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L11[01:16:08] <SatanicSanta> And fixed. Just needed to `gradle clean``
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L21[01:59:43] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161016 mappings to Forge Maven.
L22[01:59:46] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161016-1.10.2.zip (mappings = "snapshot_20161016" in build.gradle).
L23[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/
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L33[02:07:13] <JustWhoAmI> Say my mod required hydrogen from mekanism. How do I do things with it in my mod? i.e. Is there an API for Mekanism that I can use?
L34[02:08:12] <JustWhoAmI> Do I just package this with my mod?: https://github.com/aidancbrady/Mekanism/tree/master/src/main/java/mekanism/api
L35[02:08:19] <JustWhoAmI> I don't think that would be good practice
L36[02:08:38] <JustWhoAmI> at the same time I do not see any maven repository I can just include in my build.gradle
L37[02:09:03] <JustWhoAmI> He does show IMC recipe integration: https://github.com/aidancbrady/Mekanism/wiki/IMC-based-recipe-integration
L38[02:09:28] <JustWhoAmI> but, I want to use a material from HIS mod, in a recipe for MY mod
L39[02:09:31] <JustWhoAmI> how would I do that?
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L43[02:30:25] <kenzierocks> if he doesn't upload API to maven
L44[02:30:37] <kenzierocks> include it in ... src/api i think
L45[02:30:54] <kenzierocks> FG will include it on your compile classpath but keep it out of your jar
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L70[04:43:05] <JustWhoAmI> @ kenzierocks then I will be able to use items from that mod?
L71[04:43:07] <JustWhoAmI> in my code
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L75[04:51:59] <TechnicianLP> you should be able to use items from other mods if you made sure they are loaded
L76[04:58:21] <JustWhoAmI> So like requiredAfter? TechnicianLP
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L81[05:11:33] <TechnicianLP> if you want a hard dependency yes; if you want it to be optional you need to check manually
L82[05:12:30] <TechnicianLP> and have a after:
L83[05:13:11] <JustWhoAmI> but then
L84[05:13:16] <JustWhoAmI> how would my code compile?
L85[05:13:29] <JustWhoAmI> I would be attempting to use something that isn't in my workspace
L86[05:14:34] <TechnicianLP> it has to be present at compiletime and if you make it optional it would not have be present when installed in an instance
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L106[06:45:27] <piousminion> So, I have no clue what I've done, but despite TPS being a solid 20, no machines function at all. It's like time is frozen, but the sun passes and mobs have AI. What can I do to debug this?
L107[06:46:07] <Ordinastie> server thread is probably crashed
L108[06:48:16] <piousminion> Ordinastie: seems to be fine according to Opis.
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L110[06:48:38] <Ordinastie> are you sure it checks the server and not the client ?
L111[06:48:42] <sham1> But is it fine according to logs
L112[06:49:12] <piousminion> Ordinastie: It says "Server Thread". no idea.
L113[06:50:45] <piousminion> I don't even know where to begin. I've already wiped one dimension and removed all forced chunk loaders.
L114[06:50:49] <Cuby96> hi there, im at 1.10.2 guys so no blaming today :P i went through that tutorial here: https://gist.github.com/WesCook/c9e282e49580588dd397350283e7e4e1 and i made it until the point where it says i should make a method public static void renderFluids with blockFluidOil.render(); but intellij says to me that it cant resolve the function render() what should i do to fix it?
L115[06:51:43] <Ordinastie> learn programming first probably
L116[06:51:53] <Roburrito> Where are you logging, pious?
L117[06:52:32] <sham1> It's so depressing to many people try to mod with no experience in programming
L118[06:52:42] <Cuby96> -.- srsly?
L119[06:53:09] <Ordinastie> what, you thought that was optional ?
L120[06:53:15] <Cuby96> i know how to do it but i find it weird that the method isnt recognized even though its public and from the same package
L121[06:53:40] <sham1> It blockFluidOil an instance variable?
L122[06:53:46] <piousminion> Roburrito: logging?
L123[06:54:01] <sham1> Also, if you knew how to do it, then you would not be asking
L124[06:54:08] <Ordinastie> it's like saying you know how to drive, you just can't find the steering wheel, while sitting in the trunk
L125[06:54:57] <Roburrito> org.apache.logging.log4j.Logger
L126[06:55:24] <Ordinastie> Roburrito, pretty sure he's not a modder, just a user
L127[06:55:27] <Cuby96> its of the type BlockFluidClassic which i made an instance in the Init class
L128[06:55:27] <Roburrito> Stupid question: Have you saved your files, Cuby
L129[06:55:52] <Cuby96> Roburrito i did
L130[06:58:52] <Cuby96> its an instance variable, i initialize the variable with the constructor of the function BlockFluidOil and if i want to put the method on the instance (the method from BlockFLuidOil called render) it just says can't resolve method
L131[06:59:01] <piousminion> Roburrito: I'm not a forge/mod dev. The logger isn't related to my issue.
L132[06:59:44] <Roburrito> If it had outputs, it would be able to help find where you were frozen.
L133[07:00:09] <Cuby96> even though its from the same package the method should be visible as its declared as public
L134[07:01:26] <Roburrito> Being a different package would just give you the option to import it, not throw an error with no suggetion.
L135[07:02:24] <Roburrito> In ModFluids, you are telling your INSTANCE of BlockFluidOil to render(), not the class itself?
L136[07:02:37] <Cuby96> yes exactly
L137[07:03:39] <Roburrito> So you have BlockFluidOil blockfluidoil and blockfluidoil.render() is saying 'not recognized' despite being a public method in BlockFluidOil
L138[07:04:19] <Roburrito> Troubleshoot with a public field? See if you can put in something else that you CAN see.
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L140[07:04:40] <Cuby96> well brb need to go eating lunch
L141[07:04:49] <Cuby96> and i will definately try that out
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L146[07:21:04] <piousminion> Any ideas at all guys? Just restarted client and server and logged in in the middle of nowhere. TPS at 20, no errors, energy won't pass between a creative and resonant energy cell. :(
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L149[07:21:42] <TechnicianLP> what type of wolrd is it?
L150[07:22:47] <Ordinastie> piousminion, do regular vanilla furnaces work ?
L151[07:23:49] <piousminion> Ordinastie: checking. TechnicianLP: Dim 0
L152[07:24:27] <piousminion> Ordinastie: nope. lol
L153[07:24:56] <Ordinastie> SSP ?
L154[07:24:59] <piousminion> SMP
L155[07:25:32] <piousminion> I operate the server. FYI./
L156[07:25:43] <Ordinastie> and if you make a single player world ?
L157[07:25:45] <TechnicianLP> do you have gamrules set?
L158[07:26:35] <piousminion> Ordinastie: Considering the problem happened suddenly after working a long time with no changes, SSP should work flawlessly.
L159[07:26:50] <piousminion> TechnicianLP: mobGriefing = False is all
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L163[07:30:05] <piousminion> Would loading the map in SSP have any positive outcome?
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L165[07:31:09] <TechnicianLP> did you do something befor it stopped working? what mods do you have installed?
L166[07:33:05] <piousminion> TechnicianLP: Nothing out of the ordinary. Tons of mods that have been working for months. Pastebining list now.
L167[07:33:41] <piousminion> TechnicianLP: http://ix.io/1wDZ
L168[07:34:57] <TechnicianLP> so no recent updates?
L169[07:35:06] <piousminion> TechnicianLP: none
L170[07:35:28] <piousminion> Most recent thing was dynmap a week ago, but I've removed that to rule it out.
L171[07:39:39] <TechnicianLP> everything orks except tileentities?
L172[07:40:09] <piousminion> Seems that way, yeah.
L173[07:40:21] <TechnicianLP> no clue ... could you send a log of the last start?
L174[07:41:20] <piousminion> TechnicianLP: fml-server-latest.log -> http://ix.io/1wE1
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L176[07:43:17] <Shambling> Where do mods generally check for minecraft version? I have a 1.9 mod that should run under 1.10.2, but it has a version checker that hard crashes it
L177[07:43:29] <Shambling> its source code only, so I'd imagine I can edit out that checker before trying to fix bugs
L178[07:44:26] <Shambling> I'll check the dev environments outside of the java classes in the meantime, but I need to get to work so I'll check back later
L179[07:45:15] <Shambling> yeah looks like the build.gradle file, I'll snag some edits and see if that helps.
L180[07:45:15] <piousminion> Shambling: couldn't you grep the source for "1.9"?
L181[07:48:38] <TechnicianLP> try running it without Bukkit
L182[07:48:46] <Shambling> alright so not a simple recompile with a different dev environment. I'll need to recode this project in places entirely as it uses old forge classes that have been deprecated
L183[07:48:58] <PaleoCrafter> Shambling, ForgeGradle automatically makes them depend on the MC version compiled against unless otherwise specified
L184[07:49:00] <Shambling> trying to build the 1.9 version of minetweakerrecipemaker lol
L185[07:49:08] <PaleoCrafter> it usually is defined in the @Mod stuff
L186[07:49:42] <piousminion> TechnicianLP: Will do now and report back.
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L188[07:52:37] <JustWhoAmI> How do I add a mod to my development environment? run/mods?
L189[07:52:49] <JustWhoAmI> drop it in run/mods?
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L192[07:57:36] <kokolihapihvi> hey howtonotwin
L193[07:57:55] <howtonotwin> o/
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L195[07:59:02] <sham1> Hello howtobasic
L196[07:59:17] * howtonotwin drowns sham1 in eggs
L197[07:59:53] <sham1> I made a shocking realisation today
L198[08:00:19] <sham1> There are people working on a new Fortran specification
L199[08:00:37] <sham1> And that is worrisome
L200[08:00:37] <howtonotwin> o_O
L201[08:00:39] <howtonotwin> link?
L202[08:01:07] <sham1> https://en.wikipedia.org/wiki/Fortran#Fortran_2015
L203[08:01:26] <sham1> It will probably be ready in 2018
L204[08:01:40] <howtonotwin> why...?
L205[08:02:18] <sham1> Speaking of programming languages, I just emerged a new gcc
L206[08:02:28] <sham1> 5.4.0
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L208[08:03:04] <sham1> Because I had 4.9 but it did not support C++14
L209[08:07:16] <ghz|afk> wtf
L210[08:07:28] <ghz|afk> I just went to the nether in my vanilla 1.11 snapshots playthrough
L211[08:07:41] <ghz|afk> I was attacked by skeletons and wither skeletons in the middle of nowhere
L212[08:07:49] <ghz|afk> I didn't think those spawned outside the fortresses :/
L213[08:08:05] <sham1> They might now
L214[08:08:14] <sham1> Also, my RES is broken
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L216[08:19:54] <piousminion> TechnicianLP: thank you for the "try without bukkit" tip that I honestly should have thought of myself. Apparently there was some bukkit-specific misconfiguration. wiping those configs fixed it. :)
L217[08:20:02] ⇦ Quits: Nitrodev (~Nitrodev@87-92-124-216.bb.dnainternet.fi) (Quit: Veni, Vidi, Non reliquit in)
L218[08:21:14] <kokolihapihvi> howtonotwin: I'm in the process of converting to IModels, I copied the dynbucket code, do I still listen to onBake event and bake it there?
L219[08:21:31] <howtonotwin> no
L220[08:21:48] <howtonotwin> you assign the item the model and that will bake it
L221[08:21:52] ⇦ Quits: Naiten (Naiten@82.162.188.231) (Read error: Connection reset by peer)
L222[08:22:09] <howtonotwin> the way the bucket deals itemstack data is through ItemOverrideList
L223[08:22:29] <howtonotwin> in which it bakes itself when a certain liquid is requested
L224[08:22:56] <howtonotwin> I'll write a quick little thing about how the bucket works if you want
L225[08:23:33] <kokolihapihvi> could I do that for ores? I have a list of oredict names I have registered and need to bake a ping for
L226[08:24:08] <kokolihapihvi> but the thing is I only have one item that should change model according to NBT data
L227[08:24:30] <howtonotwin> yes, you'd just store the blockstate in the nbt and use it to get models and such
L228[08:24:35] <howtonotwin> time to get out notepad
L229[08:24:42] <howtonotwin> :P
L230[08:24:53] <kokolihapihvi> allright :p
L231[08:25:22] <TechnicianLP> ;)
L232[08:25:34] <sham1> Do you want to have your beefy self be also baked?
L233[08:26:07] <kokolihapihvi> I only require a good cooking ;)
L234[08:26:25] <sham1> Sure you do
L235[08:31:34] *** TTFT|Away is now known as TTFTCUTS
L236[08:35:29] <masa> ghz|afk: that is/was a bug in the snapshots
L237[08:36:23] <masa> apparently at some point most of the skeletons that spawned were regular skeletons instead of wither skeletons, and when they tried to fix that, they started spawning outside of the fortresses, or something like that
L238[08:36:52] <JustWhoAmI> ghz|afk, you here?
L239[08:36:57] <sham1> >inb4 "It's a feature now"
L240[08:45:41] <Cuby96> hmm i set to my BlockFluid a method witht he creative tab and it doesnt show ingame
L241[08:45:50] <Cuby96> *with the
L242[08:47:44] <howtonotwin> kokolihapihvi, should I paste the thing I wrote now?
L243[08:48:35] <kokolihapihvi> sure, I ended up googling the thing and been reading this to pass time: http://www.minecraftforge.net/forum/index.php?topic=37568.0
L244[08:49:11] <howtonotwin> http://pastebin.com/us2mpDUN
L245[08:50:39] <Cuby96> how do i make sure my fluid is in the right creative tab?
L246[08:50:56] <Cuby96> as BlockFluidClassic doesnt have a method called setCreativeTab
L247[08:51:05] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C07C.dip0.t-ipconnect.de)
L248[08:51:23] <kokolihapihvi> thanks, I'll give it a read and try to wrap my head around how the bucket works
L249[08:51:32] <howtonotwin> Cuby: yes it does?
L250[08:51:58] <howtonotwin> Block::setCreativeTab?
L251[08:52:08] <Cuby96> hmm, it doesnt appear ingame
L252[08:52:23] <howtonotwin> can you setblock it?
L253[08:53:22] <Cuby96> well i put inside my BlockFluid class setRegistryName, setUnlocalizedName and setCreativeTab
L254[08:53:41] <Cuby96> so for what do i need setBlock? to cast it as a Block or?
L255[08:54:25] <howtonotwin> no I mean ingame
L256[08:54:34] <Cuby96> ah ok
L257[08:54:38] <howtonotwin> /setblock ~ ~ ~ mod_id:registry_name
L258[08:54:42] <howtonotwin> did you register the block?
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L260[08:54:44] MineBot sets mode: +v on RichardG_
L261[08:55:36] <kokolihapihvi> just to clarify, all this happens in load time? with the previous method I think it baked the model each time handleItemState was called
L262[08:55:40] <Cuby96> yes with GameRegistry.register(this)
L263[08:56:57] <howtonotwin> so you can use /setblock with it?
L264[08:57:03] <howtonotwin> koko: no
L265[08:57:12] <howtonotwin> when an item is rendered
L266[08:57:28] ⇦ Quits: RichardG (~richardg8@201.37.241.91) (Ping timeout: 186 seconds)
L267[08:57:38] <howtonotwin> then the override list is called upon to process the stack
L268[08:57:49] <howtonotwin> and it bakes up a new model on the fly
L269[08:58:19] <kokolihapihvi> ah, but it caches the already baked models, gotcha
L270[08:58:20] <Cuby96> hmm i cant use setblock it says there is no item from my modid
L271[08:59:08] <howtonotwin> pastebin code
L272[08:59:45] <Cuby96> ok just from the BlockFluid class or also the init class?
L273[08:59:56] <howtonotwin> both please
L274[09:00:02] <Cuby96> ok np
L275[09:01:30] <Cuby96> http://pastebin.com/5qth7nAi
L276[09:01:47] <Cuby96> i put both in it seperated with a comment
L277[09:02:56] <TechnicianLP> did you register the block?
L278[09:03:06] <howtonotwin> well it's in the constructor
L279[09:03:18] <howtonotwin> and the constructor is called too
L280[09:03:41] * TechnicianLP hides
L281[09:04:43] <howtonotwin> I will say that code structured like this will be a pain to maintain but I'm not here to complain
L282[09:04:52] <howtonotwin> rhyming, oh god the rhyming
L283[09:05:25] <Cuby96> :D
L284[09:05:27] <howtonotwin> when do you call FluidInit.register
L285[09:05:37] <Cuby96> in the main class
L286[09:05:44] <howtonotwin> may I see it?
L287[09:05:49] <Cuby96> sure
L288[09:06:04] ⇦ Quits: RichardG_ (~richardg8@201.37.241.91) (Ping timeout: 206 seconds)
L289[09:06:14] <Cuby96> http://pastebin.com/bSbf72HQ
L290[09:07:12] <howtonotwin> why does FluidInit extend your mod class?
L291[09:07:29] <howtonotwin> I'm not sure but that may or may not be borking something
L292[09:08:09] <howtonotwin> what was the error from /setblock ~ ~ ~ examplemod:oil again?
L293[09:08:16] <howtonotwin> btw you probably want to change the modid
L294[09:08:34] <Cuby96> my idea was to insert my creative_blocks CreativeTab so it can be used there
L295[09:08:39] <Cuby96> oh yeah i see i didnt change it
L296[09:09:02] <Cuby96> let me quickly check the error code
L297[09:09:22] <kokolihapihvi> howtonotwin: I'm seeing transform:"forge:default-item", can I use that in my models json?
L298[09:09:27] <howtonotwin> yes
L299[09:09:36] <howtonotwin> just means that it rotates and scales properly
L300[09:09:50] <howtonotwin> depending on whether it's in hand or in world and such
L301[09:09:53] <Cuby96> howtonotwin oh yeah i can do setblock
L302[09:10:04] <kokolihapihvi> ahh, I always thought it was weird that I had to include the default firstperson and thirdperson transforms for my items
L303[09:10:09] <Cuby96> but its not in the creativetab yet
L304[09:10:35] <howtonotwin> you also need to register the item model
L305[09:10:47] <howtonotwin> oh
L306[09:10:57] * howtonotwin is blind
L307[09:11:02] <Cuby96> np ^^
L308[09:11:04] <howtonotwin> you never register an ItemBlock
L309[09:11:13] <howtonotwin> you have to do that
L310[09:11:14] <Cuby96> oh? where
L311[09:11:22] <howtonotwin> but there's no reason to have an item for a block, is there?
L312[09:11:29] <howtonotwin> *fluid
L313[09:11:43] <Cuby96> well i want to have a bucket of that fluid
L314[09:11:49] <Cuby96> but that is after that
L315[09:12:06] <howtonotwin> buckets are all one item with nbt
L316[09:12:13] <howtonotwin> they have nothing to do with ItemBlock
L317[09:12:28] <howtonotwin> not quite sure how to make a bucket appear
L318[09:12:33] <Cuby96> how can i set the itemblock so it shows into my creativetab?
L319[09:12:40] <howtonotwin> no, no itemblock
L320[09:12:43] <howtonotwin> you know 1.7
L321[09:12:44] <howtonotwin> ?
L322[09:12:49] <Cuby96> yeah kinda
L323[09:12:56] <howtonotwin> where water had a literal item
L324[09:13:01] <Cuby96> yes
L325[09:13:03] <howtonotwin> that was basically a tile
L326[09:13:12] <howtonotwin> that's what an itemblock of your fluid will be
L327[09:13:19] <howtonotwin> it will not be a bucket
L328[09:13:28] <howtonotwin> and there will be no way to make it a bucket
L329[09:14:14] <Cuby96> okay so what would be the next step?
L330[09:14:49] <howtonotwin> that is verging on dragons for me (i.e. not sure)
L331[09:15:14] <howtonotwin> maybe see how BuildCraft does it
L332[09:15:20] <howtonotwin> if it does it at all
L333[09:15:48] <Cuby96> so if i got it right the liquid is a block right?
L334[09:15:57] <Cuby96> as its from BlockLiquidClassic
L335[09:16:19] <howtonotwin> yep
L336[09:17:06] <Cuby96> and BlockLiquidClassic can execute the method setCreativeTab right? so why doesnt it show then?
L337[09:17:26] <howtonotwin> bc there's no item
L338[09:17:41] <howtonotwin> item being the 1.7-esqu tile of water
L339[09:17:51] <howtonotwin> block in world != block in inventory
L340[09:18:00] <howtonotwin> because a block in inventory is not actually a block
L341[09:18:06] <howtonotwin> it's an ItemBlock
L342[09:18:21] <kokolihapihvi> is the forgebucket a model with a json or a dummy that somehow maps to the model to be baked?
L343[09:18:37] <howtonotwin> see ModelLoaderRegistry.getModel
L344[09:18:37] <Cuby96> so i should cast it as an itemblock then and then set the creativetab?
L345[09:18:40] <howtonotwin> no
L346[09:18:52] <howtonotwin> ItemBlock extends Item with field block of type Block
L347[09:19:06] <howtonotwin> it is almost totally unrelated to blocks
L348[09:19:36] <howtonotwin> https://mcforge.readthedocs.io/en/latest/blocks/blocks/#registering-a-block
L349[09:19:42] <howtonotwin> read the big notes
L350[09:20:25] <howtonotwin> koko: see ModelLoaderRegistry.getModel
L351[09:20:40] <howtonotwin> it loops through all registered model loaders
L352[09:20:49] <howtonotwin> and asks each if it wants to load the given RL
L353[09:21:08] <howtonotwin> vanilla and forge JSONs are just the two fallbacks at the bottom
L354[09:21:13] <howtonotwin> Vanilla/VariantLoader
L355[09:21:21] <howtonotwin> for models/* and blockstates/ respectively
L356[09:21:45] <howtonotwin> LoaderDynBucket is a registered model loader
L357[09:21:55] <howtonotwin> when it gets a RL
L358[09:22:03] <kokolihapihvi> I see
L359[09:22:08] <howtonotwin> of the form forge:x where x.contains("forgebucket")
L360[09:22:23] <howtonotwin> then it volunteers to "load" the model
L361[09:22:32] <Cuby96> so as far as i read the important tab on the link you sent a liquid doesnt have that ItemBlock hybrid thingy
L362[09:22:36] <howtonotwin> but it doesn't do any loading
L363[09:22:38] <howtonotwin> yes
L364[09:22:46] <Cuby96> hmm
L365[09:22:54] <howtonotwin> it just returns a static final model with no texture
L366[09:23:19] <Cuby96> so i cant basically hold the fluid itself inside my inventory right?
L367[09:23:25] <howtonotwin> no
L368[09:23:29] <Cuby96> ah got it
L369[09:23:32] <howtonotwin> I mean you're right
L370[09:23:33] <howtonotwin> :P
L371[09:23:43] <Cuby96> ^^
L372[09:24:14] <Cuby96> so in order to use that fluid i need to either make setblock or "spawn" that liquid block via a bucket or other stuff right?
L373[09:24:42] <howtonotwin> yep
L374[09:24:51] <Cuby96> ok understood now
L375[09:25:13] <howtonotwin> meanwhile I better get going
L376[09:25:16] <howtonotwin> good luck
L377[09:25:26] ⇦ Quits: howtonotwin (~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net) (Quit: Pop!)
L378[09:25:27] <Cuby96> thank you and have a nice day
L379[09:52:39] <LatvianModder> a reminder that buckets once looked like this.. http://vignette2.wikia.nocookie.net/feed-the-beast/images/5/52/Bucket.png/revision/latest?cb=20130214160927
L380[09:53:01] <JustWhoAmI> How do I make a hard dependency in my mod annotation?
L381[09:55:22] <LatvianModder> dependencies="required-after:modid"
L382[09:55:41] <LatvianModder> for multiple, "required-after:modid1;required-after:modid2"
L383[09:56:49] <JustWhoAmI> Is there a way to specify the version of the mod?
L384[09:57:03] <JustWhoAmI> @ LatvianModder
L385[09:57:18] <sham1> Just FYI
L386[09:57:19] <LatvianModder> not sure, but probably with []
L387[09:57:30] <sham1> You don't need the @-sign when you ping someone
L388[09:57:36] <sham1> This is not Twitter
L389[09:57:58] <JustWhoAmI> Sorry
L390[09:58:05] <sham1> No need to be sorry
L391[09:58:05] <LatvianModder> You mean "This is IRC" because every other chat app does that
L392[09:58:09] <sham1> I just wanted to point it out
L393[09:58:21] <ghz|afk> you do
L394[09:58:26] <sham1> Well that's because they took it from twitter
L395[09:58:30] <ghz|afk> after:modid@[v1,v2]
L396[09:58:32] <ghz|afk> or similar
L397[09:58:40] <ghz|afk> () for exclusive
L398[09:58:41] <LatvianModder> required-after:Forge@[12.18.0.1999,)
L399[09:58:43] <ghz|afk> []for inclusive
L400[09:58:58] <sham1> Speaking of IRC, have any of you tried Matrix yet
L401[09:59:23] <LatvianModder> The movie? Yeah its good
L402[09:59:27] <fry> ^
L403[09:59:30] <sham1> ...
L404[09:59:38] <sham1> It is good
L405[09:59:41] <sham1> But it is irrelevant now
L406[09:59:45] <sham1> https://en.wikipedia.org/wiki/Matrix_(communication_protocol)
L407[09:59:50] <sham1> That is what I meant
L408[10:00:01] <LatvianModder> why everything has to be named matrix
L409[10:00:07] <LatvianModder> why dont just invent new words :P
L410[10:00:09] <sham1> I know right
L411[10:00:19] <sham1> Even the things in mathematics ripped off the movie
L412[10:00:19] <LatvianModder> or borrow from Latin, like 99% of English words :P
L413[10:00:28] <sham1> More like 60%
L414[10:00:48] <LatvianModder> Right? It is well known that the movie came out more than 1000 years ago
L415[10:00:54] <LatvianModder> we just didnt have the technology to display it
L416[10:01:13] <sham1> And to be fair, a lot of European languages have borrowed from Latin
L417[10:01:31] <LatvianModder> From English/German
L418[10:01:43] <sham1> I can guarantee that
L419[10:01:45] <LatvianModder> German from English. And English from Latin
L420[10:01:52] <sham1> Wat
L421[10:02:08] <sham1> First of all, English has also borrowed from German
L422[10:02:21] <sham1> And German has also borrowed from Latin
L423[10:02:23] <LatvianModder> At least modern German. If you speak English, you pretty much speak German, because all of the nouns are copy-paste English words :P
L424[10:03:22] <LatvianModder> How did Latin have so many new words? Did they just look at things and name them?
L425[10:04:08] <sham1> Because Romans conquered basically all parts of Europe that mattered
L426[10:04:14] <PaleoCrafter> it evolved from indo european :P
L427[10:04:21] <sham1> Proto-Indo-European
L428[10:04:26] ⇨ Joins: KnightMiner (~KnightMin@107-1-23-59-ip-static.hfc.comcastbusiness.net)
L429[10:04:30] <sham1> There never was a language called "Indo-European"
L430[10:04:56] <PaleoCrafter> I'm mainly playing OW right now, no time for correct terms :P
L431[10:05:33] <sham1> Also, as far as your statement "<LatvianModder> At least modern German. If you speak English, you pretty much speak German, because all of the nouns are copy-paste English words :P" DAS IST NICHT RECHT!
L432[10:05:43] <PaleoCrafter> yeah, it isn't xD
L433[10:05:44] <LatvianModder> Also who's genius idea was to name servers "Clouds"? Good thing we dont translate english terms, otherwise we'd laugh all the time at IT. Must be horrible to think in English nativly and see computer terms...
L434[10:06:25] <sham1> It's also what my German teacher used to say to me when I tried to learn German
L435[10:07:48] <PaleoCrafter> LatvianModder, it's not like you can think of a word to mean different things in different contexts :P
L436[10:08:07] <sham1> Meanwhile here people have this tendency of translating a lot of computer vocab
L437[10:08:11] <JustWhoAmI> ghz|afk, so using square brackets means that only those versions will work?
L438[10:08:42] <sham1> It annoys me when people start talking about stuff like "perintä" when they talk about inheritance in the context of OOP
L439[10:08:52] <sham1> Like it is the correct word and translation, but still
L440[10:09:04] <kokolihapihvi> ^
L441[10:09:17] <JustWhoAmI> that sounds like something from Narcos
L442[10:09:45] <PaleoCrafter> translating inheritance is fine, imo
L443[10:10:11] <kokolihapihvi> shami doesn't like "olio-ohjelmointi"? ;)
L444[10:10:24] <LatvianModder> Poor sham1 "tendency of translating a lot of computer vocab"
L445[10:10:42] <sham1> Thanks for being able to remind me of that shit Mr. Beef
L446[10:10:53] <sham1> Also, the last character is 1
L447[10:10:54] <kokolihapihvi> any time!
L448[10:10:57] <sham1> As in the number 1
L449[10:11:05] <sham1> Wait
L450[10:11:11] <sham1> You said 1 instead of i
L451[10:11:15] <sham1> The hell is this font
L452[10:11:22] <ghz|afk> JustWhoAmI: if you say [1.1,1.2] it will work with both 1.1 and 1.2, and anything in between
L453[10:11:23] <sham1> Wait no
L454[10:11:24] <ghz|afk> but if you say
L455[10:12:05] <kokolihapihvi> yeah I kinda wrote it assuming it was actually "Sami", I need to start using tab when typing usernames
L456[10:12:17] <ghz|afk> [1.1.0,1.2.0)
L457[10:12:26] <sham1> Nah, my name is in no way related to my real name
L458[10:12:30] <ghz|afk> it will work with like, 1.1.9999, but the moment it gets to 1.2.0, it will be rejected
L459[10:13:11] <kokolihapihvi> yeah but you know, when you think of a similiar word while typing your brain get confused and implodes...or something like that
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L461[10:13:55] <sham1> Point taken
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L465[10:20:18] <Cuby96> i add for my fluid the addBucketForFluid method. how can i have access to that item?
L466[10:20:34] <sham1> What?
L467[10:20:52] <Cuby96> https://gist.github.com/WesCook/c9e282e49580588dd397350283e7e4e1 the part which says universal bucket
L468[10:20:54] <PaleoCrafter> JustWhoAmI, in addition to what ghz|afk said, note that a range of the format [1.1.0,) will accept any version equal to or above 1.1.0
L469[10:21:13] <Cuby96> FluidRegistry.addBucketForFluid(this)
L470[10:21:41] <PaleoCrafter> if the universal bucket is enabled, Cuby96, you'll find the bucket with your fluid under the miscellaneous tab
L471[10:22:11] <JustWhoAmI> ghz|afk, PaleoCrafter, but doesn't this all rely on semantic versioning? What if someone has an alphabet versioning system, or follows a two numeral system (1.0,1.2 etc)
L472[10:22:19] <Cuby96> PaleoCrafter and can i put it in another tab or is it fixed to misc?
L473[10:22:36] <PaleoCrafter> the bucket Forge provides is fixed to misc
L474[10:22:46] <PaleoCrafter> you can add the item to your own tab as well, though
L475[10:23:20] <Cuby96> how is this done or else asked: how can i have access to that forge bucket?
L476[10:23:29] <PaleoCrafter> JustWhoAmI, it splits the version by potential separators (., +, - etc.) and sorts from left to right
L477[10:23:39] <JustWhoAmI> right
L478[10:23:42] <JustWhoAmI> thanks :)
L479[10:24:16] <PaleoCrafter> in fact, it only splist on dots and dashes
L480[10:25:18] <Cuby96> PaleoCrafter is there a constant or a method how i can have access to that internal forge bucket thingy?
L481[10:26:28] <PaleoCrafter> ForgeModContainer.getInstance().universalBucket
L482[10:26:47] <Cuby96> thanks :)
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L485[10:28:56] <Cuby96> and i guess the bucket with my custom liquid is based on its metadata? PaleoCrafter
L486[10:29:08] <PaleoCrafter> the fluid data is stored in NBT
L487[10:29:30] <PaleoCrafter> you can get a filled bucket via UniversalBucket.getFilledBucket
L488[10:30:26] <Cuby96> ah i see, and based on my registerfluid i guess its saved by the name its saved in my fluid registry right?
L489[10:32:05] <PaleoCrafter> wat
L490[10:32:38] <Cuby96> how do i get a specific fluid on the bucket, is it via the name i gave my fluid after registering it?
L491[10:32:51] <kokolihapihvi> I'm having trouble trying to make my item work with my version of ModelDynBucket
L492[10:32:54] <PaleoCrafter> look at the types of getfilledBucket
L493[10:34:01] <kokolihapihvi> I do ModelLoader.setCustomMeshDefinition and ModelBakery.registerItemVariants just like ModelDynBucket does, but I still see some stuff about variants in ModelLoader that I have no idea how to replicate
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L497[10:36:03] <howtonotwin> I don't recall either of those methods in ModelDynBucket...
L498[10:37:37] <kokolihapihvi> ModelLoader.setBucketModelDefinition
L499[10:37:54] <kokolihapihvi> I'm on the recommended forge version for MC1.8.9
L500[10:38:44] <kokolihapihvi> also ItemOverrideList didn't exist for me
L501[10:38:46] <PaleoCrafter> y u do dis
L502[10:38:51] <PaleoCrafter> y u no 1.10.2
L503[10:39:12] <kokolihapihvi> I'm gonna progressively do 1.8.9 1.9 and then that
L504[10:39:22] <PaleoCrafter> why would you?
L505[10:39:31] <ghz|afk> so you'll do all the intermediate unnecessary work ;P
L506[10:39:50] <howtonotwin> 1.8.9?
L507[10:39:52] <howtonotwin> explains it
L508[10:39:56] <kokolihapihvi> just to have the mod on those versions, thats why :/
L509[10:40:19] <howtonotwin> ItemOverrideList was split off from ISmartBlock/ItemModel
L510[10:41:36] <kokolihapihvi> so should I just skip 1.8.9 and tell people it's not worth the hassle?
L511[10:42:43] <howtonotwin> There's no point in being in the interval (1.7.10, 1.10.2), yes
L512[10:42:54] <howtonotwin> other than pain of port
L513[10:42:54] <howtonotwin> :P
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L515[10:46:35] <kokolihapihvi> well, I do have that 1.7.10 forced to work on 1.8.9 version up on curse, let's just say thats enough for that version
L516[10:46:45] <kokolihapihvi> I'll take a break and then get to doing this in 1.10.2
L517[10:48:12] <BordListian> do registry names need to be truly unique?
L518[10:48:24] <howtonotwin> unique within the registry yes
L519[10:48:24] <JustWhoAmI> okay this is very odd
L520[10:48:28] <JustWhoAmI> mekanism's api
L521[10:48:36] <BordListian> getting a weird thing where another mod is registering betterwithaddons:material
L522[10:48:45] <JustWhoAmI> it tries to import files from a package called mekanism.common
L523[10:48:49] <BordListian> even though that never happened before
L524[10:48:51] <JustWhoAmI> which isn't in the api
L525[10:49:16] <howtonotwin> mekanism.common would be the main mod code
L526[10:49:41] <BordListian> i would've imagined that betterwithmods:material and betterwithaddons:material should be unique enough
L527[10:50:01] <JustWhoAmI> howtonotwin, correct but the mdk given for development by him
L528[10:50:06] <JustWhoAmI> it includes only the api folder
L529[10:50:12] <JustWhoAmI> which doesn't have a common folder
L530[10:50:14] <Roburrito> hownottowin: Okay, I've been looking at Forestry. I think I'll just make my mod dependant on it and use their genetic API
L531[10:50:26] <howtonotwin> lol I think you read my name wrong
L532[10:50:33] <JustWhoAmI> xD
L533[10:50:36] <Roburrito> HA
L534[10:50:41] <Cuby96> so i created my lovely universal bucket with UniversalBucket.getFilledBucket(ForgeModContainer.getInstance().universalBucket, this) and created an ItemStack, now how do i put that itemstack into my creativetab? :S i mean i cant put setCreativeTab on an itemstack
L535[10:51:56] <JustWhoAmI> any idea ghz|afk howtonotwin ?
L536[10:52:20] <howtonotwin> Cuby: I would say override CreativeTabs::displayAllRelevantItems
L537[10:52:47] <howtonotwin> call super and then add the bucket stack to the list
L538[10:54:53] <Cuby96> ok let me try that, i guess simply call the method and import CreativeTabs :P
L539[10:56:54] <Cuby96> so would it be super(universalBucket) in that case?
L540[10:56:55] <JustWhoAmI> is it just a fault of the api.. that I can't do anything?
L541[10:57:52] <sham1> JustWhoAmI, just.. what are you trying to do
L542[10:58:06] <JustWhoAmI> trying to use gases added by the mod
L543[10:58:07] <BordListian> okay i have no idea how to resolve this
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L545[10:58:13] <BordListian> ergh
L546[10:58:48] <sham1> You do know that you cannot transport a gas in a bucket without a top
L547[10:59:29] <howtonotwin> BordListian why on earth is another mod registering something under your modid
L548[10:59:48] <BordListian> exactly
L549[10:59:52] <JustWhoAmI> err
L550[10:59:59] <JustWhoAmI> sham1, I never said anything about a bucket
L551[11:00:02] <howtonotwin> it's perfectly justifiable to yell at the author now
L552[11:00:15] <JustWhoAmI> Cuby96 is talking about a bucket
L553[11:00:24] <BordListian> it's not the authors fault tho
L554[11:00:30] <BordListian> pretty sure it's on my end but i don't know how
L555[11:00:36] <Cuby96> howtonotwin well the super class in my case is the fluid class i am in trying to override the creativeTabs method
L556[11:00:44] <howtonotwin> wah
L557[11:00:48] <howtonotwin> no subclass CreativeTabs
L558[11:00:51] <howtonotwin> and override the method
L559[11:00:51] <BordListian> okay maybe i'm not understanding this correctly, lemme pastebin the log
L560[11:02:14] <PaleoCrafter> sham1, wouldn't it depend on the gas's density? :P
L561[11:02:21] <sham1> Please
L562[11:02:27] <BordListian> say whaat
L563[11:02:35] <howtonotwin> can you not just turn the bucket upside down /s
L564[11:02:40] <BordListian> invalid registry invocation/invalid name?
L565[11:02:47] <sham1> :D
L566[11:03:26] <howtonotwin> Bord, logs?
L567[11:04:47] <JustWhoAmI> the sad part is that the creator of mekanism hasn't been on twitter for like 3months
L568[11:04:50] <BordListian> http://pastebin.com/ztS9KrdD
L569[11:05:03] <JustWhoAmI> so I can't even tweet at him, ask what's going on
L570[11:06:29] <howtonotwin> modid betterwithmods is systematically using betterwithaddons as its domain
L571[11:06:40] <howtonotwin> yell at its author
L572[11:06:45] <BordListian> but how
L573[11:06:55] <BordListian> it was working a little while ago
L574[11:07:05] <howtonotwin> are they related in any way?
L575[11:07:20] <BordListian> err, i'm using it as a lib/dependency?
L576[11:08:05] <howtonotwin> the way MC autofills the domain during registry name setting
L577[11:08:14] <howtonotwin> is it takes the ModContainer currently loading
L578[11:08:20] <howtonotwin> and takes its modid
L579[11:08:30] <BordListian> urgh
L580[11:08:33] <howtonotwin> so somehow your mod is remaining active while the other one loads
L581[11:09:02] <BordListian> i'm touching their blocks in preinit
L582[11:09:06] <BordListian> that might be whats causing it
L583[11:09:47] <howtonotwin> well you better be loading after them
L584[11:10:10] <BordListian> ...well
L585[11:10:29] <TechnicianLP> why will lowercase modids be enforced in 1.11?
L586[11:10:55] <BordListian> how do i load after?
L587[11:11:01] <howtonotwin> @Mod?
L588[11:11:14] <BordListian> sounds like i should read the docs again
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L590[11:15:45] <BordListian> alright, that worked
L591[11:16:00] <BordListian> i assume it's because of java's stupid static policy
L592[11:16:34] <BordListian> (stupid in this context only)
L593[11:16:45] <howtonotwin> ?
L594[11:16:53] <BordListian> alright, now all my blocks and items disappeared
L595[11:17:14] <BordListian> err, static fields are only initialized when you actually access them
L596[11:17:43] <BordListian> so me poking at BWMBlocks caused everything within to be loaded under my modid because forge takes the currently loading mod
L597[11:17:52] <PaleoCrafter> uhm... static fields should be initialised as soon as the class is referenced
L598[11:18:03] <PaleoCrafter> eh, loaded
L599[11:18:44] <howtonotwin> I do think it is your own fault for using a mod without depending on it...
L600[11:18:55] <BordListian> which occurs the first time it's referenced in code
L601[11:19:18] <PaleoCrafter> TechnicianLP, Vanilla will force resource domains to be all lowercase, so mod ids should be as well
L602[11:20:49] *** Abrar|gone is now known as AbrarSyed
L603[11:21:24] <BordListian> ergh
L604[11:21:28] <BordListian> what the hell
L605[11:21:37] <BordListian> i change one minor thing and everything goes to shit
L606[11:22:41] <howtonotwin> ?
L607[11:22:55] <BordListian> alright, adding dependencies to @Mod caused my mod... to not be loaded at all
L608[11:23:09] <howtonotwin> ???
L609[11:23:21] <BordListian> does this need a delimiter at the end?
L610[11:23:28] <BordListian> @Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.MOD_VERSION, dependencies = "betterwithmods")
L611[11:23:42] <PaleoCrafter> required-after:betterwithmods :P
L612[11:23:51] <PaleoCrafter> you need to specify "how" you depend on it
L613[11:24:00] <BordListian> damnit
L614[11:24:05] <howtonotwin> lol
L615[11:24:53] <BordListian> okay so apparently @Mod is significantly different from mcmod.info
L616[11:25:07] <BordListian> is dependencies for hard dependencies?
L617[11:25:17] <howtonotwin> both hard and soft
L618[11:25:51] <BordListian> ergh
L619[11:26:00] <BordListian> i see
L620[11:26:07] <BordListian> now i get it
L621[11:26:10] <BordListian> thank you
L622[11:26:53] <PaleoCrafter> for soft dependencies, you use after instead of required-after
L623[11:27:17] <BordListian> ah
L624[11:28:49] <JustWhoAmI> Posted an issue on this Mekanism github page: https://github.com/aidancbrady/Mekanism/issues/3896
L625[11:28:55] <howtonotwin> I mean you could use mcmod info for dependencies anyway
L626[11:29:20] <howtonotwin> :P
L627[11:29:32] <BordListian> it's too late you've already shown me how to be lazy
L628[11:29:52] <howtonotwin> you want lazy; you use haskell. :P
L629[11:30:00] <BordListian> nop
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L635[11:51:12] <kokolihapihvi> so I upgraded to forge 12.18.2.2099-1.10.2 and now I have 118 java errors to solve, any obvious things I should know?
L636[11:52:23] <Ordinastie> auto fix imports for a start
L637[11:53:15] <ghz|afk> you were on 1.8.9 right?
L638[11:53:29] <ghz|afk> https://github.com/kashike/migration/wiki/1.8.9-to-1.9
L639[11:53:37] <ghz|afk> https://github.com/kashike/migration/wiki/1.9-to-1.9.4
L640[11:53:49] <ghz|afk> here's the list of renames
L641[11:53:56] <ghz|afk> 1.9.4 to 1.10.2 didn't change much
L642[11:56:01] <cpw> to make 1.11 j8 only?
L643[11:56:09] <cpw> :P
L644[11:56:17] <ghz|afk> ?
L645[11:56:19] <JustWhoAmI> ghz|afk, I seem to be having an issue with the mekanism api: https://github.com/aidancbrady/Mekanism/issues/3896
L646[11:56:24] <Ordinastie> +1
L647[11:56:27] <JustWhoAmI> can you help?
L648[11:56:38] <ghz|afk> I'm all up for 1.11 being j8 only -- my mods are already ;P
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L650[11:57:53] <cpw> lol
L651[11:58:59] <kokolihapihvi> AxisAlignedBB no longer has static methods?
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L653[12:04:05] <kokolihapihvi> what's this new ActionResult for item right click methods?
L654[12:04:24] <IoP> *rofl* @ nick
L655[12:04:27] <ghz|afk> you know how there's an offhand now?
L656[12:04:41] <ghz|afk> the action result tells mc how to behave in regards of that
L657[12:04:52] <ghz|afk> SUCCESS means the action was done
L658[12:05:03] <ghz|afk> PASS means mc will try with the other hand or the block in front of you
L659[12:05:07] <ghz|afk> and FAIL means it will stop trying
L660[12:06:45] <kokolihapihvi> ah, okay so I just use ActionResult.newResult
L661[12:06:54] *** tterrag|ZZZzzz is now known as tterrag
L662[12:23:01] <JustWhoAmI> The issue seems to go all the way back to version 1.8.9
L663[12:23:19] <JustWhoAmI> lines 3 and 4 here: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/api/gas/Gas.java
L664[12:23:37] <JustWhoAmI> lines 13 and 14 here: https://github.com/aidancbrady/Mekanism/blob/1.8.9/src/main/java/mekanism/api/gas/GasNetwork.java
L665[12:23:54] <JustWhoAmI> ooh tterrag you worked on the second file, care to shed some light?
L666[12:25:39] <JustWhoAmI> This is the issue I'm talking about btw: https://github.com/aidancbrady/Mekanism/issues/3896
L667[12:34:03] <BordListian> to return an item whenever a stacked item is used in crafting, do i need a custom IRecipe?
L668[12:34:22] <BordListian> can't quite seem to get this container stuff to work
L669[12:36:10] <Kane_Hart> wait cpw 1.8+ is not already j8 only +?
L670[12:36:15] <ghz|afk> nope
L671[12:36:17] <Kane_Hart> Half the mods require it now :P
L672[12:36:24] <ghz|afk> j6 because mc is j6
L673[12:36:28] <Kane_Hart> Id say make it j8+ for sure. Fix the headache
L674[12:36:31] <Kane_Hart> lol
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L676[12:36:41] <Kane_Hart> even MC default launcher is now j8 bundled lol
L677[12:36:44] <cpw> lol kane
L678[12:36:45] <cpw> i wish
L679[12:36:46] <ghz|afk> Lex's stance is to keep it J6 so long as minecraft's bytecode is j6
L680[12:37:06] <Kane_Hart> Welp I can't argue with the boss :P I like this channel <3
L681[12:37:11] <cpw> that is our official policy ghz
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L683[12:37:55] <Kane_Hart> have not checked out j9 but I can't wait till people only compile their mods based on it :P
L684[12:39:28] <PaleoCrafter> probably won't happen because it breaks shit :P
L685[12:40:14] <PaleoCrafter> J9 doesn't add any great new language features which would make it a must-have anyways
L686[12:40:19] <Kane_Hart> It happen though for the longest time with 8 and it broke shit haha. The nice thing about Minecraft launcher though and being bundled with 8 is majority people use it and hopfully prevent others from acting like idiots :P
L687[12:40:30] <Kane_Hart> there will always be that one person
L688[12:41:01] <PaleoCrafter> J9 will break FML in itself, as far as I understood it
L689[12:41:12] <Kane_Hart> Oh that is good news then :)
L690[12:41:26] <PaleoCrafter> how so? oO
L691[12:41:39] <Kane_Hart> Then people will not even try using j9 :P
L692[12:41:51] <ghz|afk> lol people WILL try.
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L694[12:42:12] <ghz|afk> don't underestimate people's interest in using the latest toy
L695[12:42:12] <ghz|afk> ;p
L696[12:42:33] <Kane_Hart> 2 weeks later insert randoom name joins #minecraftforge LEXXXX j9 something or other 2 seconds later insert random name has been banned!
L697[12:42:33] <kenzierocks> J9 adds a lot of performance improvements
L698[12:42:47] <Kane_Hart> does it?
L699[12:42:50] <kenzierocks> yes
L700[12:42:56] <kenzierocks> inline string concat
L701[12:42:56] <Kane_Hart> I really should read up on it.
L702[12:42:56] <sham1> Kane_Hart, why is not being able to use java9 a good thing
L703[12:43:02] <kenzierocks> a bunch of other stuff
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L705[12:43:11] <IoP> source for performance?
L706[12:43:12] <kenzierocks> most of it requires a recompile though
L707[12:43:23] <kenzierocks> http://openjdk.java.net/projects/jdk9/
L708[12:43:25] <Kane_Hart> No no I'm not saying using it is bad I just mean people who might use J9 and compile based on it and not 8 where we can't use it.
L709[12:43:34] <Kane_Hart> like that happen in the early days of j8
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L712[12:44:33] <kenzierocks> especially http://openjdk.java.net/jeps/143 http://openjdk.java.net/jeps/248 http://openjdk.java.net/jeps/254 http://openjdk.java.net/jeps/280
L713[12:44:54] <kenzierocks> additionally, as a side effect of #280, lambda startup cost is way less
L714[12:45:58] <sham1> yay
L715[12:46:09] <Kane_Hart> can't say no to that :)
L716[12:46:30] <Kane_Hart> excuse me while I set my memory to 32gigs to load my 1.10 modpack.
L717[12:46:41] <cpw> j9 fucks the world. j9 isn't happening until vanilla forces it. because it's bad enough that vanilla will have to go j9 only or "j everything else"
L718[12:46:58] <kenzierocks> cpw: why is that?
L719[12:47:04] <cpw> classloading is completely fucked
L720[12:47:17] <cpw> so fucked you could get less action at a busy whorehouse
L721[12:47:32] <sham1> :P
L722[12:47:36] <cpw> like "anything that touches classloaders needs a complete rewrite" fucked
L723[12:47:40] <cpw> including vanilla
L724[12:47:44] <fry> it's not THAT bad :P
L725[12:47:47] <cpw> and it WON'T be backwards compatible
L726[12:47:49] <fry> it's still pretty bad
L727[12:47:54] <cpw> fry: it's bad enough that it may as well be
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L729[12:48:13] <fry> just don't want you to overhype the badness
L730[12:48:19] <cpw> LOL
L731[12:48:21] <fry> we had problems with that before :P
L732[12:48:24] <cpw> i overhype everything :P
L733[12:48:27] <cpw> seriously tho
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L735[12:48:37] <cpw> it would require a pretty thorough rewrite of FML to work
L736[12:48:47] <cpw> and probably a lot of vanilla respack code too
L737[12:48:58] <cpw> which would very probably break compat with j8
L738[12:49:01] *** mumfrey is now known as Mumfrey
L739[12:49:12] <sham1> But Java REPL
L740[12:49:13] <fry> sooo, my simple idea: make URLClassLoader, load everything through it
L741[12:49:18] <fry> what breaks? :P
L742[12:49:44] <cpw> mods?
L743[12:49:51] <fry> in what way? :P
L744[12:50:02] <cpw> they lose visibility to vanilla classes
L745[12:50:10] <Kane_Hart> I remember when this guy was like an angel many years ago :P https://i.imgur.com/pMULSNx.png
L746[12:50:11] <cpw> or JVM classes
L747[12:50:14] <cpw> one or the other
L748[12:50:30] <cpw> lol kane
L749[12:50:38] <cpw> i've been a foul mouthed sod since birth
L750[12:50:38] <fry> classloaders aren't delegating anymore?
L751[12:50:45] <cpw> not simply no
L752[12:50:55] <cpw> that's why this is such a fucked up change
L753[12:51:02] <cpw> they've got a whole new model for how they work
L754[12:51:06] <cpw> based on "modules"
L755[12:51:12] <cpw> which are sorta related to jars, but not quite
L756[12:51:40] <PaleoCrafter> cpw's first words: "fuck off" or something along those lines
L757[12:51:48] <fry> "sod off" :D
L758[12:52:00] <sham1> "piss off"
L759[12:52:02] <cpw> lol
L760[12:56:49] <BordListian> what's the recommended way to stop decompiling in idea?
L761[12:56:53] *** LexManos is now known as Lex|Out
L762[12:56:59] <ghz|afk> wat?
L763[12:57:02] <BordListian> asking for a friend
L764[12:57:15] <ghz|afk> wtf does it even mean to "stop decompiling"?
L765[12:57:20] <BordListian> he left the default settings it took a hella long time
L766[12:57:24] <BordListian> setupDecompWorkspace
L767[12:57:32] <cpw> to stop decompiling?
L768[12:57:37] <cpw> you mean allocate more ram right?
L769[12:57:38] <BordListian> aka cancel a gradle task
L770[12:57:46] <ghz|afk> press the stop button on the gradle task?
L771[12:57:50] <cpw> you can kill tasks in the panel at the bottom
L772[12:57:53] <BordListian> alright then
L773[12:57:58] <shartte> if that doesnt work
L774[12:58:00] <cpw> and then the skull if it still doesn't respond
L775[12:58:05] <shartte> just kill everything with the task manager :P
L776[12:58:10] <cpw> (might not, GC screws everything)
L777[12:58:52] <BordListian> pretty good
L778[12:59:01] <BordListian> task manager was the way
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L781[12:59:35] <BordListian> how much ram is recommended, again?
L782[12:59:59] <KomradeSpectre> I could feel IntelliJ choking the life out of my computer there, before I cut the hands off it to free my comp.
L783[13:00:01] <cpw> 2gb
L784[13:00:02] <shartte> try 2G or sth
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L791[13:09:23] <Aulus> hello
L792[13:09:50] <sham1> hi
L793[13:10:42] <Aulus> I'm looking for something that will help me find which mod has a memory leak
L794[13:10:50] <sham1> Don't ask to ask
L795[13:10:52] <sham1> Just ask
L796[13:11:34] <Aulus> i know its a memory leak because before adding mods to my forge server all was fine but after no matter how much memory i give to the server it uses it all up
L797[13:11:38] <IoP> java flight recorder, visual vm, heap dump @ OOM & heap analysis
L798[13:11:47] <Aulus> but i added a bunch
L799[13:12:07] <Aulus> didn't want to do trial and error if possible
L800[13:12:12] <sham1> Wait, java can have memory leaks?
L801[13:12:22] <ghz|afk> sortof
L802[13:12:22] <IoP> Also how did you determine that something is leaking?
L803[13:12:25] <sham1> Yet it has automatic allocation
L804[13:12:27] <ghz|afk> yes
L805[13:12:28] <tterrag> JustWhoAmI: you should probably check what I actually did before you bug me >.>
L806[13:12:31] <sham1> And dealloc
L807[13:12:31] <tterrag> https://github.com/aidancbrady/Mekanism/commit/d85dfd4f31047b2a6137184f2bb55bbe26780056
L808[13:12:37] <ghz|afk> but objects can hoard references
L809[13:12:43] <ghz|afk> that they aren't supposed to keep
L810[13:12:58] <ghz|afk> and you can still have resource leaks if objects don't properly release native resources
L811[13:13:15] <ghz|afk> like someone allocating GL textures but never deallocating them, or similar
L812[13:13:27] <Aulus> @iop I increased the amount of memory the server is using and no matter what i set it to it keeps using it all and causes momentary lag
L813[13:13:27] <JustWhoAmI> I'm sorry tterag
L814[13:13:45] <Aulus> perhaps maybe its not a memory leak but some mod is causing it because with no mods its fine
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L816[13:14:14] <IoP> increased to which amount?
L817[13:14:15] <Aulus> my plan is to just get rid of what mod is doing it once i figure out what it is
L818[13:14:31] <Aulus> i started at 1 gb and increased by 1G at a time
L819[13:14:37] <BordListian> alright, almost have it setup for him, just running into some missing package errors
L820[13:14:39] <Aulus> right now i'm at 8G and have 16g total
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L822[13:15:30] <ghz|afk> Aulus: is it one of those "every single mod ever created" type packs?
L823[13:15:37] <ghz|afk> they can use a lot of ram ;P
L824[13:15:42] <ghz|afk> but yeah 8gb is a bit much
L825[13:16:16] <ghz|afk> I feel like IoP's first suggestion is probably the only real solution
L826[13:16:17] <ghz|afk> [20:12] (IoP): java flight recorder, visual vm, heap dump @ OOM & heap analysis
L827[13:16:24] <IoP> also crappy mods creating shitloads objects for GC in every tick. But already mentioned some^^
L828[13:16:38] <Aulus> i have 35 mods
L829[13:16:46] <Aulus> i can give you a list
L830[13:16:53] <IoP> JFR method sampling: http://hirt.se/blog/?p=364 JFR: allocation profiling http://hirt.se/blog/?p=381
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L832[13:17:06] <IoP> Aulus: what should we do the list?
L833[13:17:38] <IoP> I can profile your pack but it's god damn boring => 80 EUR/h
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L835[13:19:09] <Aulus> the only thing i could think you could do with it is see if i have a mod with known issues
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L837[13:19:49] <Aulus> really all i was looking for is to see if there is something i can use to tell me what mod is using the most memory, cpu, ticks, or something like that so i can find which one is using the most resources
L838[13:19:54] <Aulus> to help me find which mod is the issue
L839[13:20:10] <Aulus> without removing one at a time
L840[13:20:21] <IoP> [21:16] <ghz|afk> I feel like IoP's first suggestion is probably the only real solution
L841[13:20:24] <IoP> [21:16] <ghz|afk> [20:12] (IoP): java flight recorder, visual vm, heap dump @ OOM & heap analysis
L842[13:20:32] <Aulus> ok
L843[13:20:36] <Aulus> i'll check those out
L844[13:20:42] <fry> > one at a time
L845[13:20:44] <fry> https://en.wikipedia.org/wiki/Binary_search_algorithm
L846[13:20:48] <howtonotwin> lol
L847[13:20:59] <howtonotwin> ^ works though
L848[13:22:04] <kenzierocks> hey one thing i forgot to mention about J9
L849[13:22:08] <kenzierocks> private methods on interfaces
L850[13:22:29] <BordListian> alright, we seem to be running into all the dumb edge cases today
L851[13:23:42] <BordListian> says it's missing net.minecraft.init and a load of other packages
L852[13:26:49] <BordListian> looks like it didn't add forge as a dependency
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L855[13:32:23] <kokolihapihvi> howtonotwin: for some reason my process and retexture are not being called :/
L856[13:32:35] <BordListian> ok we good, forgot to refresh before generating runs
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L864[13:50:57] <kokolihapihvi> I missed the "forge_marker": 1 part, now process gets called, but retexture doesn't
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L867[13:58:08] <Cuby96> how do i rename the universal bucket i create? ingame its displayed as: fluid.oil Bucket and i made in the en_US.lang an entry with tile.fluid.oil Bucket.name but it didnt change
L868[13:58:55] <Roburrito> I don't think the name field likes spaces.
L869[13:59:11] <kokolihapihvi> I'm not sure but you might need to use quotes when there's a space in the name?
L870[13:59:19] <PaleoCrafter> it uses a formatted localisation of the form "%s Bucket"
L871[13:59:20] <Roburrito> And in 1.11 it won't like capitals.
L872[13:59:25] <Roburrito> use_the_snake
L873[13:59:34] <PaleoCrafter> so all you need to define is to define fluid.oil
L874[13:59:44] <PaleoCrafter> - that second "to define" xD
L875[14:00:34] <Cuby96> so it is: fluid.oil=Mineral Oil ?
L876[14:00:42] <PaleoCrafter> yes
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L878[14:03:12] <Cuby96> yeah nice thx, well back to that topic i mentioned i still dont know how to put the itemstack (my universal bucket) into my creative tab as an itemstack doesnt use setCreativeTab all i heard was to go inside the CreativeTab class i made and to override a function from CreativeTabs
L879[14:05:17] <Cuby96> idk how though
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L881[14:05:19] <PaleoCrafter> that should be enough information :P
L882[14:05:38] <Cuby96> is there somewhere i can look it up?
L883[14:05:48] <Cuby96> cause im stuck :S
L884[14:05:56] <kokolihapihvi> are you talking about putting items into the creativetab or setting an item to be the icon of the tab?
L885[14:06:11] <PaleoCrafter> just look at the CreativeTabs class source
L886[14:06:12] <Cuby96> putting my bucket of my custom liquid inside my tab
L887[14:06:45] * LatvianModder is very excited for 100%, absolutely sure fact that Forge for MC 1.11 will use Java 8
L888[14:07:09] <LatvianModder> (This is how you establish something that is still being talked about :P)
L889[14:07:14] <kokolihapihvi> I just have that in my items constructor, setCreativeTab(myCreativeTab)
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L892[14:08:07] <Cuby96> well my custom universal bucket filled with my liquid is of an type of Itemstack kokolihapihvi
L893[14:08:37] <PaleoCrafter> I think the more exciting thing is that it will with 100% certainty be retroactively applied to older version of MC beforehand, LatvianModder xD
L894[14:08:58] <kokolihapihvi> should still work if you mean it extends itemstack
L895[14:09:28] <PaleoCrafter> stop talking bullshit, overriding a method in the creative tab is the only option here
L896[14:09:42] <kokolihapihvi> o_O
L897[14:10:18] <Cuby96> :D
L898[14:10:28] <Cuby96> lol good one
L899[14:11:32] <Cuby96> okay so overriding let me see what i can do
L900[14:11:36] <kokolihapihvi> I suppose you could override displayAllRelevantItems?
L901[14:12:26] <kokolihapihvi> but why not just do item.setCreativeTab(creativeTab)? is that being deprecated or something?
L902[14:13:02] <Cuby96> yeah thats what another person said with the override i got that but how the heck do i add it when i overrote it?
L903[14:13:06] <Cuby96> what what i ask myself
L904[14:13:11] <PaleoCrafter> it's not their own item and that would affect all buckets of all fluids
L905[14:13:30] <LatvianModder> "extends itemstack"
L906[14:13:31] <LatvianModder> what
L907[14:13:36] <LatvianModder> ItemStack is a final class
L908[14:13:46] <Cuby96> yeah that aswell
L909[14:13:50] <LatvianModder> I dont even want to imagine what would happen if it wasnt
L910[14:14:10] <kokolihapihvi> I must be doing alot of stuff wrong then because I'm doing that xD
L911[14:14:18] <PaleoCrafter> Oo
L912[14:14:20] <LatvianModder> o_O
L913[14:14:24] <Cuby96> xDDD
L914[14:14:26] <LatvianModder> Its impossibru
L915[14:14:27] <kokolihapihvi> oh nevermind I'm a derp
L916[14:14:30] <kokolihapihvi> extends Item
L917[14:14:39] <kokolihapihvi> ignore me, I'm just an old fragile man
L918[14:14:56] <LatvianModder> phew
L919[14:15:04] <PaleoCrafter> LatvianModder, I don't think a lot would go wrong, unless somebody relies on something.getClass() == ItemStack.class to work :P
L920[14:15:05] <LatvianModder> And I got a mild heart attack from that lol
L921[14:15:12] <Cuby96> extends ItemStack ohh why is my code not working? :P
L922[14:15:27] <LatvianModder> na na, imagine how many things could modders break if they made their own versions of ItemStack
L923[14:15:39] <kokolihapihvi> true that
L924[14:15:41] <Cuby96> lol true
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L926[14:16:03] <kokolihapihvi> aaanyway, so you override the thing they said and look at the CreativeTabs code in forge and see how they do stuff and mimic that
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L928[14:17:10] <Cuby96> okay any docs for 1.10 in a shape of an javadoc? :3
L929[14:17:26] <Cuby96> or how do i look the class inside intellij?
L930[14:17:37] <kokolihapihvi> you look at the class in your IDE
L931[14:18:16] <PaleoCrafter> ctrl + N in IDEA
L932[14:18:56] <Cuby96> ahh thx
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L934[14:23:47] <kokolihapihvi> can someone help me with my IRetexturableModels retexture not getting called?
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L937[14:28:57] <Roburrito> If I may think out loud learning Forestry API: All species in forestry spend at least some time as an item. This is used and needed. Make an abstract item for each animal I'm adding that is never actually dropped but used as needed?
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L939[14:29:17] <Roburrito> I suppose it could actually be used in a high-tech gene bank.
L940[14:31:49] <Roburrito> Oh! I'd only need one ItemFetus that is abstract enough to be used by any entity.
L941[14:34:49] <Cuby96> that displayAllRelevantItems thingy is a double for loop, now the thing is: do i really need to do that double for loop for one single itemstack?
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L944[14:37:06] <tterrag> um
L945[14:37:14] <tterrag> Cuby96: what exactly are you trying to do?
L946[14:37:47] <Cuby96> adding an itemstack to my creativeTab by overriding my displayAllRelevantItems
L947[14:38:02] <Cuby96> is it just doing itemList.add(myItemStack)?
L948[14:38:13] <Cuby96> inside that method? or did i got that wrong?
L949[14:38:33] <tterrag> why not just do setCreativeTab ?
L950[14:38:43] <kokolihapihvi> not this again
L951[14:38:47] <Cuby96> because its an itemstack
L952[14:38:48] <Cuby96> :D
L953[14:38:55] <tterrag> but
L954[14:38:58] <tterrag> what
L955[14:39:21] <Cuby96> haha yeah we talked about that that an override is the right way to go
L956[14:39:33] <Cuby96> quoting from PaleoCrafter
L957[14:40:01] <tterrag> I don't get why. this is exactly what getSubItems is for
L958[14:40:02] <PaleoCrafter> "it's not their own item and that would affect all buckets of all fluids" would be more appropriate
L959[14:40:27] <Cuby96> yeah gets to the point :P
L960[14:41:07] <Cuby96> so i think itemList.add(universalBucket) would do the job
L961[14:41:24] <tterrag> probably
L962[14:41:26] <Cuby96> afaik about that List of items which includes the CreativeTabs :D
L963[14:41:33] <Cuby96> ^^
L964[14:45:08] <Cuby96> im reading that topic about that issue: http://www.minecraftforge.net/forum/index.php?topic=26447.0
L965[14:45:43] <Cuby96> now IDEA says to me that the method add() uses Strings well but i want to add an ItemStack
L966[14:48:55] <kokolihapihvi> is the list type ItemStack?
L967[14:49:16] <Cuby96> yup i did List<ItemStack> itemList
L968[14:49:33] <Cuby96> as a param inside the displayAllRelevantsItems method
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L973[15:01:24] <Cuby96> cant resolve method add(ItemStack) lol even though its a List of ItemStacks
L974[15:06:24] <kokolihapihvi> Cuby96, could you show your creativetab code?
L975[15:06:54] <Cuby96> http://pastebin.com/bHejv0C5
L976[15:08:11] <Cuby96> with that if i want to open the CreativeTab it crashed :D
L977[15:08:58] <Cuby96> crashes at line 25
L978[15:09:10] <Cuby96> so at line with the itemList.add(...)
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L980[15:09:32] <kokolihapihvi> don't see anything wrong with that code itself, probably check that the getfilledbucket part returns something other than null?
L981[15:09:48] <kokolihapihvi> maybe add a breakpoint and poke around
L982[15:11:30] <kokolihapihvi> wait, can you do new FluidOil() there like that?
L983[15:11:46] <Cuby96> well i imported it
L984[15:11:54] <Cuby96> so can't i do that?
L985[15:12:20] <kokolihapihvi> I'm not sure, don't you have a reference to the fluid you registered somewhere anyway?
L986[15:13:02] <Cuby96> deosnt it refer to the FluidOil.java class when i do the constructor?
L987[15:13:22] <Cuby96> i mean its public
L988[15:14:15] <kokolihapihvi> yeah it does, but I'm not sure if you can pass a new instance of FluidOil to getFilledBucket, or if it needs the instance you registered as fluid
L989[15:14:48] <Cuby96> well i can try that, how do i get the registered instance?
L990[15:15:11] <Cuby96> ForgeModContainer.getInstance().oil?
L991[15:15:17] <kokolihapihvi> FluidRegistry.registerFluid(fluid)
L992[15:15:31] <Cuby96> well i registered it already
L993[15:15:38] <Cuby96> in the fluidOil class
L994[15:15:58] <Cuby96> so it should be known afaik
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L996[15:16:16] <Aulus> I'm looking for what mod is using the most memory and visualvm shows that class "net.minecraft.util.math.BlockPos" is using the most active memory when the memory fills up
L997[15:16:34] <Aulus> what type of mod would i be looking for that uses that class?
L998[15:16:46] <ghz|afk> all of them.
L999[15:16:52] <Aulus> great
L1000[15:16:59] <Aulus> could be any then
L1001[15:17:08] <ghz|afk> BlockPos is a class used to store a position within the world grid
L1002[15:17:10] <Aulus> i guess i need to remove one at a time then
L1003[15:17:22] <ghz|afk> problem is, if someone is storing lots of BlockPos for some reason
L1004[15:17:30] <ghz|afk> not one at a time
L1005[15:17:34] <ghz|afk> do a bisection
L1006[15:17:47] <ghz|afk> remove around half
L1007[15:17:49] <sham1> git bisect?
L1008[15:17:53] <Aulus> ya
L1009[15:17:59] <ghz|afk> the way I do this is:
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L1011[15:18:02] <ghz|afk> open excel or similar
L1012[15:18:14] <kokolihapihvi> Cuby96, do you keep a reference to the specific instance of FluidOil you pass to FluidRegistry.registerFluid?
L1013[15:18:17] <ghz|afk> and record in one column all the mods
L1014[15:18:26] <ghz|afk> then take half, and move them to the next column
L1015[15:18:29] <ghz|afk> and remove those from the folder
L1016[15:18:39] <Aulus> ya makes sense
L1017[15:18:41] <Aulus> thanks
L1018[15:18:49] <ghz|afk> this way you don't forget which ones you tested
L1019[15:19:10] <ghz|afk> if all of them worked, then you take half of the remaining ones, in a whole new column
L1020[15:19:16] <Aulus> well i only have 35 so sholudn't be too bad
L1021[15:19:18] <ghz|afk> and if it failed, then you swap them around
L1022[15:19:41] <Cuby96> let me show you my fluidOil class real quick so you can have a look kokolihapihvi
L1023[15:19:43] <sham1> yay for O(log n) search algorithms
L1024[15:19:51] <Aulus> another class using alot at that time was char
L1025[15:20:06] <Aulus> but blockpos was about 2% higher
L1026[15:20:10] <sham1> char is a primitive
L1027[15:21:11] <Cuby96> kokolihapihvi here you go: http://pastebin.com/aMqsiJfK
L1028[15:21:13] <Aulus> oh
L1029[15:21:28] <Aulus> i'm guessing that's prob used by everything too then
L1030[15:22:42] <kokolihapihvi> that way your liquid gets registered when you construct it, which may be too late Cuby96
L1031[15:23:41] <kokolihapihvi> I'm guessing you need to register it the same way you'd register blocks
L1032[15:24:09] <quadraxis> probably char[] which is used by String
L1033[15:25:28] <IoP> Aulus: or grab more tools and find out which function creates those objects
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L1035[15:25:58] <thechief5456> So my idea for a gear based power system was already done by rotarycraft and theres no chance Im going to better that so back to the thinking board
L1036[15:26:21] <Roburrito> Implement more uses for it?
L1037[15:26:32] <Aulus> well considering i'm new to debugging java stuff i think it would be faster to just bisect
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L1039[15:27:21] <IoP> maybe unless problem is caused by mod interaction
L1040[15:27:38] <thechief5456> I think Im going to do an storage management mod noe
L1041[15:27:41] <thechief5456> now*
L1042[15:29:28] <Aulus> if i can remove one mod and make the issue go away i'm fine with leaving it out
L1043[15:29:43] <Aulus> i'm not married to any of these
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L1048[15:41:40] <thechief5456> since Ive seen people saying ppl should use capabilities, can anyone point me to a good resource
L1049[15:42:47] <Cuby96> i thought its registered already kokolihapihvi
L1050[15:43:18] <Cuby96> as my fluid is in the misc tab
L1051[15:43:57] <kokolihapihvi> where do you construct it for the first time?
L1052[15:44:56] <Cuby96> well isnt it inside the FluidOil.java which i sent to you the statement: FluidRegistry.addBucketForFluid(this);
L1053[15:45:37] <kokolihapihvi> no I mean where do you do new FluidOil for the first time?
L1054[15:46:04] <Cuby96> in my fluidInit.java gimme a sec
L1055[15:46:57] <Cuby96> http://pastebin.com/n9BW0KQQ
L1056[15:47:00] <Cuby96> here you go
L1057[15:47:38] <Cuby96> i guess you mean the reference inside that fluidInit that variable fluidOil which i set at the top right?
L1058[15:47:54] <kokolihapihvi> there you go, use that reference in your creativetab thing, instead of new FluidOil, have FluidInit.fluidOil;
L1059[15:48:08] <Cuby96> ah okay let me check
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L1061[15:48:19] <gr8pefish> thechief5456, https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/
L1062[15:48:40] <thechief5456> thanks gr8pefish!
L1063[15:48:47] <gr8pefish> If you have questions, ask away
L1064[15:49:22] <thechief5456> this community is really a special thing, everyone is so helpful and knowledgeable
L1065[15:49:38] <Cuby96> true :P
L1066[15:50:15] <Cuby96> yes works perfectly kokolihapihvi thanks alot for your patience :)
L1067[15:50:25] <ghz|afk> ugh, 1.11 nether is HARD
L1068[15:50:40] <ghz|afk> skeletons all over the place
L1069[15:50:50] <kokolihapihvi> no problem Cuby96
L1070[15:51:44] <kokolihapihvi> gr8pefish, can you help me with my IRetexturableModels retexture method not getting called?
L1071[15:52:06] <gr8pefish> erm I can rty but textures are not mys trong suit
L1072[15:52:09] <gr8pefish> *try
L1073[15:52:13] <gr8pefish> *strong
L1074[15:52:16] <gr8pefish> I can't type :P
L1075[15:52:35] <gr8pefish> link me all the relevant code
L1076[15:52:41] <gr8pefish> gist/github/etc
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L1078[15:55:07] <kokolihapihvi> how does gist work? I have a github repo for this project, can I do a commit without merging it to master or something?
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L1080[15:55:49] <gr8pefish> just link me the linkes of yoru repo that you are concerned with, that works
L1081[15:56:38] <kokolihapihvi> I guess I'll just commit this as is for you to look at
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L1083[16:00:23] <kokolihapihvi> https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/model/ModelDynPing.java#L169 this is the method that should be called but isn't for some reason
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L1086[16:00:32] <gr8pefish> Anyone around here good with rendering rotation code? I'm just trying to get a GL rotation to rotate the player horizontally, and update depending on where they are looking (i.e. it wood look like superman flying)
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L1088[16:01:00] <gr8pefish> wow my brain today. *would
L1089[16:01:01] <kokolihapihvi> I'm basically mimicing ModelDynBucket for an item that needs to display an ores texture
L1090[16:01:19] <gr8pefish> and tyring to update the texture dependin on contents?
L1091[16:01:24] <Shambling> stupid question, but was calling button texture changed in 1.10.2? "getTextureManager().bindTexture(buttonTextures);" no longer seems to know what buttonTextures is as a variable
L1092[16:01:39] <kokolihapihvi> https://github.com/kokolihapihvi/OrePings/blob/master/src/main/resources/assets/ore_pings/blockstates/dynping.json here is the blockstate for the model
L1093[16:02:06] <Shambling> I've looked and in 1.7.10 they called that directly, meaning the variable must be defined somewhere intrinsic to minecraft or forge, as I can never find it defined
L1094[16:02:18] <kokolihapihvi> https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/model/ItemRenderRegister.java and here I register the item rendering stuff
L1095[16:02:35] <gr8pefish> Shambling, link your code. DO you define the button elsewhere?
L1096[16:03:33] <gr8pefish> whats happening exactly koko, is it registering the texture but not updating when it is supposed to change, or what?
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L1098[16:04:31] <kokolihapihvi> it shows up invisible, because it doesn't get the resourcelocations from the blockstate according to my debugging baseLocation etc. are null, gr8pefish
L1099[16:05:32] <gr8pefish> to clarify, it shows up invisble from the start?
L1100[16:05:36] <kokolihapihvi> for some reason forge doesn't think the model needs to be retextured
L1101[16:05:38] <kokolihapihvi> yes
L1102[16:05:39] <Shambling> gr8pefish like this?
L1103[16:05:45] <gr8pefish> yeah
L1104[16:05:47] <Shambling> weird
L1105[16:06:22] <Shambling> brb switching locations
L1106[16:06:47] <gr8pefish> Shambling, this is the error line, correct?: https://github.com/DoubleDoorDevelopment/MineTweakerRecipeMaker/blob/1.9/src/main/java/net/doubledoordev/mtrm/gui/client/elements/GuiIconButton.java#L34
L1107[16:08:44] <kokolihapihvi> gr8pefish, maybe I need to specifically register the variant specified in the blockstate?
L1108[16:09:50] <Aulus> well i figured out my problem. had nothing to do with the modes
L1109[16:10:07] <Aulus> i was using the default jvm arguments in the client and that caused the issue
L1110[16:10:20] <Aulus> specifically the -Xmn setting
L1111[16:10:35] <Shambling> gr8pefish correct
L1112[16:10:39] <gr8pefish> Shambling, here's what happening. The 'widgetTextures' param isn't defined anywhere. I have done a similar thing, and I defined the resource location as a static var at the top of my button code. Registered here: https://github.com/gr8pefish/PortableCrafting/blob/a62cfb09bdb735e216f4aea6e291ea7d749e3fd1/src/main/java/com/gr8pefish/portablecrafting/client/gui/button/PortableCrafterButton.java#L44-L44 And
L1113[16:10:39] <gr8pefish> defined here: https://github.com/gr8pefish/PortableCrafting/blob/a62cfb09bdb735e216f4aea6e291ea7d749e3fd1/src/main/java/com/gr8pefish/portablecrafting/client/gui/button/PortableCrafterButton.java#L14 It's just a sprite sheet that needs to be referenced, and I see no import for that in your code
L1114[16:10:39] <ghz|afk> -Xmn shouldn't matter much? it's just the initial allocation, isn't it?
L1115[16:11:11] <Shambling> thats what I was thinking, was looking over someone's pre-1.10.2 code
L1116[16:11:12] <Aulus> will i removed all except Xmx and Xmn and it still seemed to increase memory usage slowly over time until it was all used up
L1117[16:11:25] <gr8pefish> koko, looking over it now, will get back to you
L1118[16:11:33] <Shambling> it doesn't seem to get defined anywhere else in 1.7.10 code. So I thought maybe it was a generic forge spritesheet/minecraft spritesheet
L1119[16:11:53] <Aulus> im going to try it with xmn a bit lower than xmx
L1120[16:12:07] <Shambling> I'll pull apart the directory structure and import it manually like yours and see if that helps
L1121[16:12:50] <Shambling> I'm wondering if its referenced by a library thats no longer maintained or linked
L1122[16:13:14] <gr8pefish> could be, I have no idea ¯\_(ツ)_/¯
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L1124[16:14:37] <Aulus> yep its def Xmn that caused the issue. although without the mods it takes much longer for the issue to present itselff
L1125[16:14:44] <gr8pefish> Hmm, kokolihapihvi, yopur resgistry looks fine, the directory looks okay for the json (as does the structure), I don't know what it is. Perhaps try scaling back without the IRetexturable, and just get it to render as a normal IModel first? Sorry not much help here
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L1128[16:21:09] <kokolihapihvi> I tried making it only bake the oreSprite quads and that worked fine, gr8pefish
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L1130[16:21:58] <Shambling> well I finally got it to build, so time to throw it in my mods directory and see if I can use it or if I still need to tweak code. Thanks gr8pefish
L1131[16:22:47] <kokolihapihvi> my problem seems to be that it doesn't get anything from the json to the model for some reason, and it doesn't call retexture where it would assign the resourcelocations
L1132[16:22:51] <Shambling> honestly I'm tempted to just find an export all items and item names command in forge and write an external tool to do the same thing
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L1134[16:24:59] <gr8pefish> koko, I'm workign on a similar problem actually and haven't been able to figure it out, so I'm in the same boat as yourself and can't offer much at this point :/
L1135[16:25:57] <gr8pefish> when how'tonotwin (minus that apostrophe) gets on, you could try asking him, he's a rendering guru
L1136[16:26:26] <kokolihapihvi> yeah he was helping me earlier
L1137[16:27:07] <Shambling> haha, I bet that minetweakerrecipemaker requires NEI to function properly
L1138[16:27:18] <kokolihapihvi> thanks for your time anyway, I'll keep poking this in various ways and see what happens
L1139[16:27:37] <gr8pefish> yeah let me know what happens, I'm curious as to what is causing it. Gl!
L1140[16:28:11] <gr8pefish> Shamblng yeah you could check for dependencies and try and narrow it down that way, that's a good idea
L1141[16:31:12] <Shambling> well I'm thinking more along the lines of rendering any items. As I've got it rendering in game, but without inventory or ways to add items to the recipes...
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L1143[16:31:57] <Shambling> for now I think I'll just manually edit my minetweaker recipes, or find a tool to export mod item names that I can use manually
L1144[16:34:31] <gr8pefish> ah I see. Yeah, if you get the /mt name command working you could use that? (idk what it exactly was)
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L1146[16:35:55] <Shambling> oh I can export it using minetweaker itself, cheers
L1147[16:36:01] <Shambling> *slaps forhead* lol
L1148[16:37:02] <gr8pefish> Anyone know how to get this value? http://i.imgur.com/f8A7Vc5.png Or even where in the vanilla code that is?
L1149[16:38:29] <TehNut> Look at the debug screen GUI
L1150[16:38:50] <TehNut> See where it gets it :P
L1151[16:39:46] <gr8pefish> yeah, trying to find that package right now
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L1153[16:39:55] <TehNut> GuiOverlayDebug
L1154[16:40:39] <gr8pefish> thanks
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L1156[16:42:27] <TehNut> entity.rotationPitch and entity.rotationYaw
L1157[16:43:07] <gr8pefish> yup. It was MathHelper.wrapDegrees() that I was looking for (to use)
L1158[16:43:13] <TehNut> Line 131 https://gist.github.com/TehNut/9ba5c38a2689cca1713aacdfa5fd8323
L1159[16:43:14] <TehNut> 10/10
L1160[16:43:27] <gr8pefish> found it already, but ty
L1161[16:43:36] <kokolihapihvi> gr8pefish, look at ModelLoader.setBucketModelDefinition, if I apply that to my item it renders as an empty bucket.. progress? :D
L1162[16:45:12] <gr8pefish> interesting. That indicates that your model is valid, so there must be some error in either your resistry or in one of the extra methods you are overriding
L1163[16:45:32] <gr8pefish> *likely valid, can't say for sure I think
L1164[16:47:26] <kokolihapihvi> I'm gonna try copying that class 1:1 and the json files and see if I can still get an empty bucket and go from there
L1165[16:49:23] <gr8pefish> good idea. Double check that forge doesn't do anythign special with their own registry for the bucket elsewhere too, just to be sure.
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L1169[16:54:51] <shartte> cpw: You mentioned issues regarding Java 9 on Twitter. Is that still current? I've also looked into the situation a bit
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L1173[17:02:02] <kokolihapihvi> gr8pefish, I was able to make my items render as water buckets by editing that class I copied, I'm gonna bring in KDiff and look at whats actually different between my class and the class I copied
L1174[17:02:15] <gr8pefish> let me know the results, I'm curious
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L1181[17:18:37] <kokolihapihvi> gr8pefish, if I use the copied json it loads the model with bucket textures just fine, but if I use the json file I created for my item it doesn't call retexture...
L1182[17:19:01] <gr8pefish> what's the copied json?
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L1184[17:20:27] <kokolihapihvi> dynbucket.json that I extracted directly out of the forge jar
L1185[17:21:35] <howtonotwin> sorry
L1186[17:21:42] <kokolihapihvi> I changed base and cover to my textures and now it shows a ping with water inside, I'm confused D:
L1187[17:21:43] <howtonotwin> hello how do you do koko
L1188[17:21:57] <howtonotwin> well it takes textures from the fluid registry
L1189[17:21:59] <howtonotwin> change it
L1190[17:22:07] <kokolihapihvi> okay let me fill you in
L1191[17:22:28] <howtonotwin> actually just pastebin it and I'll se
L1192[17:22:30] <howtonotwin> *see
L1193[17:22:35] <gr8pefish> hmm yeah I let howto figure it out
L1194[17:22:36] <kokolihapihvi> i copied the dynbucket class, made it render the ore texture instead of fluid, and everything seems fine there, but it renders invisible
L1195[17:22:41] <kokolihapihvi> retexture didn't get called at all
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L1197[17:23:15] <howtonotwin> code and json?
L1198[17:23:22] <kokolihapihvi> now I copied the default dynbucket stuff 1:1 and got my things to render as buckets, then hardcoded it to show water, and changed the json to use my textures
L1199[17:23:53] <kokolihapihvi> let me check something first
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L1201[17:25:30] <blood_> williewillus: around
L1202[17:26:05] <kokolihapihvi> okay howtonotwin, you want my attempt at replicating dynbucket or what I'm messing around with now?
L1203[17:26:16] <howtonotwin> whatever you have now
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L1205[17:31:14] <kokolihapihvi> here you go: http://pastebin.com/hTtRtfpL
L1206[17:31:34] <kokolihapihvi> that's basically rendering my ping with water inside
L1207[17:32:46] <howtonotwin> well if you remove the fluid stuff and replace it with block stuff that may help
L1208[17:32:51] <howtonotwin> just a hunch :P
L1209[17:33:08] <kokolihapihvi> http://pastebin.com/uKGb3ya2
L1210[17:33:26] <howtonotwin> glorious!
L1211[17:33:27] <kokolihapihvi> and there is my earlier attempt that doesn't get its retexture called and ends up rendering nothing
L1212[17:33:35] <gr8pefish> you have buckfet_fluid
L1213[17:33:38] <gr8pefish> not bucket_fluid
L1214[17:33:52] <kokolihapihvi> shouldn't matter since retexture doesn't get called?
L1215[17:34:07] <kokolihapihvi> would only end up not drawing the in-between layer?
L1216[17:34:36] <blood_> anyone have issues with the new EntityDataManager causing ClassCastExceptions for custom entities?
L1217[17:36:14] <kokolihapihvi> oh and for reference OrePingsMod.MODID = "ore_pings", dont know why I used that
L1218[17:36:44] <kokolihapihvi> anyway it calls process and then bake, it skips retexture for some reason and I havent been able to figure out why D:
L1219[17:37:26] <howtonotwin> perhaps debug it?
L1220[17:37:43] <howtonotwin> retexturing is ModelProcessingHelper.retexture
L1221[17:37:47] <howtonotwin> or something close
L1222[17:37:57] <howtonotwin> and it gets called from like two places
L1223[17:38:02] <kokolihapihvi> I did with breakpoints, but it should be called automatically and it's not :/
L1224[17:38:23] <kokolihapihvi> can I add breakpoints to forge code?
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L1226[17:38:36] <howtonotwin> ofc
L1227[17:39:00] <kokolihapihvi> oh, didn't even consider that
L1228[17:39:41] <Shambling> I wonder what the heck I broke when testing that mod. I can't generate new maps now, lol
L1229[17:40:00] <Shambling> I deleted the jar, I'd think that would be all I should need to revert :O
L1230[17:40:15] <Shambling> infinite building terrain
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L1232[17:41:07] <xbony2|afk> Quick question- how do I run a core mod in a dev environment?
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L1234[17:42:19] <shadowfacts> xbony2, add the -Dfml.coreMods.load=your.core.Plugin JVM argument to your launch config
L1235[17:44:53] <gr8pefish> howtonotwin, it's not really strictly rendering, but do you know the gl rotate math for making a player horizontal? I.e. flying like superman (whichever direction they are facing)? I didn't think it would be that hard but it is stumping me.
L1236[17:45:07] <howtonotwin> see elytra?
L1237[17:46:08] <gr8pefish> I did, it's just some confusing code. Plus they hardcoded in some eltyraRotation values to the player that make it not easy to abstract out to a simple rotation call(s)
L1238[17:46:19] <gr8pefish> if you don't know it's okay, just thought I'd ask
L1239[17:46:32] <kokolihapihvi> only check before calling retexture seems to be "instanceof IRetexturedModel"
L1240[17:47:27] <howtonotwin> yeah sorry gr8pe
L1241[17:47:43] <gr8pefish> np
L1242[17:48:21] <howtonotwin> you can also breakpoint the thing that renders items in RenderItem and see what model is used for your item
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L1245[17:53:19] <xbony2> shadowfacts: thank you. However, this does not appear to have any effect. Did I screw something up? http://i.imgur.com/DbbdSwH.png
L1246[17:53:50] <shadowfacts> Is that the program arguments or the JVM arguments?
L1247[17:54:22] <shadowfacts> there should be a separate field labeled JVM/Java arguments or something like that
L1248[17:54:30] <shadowfacts> the -Dfml.coreMods.load option should go there
L1249[17:54:46] <xbony2> it says "program arguments" in the picture :P "VM arguments" is under it
L1250[17:55:00] <xbony2> wait, it should be in the second?
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L1252[17:55:14] <shadowfacts> yes, it should be in VM arguments
L1253[17:55:18] <xbony2> okay
L1254[17:55:21] <xbony2> thank you :D
L1255[17:57:03] <kokolihapihvi> howtonotwin, for some reason my class does not invoke ForgeVariant, which calls retexture on my other test class
L1256[17:57:32] <howtonotwin> how are you registering the item model?
L1257[17:58:12] <kokolihapihvi> it's in this paste: http://pastebin.com/hTtRtfpL
L1258[17:58:32] <kokolihapihvi> I just change ModelDynBucketTest to ModelDynPing
L1259[18:00:27] <howtonotwin> well you see
L1260[18:00:38] <howtonotwin> the custom model loader shadows the json
L1261[18:01:16] <howtonotwin> 1) give them different names 2) the item model goes to the JSON, not the custom model 3) drop the mesh definition crap
L1262[18:01:31] <howtonotwin> all your items have metadata 0, no?
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L1264[18:01:37] <kokolihapihvi> yes
L1265[18:01:52] <howtonotwin> in that case you just need ModelLoader.setCustomMRL(item, 0, MRL_GOES_HERE)l
L1266[18:01:54] <howtonotwin> *;
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L1271[18:10:45] <kokolihapihvi> for some reason my ModelDynPing goes through an entirely different route in ModelLoader
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L1274[18:11:08] <kokolihapihvi> ModelDynBucketTest goes through loadVariantItemModels
L1275[18:12:21] <williewillus> does the new 1.10 minetweaker or whatever it's called have a maven?
L1276[18:12:58] <howtonotwin> you change their RLs?
L1277[18:13:01] <howtonotwin> *changed
L1278[18:14:32] <kokolihapihvi> yeah between dynbucket and dynping
L1279[18:15:38] <howtonotwin> no
L1280[18:15:49] <howtonotwin> you have to understand how the bucket works first
L1281[18:15:59] <howtonotwin> the item is set to forge:dynbucket
L1282[18:16:03] <howtonotwin> which is a real JSON
L1283[18:16:03] <ghz|afk> williewillus: I didn't find one, so I deobf'd the jar and put it in libs/ myself
L1284[18:16:09] <howtonotwin> that you find in assets
L1285[18:16:17] <williewillus> bleh
L1286[18:16:18] <howtonotwin> and is not special in any way shape or form
L1287[18:16:20] <howtonotwin> it's just JSON
L1288[18:16:33] <williewillus> is copying the api into src/api/java/ still a valid thing or is that frowned on now
L1289[18:16:35] <howtonotwin> the JSON refers to forge:forgebucket
L1290[18:16:35] <ghz|afk> williewillus: although looking closer
L1291[18:16:36] <ghz|afk> https://github.com/jaredlll08/CraftTweaker/blob/master/build.gradle
L1292[18:16:38] <ghz|afk> see there
L1293[18:16:39] <howtonotwin> something completely different
L1294[18:16:49] <ghz|afk> description 'CraftTweaker'
L1295[18:16:49] <ghz|afk> url 'https://github.com/jaredlll08/CraftTweaker'
L1296[18:17:02] <howtonotwin> which is related to your custom IModel via ICustomModelLoader
L1297[18:17:07] <ghz|afk> eh I didn't mean to paste that
L1298[18:18:11] <williewillus> wait that's just the url of the project
L1299[18:18:15] <ghz|afk> yeah
L1300[18:18:19] <williewillus> repository(url: "file://" + System.getenv("local_maven"))
L1301[18:18:19] <howtonotwin> in your case the model loader says "if domain = modid and path contains ping, I do a thing"
L1302[18:18:19] <ghz|afk> that's why I didn't mean to paste
L1303[18:18:21] <howtonotwin> which is broken
L1304[18:18:28] <ghz|afk> but I pressed ctrl-v regardless for some stupid reason
L1305[18:18:30] <howtonotwin> because the json's name contains "ping"
L1306[18:18:37] <williewillus> anyways i'll just copy the api ><
L1307[18:18:38] <howtonotwin> therefore it intercepts the json
L1308[18:18:59] <howtonotwin> and then everything breaks
L1309[18:19:08] <howtonotwin> because it is not supposed to intercept the json
L1310[18:19:13] <kokolihapihvi> oh so forge thinks it tries to load itself with the customloader?
L1311[18:19:20] <kashike> williewillus: https://jitpack.io/#jaredlll08/CraftTweaker/
L1312[18:19:24] <kashike> jitpack is love
L1313[18:19:30] <howtonotwin> d(*^~)
L1314[18:20:32] <williewillus> seems cheaty but good enough lol
L1315[18:21:44] <ghz|afk> will that even work, given that the repository contains multiple sub-projects each one generating its own jar?
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L1317[18:23:10] <kokolihapihvi> okay yeah it seems to be that... wow..
L1318[18:23:19] <williewillus> yeah i'll just use libs/ lol
L1319[18:23:24] <williewillus> i just drop in and rebuild right
L1320[18:24:00] <ghz|afk> well you will want gradle to know about it
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L1322[18:24:30] <ghz|afk> I ended up with
L1323[18:24:31] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L76
L1324[18:24:45] <ghz|afk> but then I had to add
L1325[18:24:46] <ghz|afk> https://github.com/gigaherz/Survivalist/blob/master/build.gradle#L54
L1326[18:24:53] <ghz|afk> to avoid the entire crafttweaker being shaded
L1327[18:24:55] <ghz|afk> ¬¬
L1328[18:29:10] <williewillus> I get "> Only allowed to use maven dependencies for this. If its a jar file, deobfuscate it yourself."
L1329[18:29:39] <williewillus> oh derp
L1330[18:29:42] <williewillus> i put deobfCompile
L1331[18:30:36] <ghz|afk> [01:16] (ghz|afk): williewillus: I didn't find one, so I deobf'd the jar and put it in libs/ myself
L1332[18:30:37] <ghz|afk> ;P
L1333[18:37:46] <kokolihapihvi> it's working now how I intended, thank you so much howtonotwin <3
L1334[18:37:52] <howtonotwin> np
L1335[18:38:09] <kokolihapihvi> next I need someone who knows opengl
L1336[18:38:17] <howtonotwin> also you see willie up there? he's model guru #2, after fr.y :P
L1337[18:38:46] <williewillus> i'm not good at gl :P
L1338[18:38:54] <williewillus> just how the model system behaves
L1339[18:40:11] <howtonotwin> Oh scala lets me define final abstract classes
L1340[18:40:19] <howtonotwin> I thought that was just for Int and stuff
L1341[18:40:22] <howtonotwin> huh
L1342[18:40:33] <kokolihapihvi> when I use the ping, held item rendering seems to break: http://puu.sh/rLsmx/31c4b62e78.png
L1343[18:40:52] <kokolihapihvi> I render the ores manually with opengl
L1344[18:40:58] <williewillus> you're leaking something
L1345[18:41:02] <kokolihapihvi> hooray for infinite debugging of things i don't fully understand
L1346[18:41:11] <williewillus> show code for the thing that renders the ores
L1347[18:41:43] <kokolihapihvi> https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/PingRenderer.java#L68
L1348[18:42:47] <kokolihapihvi> oh, and PingBlock is here: https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/PingBlock.java
L1349[18:44:56] <kokolihapihvi> I think only thing I don't reset to how it was is the glBlendFunc
L1350[18:45:41] <williewillus> use GlStateManager
L1351[18:46:35] <kokolihapihvi> use that to push and pop attrib/matrix?
L1352[18:47:00] <williewillus> for anything GL11, replace it with GlStateManager where available. except for pushAttrib and popAttrib
L1353[18:47:08] <williewillus> because they're broken in vanilla .-.
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L1357[18:51:58] <kokolihapihvi> yeah that fixed it, thanks williewillus
L1358[18:52:07] <williewillus> np
L1359[18:52:38] <kokolihapihvi> can I do anything about the rendered cubes being shaky when I move?
L1360[18:52:52] <williewillus> what do you mean by shaky?
L1361[18:53:13] <kokolihapihvi> almost like their position only updates every so often
L1362[18:53:42] <williewillus> also you probably want to update your renderer to draw the actual models of things instead of a cube of quads
L1363[18:53:46] <williewillus> since that's how things work now
L1364[18:54:14] <kokolihapihvi> no I like only rendering faces that point outwards, or is that handled in the blockstate now?
L1365[18:54:29] <williewillus> you can't just draw faces now because of models
L1366[18:54:41] <williewillus> if my ore's model is not a solid cube then it's not goign to look right
L1367[18:55:05] <LexMobile> Mm mud
L1368[18:55:09] <kokolihapihvi> I noticed when I tried this with Thaumcraft crystals
L1369[18:55:52] <kokolihapihvi> what I meant was; if I render the model for all the ores, if two ores are next to each others, does it render the faces that are between those ores?
L1370[18:56:31] <williewillus> the vanilla/true world renderer doesn't. I'm sure there's a way to do so for manual rendering but no precise answer
L1371[18:56:54] <kokolihapihvi> but that's the reason I draw a cube
L1372[18:57:08] <williewillus> except that your drawing is not accurate anymore
L1373[18:57:12] <kokolihapihvi> and for this I don't mind if your pretty crystals show up as cubes for the ping :p
L1374[18:57:17] <williewillus> and probably slower than if you just drew models
L1375[19:00:02] <kokolihapihvi> probably, but rendering quads isn't exactly the slowest of things
L1376[19:00:29] <williewillus> okay, where are you getting the texture to draw this cube?
L1377[19:00:47] <kokolihapihvi> https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/PingRenderer.java#L82
L1378[19:00:57] <kokolihapihvi> its only bound once for all the rendering per drawpass
L1379[19:01:12] <williewillus> no, the atlas sprite
L1380[19:01:14] <williewillus> where are you getting it?
L1381[19:01:27] <kokolihapihvi> the particle texture of a block probably
L1382[19:01:43] <kokolihapihvi> yep, https://github.com/kokolihapihvi/OrePings/blob/master/src/main/java/com/kokolihapihvi/orepings/client/PingBlock.java#L28
L1383[19:01:44] <williewillus> that's not going to be accurate at all :P
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L1385[19:03:00] <kokolihapihvi> so you're saying I should store the blockstate instead and draw the model for that state?
L1386[19:03:08] <williewillus> yes
L1387[19:03:19] <kokolihapihvi> but I don't like seeing in-between faces that should be culled :(
L1388[19:04:19] <williewillus> then actually build a chunk render object like MC does and upload it, but that's a lot more complicatred
L1389[19:04:20] <williewillus> https://github.com/Lunatrius/Schematica/tree/master/src/main/java/com/github/lunatrius/schematica/client/renderer
L1390[19:04:57] <kokolihapihvi> would get rid of the shaking as well, right?
L1391[19:05:03] <Lunatrius> Avoid basing anything on that, it should be rewritten ^
L1392[19:05:13] <williewillus> the shaking is probably unrelated
L1393[19:05:18] <Lunatrius> Shaking?
L1394[19:05:35] <williewillus> his renders are "shaking" but idk what that means
L1395[19:05:52] <Lunatrius> There's 2 types of "shaking"
L1396[19:05:56] <kokolihapihvi> I'm drawing quads in RenderWorldLastEvent, and whenever they move they seem to lag behind
L1397[19:06:03] <kokolihapihvi> I mean whenever I move
L1398[19:06:12] <williewillus> are you using partial ticks?
L1399[19:06:12] <Ordinastie> your translation is wrong
L1400[19:06:31] <kokolihapihvi> what does that mean?
L1401[19:06:49] <williewillus> do you use the partial ticks variable in RenderWorldLastEvent
L1402[19:06:49] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.9.4/src/main/java/net/malisis/core/renderer/MalisisRenderer.java#L479-L482
L1403[19:07:12] <kokolihapihvi> no
L1404[19:07:29] <Lunatrius> That will fix it ^
L1405[19:07:43] <williewillus> yeah, it's shaking becaues it's not interpolating smoothly
L1406[19:08:34] <Lunatrius> After you're done with that teleport to x = 2 million or something
L1407[19:08:53] <kokolihapihvi> to see some floating point precision loss? :)
L1408[19:09:06] <Lunatrius> Aye
L1409[19:10:50] <kokolihapihvi> yeah that fixed the shaking, thanks <3
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L1411[19:11:41] <kokolihapihvi> you guys think I should go for the chunk renderer instead of what I have now?
L1412[19:12:14] <williewillus> it seems really invovled so what you have now will "work"
L1413[19:12:28] <williewillus> but it might look really ugly for blocks with custom models
L1414[19:12:33] <kokolihapihvi> my thoughts exactly :)
L1415[19:13:08] <williewillus> if there is a cleaner way to do the chunk upload method i would do it but I don't know everything involved
L1416[19:15:49] <Ordinastie> what should be done is rendering the actual models, but passing a custom impl of IBlockAccess to the block renderer
L1417[19:16:48] <williewillus> rendering the actual models instead of a cube should not be that much more expensive
L1418[19:16:51] <williewillus> if done properly
L1419[19:17:40] <Ordinastie> well, no need to draw after each block for start
L1420[19:18:21] <williewillus> yeah
L1421[19:24:08] <kokolihapihvi> I could add a config option for that, like useBlockModels: true
L1422[19:24:25] <kokolihapihvi> so if you happen to have only block-shaped ores you could enjoy the neater quads :p
L1423[19:25:03] <williewillus> if you had "block-shaped ores" using models would give you the exact same result....
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L1425[19:25:27] <kokolihapihvi> except it would draw the faces I cull when I draw with quads manually
L1426[19:27:03] <kokolihapihvi> so how do I draw a model in the world from a BlockState?
L1427[19:27:45] <williewillus> start the tessellator, get the baked model, addVertexData(model.getVertexData()) for ALL models. tess.draw
L1428[19:29:04] <kokolihapihvi> I call draw for each cube individually, oops :p
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L1430[19:29:26] <williewillus> that's a significant overhead
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L1432[19:30:22] <kokolihapihvi> so should I store IBlockState or IBakedModel in my PingBlock data-holding class? is it expensive to dig the model of a block every frame?
L1433[19:30:47] <williewillus> 1. either 2. if modders are not being stupid, no
L1434[19:31:04] <kokolihapihvi> thinking about it, the state probably doesn't change during the duration of the ping...
L1435[19:31:05] <williewillus> mc already does that every time a block change happens
L1436[19:31:29] <kokolihapihvi> and even if it did, youd see the block as it was at the time you pinged
L1437[19:31:58] <kokolihapihvi> redstone ore I guess would be one example?
L1438[19:38:39] <kokolihapihvi> this seems too awkward to be right, IBakedModel.getQuads(state,side,random), do I need to get quads for all the sides individually?
L1439[19:43:42] <Aulus> the other guy on my server has a problem on some blocks only where he can't destroy the resource.
L1440[19:44:04] <Aulus> I can destroy the same one with just my hand then he tries a block somewhere else in the world and it works
L1441[19:44:08] <Aulus> anyone seen that before?
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L1443[19:46:23] <Shambling> does the players inventory count the hotbar and main inventory, or does it count the armor slots as well in 1.10.2 if you use a capability to expose it?
L1444[19:47:50] <Shambling> messing around with projecte's auto-repair talisman and other repair items, and they all skip equipped armor
L1445[19:48:55] <TehNut> You mean by using player.getCapability()?
L1446[19:49:26] <Shambling> IItemHandler inv = player.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY, EnumFacing.UP) is what projecte uses
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L1448[19:49:51] <Shambling> I'm looking at the code, and everything seems to say that it should repair the armor as well, so I'm wondering if armor isn't inventory
L1449[19:50:01] <wundrweapon> as expected, plopping 1.7.10 code into 1.10.2 throws 87 errors XD
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L1451[19:50:43] <Shambling> it worked in 1.7.10's version, but I can't seem to find the source to compare by
L1452[19:50:50] <wundrweapon> anyways, IRecipe has a getRemainingItems() thing now, and it doesn't have a doc in it's code, so what does it do?
L1453[19:50:52] <Shambling> not to mention the 1.7.10 version didn't use capabilities
L1454[19:51:31] <TehNut> UP returns playerMainHandler which is just the main inventory I think
L1455[19:51:48] <TehNut> So hotbar + the 27 slots above it
L1456[19:52:04] <TehNut> No armor, no offhand
L1457[19:52:04] <Shambling> that makes sense, though the naming convention is weird...
L1458[19:52:31] <TehNut> If you use null instead of UP, you'll get main, armor, and offhand
L1459[19:53:01] <TehNut> A horizontal facing will give armor and offhand
L1460[19:53:24] <TehNut> Look at EntityPlayer#getCapability
L1461[19:53:47] <Shambling> I'm looking at enumfacing, and it reminds me of the up down left right north south east west thing that steve's factory manager used to use
L1462[19:54:12] <Shambling> so yeah that makes sense that null basically gives all, as you're not defining a direction
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L1467[20:02:04] <howtonotwin> Am I right in saying that Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager() and Minecraft.getMinecraft().getBlockRenderDispatcher().getBlockModelShapes().getModelManager() are equal and that getModel on either will return the same thing?
L1468[20:02:35] <howtonotwin> from the code it looks like it but I'm afraid that I might have missed something
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L1470[20:03:38] <TehNut> I'm like 99% sure you're right
L1471[20:04:50] <williewillus> Shambling: did it repair armor in 1.7?
L1472[20:04:57] <williewillus> if so then it's just a derp i made when moving to caps
L1473[20:05:56] <Shambling> williewillus yes it did, I'm trying to recompile but that zen stuff for craftweaker is throwing me off on the recompile
L1474[20:06:13] <Shambling> is there a dev jar from craftweaker somewhere I'm just too derpy to find?
L1475[20:06:25] <williewillus> okay will fix. for the build you need a deobfed crafttweaker in libs/
L1476[20:06:40] <williewillus> i had to deobf it myself using bon2 but maybe they have them hosted somewhere
L1477[20:07:02] <Shambling> thats what I thought, having a heck of a time finding that. that makes sense, I'll see if I can find a deobf program
L1478[20:07:07] <kokolihapihvi> Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(world.getBlockState(pos)).getQuads(null, null, 0); always gives me an empty list :/
L1479[20:07:11] <williewillus> use BON2
L1480[20:07:33] <Shambling> cool thanks
L1481[20:07:39] <howtonotwin> well it's a block model
L1482[20:07:44] <howtonotwin> it expects an IBlockState
L1483[20:08:02] <howtonotwin> in getQuads
L1484[20:08:06] <williewillus> why do you need the quads manually?..
L1485[20:08:19] <williewillus> oh nvm ibakedmodel doesn't have getVertexData
L1486[20:08:23] <williewillus> i forgot where that method was
L1487[20:08:26] <kokolihapihvi> to pass them to VertexBuffer to be drawed
L1488[20:08:36] <kokolihapihvi> yeah that
L1489[20:08:42] <williewillus> yess, you need to give it an actual iblockstate
L1490[20:08:49] <williewillus> and every side
L1491[20:08:54] <williewillus> and a null side for genquads
L1492[20:09:32] <howtonotwin> explanation: you know face culling?
L1493[20:09:42] <Shambling> williewillus that bon2 jar, do I just use any forge version, or is there a way to update it to know about 1.10 forge?
L1494[20:09:58] <williewillus> it picked up my current mappings automatically
L1495[20:10:01] <howtonotwin> where if an opaque block is on the side of a block certain faces just don't render?
L1496[20:10:01] <williewillus> it probably looks in your gradle cache
L1497[20:10:13] <howtonotwin> this is how face culling happens
L1498[20:10:27] <Shambling> which is weird, because I've not got a single version of 1.8 or 1.7 forge on here, lol
L1499[20:10:42] <howtonotwin> each side has certain quads (faces) associated
L1500[20:11:03] <howtonotwin> and when a side is decided to be culled, those faces are just not queried and therefore not rendered
L1501[20:11:12] <kokolihapihvi> yeah I did face culling when I drawed each face with a quad manually
L1502[20:11:15] <TehNut> williewillus: I believe Jared has put it on a maven recently
L1503[20:11:35] <williewillus> you know where? and does it have dev/deobf?
L1504[20:11:37] <kokolihapihvi> are the faces culled when i ask the model of a block like this?
L1505[20:11:41] <howtonotwin> so each of the 6 facings gives you the list of quads associated with that side that may not be rendered due to culling
L1506[20:11:44] <williewillus> ^
L1507[20:11:48] <howtonotwin> and null gives you the rest
L1508[20:12:03] <howtonotwin> culling is done far away from all this
L1509[20:12:17] <TehNut> I'm not 100% sure
L1510[20:12:24] <TehNut> Don't think he has deobf builds
L1511[20:12:31] <TehNut> Does deobfCompile not work for it?
L1512[20:12:37] <howtonotwin> where it's basically "should I cull side s? if no get quads for side s; if yes ignore it."
L1513[20:14:01] <TehNut> http://blamejared.com/maven/
L1514[20:14:02] <TehNut> there
L1515[20:14:36] <williewillus> ah excellent
L1516[20:14:43] <howtonotwin> you can do this to prettify your render too
L1517[20:14:59] <howtonotwin> and eliminate those ghastly internal faces of coal :P
L1518[20:15:35] <kokolihapihvi> yeah, problem is it's not rendering anything at the moment :/
L1519[20:16:38] <williewillus> well did you get Quads for all the other sides?
L1520[20:16:50] <williewillus> and pass an actual IBLockState in?
L1521[20:17:02] <kokolihapihvi> yes
L1522[20:17:09] <williewillus> show code
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L1525[20:21:24] <kokolihapihvi> here: http://pastebin.com/uapKMwPZ
L1526[20:21:52] <wundrweapon> since doesContainerItemLeaveCraftingGrid no longer exists, what's the 1.10.2 equivalent?
L1527[20:21:55] <kokolihapihvi> wait did I just derp again
L1528[20:22:17] <williewillus> did you remember rend.begin and tess.draw() :P
L1529[20:22:21] <kokolihapihvi> yes. yes I did
L1530[20:22:34] <kokolihapihvi> I assume you'd need to say where you wanted it to draw, right?
L1531[20:22:46] <williewillus> heh yeah
L1532[20:23:17] <williewillus> i forgot which it was you're supposed to use, glstatemanager.translate or vb.setTranslation
L1533[20:23:32] <williewillus> but your models are probably rendering at 0. 0 right now lol
L1534[20:24:15] <kokolihapihvi> VertexBuffer.setTranslation?
L1535[20:24:40] <Shambling> hey cheers for the suggestions, and yeah replacing enumfacing.up with just plain null repairs offhand and armor
L1536[20:24:50] <kokolihapihvi> that seems to mess up everything, all menus and even the main camera view draws at an offset
L1537[20:24:58] <Shambling> also, vanilla sleeping in bed causing the game to get stuck is still as awesome as ever
L1538[20:25:17] <williewillus> ? beds causing the game to get stuck?
L1539[20:25:33] <Shambling> sleep in bed, gets stuck in sleeping animation with no way to exit bed besides closign game
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L1541[20:25:40] <Shambling> teleport doesn't even work when that vanilla bug hits lol
L1542[20:25:55] <Shambling> and thats not due to projecte, it was just a side effect of me testing the change and sleeping afterwards
L1543[20:26:08] <williewillus> huh
L1544[20:26:15] <williewillus> did you try /setblock-ing the bed away
L1545[20:26:20] <Shambling> I'm thinking if you place a chest near your bed, and you wake up in a wall, it makes you forever stuck in your bed until you alt-f4
L1546[20:26:57] <Shambling> I'll try that next time it happens
L1547[20:27:21] <Shambling> kind of irritating that its still in game, thought it only happened when I alt-tabbed while sleeping, hvaen't had it happen in 2 months, then bam 3 times in a day
L1548[20:27:51] <kokolihapihvi> all I get is this at 0,0,0 coords: http://puu.sh/rLy05/189ac66048.png
L1549[20:27:57] <kokolihapihvi> I'm really confused again D:
L1550[20:30:38] <kokolihapihvi> do the BakedQuads contain all the vertex data like uv coords and vertex translations?
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L1552[20:31:25] <kokolihapihvi> and is this correct? rend.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION_TEX);
L1553[20:31:25] <howtonotwin> yep
L1554[20:31:40] <howtonotwin> ah
L1555[20:31:46] <howtonotwin> the default bake format is ITEM
L1556[20:31:57] <howtonotwin> not POSITION_TEX
L1557[20:32:36] <kokolihapihvi> ah, I changed that to BLOCK and it now resembles a coal ore block
L1558[20:32:39] <kokolihapihvi> how nice.
L1559[20:33:08] <howtonotwin> BLOCK is the same as ITEM
L1560[20:33:33] <howtonotwin> I'm sorry
L1561[20:33:38] <howtonotwin> I'm an idiot
L1562[20:33:42] <williewillus> it's "same enough" :P
L1563[20:33:49] <howtonotwin> :D
L1564[20:34:05] <kokolihapihvi> as usual :D
L1565[20:34:47] <kokolihapihvi> so how do I translate them into place like this?
L1566[20:35:07] <kokolihapihvi> I guess I'd need to translate the vertices since all the quads are now in a single draw call
L1567[20:36:25] <howtonotwin> <kokolihapihvi> VertexBuffer.setTranslation?
L1568[20:37:35] <kokolihapihvi> that only seems to translate GUI elements out of place :D howtonotwin
L1569[20:37:45] <howtonotwin> I blame night demons
L1570[20:37:49] <howtonotwin> And also my brain
L1571[20:37:52] <howtonotwin> mostly the second
L1572[20:37:53] <howtonotwin> :D
L1573[20:37:56] <howtonotwin> time to sleep
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L1576[20:38:20] <kokolihapihvi> yes. exactly
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L1578[20:41:24] <kokolihapihvi> that's probably why I didn't have them all in a single draw call before williewillus
L1579[20:42:21] <kokolihapihvi> is there an utility class for changing the vertex positions in the vertexdata array or do I have to guess the indices?
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L1585[20:58:15] <wundrweapon> I don't understand the new RegistryEvent.Register
L1586[20:58:23] <wundrweapon> I have no clue what to put in the <>
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L1588[21:11:57] <tterrag> the type of registry
L1589[21:11:59] <tterrag> Item, Block
L1590[21:12:00] <tterrag> etc
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L1595[21:26:46] <wundrweapon> when I do it's like "bruh you gotta have this <T>.register<T> thing" or whatever
L1596[21:26:56] <wundrweapon> I can't even put Object in there
L1597[21:27:19] <wundrweapon> *sigh* i gtg anyways
L1598[21:27:36] <wundrweapon> just glad I managed to port 90% of my code to 1.10.2 in such a short time
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L1616[22:24:14] <killjoy> A doozy of an ad got past adblock plus
L1617[22:24:28] <killjoy> it was a 1:17 unskippable youtube ad.
L1618[22:27:45] <luacs1998> use ublock origin
L1619[22:28:27] <tterrag> abp sells ads now
L1620[22:28:29] <tterrag> because that makes sense
L1621[22:29:20] <killjoy> the ad I got even had annotations
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L1623[22:30:54] <sham1> I thought that ABP sold ads that were not intrusive
L1624[22:30:56] <sham1> I guess not
L1625[22:31:13] <kashike> +1 for ublock origin
L1626[22:31:24] <sham1> Is it ublock or µblock
L1627[22:31:46] <kashike> the latter
L1628[22:31:52] <sham1> Okay good
L1629[22:32:03] <killjoy> there's 3 results with that name :p
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L1631[22:32:42] <tterrag> sham1: that's what they said
L1632[22:33:05] <tterrag> killjoy: "origin" is the real one
L1633[22:33:21] <sham1> Does uBlock allow me to turn itself off in certain sites
L1634[22:33:31] <sham1> Oh good
L1635[22:33:35] <killjoy> This one? https://chrome.google.com/webstore/detail/ublock-origin/cjpalhdlnbpafiamejdnhcphjbkeiagm
L1636[22:33:44] <tterrag> https://chrome.google.com/webstore/detail/ublock-origin/cjpalhdlnbpafiamejdnhcphjbkeiagm
L1637[22:33:45] <tterrag> yes
L1638[22:33:49] <tterrag> sham1: yep
L1639[22:33:58] <tterrag> it even has an advanced mode where you can configure what exactly shows on each domain
L1640[22:34:05] <tterrag> i.e. scripts, fonts, etc
L1641[22:34:23] <tterrag> so it can effectively be noscript
L1642[22:34:26] <sham1> I hope I can configure it in Youtube that I can filter ads based on which channels I don't like
L1643[22:34:34] <tterrag> probably not
L1644[22:34:43] <tterrag> considering channels don't have their own domain or even directory
L1645[22:35:03] <tterrag> that would require a specific YT API hook
L1646[22:36:07] <sham1> It would be hard
L1647[22:36:16] <sham1> But it wouldn't be impossible
L1648[22:37:02] <sham1> Yh, I slept about 5 hours last night
L1649[22:37:21] <sham1> And I have to be at school in about 1 hour 20 mins
L1650[22:37:39] <tterrag> fun
L1651[22:37:49] <sham1> What the hell
L1652[22:37:55] <sham1> I just got an ad in youtube
L1653[22:42:50] <killjoy> 5 hours? pfft. I once slept for 11 hours.
L1654[22:43:02] <sham1> But 5 is too low for me
L1655[22:43:08] <sham1> I am actually tired right now
L1656[22:43:27] <sham1> And it sucks
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