52:36] <tschm> hmm.. i have this as a blockstate
L456[11:52:36] <tschm> http://pastebin.com/rDJXUWdx
L457[11:53:43] <tschm> i want for each facing direciton the same texture (with same facing, i know). But i get erros. I though the defaults section exists to be the backup. Why do i need to define "model" there as well? :/
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L461[12:22:06] <barteks2x> Did anyone see "Redefinition failed with error 62" error when trying to use a profiler?
L462[12:22:46] *** Darkhax is now known as Darkhax_AFK
L463[12:28:12] <barteks2x> any way to get actual profiler running with forge?
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L466[12:39:03] <gigaherz> tschm: nope you have to declare all the variant combinations explicitly
L467[12:39:24] <gigaherz> when forge loads the json file, it will do all the permutations
L468[12:39:27] <gigaherz> and for each combination of values
L469[12:39:31] <gigaherz> it will take the defaults data
L470[12:39:37] <gigaherz> and "augment" it with the changes in the variant
L471[12:39:50] <gigaherz> so ifyou have "model" in the defaults
L472[12:39:54] <gigaherz> you don't need it in the variants
L473[12:40:01] <gigaherz> but if you don't have "model" in defaults, you will need it
L474[12:42:58] <gigaherz> tterrag: do you think this is an ok way to "hide" an item when it's "disabled" on the config?
L475[12:42:59] <gigaherz> https://gist.github.com/gigaherz/08dbef179a7edfea73ce0cda698db182
L476[12:43:26] <gigaherz> (I'm far too tired to decide for myself XD)
L477[12:43:54] <tterrag> well
L478[12:44:01] <tterrag> That won't hide recipes
L479[12:44:17] <tterrag> But otherwise, that is effective at "hiding"
L480[12:44:33] <gigaherz> well yeah I'll handle recipes separately
L481[12:45:16] <gigaherz> so, do you think not registering recipes is ok?
L482[12:45:34] <gigaherz> lex was quite annoyed that I used to not register my items/blocks at all if the corresponding feature was disabled
L483[12:45:38] <gigaherz> :P
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L485[12:52:17] <tschm> gigaherz i have now this implementation: http://pastebin.com/jK0GiUGz This is pretty much what i wanted
L486[12:52:20] <tschm> and it works :D
L487[12:54:18] <gigaherz> yay ;p
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L490[12:56:04] <tschm> how do you perform basic player damaging? this would be to damage the player for a certain amount when right clicking a block
L491[12:56:28] <tschm> i did playerIn.setHealth(playerIn.getHealth() - 1.0f);
L492[12:56:55] <tschm> but that does not play the damage sound, cam shake, etc. i guess there is some other, better way to do this?
L493[12:57:43] <gigaherz> nono don't use setHealth
L494[12:58:04] <barteks2x> visualvm 1.3.9 works fine, finally something that works
L495[12:58:15] <gigaherz> there's a method called damageEntity
L496[12:58:18] <gigaherz> that takes a damage source
L497[12:58:23] <gigaherz> which will be used in case of death
L498[12:58:30] <gigaherz> to show a death message in chat
L499[12:58:54] <gigaherz> if you have a custom damage source
L500[12:59:09] <gigaherz> you'll have to create your own DamageSource instance
L501[12:59:10] <tschm> to what object belongs the method?
L502[12:59:20] <gigaherz> the entity you are damaging
L503[12:59:34] <gigaherz> be it a player or any other mob
L504[12:59:38] <tschm> playerIn.damageEntity() does not exist
L505[12:59:47] <tschm> or EntityPlayer.damageEntity
L506[13:00:02] <gigaherz> oh wait, it's protected
L507[13:00:04] <gigaherz> nevermind
L508[13:00:15] <gigaherz> attackEntityFrom
L509[13:00:40] <gigaherz> I took a bit to answer because I wasn't sure of the name
L510[13:00:43] <gigaherz> and I got the wrong one XD
L511[13:01:04] <tschm> ah, thx :)
L512[13:01:41] <tschm> why is the health in float when the player always has full integer amount of health?
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L514[13:02:31] <gigaherz> because if you do 0.25 damage
L515[13:02:40] <gigaherz> it has a 1/4 chance of applying 1 damage, and 3/4 chance of applying 0
L516[13:02:55] <tschm> ohhhh, that's need, didn't know this mechanic
L517[13:02:59] <tschm> *neat
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L525[13:41:53] <barteks2x> Anyone knows some good java bytecode editor? I want to report bug to idea, but need some non-minecraft class that reproduces it
L526[13:44:16] <tterrag> editor?
L527[13:44:18] <tterrag> or viewer?
L528[13:45:11] <barteks2x> editor, I need to edit WorldServer.class from mixin output to contain only the part that causes idea decompiler to fail
L529[13:45:26] <barteks2x> it fails like this: new ServerBlockEventList((1)null)
L530[13:45:29] <tterrag> hm, no editors that I know of
L531[13:45:42] <barteks2x> it casts null to 1...
L532[13:45:52] <barteks2x> and I can't set breakpoint anywhere after that
L533[13:45:56] <fry> if it's a mixin output odds are it's not reproducible with actual java :P
L534[13:46:11] <barteks2x> that's why I want bytecode editor
L535[13:46:11] <tterrag> google gives me this http://set.ee/jbe/ but it looks ancient
L536[13:46:21] <barteks2x> and it's java 8 so it can't be ancient
L537[13:46:32] <tterrag> barteks2x: I'd hazard a guess that the mixin output is "invalid" even if it technically works on the JVM
L538[13:46:36] <fry> ^
L539[13:46:38] <tterrag> i.e. it cannot be produced with sourcecode compiled with javac
L540[13:46:42] <fry> ^^
L541[13:46:58] <barteks2x> this part if code isn't touched by mixin
L542[13:47:10] <barteks2x> and there are a lot of non-javac compilers
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L544[13:47:21] <fry> http://asm.ow2.org/asm50/javadoc/user/org/objectweb/asm/util/ASMifier.html
L545[13:47:24] <barteks2x> and the idea decompiler should work with these
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L548[13:50:37] <barteks2x> that link finally opened...
L549[13:51:34] <offbeatwitch> casting... null to 1????
L550[13:51:36] <offbeatwitch> how is that even
L551[13:51:37] <offbeatwitch> what
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L554[13:52:40] <fry> use the main method, pass the class file
L555[13:52:50] <fry> you'll get the source to generate the bytecode with asm
L556[13:52:55] <fry> you can edit that :P
L557[13:53:22] <offbeatwitch> isn't the whole point of casting that you cast to a type
L558[13:54:31] <p455w0rd> is it possible to use a ModelBase model for an item (via ModelLoader)?
L559[13:54:38] <fry> no
L560[13:55:12] <p455w0rd> ty
L561[13:55:14] <beschio> Can I get the player's current XP amount on the client side on a server that doesn't run forge?
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L564[13:58:06] <LexLap2> PaleOff need to talk to you when you get on
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L569[14:04:05] <wundrweapon> I'm using onArmorTick to make a player invisible when (s)he has a full aror set
L570[14:05:00] <wundrweapon> I'm checking all the other three using EntityPlayer.inventory.armorInItemSlot(int) (or whatever it's called). it works just fine, BUT crashes with NullPointerException when any armor item is taken off
L571[14:05:22] <wundrweapon> I'm using instanceof, so null should return false, and thus (via else statement) make the player visible again
L572[14:05:38] <wundrweapon> the crash occurs on the if statement with the "instanceof"s
L573[14:05:44] <wundrweapon> any ideas to fix it?
L574[14:06:55] <Redfoxmoon> null check first? :-)
L575[14:07:03] <LexLap2> code
L576[14:08:13] <wundrweapon> redfoxmoon: shouldn't x instanceof y return false when x == null?
L577[14:08:17] <wundrweapon> @lex ok, on sec
L578[14:09:19] <beschio> Can I get the player's current XP amount on the client side on a server that doesn't run forge?
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L580[14:10:22] <Redfoxmoon> wundrweapon, I would expect it to throw a nullpointer if x is null
L581[14:10:33] <McJty> Redfoxmoon, no, works fine
L582[14:10:44] <wundrweapon> @lex http://pastebin.com/AdxaYnCG
L583[14:10:56] <wundrweapon> thx @McJty
L584[14:11:00] <LexLap2> no instanceof is false on null hes most likely just using it wrong
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L586[14:11:31] <Redfoxmoon> LexLap2, ok :-)
L587[14:11:41] <LexLap2> dont ping me
L588[14:11:44] <LexLap2> and ya hes being stupid
L589[14:12:03] <LexLap2> what do you think armorInSlot returns when there is no item in the slot?
L590[14:12:42] <wundrweapon> null
L591[14:12:45] <LexLap2> and thats not how you're suposed to compare items...
L592[14:12:50] <LexLap2> yes it returns null
L593[14:12:56] <LexLap2> which you then try and use getItem on
L594[14:12:58] <LexLap2> hence the npe
L595[14:13:15] <wundrweapon> aaah so get item is the issue
L596[14:13:19] <McJty> In 1.11 that code will work :-)
L597[14:13:37] <LexLap2> possibly, but ya this sint 1.11
L598[14:13:37] <Ordinastie> really ? what would it return ?
L599[14:13:53] <McJty> An empty stack
L600[14:13:57] <wundrweapon> but looking at the ItemStack.getItem() code, it seems that if the stack is null, it'll return null
L601[14:13:59] <LexLap2> air of size 0
L602[14:14:15] <LexLap2> if the ITEM is null itll return null
L603[14:14:15] <Ordinastie> really? -_-
L604[14:14:21] <McJty> wundrweapon, yes but itemstack itself is null
L605[14:14:27] <McJty> wundrweapon, so itemStack.getItem() will fail
L606[14:14:30] <LexLap2> if the STACK is null itll error out because youre calling a function on a null object
L607[14:14:39] <wundrweapon> ah, alright
L608[14:14:53] <LexLap2> programming 101, dont call null shit
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L612[14:22:09] <illy> Lex, twitter announcements for forge builds has been added to the bot any other features you want added to it?
L613[14:22:30] <quadraxis> barteks2x, new ServerBlockEventList((1)null) might be some anonymous class issue
L614[14:23:18] <quadraxis> like it's taking SomeClass$1 and gettting 1
L615[14:23:27] <barteks2x> Already figured that out on #spongedev (I asked there first because it looked like mixin issue)
L616[14:23:44] <barteks2x> the class is static, but in the bytecode takes WorldServer as argument
L617[14:24:15] <LexLap2> ?
L618[14:24:24] <LexLap2> ya java is weird like that sometimes
L619[14:24:39] <barteks2x> idea decompiler freaks out on that
L620[14:24:41] <LexLap2> i suspect it when they have a anon class as a agument and the obf strips it
L621[14:24:56] <LexLap2> i know, cuz its onyl of the bugs i fixed ;)
L622[14:25:01] <LexLap2> one of*
L623[14:25:32] <barteks2x> and it won't let me set breakpoints :(
L624[14:31:18] <g> Does forge contain a method to create a recipe that consumes a number of items from an itemstack in the grid?
L625[14:31:32] <Ordinastie> no
L626[14:31:35] <g> eg, if I wanted to craft 10 coins into 1 higher-value coin for example
L627[14:31:37] <Ordinastie> you have to do it manually
L628[14:31:49] <g> hmm, okay
L629[14:34:19] <tterrag> it would be a generally confusing thing, if that worked
L630[14:34:21] <tterrag> NO recipes work like that
L631[14:34:39] <tterrag> in fact, it may break things like autocrafters that don't expect that to be possible
L632[14:35:20] <Ordinastie> I have a recipe like that ^^
L633[14:35:42] <tschm> i have this as model file for a block http://pastebin.com/eL6TgayZ It does not throw errors, but it shows the default texture
L634[14:36:17] <tschm> this is my setup http://imgur.com/a/uOK4t
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L636[14:41:27] <tterrag> you want cube_all
L637[14:41:33] <tterrag> cube has separate textures for each side
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L639[14:45:10] <tschm> ahh, i see, thx
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L641[14:55:12] <gigaherz> (cube_all is cube, but all the side textures are aliased to the same one)
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L643[14:55:56] <wundrweapon> any way to change armor's model on-the-fly?
L644[14:57:05] <gigaherz> hmmm no idea how often getArmorModel is called on the armor item
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L647[15:00:06] <Subaraki> no idea
L648[15:00:07] <Subaraki> ocne i think
L649[15:00:19] <Subaraki> im working with them right now
L650[15:00:25] <Subaraki> what are you trying to do wundrweapon ?
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L652[15:00:50] <wundrweapon> when full armor set worn, player and armor invisible
L653[15:01:08] <wundrweapon> I'm gonna swap to a different, transparant armor model to pull off the armor part
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L655[15:02:46] <gigaherz> hmmm you may need a layer renderer for that, that takes care of drawing your armor models, instead of the default armor renderer
L656[15:04:41] <TechnicianLP> iirc it could owrk with an IItemPropertyGetter
L657[15:04:54] <gigaherz> this is for the armor model, though
L658[15:04:59] <gigaherz> not the item model
L659[15:10:46] <Subaraki> so, i made a custom rendering json model for my item, but I would like my item to show up as a flat texture in game
L660[15:10:49] <Subaraki> is that possible ?
L661[15:10:58] <Subaraki> in gui and when dropped
L662[15:11:07] <Subaraki> it would only have the 3d aspect in hand ?
L663[15:11:39] <gigaherz> uhm you want it truly flat?
L664[15:12:04] <gigaherz> or with the standard "edge" that mc gives item models?
L665[15:12:09] <Subaraki> flat
L666[15:12:15] <Subaraki> flat when in gui
L667[15:12:22] <Subaraki> if that's not possible, no biggy
L668[15:12:24] <gigaherz> normal items are still 3d in gui
L669[15:12:30] <gigaherz> they are just seen from straight on
L670[15:12:35] <gigaherz> so that you don't see the edge
L671[15:12:37] <Subaraki> yeah i know.
L672[15:12:45] <Subaraki> but we can call it flat x)
L673[15:12:51] <Subaraki> cause that what it looks like...
L674[15:12:54] <Subaraki> anyway
L675[15:12:55] <gigaherz> so wait
L676[15:13:04] <gigaherz> you want the in-hand model to be different from the other views?
L677[15:13:12] <Subaraki> yeah
L678[15:13:17] <gigaherz> okay then
L679[15:13:21] <gigaherz> you need a custom model
L680[15:13:25] <gigaherz> with IPerspectiveAwareModel
L681[15:13:29] <Subaraki> the idea was to have a flat texture, because half of the whip will be rendered with a flat layer
L682[15:13:47] <gigaherz> then in handlePerspective
L683[15:14:00] <gigaherz> you return either the "flat" model, or the non-flat model
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L685[15:14:12] <Subaraki> what model ? the json .. ?
L686[15:14:12] <gigaherz> based on which perspective is passed into the method
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L688[15:14:24] <Subaraki> a custom model i have already
L689[15:14:24] <gigaherz> no, the actual model, wait
L690[15:14:46] <gigaherz> so to do this "right"
L691[15:14:50] <gigaherz> you'd want an ICustomModelLoader
L692[15:14:59] <gigaherz> which instantiates an IModel
L693[15:15:03] <gigaherz> and from the getDependencies
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L695[15:15:07] <gigaherz> you can reference the other models
L696[15:15:13] <gigaherz> the flat one, and the 3D one
L697[15:15:20] <gigaherz> then on bake()
L698[15:15:28] <Subaraki> what a hassle ._.
L699[15:15:40] <gigaherz> you can use ModelLoader...something.getModel
L700[15:15:44] <Subaraki> maybe i'll just go for the 3d all around ._.
L701[15:15:50] <gigaherz> for the two resource locations
L702[15:15:59] <gigaherz> and pass them into the IPerspectiveAwareModel
L703[15:16:05] <gigaherz> and then return the right one from handlePerspective
L704[15:17:21] <gigaherz> it's not THAT hard lol
L705[15:17:35] <gigaherz> it's just 3 classes and a tiny bit of code ;P
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L707[15:20:21] <Subaraki> if it's really ridiculous in hand, i'll reconcider P:
L708[15:20:55] <tschm_> still just the default texture :( i have this as blockstate: http://pastebin.com/rnBqTL8q and this as model data: http://pastebin.com/FXTFiD9J
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L710[15:25:18] <TechnicianLP> deleting windows gives a weird feeling ...
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L712[15:28:47] <wundrweapon> scratch that idea
L713[15:29:02] <wundrweapon> is there a way to just outright disable the armor from rendering?
L714[15:31:27] <Ordinastie> cancel the event ?
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L716[15:31:38] <wundrweapon> what event?
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L718[15:35:42] <beschio> I'm trying to make a client mod that detects when the player pick up an XP orb and outputs the size of the orb to the player's chat. PlayerPickupXpEvent Works locally but on the server (non-forge) it does not. What am I doing wrong/misunderstanding?
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L720[15:36:38] <wundrweapon> show us your PlayerPickupXpEvent handler code
L721[15:38:02] <howtonotwin> Subaraki: Would you like my (WIP, probably v. messy) advanced model docs?
L722[15:38:56] <Subaraki> no thanks howtonotwin
L723[15:38:58] <Subaraki> i'm ifne
L724[15:39:03] <Subaraki> but thanks anyway !
L725[15:39:08] <howtonotwin> np
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L731[15:44:25] <beschio> Pickup code: http://hastebin.com/edomimiram.cs
L732[15:44:44] <beschio> I'm new to Forge modding so I'm not quite familiar with how it all works yet
L733[15:46:42] <gigaherz> I think that code runs server-side only?
L734[15:46:53] <gigaherz> yep
L735[15:46:54] <gigaherz> if (!this.worldObj.isRemote)
L736[15:46:56] <gigaherz> only on the server
L737[15:47:05] <gigaherz> that means it won't fire when you are a client connected to a remote server
L738[15:47:23] <beschio> Hmm.. Surely the client knows when it picks something up? Can I not detect this locally, without out a forge server informing me?
L739[15:47:47] <gigaherz> not in the way you need, no
L740[15:47:56] <gigaherz> you could approach it differently, though
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L742[15:48:20] <gigaherz> since the player knows how much XP it has, you could run a client tick handler, and compare against the previous value
L743[15:49:02] <gigaherz> (this won't work if you just gained a level, though)
L744[15:49:23] <beschio> That's another thing, using event.player.getScore() in the PlayerTickEvent doesn't seem to reset, even upon death. Or maybe getScore isn't what I'm looking for?
L745[15:49:54] <gigaherz> the player score is just that: the player score
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L749[15:51:11] <beschio> So the score != current XP?
L750[15:51:28] <gigaherz> yeah nope
L751[15:51:37] <gigaherz> the XP does get added to the score
L752[15:51:46] <gigaherz> but other things can add to it, too
L753[15:52:18] <beschio> I see. I looked around but couldn't seem to be able to find where I can read the XP from?
L754[15:52:30] <beschio> I assume the local client knows this, for rendering purposes?
L755[15:52:36] <gigaherz> yes
L756[15:53:29] <gigaherz> there's experienceTotal, apparently
L757[15:53:48] <beschio> Well I'll be damned
L758[15:53:53] <beschio> Thank you very much!
L759[15:54:28] <gigaherz> no idea if that number is synchronized to the client, though
L760[15:55:04] <beschio> Well it's something I can start with atleast
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L815[18:26:56] <theFlaxbeard> Have the issues with forge's overriden player armor calculation method been fixed?
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L817[18:28:57] <gigaherz> I'm not aware of those issues, so no idea
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L819[18:29:36] <gigaherz> oh, foundit
L820[18:29:37] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/issues/3095
L821[18:29:49] <gigaherz> haven't seen anything about that mentioned, but I could have very easily missed it
L822[18:30:07] <theFlaxbeard> Yeah, the vanilla method takes into account the armor attributes from 1.9, but the forge override disregards it entirely
L823[18:30:17] <theFlaxbeard> meaning non-armor items cannot affect armor (like potions etc)
L824[18:30:41] <gigaherz> this seems related
L825[18:30:42] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/issues/2720
L826[18:30:45] <diesieben07> i have a BiPredicate<A, A>. and i want to check if two lists give true for each pair. is there a nice solution except an indexed for loop?
L827[18:31:02] <gigaherz> has a bitrotten PR
L828[18:31:03] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/pull/2765
L829[18:31:38] <gigaherz> (bitrotten in the sense that it's not rebased to 1.10.2)
L830[18:31:41] <theFlaxbeard> Yeah that PR has been dead for a while it seems like
L831[18:32:08] <theFlaxbeard> I considered PRing it but the way that forge overhauls armor calculation to support the ISpecialArmor implementation is very confusing and not documented very well
L832[18:32:10] <gigaherz> maybe you could update the PR?
L833[18:32:29] <theFlaxbeard> It's outdated though, doesn't support how armor was changed again in 1.9.3
L834[18:32:36] <gigaherz> oh
L835[18:32:38] <theFlaxbeard> and not sure how that'd factor in with ISpecialArmor
L836[18:32:58] <gigaherz> the bug still applies to 1.10.2, though?
L837[18:34:15] <gigaherz> diesieben07: hmmm .zip into Pair<X,X>, then forEach?
L838[18:34:18] <theFlaxbeard> Yes
L839[18:34:26] <diesieben07> i guess so, but there is no zip ...
L840[18:34:27] <gigaherz> dunno how zip handles differently-sized lists, though
L841[18:34:27] <diesieben07> -_-
L842[18:34:32] <gigaherz> no zip in java? ewh
L843[18:34:48] <diesieben07> yep, it originally existed, but they threw it out
L844[18:34:54] <diesieben07> because they don't have a Pair class
L845[18:35:03] <diesieben07> so they originally had BiStream
L846[18:35:06] <diesieben07> yep.
L847[18:35:18] <gigaherz> oh :/
L848[18:35:24] <theFlaxbeard> The ISpecialArmor stuff hasn't been updated for a while unfortunately, and the issue sort of became buried
L849[18:35:24] <gigaherz> indexed, then
L850[18:35:34] <gigaherz> any other solution will inevitable be messier
L851[18:35:38] <gigaherz> inevitably*
L852[18:35:45] <gigaherz> you could use raw iterators but ewh.
L853[18:36:03] <theFlaxbeard> But I don't feel too comfortable PRing the esoteric code for ISpecialArmor's calculations
L854[18:36:29] <gigaherz> actually
L855[18:36:31] <gigaherz> while(a.hasNext && b.hasNext) { test pair } return !a.hasNext && !b.hasNExt
L856[18:36:41] <gigaherz> it wouldn't be THAT ugly with iterators, but meh
L857[18:37:14] <minecreatr> im trying to make blocks fullbright, and it sort of works, but it seems there are some strange shadows on the block http://prntscr.com/ctk7nk , anyone have any ideas why/how to fix?
L858[18:37:28] <gigaherz> theFlaxbeard: it may be worth bumping the old issues mentioning how 1.10.2 is still an issue there
L859[18:37:42] <gigaherz> I'd recommend bump ONE only, and mention the other one by #number
L860[18:37:45] <gigaherz> ;P
L861[18:37:58] <gigaherz> or wait no need, they are already related, just noticed
L862[18:38:10] <gigaherz> may b e worth mentioning either way /shrug
L863[18:38:50] <diesieben07> yeah, the iterator is not bad at all.
L864[18:39:13] <diesieben07> better than stupid indexes
L865[18:42:03] <theFlaxbeard> Alright, bumped the issue
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L873[19:06:34] <Corosus> how does biome colorization for blocks work now? doesnt seem obvious from BlockGrass anymore
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L875[19:06:54] <Corosus> i bet its something in the json actually..... forgot to check there
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L878[19:07:55] <Corosus> '"tintindex": 0' i bet thats it
L879[19:08:18] <TehNut> You need that as well as register an IBlockColors during init phase
L880[19:08:56] <Corosus> ahh interesting, will check that out thanks :D
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L884[19:20:10] <howtonotwin> Alright, in the ModelFluid code I just see the literal constant 768 placed around and have no idea what it means.
L885[19:20:23] <howtonotwin> It seems to be a constant factor
L886[19:20:35] <howtonotwin> for when the fluid flow data gets rounded to ints
L887[19:21:01] <howtonotwin> but I have about this much of an idea as to WHY that number was chosen: ><
L888[19:21:25] <TehNut> it's a nice round number
L889[19:21:39] <Corosus> cleanly divisible by 16 apparently
L890[19:21:52] <TehNut> it also has 3 circles, so there's the illuminati factor, of course
L891[19:21:55] <howtonotwin> 16*16*3
L892[19:22:11] <howtonotwin> I have no idea why that's special
L893[19:22:35] <howtonotwin> 2^8*3...
L894[19:22:42] <howtonotwin> not ringing bells xD
L895[19:23:18] <howtonotwin> if it's in vanilla maybe I could understand it
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L897[19:23:59] <gigaherz> howtonotwin: it may not mean anything, though
L898[19:24:31] <gigaherz> they may simply have chosen to store this "corner round" as 1/768ths
L899[19:24:39] <howtonotwin> in any case imma refactor it into a static final int
L900[19:24:48] <howtonotwin> no reason to have random 768s everywhere
L901[19:28:17] <howtonotwin> Aha
L902[19:28:31] <howtonotwin> we use 10 bits per rounded int
L903[19:28:39] <howtonotwin> in the key for the model cache
L904[19:29:03] <howtonotwin> and an int 0 to 768 takes 10 bits
L905[19:29:09] <howtonotwin> idk why it isn't 1024
L906[19:29:14] <howtonotwin> needs for searching
L907[19:29:17] <howtonotwin> *more
L908[19:29:59] <thechief5456> hey thermal, you here?? Im from dires stream
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L910[19:30:38] <howtonotwin> ok this bit-twiddling is making me sad
L911[19:33:22] <diesieben07> bit twiddling is pure happiness.
L912[19:35:18] <Roburrito> Idiot check: if(event.getEntityLiving().getClass() == EntityHorse.class)
L913[19:35:38] <Roburrito> Both sides of the == are compatible, yes?
L914[19:36:14] <InusualZ> Why not instanceof EntityHorse?
L915[19:36:24] <Roburrito> Because I am a fool.
L916[19:38:31] <Roburrito> And this is why idiot checks are a wonderful thing.
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L918[19:42:48] <diesieben07> note that the two are not the same :)
L919[19:42:52] <diesieben07> but usually instanceof is what you want.
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L924[19:52:43] <Corosus> muah, cheatyish solutions ftw "Minecraft.getMinecraft().getBlockColors().registerBlockColorHandler((IBlockColor)dirt_1, dirt_1);"
L925[19:52:49] <Corosus> yay block colorized
L926[19:52:53] * Corosus stabs json
L927[19:53:59] <Corosus> hmm strange it doesnt quite perfectly match the grass around it
L928[19:54:44] <howtonotwin> wuh
L929[19:54:52] <howtonotwin> what are you doing?
L930[19:54:57] <Corosus> hmm same for this other biome, the colors are too...... vibrant
L931[19:55:21] <howtonotwin> it's just a multiplier on the already existing texture
L932[19:55:28] <howtonotwin> if the original is too white
L933[19:55:31] <howtonotwin> or whatever
L934[19:55:31] <Corosus> making many worn out grass blocks that have a mix of dirt texture and grass texture
L935[19:55:41] <Corosus> so far ive based the greyscale texture on the grass one
L936[19:55:42] <howtonotwin> then the colorized one will come out brighter
L937[19:55:45] <Corosus> true
L938[19:55:55] <Corosus> gonna recheck what i copied from BlockColors
L939[19:56:09] <howtonotwin> why that cast though
L940[19:56:47] <Corosus> its set as a basic block, method requires IBlockColor for the one, which my block implements
L941[19:57:11] <Corosus> i guess i could set var declare as IBlockColor but ehh
L942[19:57:12] <howtonotwin> pretty sure that'll crash
L943[19:57:15] <howtonotwin> on a server
L944[19:57:16] <Corosus> nah its working
L945[19:57:18] <Corosus> oh
L946[19:57:21] <howtonotwin> bc IBlockColor is clientonly
L947[19:57:36] <Corosus> yeah im moving it to a client proxy in a bit
L948[19:57:38] <Corosus> ohhhh
L949[19:57:46] <Corosus> wait yeah i might see what youre saying
L950[19:57:49] <Corosus> had that thought earlier
L951[19:57:59] <Corosus> will test ;D
L952[19:58:02] <howtonotwin> and the entire point of the model system to decouple rendering from the renderee :P
L953[19:58:20] <howtonotwin> you should just have IBlockColor separate from the block
L954[19:58:33] <Corosus> yeah thats probably why the other examples did it that way
L955[19:58:40] <Corosus> im just rushing this code atm
L956[20:05:25] <Roburrito> Thank you, diesieben. Not needed now but I'll remember.
L957[20:05:49] <Roburrito> Apparently spawn eggs and packspawns do not trigger LivingSpawnEvent
L958[20:06:25] <Roburrito> Was hoping to be able to inject/replace a mob with my version.
L959[20:06:35] <InusualZ> What the fourth parameter of the Chunk::getEntitiesOfTypeWithinAAAB means?
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L961[20:06:47] <InusualZ> of the method*
L962[20:07:36] <howtonotwin> just a filter
L963[20:07:50] <howtonotwin> if it returns false for an entity
L964[20:07:58] <howtonotwin> that entity isn't returned
L965[20:08:06] <diesieben07> Roburrito, EntityJoinWorldEvent fires ALWAYS
L966[20:08:23] <howtonotwin> you can use null as meaning no filter
L967[20:08:34] <InusualZ> Ohh okay. Thanks :)
L968[20:08:47] <Roburrito> AHH
L969[20:08:48] <howtonotwin> I'll name it
L970[20:08:54] <Roburrito> Just what I need. Thank you.
L971[20:09:12] <Roburrito> Of course it's for more than just players. Didn't bother studying it. Derp.
L972[20:09:50] <Corosus> ah! was using getFoliageColorAtPos not getGrassColorAtPos
L973[20:09:54] <Corosus> perfection achieved
L974[20:10:27] <Corosus> misread the source code
L975[20:11:37] <howtonotwin> there, p_177430_4_ is now properly mapped :D
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L982[20:20:47] <Roburrito> diesieben, success! I have turned the entire world to chickens!
L983[20:21:08] <Roburrito> ...Even thrown potion bottles.
L984[20:21:12] <Roburrito> What has science done.
L985[20:21:54] <Roburrito> Oh god.
L986[20:22:00] <Roburrito> The sea is full of chickens.
L987[20:22:20] <Roburrito> I'm guessing the game checks to see if there are squid already.
L988[20:23:26] <diesieben07> lol
L989[20:24:50] <Corosus> quick! overwhelm it with a chickenstorm! https://dl.dropboxusercontent.com/u/16326915/pics/2016-10-13_14.15.07.png
L990[20:25:22] <howtonotwin> o_O
L991[20:25:25] <howtonotwin> on many levels
L992[20:25:34] <Corosus> i see im not the only one that is having an "everything is chickens" day
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L994[20:26:28] <howtonotwin> Someone implement an elemental-fire like thing that spawns chickens
L995[20:26:57] <Roburrito> https://github.com/Roburrito/logs/blob/master/2016-10-13_21.23.02.png
L996[20:27:06] <howtonotwin> bonus points if it makes the nether into a KFC
L997[20:27:17] <Corosus> oh gawd, mah tps
L998[20:27:19] <howtonotwin> glorious
L999[20:28:19] <Roburrito> https://github.com/Roburrito/logs/blob/master/2016-10-13_21.27.54.png
L1000[20:28:25] <Roburrito> I think I maxed out entities.
L1001[20:28:37] <Roburrito> >_>
L1002[20:28:39] <Roburrito> I'll...
L1003[20:28:50] <Roburrito> I'll, uh. Turn that code off now.
L1004[20:28:53] <Roburrito> Yeah.
L1005[20:29:07] <Roburrito> Maybe delete chickenworld
L1006[20:29:24] <howtonotwin> /kill @e[type=Chicken]
L1007[20:29:27] <howtonotwin> :P
L1008[20:30:08] <howtonotwin> ah commands, where if you want to do anything, better get ready to create ~1 billion armorstands
L1009[20:30:09] * howtonotwin sighs happily
L1010[20:30:10] <Roburrito> And on that day, Foster Farms felt the death of millions of souls.
L1011[20:30:22] <howtonotwin> also that'll create items
L1012[20:30:23] <howtonotwin> lots of
L1013[20:30:30] <howtonotwin> /kill @e[type=Item]
L1014[20:30:51] <Roburrito> Are you sure that the items won't turn into chickens?
L1015[20:30:56] <howtonotwin> yes
L1016[20:30:58] <howtonotwin> to do that
L1017[20:31:00] <howtonotwin> you need this
L1018[20:31:15] <howtonotwin> /execute @e[type=Item] ~ ~ ~ summon Chicken
L1019[20:31:25] <howtonotwin> followed by /kill @e[type=Item]
L1020[20:31:53] <howtonotwin> I like how it's super simple to transmute items into chickens
L1021[20:32:02] <howtonotwin> but god forbid you try to do 2+2
L1022[20:32:17] <howtonotwin> :P
L1023[20:32:48] <Roburrito> THey were babies. No drops
L1024[20:32:53] <howtonotwin> oh
L1025[20:32:55] <howtonotwin> that...
L1026[20:33:04] <Redfoxmoon> chickens everywhere, heh
L1027[20:33:05] <howtonotwin> i don't know how to feel about that...
L1028[20:33:16] <Roburrito> But now I need to see if an adult would drop babies.
L1029[20:33:28] <Redfoxmoon> oh god
L1030[20:33:54] <Corosus> only if pregnant, and only if the babies were highly motivated
L1031[20:33:59] <howtonotwin> ...
L1032[20:34:04] <Roburrito> They do.
L1033[20:34:58] <howtonotwin> oh scala-native is a thing
L1034[20:35:03] <howtonotwin> idk how to feel about that lol
L1035[20:35:42] <Roburrito> https://github.com/Roburrito/logs/blob/master/2016-10-13_21.34.38.png
L1036[20:35:51] <Roburrito> The babies are highly motivated.
L1037[20:36:31] <Redfoxmoon> Roburrito, should make the baby chickens explode like creepers and include it in a mod :P
L1038[20:39:01] <Roburrito> Tempting.
L1039[20:39:09] <Roburrito> Might need to put it in as an easter egg.
L1040[20:39:11] <Roburrito> ...
L1041[20:39:20] <Roburrito> If the date stamp is easter, eggs explode.
L1042[20:39:32] <Redfoxmoon> oh god xD
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L1044[20:41:46] <Roburrito> Also, I'm working on genetics. Could slip in a double-recessive gene set to trigger a'splodin chickees
L1045[20:42:08] <Redfoxmoon> do it! :-)
L1046[20:42:14] <howtonotwin> hehe yes
L1047[20:42:25] <Redfoxmoon> custom death message would be amazing too :D
L1048[20:42:26] <Roburrito> My plan at this point is to have a chromosome object with a static final enum of gene names and a character array array of possible alleles.
L1049[20:42:30] <Redfoxmoon> something related to chickens of course
L1050[20:42:41] <Roburrito> Then each chromosome has a field that is the string of genes.
L1051[20:42:44] <howtonotwin> so mods can't add their own genes?
L1052[20:43:08] <Roburrito> I can't think of how to implement them without each gene being hard coded.
L1053[20:43:11] <Corosus> :o
L1054[20:43:16] <howtonotwin> registries are magic
L1055[20:43:18] <howtonotwin> :P
L1056[20:43:21] <Redfoxmoon> ^
L1057[20:43:55] <howtonotwin> you provide hooks at certain important places you choose
L1058[20:44:00] <howtonotwin> and events can handle the rest
L1059[20:44:18] <Roburrito> True.
L1060[20:44:32] <howtonotwin> so eggsplosions are an event handler doing a check on the egg for genes
L1061[20:44:49] <howtonotwin> but crossing two organisms would be your own domain
L1062[20:44:52] <Roburrito> The problem is that anything a gene CAN modify and any way it can do so would need a hook
L1063[20:45:25] <howtonotwin> no I mean you expose a way to get the genes on an entity
L1064[20:45:40] <howtonotwin> and then forge event handlers can check those to do things
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L1066[20:46:27] <howtonotwin> I'm not very good at this kind of stuff just yet; you'll likely get better ideas from ghz and such :P
L1067[20:46:50] <Roburrito> Example of horse genetics:
L1068[20:46:54] <InusualZ> Mmm, there is anything else that I should do after removing an entity?
L1069[20:47:09] <InusualZ> I'm seeing a ghost item
L1070[20:47:28] <Roburrito> The Extension gene allows black pigment. If both copies are inactive (ee) then there is no black, regardless of what other genes would do with it.
L1071[20:47:46] <Roburrito> Dillution reduces the amount of black pigment, if it exists, anywhere it would be
L1072[20:48:16] <Redfoxmoon> InusualZ, isRemote check? :-)
L1073[20:48:37] <Roburrito> And there's a gene that overrides anything with being all white if active.
L1074[20:49:02] <Roburrito> I am no where near ready to wrap my head around the registry paths to make that work with any arbitary set of potential genes.
L1075[20:49:05] <howtonotwin> hmm yeah maybe my idea isn't the best :P
L1076[20:49:12] <Roburrito> I considered a lot of options.
L1077[20:49:26] <Roburrito> I would LOVE to be able to have mutations and gene duplications
L1078[20:49:32] <Roburrito> But lolidunno
L1079[20:49:53] <Roburrito> Best I can think of is having mules of same-superclass stuff.
L1080[20:50:07] <Roburrito> Horse, donkey, pegasus, unicorn, seahorse.
L1081[20:50:16] <Roburrito> An alicorn is powerful but can't breed.
L1082[20:51:16] <Roburrito> ANYWAY, there is a bed calling my name.
L1083[20:51:19] <howtonotwin> in any case I better be leaving now
L1084[20:51:21] <howtonotwin> :P
L1085[20:51:23] <Roburrito> Good night and thank you for the help
L1086[20:51:36] <howtonotwin> bye!
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L1088[20:52:07] <InusualZ> Mhmm, I need to understand that thing better
L1089[20:54:46] <Redfoxmoon> the ghost item comes from the client, hence why you shouldn't do anything if isRemote is true
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