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L10[00:45:32] <alexiy> I can't figure a
solution for a day so far. My mod works fine in Intellij, but not
outside. The issue is with rendering - game doesn't render strings
in my custom GUIs and this breaks them. No exceptions are
thrown.
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L21[01:53:38] <kenzierocks> are motion
values automatically transferred to the client?
L22[01:54:36] <ghz|afk> if you chose so,
during entity registration
L23[01:55:52] <ghz|afk> cjheck the javadocs
of registerModEntity
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L25[01:58:14] <kenzierocks> thanks
L26[01:59:42] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161018 mappings to Forge Maven.
L27[01:59:45] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161018-1.10.2.zip
(mappings = "snapshot_20161018" in build.gradle).
L28[01:59:56] <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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L53[03:09:01] <gigaherz|work> Anyone else
that's annoyed when they see mods that have
"purification" processes that output MORE than normal
processes?
L54[03:09:03] <gigaherz|work> ;P
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L56[03:09:34] <gigaherz|work> purification
by definition outputs less quanity, with higher quality...
L57[03:10:23] <gigaherz|work> now
high-efficiency processing, that's a whole different topic
L58[03:10:28] <Ordinastie> are you annoyed
at the process ? or just the misuse of the term ?
L59[03:10:38] <gigaherz|work> you can say
that a machine is able to process the material more
efficiently
L60[03:10:44] <gigaherz|work> and outputs
double the result
L61[03:10:47] <gigaherz|work> i'm ok with
that
L62[03:10:51] <gigaherz|work> the
term
L63[03:11:21] <gigaherz|work>
"whatever ore" -> "refined whatever" x2
WAT
L64[03:12:02] <gigaherz|work> ->
"purified whatever" x4 WAT^2
L65[03:12:06] <gigaherz|work> that sort of
stuff
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L67[03:14:15] <gigaherz|work> that said,
would be interesting if dropping ores into tinker's smeltery would
generate slag, on top of the actual stuff
L68[03:14:25] <gigaherz|work> and you had
to manage getting rid of it ;P
L69[03:16:58] <Subaraki> ^
L70[03:17:02] <Subaraki> now that's a fine
idea ! :o
L71[03:17:09] <Subaraki> you'll have to
clean out the tank :D
L72[03:17:19] <Subaraki> cause it clogs the
output
L73[03:17:22] <gigaherz|work> yep, unless
you actually do purify the stuff
L74[03:17:37] <gigaherz|work> in which case
you'd get much less slag, but lower quantity of liquid metal
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L76[03:17:57] <gigaherz|work> so it would
be your choice between high maintenance or lower yields
L77[03:17:59] <Subaraki> yeah, that always
bothered me as well with tico
L78[03:18:13] <Subaraki> put in ore for
more output
L79[03:18:16] <Subaraki> with no
backlash
L80[03:18:21] <Subaraki> sounds
unbalanced
L81[03:18:23] <Subaraki> and to easy
L82[03:18:28] <Subaraki> it is
actually.
L83[03:18:32] <gigaherz|work> I was
thinking more like ore-quadrupling setups and such
L84[03:18:55] <Subaraki> yeha
L85[03:19:54] <Subaraki> you should let
them know on their channel ;)
L86[03:19:57] <Subaraki> or make a
plugin
L87[03:20:39] <gigaherz|work> you do, i'm
at work ;P
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L97[04:06:46] <Subaraki> new
PotionEffect(Potion.getPotionById(PotionType.getID(PotionTypes.POISON)),
200, getLevel() < 50 ? 1 : 2)
L98[04:06:53] <Subaraki> this just set a
mob a-flying xD
L99[04:07:03] <Subaraki> i see 'shulker'
nowhere i nthere though x)
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L114[05:28:24] <Subaraki> anyone got some
experience with model rendering ?
L115[05:28:40] <Subaraki> i post render a
model onto a spider model, but the angles are all inverted
L116[05:47:29] <Subaraki> found it
L117[05:47:36] <Subaraki> need to render
it trough a layer
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L127[07:07:59] <ScottehBoeh> Hey guys,
Quick question
L128[07:08:16] <ScottehBoeh> I'm not quite
used to using gradle that much, I've mostly just used it for
building the mod or setting up the workspace
L129[07:08:38] <ScottehBoeh> Me and
Diesieben have a Common and Client repo, the Client is dependent on
specific classes from Common,
L130[07:08:55] <ScottehBoeh> I remember
there was a command I could use to somewhat merge the Client/Common
workspaces. Does anyone know?
L131[07:09:18] <Subaraki> ?
L132[07:09:29] <ScottehBoeh> Man, I even
confused myself :\
L133[07:09:36] <Subaraki> you have two
repos ?
L134[07:09:45] <Subaraki> one for client
side only code and one for server code ?
L135[07:09:47] <ScottehBoeh> Ah got
it!
L136[07:09:52] <ScottehBoeh> gradlew
publishToMavenLocal
L137[07:09:58] <ScottehBoeh> I think I
explained it completely wrong.
L138[07:09:58] <Subaraki> ._.
L139[07:10:00] <Subaraki> hmkay xD
L140[07:10:47] <ScottehBoeh> We just set
up a cool feature that confirms the players Minecraft instance
:D
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L142[07:10:59] <ScottehBoeh> (like.. upon
starting the game, not via the launcher)
L143[07:11:16] <Unh0ly_Tigg> confirm in
what way?
L144[07:12:24] <ScottehBoeh> We're going
to have the player connect to a minecraft server (Which technically
isn't even loading a world) for mere seconds
L145[07:12:46] <ScottehBoeh> Whilst
showing a Menu GUI
L146[07:13:00] <ScottehBoeh> Ya know what,
I can't wait to show you guys :)
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L150[07:26:07] <Ordinastie> lol
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L157[08:12:54] <Subaraki> any idea why a
pet doesnt attack, but runs to mobs and jumps at the manyway ?
._.
L158[08:12:59] <Subaraki> he base attack
is set to 10
L159[08:13:27] <Subaraki> it inherits the
ai from its parent class
L160[08:13:28] <Subaraki> is that it
?
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L184[09:49:38] <Subaraki> why is
getExperiencePoints protected :/
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L186[09:49:54] <Subaraki> i need to be
able to get the value so it adds it to the pet that killed the
mob
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L188[09:50:03] <Subaraki> it only works
when player's kill a mob
L189[09:50:04] <Subaraki> grr
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L202[10:09:08] <ghz|afk> why the fuck does
OSX decide to wake up randomly?
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L204[10:09:22] <ghz|afk> I CLOSED THE
COVER, GO BACK TO SLEEP YOU STUPID LAPTOP
L205[10:09:34] <LatvianModder> It wants to
eat
L206[10:09:44] <LatvianModder> Is there
any other reason anyone wakes up randomly?
L207[10:09:53] <ghz|afk> well apparently
tyo waste battery
L208[10:09:56] <ghz|afk> andp ossibly
overheat
L209[10:10:04] <ghz|afk> since it's in a
cover inside my backpack
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L212[10:11:35] <Ordinastie> LatvianModder,
to have sex ?
L213[10:11:54] ⇦
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L214[10:12:06] <LatvianModder> I dont know
how that works on laptops..
L215[10:12:14] <Ordinastie> rule 34
L216[10:12:20] <LatvianModder> To
"connect" with other devices
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L221[10:21:13] <Corosus> i might as well
ask, whats the best way to make sure its safe for me to add a block
on top of a position, as in check if its "solid",
thinking of using: .isSideSolid(world, pos.add(0, -1, 0),
EnumFacing.UP)
L222[10:24:41] <LatvianModder> that's what
i'd do. you can probably check how torches do it
L223[10:24:52] <Corosus> good point, need
more coffee
L224[10:25:19] <LatvianModder> ☕
L225[10:25:43] ⇦
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L226[10:25:47] <Corosus> yeah thats how
they do it, w00t
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L233[10:55:21] <Ordinastie> is there a
method somewhere to check if a pos belongs to a specific chunk
?
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L236[10:59:55] <barteks2x> there probably
isn't, unfortunately
L237[11:00:42] <fry> pos.getX() >> 4
== cx && ...
L238[11:01:21] <Ordinastie> yes, I know,
but chunk.isBlockInside(pos); would have been nice
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L240[11:12:59] <barteks2x> you can make
util method for that... but minecraft doesnt' have any
L241[11:18:21] <Ordinastie> why does my
frustum check not work? :(
L242[11:21:54] <barteks2x> why are you
implementing frustum check?
L243[11:22:16] <Ordinastie> I'm not, I'm
just using the same way MC does
L244[11:22:41] <Ordinastie> aaaand it's
fixed
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L246[11:23:39] <Ordinastie> not sure why
though :p
L248[11:25:45] <Ordinastie> I commented
camera.setPosition() and it fixed it
L249[11:25:45] <barteks2x> how bad idea it
would be to completely remove spawn chunks?
L250[11:26:12] <Ordinastie> I'm too sick
and tired to try to figure out why :p
L251[11:27:10] <barteks2x> Actually, why
spawn chunks are needed at all?
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L253[11:27:37] <Ordinastie> faster respawn
without beds ?
L254[11:28:16] <barteks2x> it's not really
issue because chunks are loaded closest to player first
L255[11:28:36] <barteks2x> and
chunksToSend/tick is a limit here
L256[11:29:14] <McJty> Ordinastie, why
does respawn without bed have to be faster then respawn with a
bed?
L258[11:29:56] <Ordinastie> McJty, in the
case the chunk with the bed is not loaded
L259[11:30:13] <McJty> yes I know
L260[11:30:17] <McJty> But why does it
have to be faster?
L261[11:30:23] <McJty> I also wonder why
the spawn chunks exist
L262[11:30:52] <Ordinastie> because it
would have to load the chunk whereas spawn chunks would already be
loaded
L263[11:31:04] <McJty> ...
L264[11:31:06] <Ordinastie> but you
realise that wasn't a serious answer, right ?
L265[11:31:15] <McJty> ok I hope so
:-)
L266[11:31:35] <barteks2x> I'm agruing
with someone who wants to remove spawn chunks in cubic
chunks...
L267[11:32:04] <Ordinastie> do it, see
what breaks :p
L268[11:32:15] <barteks2x> nothing will
break
L269[11:32:24] <barteks2x> other than that
spawn chunks won't be there
L270[11:32:37] <barteks2x> are spawn
chunks always ticked?
L271[11:32:45] <Ordinastie> yes
L272[11:33:23] <barteks2x> so that's what
will break. if someone relies on them being always ticked - it will
break
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L277[11:47:30] <Ordinastie> news flash :
events work better when you don't forget the annotation :x
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L279[11:52:47] <McJty> Ordinastie, yes
I've experienced that myself. Many debugging hours wasted
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L292[12:17:40] <LatvianModder> o/
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L302[13:05:58] <sham1> \o_< quack
L303[13:06:10] <sham1> fail
L304[13:06:15] <sham1> \_o<*
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L311[13:29:02] <Ivorius> Quick check
L312[13:29:23] <Ivorius> if I have for
(int i = 0; i < random.nextInt(5); i++) it will generate a new
number after each round, yes?
L313[13:29:35] <Ivorius> Or will it cache
the right side of <
L314[13:30:15] <BordListian> should
generatea new number each round
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L316[13:30:25] <BordListian> this isn't
lua after all
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L318[13:30:51] <ghz|afk> Ivorius: in C, it
would certainly generate a new number
L319[13:30:55] <ghz|afk> in Java, I'm not
100% sure
L320[13:31:00] <ghz|afk> in other
languages, it would cache
L321[13:31:08] <barteks2x> it definitely
generates new number each time
L322[13:35:27] <Ordinastie> ^
L323[13:35:56] <ghz|afk> that said
L324[13:35:59] <ghz|afk> you shouldn't do
that, lol
L325[13:36:31] <barteks2x> if that's what
you want to do I think it would be better done as while loop
L326[13:36:32] <Ordinastie> Ivorius, for
(int i = 0, r = random.nextInt(5); i < r; i++)
L327[13:36:53] <Ivorius> I did for (int i
= random.nextInt(5); i > 0; i--) now
L328[13:36:55] <Ivorius> But thanks
:P
L329[13:37:22] <Ivorius> Glad I remembered
it lest I get yelled at for my PR
L330[13:37:30] <ghz|afk> I wonder what the
random distribution looks like
L331[13:37:38] <ghz|afk> if you actually
do "for (int i = 0; i < random.nextInt(5); i++)"
L332[13:38:08] <ghz|afk> my guess is it
would kill the randomness from random
L333[13:38:12] <ghz|afk> but not sure
*how*
L334[13:38:14] <barteks2x> I guess I could
write program that does it 10000 times and draws a graph
L335[13:38:21] <ghz|afk> I'll do a
histogram :D
L336[13:38:24] <Ivorius> lol
L337[13:38:34] <Ivorius> It's just a 1/5th
chance to stop first time
L338[13:38:36] <Ivorius> Then 1/4th
L339[13:38:44] <Ivorius> Then 1/3rd
L340[13:38:46] <Ivorius> etc.
L341[13:38:49] <Ivorius> Common
scenario
L342[13:38:52] <ghz|afk> if random was
perfect, yes
L343[13:38:55] <ghz|afk> but random isn't
truly random
L344[13:39:09] <barteks2x> it's close
enough to random for this
L345[13:39:12] <ghz|afk> the random in C
is just a congruential generator
L346[13:39:30] <ghz|afk> which, for
example
L347[13:39:40] <ghz|afk> is NOT random if
you take the numbers in pairs
L348[13:39:49] <barteks2x> and the random
in java is slightly better, I throws awal least significant
bits
L349[13:40:26] <barteks2x> (at least
that's what I remember)
L350[13:40:34] <ghz|afk> (if you take them
in pairs, one side will be much more likely to be odd, and the
other will be much more likely to be even)
L351[13:40:47] <ghz|afk> (IIRC)
L352[13:41:18] <sham1> Let's just remember
that you really cannot get truly random stuff with a normal
computer
L353[13:41:43] <ghz|afk> you can,
actually
L354[13:41:52] <ghz|afk> well, you need a
little "thing"
L355[13:41:52] <barteks2x>
/dev/random
L356[13:41:54] <sham1> Where would you get
the seed
L357[13:42:02] <ghz|afk> thermal
noise
L358[13:42:03] <sham1> /dev/random is
pseudorandom
L359[13:42:18] <ghz|afk> from ADCs
(mic/camera)
L360[13:42:45] <barteks2x> isn't
/dev/urandom pseudorandom? /dev/random seems to do some magic to be
as close to random as possible
L361[13:42:49] <sham1> I'll grant you that
user interactions can give you a great seed
L362[13:42:57] <ghz|afk> linux has two
randoms
L363[13:42:58] <ghz|afk> the basic
one
L364[13:43:04] <ghz|afk> and one that uses
a "pool of randomness"
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L366[13:43:09] <alexiy> hmm, how can I
render colored side of tile entity? I can render only black
color
L367[13:43:16] <ghz|afk> this pool is fed
from various inputs
L368[13:43:37] <ghz|afk> including any
hardware devices that provide random values
L369[13:43:41] <sham1> I think other
POSIX-like OSes also have /dev/random and /dev/urandom
L370[13:43:44] <sham1> Might be
wrong
L371[13:43:56] <ghz|afk> alexiy: I'm not
sure what you mean
L372[13:44:00] <ghz|afk> can you
elaborate?
L373[13:44:11] <sham1> But yeah, if I need
an actual random number generator, I can just take a chunk of
uranium
L374[13:44:24] <sham1> Truly random thanks
to quantum mechanics
L376[13:46:55] <alexiy> I've got a
TileEntitySpecialRenderer which renders black quads on the block
sides. I'm using DefaultVertexFormats.POSITION_COLOR, but it still
renders black.
L377[13:46:57] <ghz|afk> so, /dev/random
blocks, if it doesn't have enough data
L378[13:47:04] <sham1> Yeah
L379[13:47:07] <ghz|afk> while
/dev/urandom will reuse old "entropy"
L380[13:47:08] <sham1> Needs entropy
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L382[13:47:15] <ghz|afk> even if it's less
secure
L383[13:47:18] <ghz|afk> and won't
block
L384[13:47:34] <sham1> Yeah, /dev/urandom
is not cryptographically safe.
L385[13:48:09] <ghz|afk> it is, just
slightly less
L386[13:48:19] <sham1> It actually
is?
L387[13:48:21] <sham1> TIL
L388[13:48:34] <ghz|afk> While
/dev/urandom is still intended as a pseudorandom number generator
suitable for most cryptographic purposes, some people claim
/dev/urandom as not recommended[who?] for the generation of
long-term cryptographic keys. However this is in general not the
case because once the entropy pool is unpredictable it doesn't leak
security by a reduced number of bits.
L389[13:48:55] <sham1> Anyways, I am
writing my own JSON parser
L390[13:48:57] <sham1> In plain C
L391[13:49:01] <ghz|afk> ...why?
L392[13:49:13] <sham1> Because I need to
parse JSON, obviously
L393[13:49:44] <fry> did you know there
are json parsers in c already? :P
L394[13:49:50] <sham1> Yes
L395[13:50:01] <ghz|afk> the json page has
parser links for all languages, including C ;P
L396[13:50:17] <fry> why are you writing
your own then?
L397[13:50:44] <fry> if your task is
indeed to "parse json", then using an existing parser is
more productive :P
L398[13:50:54] <sham1> Because I feel like
it
L399[13:51:17] <fry> then don't say you
write it "to parse some json" :D
L400[13:51:27] <fry> you write it because
you feel like it :P
L401[13:51:58] <sham1> I need to parse
JSON and I write the parser myself because I feel like it
L402[13:51:59] <sham1> There
L403[13:53:10] <sham1> In other words, I
am insane
L404[13:53:12] <sham1> AND I LOVE IT
L405[13:53:43]
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L411[14:15:25] <barteks2x> Now github
fianlly hides comments on outdated diffs... and it thinks I
commented on outdated diff when it's not outdated
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L413[14:24:47] <barteks2x> Is the >32
blocks distance to closest unloaded chunk for entity ticking
required? if it is, why?
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L416[14:35:05] <Subaraki> can a key not be
checked for twice ? (bad question, i know)
L417[14:35:40] <Ordinastie> Subaraki,
reread your question
L418[14:35:58] <Subaraki> ive got two key
press events, both check the same custom key
L419[14:36:07] <Subaraki> one of them is
never fired, eventhough it is registered
L420[14:36:14] <Subaraki> code is similar
for both keyhandler
L421[14:36:15] <Subaraki> s
L422[14:36:22] <Ordinastie> no you
can't
L423[14:37:11] <Subaraki> ah ?
L424[14:37:13] <Subaraki> that's odd
L425[14:37:33] <Subaraki> how am i going
to intercept the key press then ? :/
L426[14:37:48] <Subaraki> it opens a gui,
so i'd like to do some stuff before, or while he opens it
L427[14:37:51] <Subaraki> (despawn a
pet)
L428[14:38:15] <Ordinastie> do it when you
open the gui
L429[14:38:24] <Subaraki> but the gui is
from another mod :/
L430[14:38:58] <Subaraki> mod nr 2 is an
addon for mod nr 1
L431[14:40:03] <Subaraki> hey look ! :D
GuiOpenEvent
L432[14:41:46]
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L434[14:53:38] ***
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L435[14:54:28] <BlueMonster> how does one
register a gui handler?
L436[14:56:04] <BlueMonster> nm, got
it
L437[14:59:05] <Deamon> barteks2x, it
should be >16 shouldn't it? its to stop entities/tiles in the
edge chunks from ticking and traversing into unloaded chunks
causing chunk loads.
L438[14:59:34] <barteks2x> It's 32 blocks
in vanilla, and I'm right now arguing with someone who wants to
remove that in cubic chunks
L439[14:59:53] <barteks2x> (he insist on
keeping the "infinite world" illusion no matter
what...)
L440[15:00:09] <Deamon> causes pretty bad
chunk thrashing if you remove it altogether
L441[15:00:23] <Deamon> could probably
reduce it to 16 I'd expect though
L442[15:00:39] <barteks2x> the exception
of forge forced chunks
L443[15:01:03] <barteks2x> these don't
need anything nearby loaded
L444[15:01:40] <Deamon> yeah those aren't
the systems responcibility as the person who is forcing the
chunks
L445[15:03:49] <barteks2x> The performance
in cubic chunks is already so bad that even singleplayer server
can't keep up, let alone multiplayer. There are probably many
things that I'm doing wong there
L446[15:07:55] ⇦
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L456[15:32:58] ***
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L457[15:34:25] <diesieben07> can anyone
recommend a config library which has "object binding",
i.e. it will bind the config options to interface methods?
L458[15:35:39] <Kane_Hart> Hmmm Only if I
had the balls to ping Lex :P
L459[15:35:45] <Kane_Hart> Does anyone
know the status of Mercurius?
L460[15:35:48] <diesieben07> or would it
best to use configurate and do the object binding myself?
L461[15:35:54] <Kane_Hart> I like to
someday see some the numbers :P
L462[15:35:59] <Kane_Hart> After seeing
cpw poll on reddit
L463[15:36:06] <Kane_Hart> I bet this data
would be fun and useful to read.
L464[15:36:15] <Deamon> configurate can
bind to fields, don't know any that do the interface methods for
you but that would be interesting
L465[15:36:16] <Kane_Hart> Be great on my
own modpack too to get an idea of basic data.
L466[15:36:23]
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L467[15:36:38] <diesieben07> cfg4j does
bind to interfaces
L468[15:36:47] <diesieben07> fields would
work as well though so I'll check that out, thanks
L469[15:36:55] <diesieben07> cfg4j is way
over the top though :D
L470[15:38:22] ⇦
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L471[15:39:40] <cpw> Kane_Hart, once i
close it, i'll be sharing the raw data and my analysis
L472[15:39:56] <cpw> there's nothing PII
in there so it'll be a full data dump
L473[15:40:39] <Kane_Hart> cpw sounds good
:) I always like that sort of data. Kind of important to understand
what people are using and such. With 1.10 sadly my pack is already
pushing a Min ram of 5gigs for launching the pack.
L474[15:40:58] <Kane_Hart> If it gets to
the point where most people just can't handle it then I have to
consider removing mods.
L475[15:41:07] <cpw> yes, ram sizxing was
on there to figure out what "normal" is now
L476[15:41:14] <cpw> 5gb isn't a big
deal
L477[15:41:19] <cpw> 12 seems to be
median
L478[15:41:24]
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L479[15:41:30] <cpw> or even 16
L480[15:41:55] <cpw> 4 is not very highly
ranked at all, i was surprised
L481[15:42:02] <Kane_Hart> good. Don't
forget though reddit is not always consider the best medium.
L483[15:42:30] <cpw> yes, we have
that
L484[15:42:34] <cpw> and it IS being
stored
L485[15:42:37] <cpw> needs to be in more
packs
L486[15:42:43] <cpw> currently it skews
J8
L487[15:42:51] <Kane_Hart> Going to add it
into mine though it's tiny :) ahh
L488[15:42:53] <cpw> because the packs it
in all have j8 only mods :(
L489[15:42:59] <Kane_Hart> yeah
L490[15:43:07] <Kane_Hart> Plus Curse
Launcher is also vanilla launcher
L491[15:43:10] <Kane_Hart> j82.5
L492[15:43:14] <Kane_Hart> 8.25*
L493[15:44:02] <BordListian> quick
question, if i want a vanilla crafting recipe to have multiple
outputs, what's the proper way of doing it?
L494[15:44:14] <BordListian> container
items don't seem to work for stacks at all
L495[15:44:32] ⇦
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L498[15:45:54] <diesieben07> well, how do
you want that to work? where should the additional outputs
go?
L499[15:46:26] <BordListian> inventory,
probably
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L501[15:49:59] <diesieben07> you can
either use getRemainingItems in a custom IRecipe implementation,
that will add stuff to the crafting grid if possible or into the
inventory. otherwise you can use PlayerEvent.ItemCraftedEvent
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L503[15:53:31] <BordListian> "or into
the inventory"
L504[15:53:57] <BordListian> i got a
feeling it's gonna do the thing a regular vanilla shapeless recipe
does
L505[15:54:01] <Ordinastie> I don't think
that's possible
L506[15:54:18] <BordListian> >not
possible
L507[15:54:27] <BordListian>
>factorization sludge
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L509[15:54:38] <kashike> cpw: Mercurius is
collecting data? If so, will the data be public at any point?
L510[15:56:06] <diesieben07> BordListian,
getRemainingItems in IRecipe will try to put the items in the grid
first, according to the spot in the array. if that fails, it will
try to add to player inv, if that fails drop it on the ground. if
you want different behavior, use the event.
L511[15:56:30] *** V
is now known as Vigaro
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L513[15:57:08] <Ordinastie> diesieben07,
oh, it does, I thought it just set the crafting grid with the
content of the array
L514[15:57:17] <diesieben07> nope
L515[15:57:35] <BordListian> was this a
recent change or is that how it always worked
L516[15:57:41] <ghz|afk> 1.8
L517[15:57:45] <BordListian> alright
L518[15:57:47] <BordListian> i'll try
it
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L523[16:03:02] <ghz|afk> wat
L525[16:03:23] <ghz|afk> apparently
curseforge thinks tiCon works in 1.11-snapshots
L526[16:04:06] <BordListian> maybe because
it's the highest popularity mod and they need a poster child?
L527[16:05:14] <BordListian> the weirdness
is mirrored at the bottom
L528[16:05:26] <BordListian> apparently
Thaumic Infusion is available for Beta
L529[16:05:55] <BordListian> oh shit cofh
core for beta 1.6
L530[16:06:11] <Kane_Hart> it's a bug
ghz|afk
L531[16:06:46] <ghz|afk> ofc
L532[16:07:04] <Kane_Hart> There was 2
mods yesterday wonder why it went missing
L533[16:07:04] <Kane_Hart> lol
L534[16:08:24] <Ordinastie> it's not a
bug, mdiyo's account was compromised and a trojan was
uploaded
L535[16:08:47] <ghz|afk> ah right
L536[16:08:55] <ghz|afk> so it was tagged
1.11, and curse still remembers that
L537[16:09:00] <ghz|afk> even though that
version has been deleted
L538[16:09:03]
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L539[16:09:08] <ScottehBoeh> Hey, the guy
who made Rails of War was on earlier
L540[16:09:10] <ScottehBoeh> is he on
atm?
L541[16:09:25] <ghz|afk> no idea, what
nickname did he use?
L542[16:09:31] <ScottehBoeh> Trying to
find out what item he made delete the train, because there's no way
of me deleting the trains
L543[16:09:40] <BordListian> i remember
him but not his nickname
L544[16:09:41] <ScottehBoeh> w8 nvm
L545[16:09:42] ⇦
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L546[16:09:57] <BordListian> cheeky
git
L547[16:10:10] <Kane_Hart> I thought the
entire point of curse checking each mod is we don't get trojens
:P
L548[16:10:50] <BordListian> didn't vazkii
already point out that you can upload malware with no
problems
L549[16:10:55] <Kane_Hart> Yes
L550[16:10:58] <Kane_Hart> it'
L551[16:11:05] <BordListian> it's almost
like they don't care
L552[16:11:10] <IoP> definition of
malware?
L553[16:11:11] <Kane_Hart> it's easy
anyways I mean their not going to sit there and inspect the code
lol
L554[16:11:26] ***
amadornes is now known as amadornes[OFF]
L555[16:11:28] <ghz|afk> I'd assume at
least they'd run some tests on the file
L556[16:11:33] <ghz|afk> like google does
with the APKs
L557[16:11:38] <Kane_Hart> lol..
L558[16:11:46] <Kane_Hart> No
L559[16:11:49] <ghz|afk> just like, run in
a sandboxed VM
L560[16:12:04] <ghz|afk> if it tries to
access any special stuff outside the virtual mc folder,
reject
L561[16:12:05] <BordListian> >providing
a vm
L562[16:12:07] <BordListian> ayy
L563[16:12:14] <ghz|afk> ;P
L564[16:12:31] <Kane_Hart> would help get
rid of all those updater checks in mods
L565[16:12:31] <Kane_Hart> ;)
L566[16:12:39] <IoP> ghz|afk: useless
test. Activate payload in second start then profit
L567[16:12:40] <ghz|afk> lol yeh
L568[16:12:49] <BordListian> imagine a vm
for gregtech if it was on curse
L569[16:12:51] <ghz|afk> IoP: ofc ;P
L570[16:12:58] <ghz|afk> you can even have
sleeper malware
L571[16:13:00] ⇦
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L572[16:13:02] <ghz|afk> that triggers
when you get diamonds
L573[16:13:05] <ghz|afk> or something
dilly like that
L574[16:13:12] <ghz|afk> oooh, a
ransomware
L575[16:13:27] <ghz|afk> when you get
diamonds, it triggers, and shows a screen "Diamonds to
US"
L576[16:13:34] <ghz|afk> "Or you
dont'get your files back."
L577[16:13:37] <mallrat208> crytopcraft,
the new hit mod
L578[16:13:43] <BordListian> pay diamonds
or you don't get your files back
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L582[16:20:02] <Shambling> is there
something funny going on with latest forge and configs? Am I
supposed to delete all my mod configs and regen them? I can't seem
to generate worlds or log in since like... sunday
L583[16:20:24] <Shambling> Ram being set
too high doesn't cause that as well does it? My ram is set to like
6+ gigs
L584[16:22:05] <Shambling> either way I'll
try deleting my configs to rebuild. kind of annoying but worth it
if it fixes it
L585[16:25:37] <flappy> BordListian: the
RoW guy is naiten
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L588[16:33:57] <Shambling> that seemed to
work, weird
L589[16:34:58] <Shambling> maybe I should
write a dif program for my configs, and just apply the changes if I
do major updates
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L597[17:01:32]
MineBot sets mode: +o on cpw
L598[17:03:38] <kenzierocks> what's the
best way to move a player as if being pulled towards a
location
L599[17:04:00] <kenzierocks> so the player
is at A, and they should be pulled to B
L600[17:04:10] <kenzierocks> what method
on Entity do I use to actually perform the movement
L601[17:04:17] <MattDahEpic> lerp their
position?
L602[17:04:29] <kenzierocks> will that
glitch out on the client if they have gravity still?
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L604[17:04:59] <MattDahEpic> you could
turn off their gravity
L605[17:05:20] <kenzierocks> ooh, the
NoGravity flag applies to all entities in 1.10
L606[17:05:21] <kenzierocks> right
L607[17:05:23] <MattDahEpic> look at how
the levitation potion does it
L608[17:05:29] <MattDahEpic> or that
L609[17:07:53] <kenzierocks> MattDahEpic:
the levitation potion has a hook in EntityLivingBase
L610[17:07:56] <kenzierocks> good ol'
mojang
L611[17:08:56] <ghz|afk> kenzierocks: the
way I push the player on my wind spells
L612[17:09:01] <ghz|afk> is to literally
send a packet to the player
L613[17:09:05] <ghz|afk> and tell the
client to move itself
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L630[18:14:07] <Ordinastie> anyone having
problems with steam ?
L631[18:14:55] <TehNut> It's Tuesday
L633[18:15:45] <TehNut> Tuesday is
maintanence day
L634[18:15:57] <Ordinastie> I didn't even
know they had maintenance
L635[18:16:03] <TehNut> Yes, every tuesday
:P
L636[18:16:18] <Ordinastie> how long that
usually lasts ?
L637[18:16:30] <TehNut> *shrug* varies
from week to week
L638[18:16:36] <TehNut> Sometimes 20
minutes, sometimes 2 hours
L639[18:18:26] <howtonotwin> I just wrote
".).)." in my docs and I don't know how to feel about
it...
L640[18:19:17] <Ordinastie> There was
Total Recall on TV the other night, that's what it made me think
of
L641[18:19:24] <howtonotwin> There,
reduced to ".)." :D
L642[18:19:44]
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L643[18:20:02] <Lymia> regex; just say
no
L644[18:20:08] <Ordinastie> you know what
I was thinking about?
L645[18:20:12] <howtonotwin> not even
regex
L646[18:20:15] <howtonotwin> plain english
xD
L647[18:20:46] <Chaoschaot234> for what
are those ASM Transformers good? Currently they are only producing
Error lines if I look on my privat 1.7.10 MP and I don't know if
they are used in mods for 1.10.2
L648[18:20:48] ***
diesieben07 is now known as diesieben|away
L649[18:21:10] <Chaoschaot234> so are they
only for 1.7.10 or also for 1.10.2 and should they be used or
not?
L650[18:21:33] <Ordinastie> they're still
used and sometimes necessary
L651[18:21:33] <howtonotwin> oh
L652[18:21:35] <howtonotwin> . <- The
joke
L653[18:21:35] <howtonotwin>
L654[18:21:35] <howtonotwin>
L655[18:21:35] <howtonotwin> o <- My
head
L656[18:22:21] <BordListian> >using
periods in parenthesis
L657[18:22:33] <BordListian> i want to die
for more than one reason now
L658[18:23:03] <Chaoschaot234> Aroma1997 -
One question to your Miningdimension: Is it new that there are
mobspawners like spiders? I assumed that it is a pure hostile
mining world or I am false?
L659[18:23:29] <Chaoschaot234> why would
you die BordListian?
L660[18:23:46] <BordListian> because
eventually the carbon in my body will be used up
L661[18:23:58] <BordListian> and people
are putting periods into parenthesis blocks
L662[18:23:59] <howtonotwin> Because this
apparently: <howtonotwin (me)> I just wrote ".).)."
in my docs and I don't know how to feel about it...
L663[18:24:35] <howtonotwin> :P
L664[18:24:37] <BordListian> (this is a
good setup for a bane joke)
L665[18:25:00] <howtonotwin> I have about
>< this much of an idea who that is...
L666[18:25:02] *
howtonotwin hides
L667[18:25:41] <Ordinastie> so you know
what in total recall I was thinking about ?
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L672[18:30:03] <howtonotwin> I'm removing
all the second and first person from my docs and oh does it make it
sound better. :D
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L676[18:42:40] <PitchBright> I've been
blowin' my brains out for the last 4 day on something I'm trying to
do for the learning experience. Would you guys mind taking a peek
and seeing if you can spot where I'm being stupid?
L678[18:43:28] <PitchBright> That's in my
entity's renderer. For whatever reason, the map keeps coming up
empty, even though I'm feeding a legit GameProfile.
L679[18:43:47] <Ordinastie> the debugger
should help there
L680[18:44:44] <PitchBright> Okay thanks,
I'll try and figure out how to use that. :)
L681[18:44:55] <PitchBright> Do you see
anything obvious there though?
L682[18:45:13] <Ordinastie> didn't really
look
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L692[19:57:53] <Tarig> hey guys been
running into a strange bounding box issue, I have code which should
create an 8 step block, it seems to be making the correct boxes
when I check with raytracing but when walking onto the block I get
pushed back
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L694[20:00:07] <Girafi> Have you set the
collision box correct as well ? :)
L695[20:04:21] <Tarig> goes through the
same code
L696[20:04:58] <Tarig> should really
publish the code on github one sec
L697[20:05:06] <PitchBright> the debugger
didn't seem to tell me anything was wrong
L698[20:05:28] <PitchBright> it seems to
me the Map just isn't being built
L699[20:05:31] <Ordinastie> Tarig,
isFullCube ?
L700[20:05:52] <Tarig> false
L701[20:06:03] <Tarig> hard coded in the
state container
L702[20:07:11] <Ordinastie> state
container ?
L703[20:07:51] <Ordinastie> PitchBright,
why don't you have mapped methods ?
L704[20:08:51] <PitchBright> not sure, I'm
just trying to follow the example of the
TileEntitySkullRenderer
L705[20:09:27] <Ordinastie> just update
your mappings
L707[20:13:20] <Tarig> I call that class
the state container or implimentation
L708[20:13:36] <Tarig> the code that
generates the actual bounding boxes it
L709[20:13:44] <Ordinastie> wth ?
L711[20:14:41] <Tarig> ?? I figured since
the blocks methods were deprecated it was being moved to the
blockstate area
L712[20:14:49] <TehNut> no
L713[20:14:59] <Ordinastie> no
L714[20:15:02] <Tarig> then why the
dep?
L715[20:15:08] <TehNut> The deprecations
are just Mojang marking them as "Override, but don't
call"
L716[20:15:15] <howtonotwin> otherwise
worded: #mojang
L717[20:15:15] <Ordinastie> the block
deprecation are only there to say you shouldn't call them from
outside
L718[20:15:33] <TehNut> You can
"safely" ignore them for now
L719[20:16:19] <Ordinastie> also,
isFullBlock != isFullCube
L720[20:17:05] <Ordinastie> also, wth is
that enum? :x
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L722[20:17:24] <TehNut> Omg I didn't even
scroll up in that...
L723[20:17:27] <TehNut> Dude what
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L725[20:17:45] <kashike> wat
L726[20:18:17] <Tarig> I like it that way
;) I add an enum and the rest of my code automaticly registers the
block and creates the correct bounding boxes well it used to
L728[20:18:21] <kashike> again
L729[20:18:23] <kashike> wat
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L731[20:18:39] <Tarig> yea that parts a
mess
L732[20:18:39] <Ordinastie> omg
L733[20:18:45] <Ordinastie> so many
horrible things *_*
L734[20:18:58] <kashike> that whole enum
is a mess tbh
L735[20:19:51] <Ordinastie> can you screen
how it's supposed to look IG ?
L736[20:20:08] <TehNut> Why are you
passing a string in EnumDirectionQuatrent that is the same as the
enum name, but lowercase?
L737[20:20:16] <Tarig> the bounding boxes?
the only thing visible is the name generated
L738[20:20:20] <TehNut>
name().toLowerCase(Locale.ENGLISH)
L739[20:21:41] <Tarig> that was based on
the enumfacing
L740[20:21:58] <Tarig> so on construct I
can get the enums name?
L741[20:22:06] <Ordinastie> PitchBright, I
wonder where in hell do expect the map you're mentionning to be
filled ?
L742[20:23:24] <PitchBright> I thought the
map gets filled with the information in the profile I provided
it
L743[20:23:30] <PitchBright> :S
L744[20:23:31] <Ordinastie> where ?
L745[20:23:36] <Ordinastie> did you even
look at the code ?
L746[20:24:10] <Ordinastie> don't answer
that, I know you didn't
L747[20:24:19] <PitchBright> Dude
wtf
L748[20:24:27] <Tarig> image of the
blocks
L750[20:24:51] <PitchBright> Yes I looked
at the code. But what we're seeing here is that I don't understand
how Maps work.
L751[20:25:58] <Ordinastie> actually,
nvm
L752[20:26:08] <PitchBright> nvm
what?
L753[20:26:09] <TehNut> That should fill
correctly
L754[20:26:59] <TehNut> What is
EntityPlayerStasis
L755[20:27:05] <PitchBright> That's my
Entity
L756[20:27:34] <TehNut> But what is
it
L757[20:27:48] <PitchBright> It extends
EntityLivingBase...and doesn't do anything except keep some NBT
data as to who spawned it in.
L758[20:28:18] <PitchBright> I'll gist the
class
L759[20:29:19] <TehNut> ...that means
func_152108_a() is a custom method
L760[20:29:28] <TehNut> why are you naming
your methods like that
L761[20:29:50] <kashike> Name : d =>
func_152108_a => getPlayerProfile
L762[20:29:52] <kashike> that's not
custom
L763[20:30:06] <Tarig> think the
isFullCube was what did it
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L765[20:30:18] <TehNut> The classes
extends EntityLivingBase, not TileEntitySkull.
L766[20:30:25] <Tarig> thanks
<Ordinastie>
L767[20:30:54] <TehNut> So yes, it is
custom
L768[20:30:54] <PitchBright> I thought
that was a Minecraft method that I could use to achieve the same
result the SkullRenderer does, when trying to create a
mapping
L769[20:31:20] <Ordinastie> copy/pasta
code :s
L770[20:31:27] <TehNut> ...but why keep
the name
L771[20:31:29] <TehNut> ^
L772[20:32:19] <TehNut> Still waiting on a
Gist for the class :I
L774[20:32:36] <PitchBright> to help me
look back at what Skulls are doing... it's just easier for me to
leave it for now while I'm trying to mentally connect the dots of
what does what.
L775[20:32:56] <PitchBright> yeah, gist
coming... just doing some housekeeping on comments
L776[20:32:58] <TehNut> Or update your
mappings to make the Minecraft code actually readable
L778[20:34:41] <Ordinastie> also, why is
your field name m_profile ?
L779[20:34:50] <Ordinastie> what does
"m_" stands for ?
L780[20:35:17] <PitchBright> I actually
didn't name it that, so I'm not sure what the "m_" part
is about. But it's meant to be the profile of the player that
spawned the Entity in
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L782[20:35:57] <Ordinastie> I strongly
suggest you stop copy/pasting stuff you don't understand :/
L783[20:36:01] <TehNut> ...what is line 49
and 50?
L784[20:36:32] <PitchBright> The way I try
to understand it is to copy it in, watch it run, see what it
does... and sysout the hell out of everything xD
L785[20:36:54] <Ordinastie> and how is it
working for you so far ?
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L787[20:37:47] <howtonotwin> ...is that
not basically a watered down and eldritchified version of debugging
vanilla code? xD
L788[20:37:48] <PitchBright> not too
bad... works good for some stuff, not great for others
L789[20:38:24] <PitchBright> 49 50 is
where the Player who spawned in the Entity's, NBT gets written to
the Entity's NBT, TehNut
L790[20:38:41] <TehNut> Yeah I misread
that, ignore me
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L792[20:38:55] <PitchBright> no
sweat
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