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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?
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
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.
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?
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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?
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
L207[08:02:38]
⇨ Joins: SeargeDP
(~Searge@c83-252-201-75.bredband.comhem.se)
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
L215[08:08:45] ⇦
Quits: Searge (~Searge@c83-252-201-75.bredband.comhem.se) (Ping
timeout: 384 seconds)
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?
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?
L259[08:54:44]
⇨ Joins: RichardG_ (~richardg8@201.37.241.91)
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
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)
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
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
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
L403[09:59:30] <sham1> ...
L404[09:59:38] <sham1> It is good
L405[09:59:41] <sham1> But it is
irrelevant now
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
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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
L460[10:13:42]
⇨ Joins: gr8pefish
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L461[10:13:55] <sham1> Point taken
L462[10:17:17]
⇨ Joins: ItsMartNotMert (webchat@143.176.157.79)
L463[10:17:46]
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(~Necro@p200300700D299005F5ED9C64746E5035.dip0.t-ipconnect.de)
L464[10:19:22] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Read error: Connection
reset by peer)
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?
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 :)
L483[10:27:10]
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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
L514[10:44:45]
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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
L544[10:58:11] ⇦
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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
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
L589[11:13:45] ⇦
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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
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?
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?
L644[11:56:17] <ghz|afk> ?
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
L649[11:56:39]
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L651[11:58:59] <kokolihapihvi>
AxisAlignedBB no longer has static methods?
L652[12:03:21]
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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
L665[12:23:54] <JustWhoAmI> ooh tterrag
you worked on the second file, care to shed some light?
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
L682[12:37:15] ⇦
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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.
L693[12:41:57]
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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
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
L710[12:43:57]
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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
L728[12:48:12] ⇦
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L729[12:48:13] <fry> just don't want you
to overhype the badness
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
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"
L760[12:56:49] <BordListian> what's the
recommended way to stop decompiling in idea?
L761[12:56:53] ***
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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
L779[12:59:18]
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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.
L784[13:00:02] <shartte> try 2G or
sth
L785[13:00:47] ⇦
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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
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
L815[13:14:02]
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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
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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
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
L877[14:02:11]
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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
L880[14:05:18] ⇦
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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)
L890[14:07:37]
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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
L925[14:16:01] ⇦
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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
L927[14:16:24]
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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?
L935[14:25:08]
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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> ^^
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?
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
L995[15:16:11]
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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:
L1010[15:18:00]
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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
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
L1034[15:25:44]
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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
L1038[15:27:18]
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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
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
L1060[15:48:14]
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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
L1077[15:53:59]
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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?
L1079[15:55:07]
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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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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
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
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
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
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
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
L1155[16:42:26] ***
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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)
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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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
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?
L1225[17:38:33]
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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
L1231[17:40:17]
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L1232[17:41:07] <xbony2|afk> Quick
question- how do I run a core mod in a dev environment?
L1233[17:41:12] ***
xbony2|afk is now known as xbony2
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
L1243[17:51:55]
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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?
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?
L1263[18:01:36]
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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
L1292[18:16:38] <ghz|afk> see there
L1293[18:16:39] <howtonotwin> something
completely different
L1294[18:16:49] <ghz|afk> description
'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?
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?
L1316[18:22:55]
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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
L1321[18:24:15]
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L1322[18:24:30] <ghz|afk> I ended up
with
L1324[18:24:45] <ghz|afk> but then I had
to add
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
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
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 .-.
L1354[18:47:59]
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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?
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
L1383[19:01:44] <williewillus> that's not
going to be accurate at all :P
L1384[19:02:16]
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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
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
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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L1464[19:57:29] ***
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L1465[19:59:53]
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L1466[20:00:31]
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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."
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
L1523[20:17:59]
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L1524[20:18:31]
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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
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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L1575[20:38:08] ***
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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
L1622[22:30:19]
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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
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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