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L8[00:21:25] <williewillus> !gm
func_147446_b
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L17[00:55:58] <tschm> how would you do a
gui similar to the ae2 gui? This would not work like a standard
slot, right?
L18[00:56:27] <tschm> the amount would be a
custom label drawn over the slot area and the item itself is just
some kind of ghost item?
L19[00:56:28] <killjoy> I think someone's
asked this before
L20[00:56:38] <tschm> btw, can i search for
that?
L21[00:56:52] <kenzierocks> .logs
L22[00:56:54] <kenzierocks> hmm
L23[00:56:55] <kenzierocks> .log
L24[00:57:08] <kenzierocks> ah, that
doesn't have search
L25[00:57:26] <killjoy> actually, that was
about sending the items to the client
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L27[00:58:10] <killjoy> tschm, just keep
track of where you draw itemstacks
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L43[01:47:10] <gigaherz> tschm: I do it by
keeping a special inventory class in the client Container
L44[01:47:28] <gigaherz> which knows all
the items from the server
L45[01:47:35] <gigaherz> but pretends that
there's just N (the visible space)
L46[01:47:41] <gigaherz> and when the
scrollbar value changes
L47[01:47:48] <gigaherz> it changes which N
are shown
L48[01:47:51] <gigaherz> (incl
search)
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L50[01:50:59] *
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L52[01:51:13] <gigaherz_d> did any of what
I said get through?
L53[01:51:36] <gigaherz_d> eh doesn't
matter
L54[01:53:29] <PitchBright> o/
L55[01:54:24] <PitchBright> I'm struggling
a little bit with gettin my entity to render properly in SMP. Seems
to work fine in SSP. I'm fairly newb at this stuff though, so I'm
hoping I'm overlooking something simple.
L57[01:55:12] <PitchBright> I feel like the
client is seeing different values of e_profile, than the server
is.
L58[01:55:43] <PitchBright> Is that the
case?
L59[01:56:57] <gigaherz_d> do you
synchronize the value?
L60[01:57:19] <PitchBright>
*thinking*
L61[01:57:42] <PitchBright> sorry man,
I"m not sure I know what you mean. :(
L62[01:57:52] <gigaherz_d> well actually,
that wouldn't make much sense
L63[01:58:42] <gigaherz_d> you probably
shouldn't be doing what you do, either way
L64[01:58:48] <gigaherz_d> storing the
GameProfile on the entity
L65[01:59:01] <PitchBright> oh no?
L66[01:59:11] <PitchBright> I thought it
would be a good idea to do what Skulls do
L67[01:59:24] <PitchBright> :S
L68[01:59:38] <gigaherz_d> skulls store the
GameProfile object?
L69[01:59:41] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161020 mappings to Forge Maven.
L70[01:59:45] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161020-1.10.2.zip
(mappings = "snapshot_20161020" in build.gradle).
L71[01:59:52] <gigaherz_d> hmmm they
do
L72[01:59:55] <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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L74[02:00:15] <PitchBright> so my approach
should be okay there then?
L75[02:00:15] <gigaherz_d> oh
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L77[02:00:58] <gigaherz_d> they manage
their own GameProfile instances and cache
L78[02:01:27] <gigaherz_d> you'll notice
they don't ask the MinecraftServer class, though
L79[02:01:37] <PitchBright> oh 1 sec
L80[02:02:17] <PitchBright> I thought they
did with func_152109_d()
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L82[02:05:00] <gigaherz> anyhow, gotta get
to work
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L84[02:05:00] <ghz|afk> oh and, the
tileentity does sync the data, by encoding it as NBT and sending it
to the client
L85[02:05:00] <ghz|afk> so you'll need to
transfer the data too, using packets or something
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L90[02:05:24] <PitchBright> ah sweet...
thanks dude.. I appreciate the help with it
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L112[03:49:47] <barteks2x> once again half
of the internet is working fine, and the other half isn't...
L113[04:01:49] <Subaraki> is there a way
to change the angle of the player's arm ?
L114[04:01:54] <Subaraki> my renderlayer
doesnt cut the trick :/
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L119[04:16:32] <barteks2x> and rendering
holes appear again...
L120[04:17:14] <barteks2x> do they appear
in vanilla? (no matter how long you wait it won't render them until
you change a block)
L121[04:27:18] <Subaraki> render holes
?
L122[04:27:23] <Subaraki> like dispaearing
faces ?
L123[04:27:33] <Subaraki> is your block
set to translucent ?
L124[04:28:07] <Subaraki> *opaque
L125[04:28:23] <Subaraki> isvisuallyopaque
(false) and isopaqueblock(false)
L126[04:31:18] <Subaraki> how do i chaneg
the player model ??
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L128[04:33:35] <Subaraki> i can change the
offset but not the rotation angles
L129[04:36:09] <barteks2x> chunks not
rendering. I just want to know if it happens in vanilla
L130[04:36:59] <Subaraki> no clue
barteks2x :/
L131[04:37:10] <Subaraki> god, even
renderplayer event doesnt have the render manager ?!
L132[04:37:23] <barteks2x> i've never seen
it happen in vanilla but there are bug reports about it
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L135[04:52:19] <barteks2x> my connection
is weird... literally half of the internet doesn't work or is
extremely slow
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L137[04:59:39] <Subaraki> is there no way
to edit the player's model ? rpe, post, and renderlayers have no
effect whatsoever in trying to edit the rotation angles of the
player's arms
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L140[05:05:51] <Ordinastie> considering
there is a mod that adds emotes, I assume there is a way
L141[05:07:37] <barteks2x> is it just me
that ./gradlew build takes forever?
L143[05:08:41] <barteks2x> waiting for it
to finish for almost 10 minutes already
L144[05:09:44] <barteks2x> I'm not going
to restart my computer again, I did it 1 hour ago already when I
ran out of memory
L145[05:09:57] <Ordinastie> not the
computer, the build
L146[05:10:01] <barteks2x> I tried
L147[05:10:07] <barteks2x> Now I'm
waiting
L148[05:10:23] <barteks2x> I already
started it with --debug option
L149[05:10:32] <barteks2x> stuck at
[org.apache.http.impl.conn.DefaultClientConnectionOperator]
Connecting to libraries.minecraft.net:443
L150[05:13:37] <barteks2x> every few
minutes it goes forward a bit each time stuck when connecting to
libraries.minecraft.net:443
L151[05:17:24] <Subaraki> Ordinastie, did
that mod ever update ?
L152[05:17:39] <Subaraki> because i was
able to change arm rotation in 1.7 as well
L153[05:17:41] <Ordinastie> apparently
yes
L154[05:17:57] <Ordinastie> it's used in
the hermitcraft pack
L155[05:20:20] <barteks2x> it's still
going...
L157[05:21:07] <Subaraki> original mod
author
L158[05:21:10] <Subaraki> last edit, 2
years ago
L159[05:21:13] <Subaraki> :/
L160[05:21:18] <Subaraki> they must have
updated it
L161[05:21:24] *
Subaraki googles hermit craft
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L164[05:23:05] <Ordinastie> you see it at
the beginning
L165[05:28:21] <Subaraki> i can find no
such mod in the official download pack ?
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L167[05:35:38] <Subaraki> i mean, Post
render should handle this correctly
L168[05:35:49] <Subaraki> because all
rotation is set before that
L169[05:35:59] <Subaraki> so modifying it
in post (after all other rotation) should set it
L170[05:36:06] <Subaraki> why isn't it
doing that though ?
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L174[05:42:23] <SquareWheel> Nuts, did
Mojang remove the premium account checker script on their
website?
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L176[05:47:43] <IoP> use namemc
L177[05:47:48] <IoP> or API
L178[05:50:46] <SquareWheel> Looks like
namemc doesn't have premium info.
L181[05:52:04] <Subaraki> fucker used
asm
L182[05:54:08] <Subaraki> and this is
called in between post and pre this.mainModel.setRotationAngles(f6,
f5, f8, f2, f7, f4, entity);
L183[05:54:24] <Subaraki> and rendering
happens before post
L184[05:54:53] <Subaraki> so doing
anything in post is worht nothing, apart from rendering something
else to the player, which can as well be done in a render
layer
L185[05:56:14] <barteks2x> ./gradlew build
iSTILL didn't finish
L186[05:57:19] <barteks2x> I started it
almost 1 hour ago
L187[05:58:06] <barteks2x> gragle says
it's 52%
L188[05:58:10] <barteks2x> *gradle
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L190[06:01:50] <barteks2x> it's done
:D
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L193[06:05:21] <barteks2x> can anyone test
if gitter.im doesn't load only for me?
L194[06:05:59] <Ordinastie> it loads
L195[06:06:34] <barteks2x> I suspect it
has something to do with that weird network setup with fortiguard
here...
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L198[06:10:17] <barteks2x> I can't even
use proxy because they are blocked...
L199[06:14:32] <Quetzi> JustWhoAmI, I
remember seeing an open issue on the Mekanism GitHub about that
very thing
L200[06:14:48] <JustWhoAmI> Quetzi, as it
happens, it was made by me :)
L201[06:15:20] <JustWhoAmI> Huh... did I
not link to the issue in my post?
L202[06:15:35] <JustWhoAmI> I thought I
did let me check
L203[06:15:41] <Quetzi> you did, yes
L204[06:15:51] <JustWhoAmI> oh kk
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L206[06:17:14] <barteks2x> it started
working for no reason after I tried several different ways to
bypass it, all of them blocked.
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L209[06:21:00] <JustWhoAmI> ooh Quetzi
thanks for showing me that
L210[06:21:03] <JustWhoAmI> will ref in
new issue
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L241[07:42:53] <JustWhoAmI> ghz|afk, what
exactly happens when you use the BlockEntityTag?
L242[07:47:15] <JustWhoAmI> I get that
when you break the block, you drop that new itemstack returned by
getPackedStack()
L243[07:47:26] <JustWhoAmI> but when you
place the block
L244[07:47:30] <JustWhoAmI> what exactly
happens?
L245[07:47:45] <JustWhoAmI> I expected to
see something related to the itemstack in onBlockPlacedBy
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L256[08:30:34] <Ordinastie> hum what ?
Caused by: java.lang.NoSuchMethodError:
net.minecraft.client.resources.I18n.format(Ljava/lang/String;[Ljava/lang/Object;)Ljava/lang/String;
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L258[08:31:34] <TechnicianLP> wrong
i18n?
L259[08:31:49] <TechnicianLP> forget what
i just said -.-
L260[08:31:53] <Ordinastie> wait no, I'm
stupid
L261[08:31:59] <Ordinastie> I put the dev
jar ><
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L264[08:39:49] <sham1> :P
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L272[08:53:10] <JustWhoAmI> ghz|afk, ping
me when you're here please :)
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L275[09:06:40] <JustWhoAmI> Can someone
explain how exactly removedByPlayer works
L276[09:06:52] <JustWhoAmI> Javadoc
says:
L277[09:06:52] <JustWhoAmI> @param
willHarvest True if Block.harvestBlock will be called after this,
if the return in true.
L278[09:06:53] <JustWhoAmI> * Can be
useful to delay the destruction of tile entities till after
harvestBlock
L279[09:07:19] <JustWhoAmI> How exactly
does this delay destruction of TEs?
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L298[10:12:38] <diesieben07> JustWhoAmI,
regarding removedByPlayer: if you do nothing in that method, the
block will not be removed in the getDrops method, i.e. you can
access the TileEntity there
L299[10:12:48] <diesieben07> you can then
remove it in harvestBlock
L300[10:13:07] <JustWhoAmI> if I return
true?
L301[10:14:09] <diesieben07> no
L302[10:14:23] <diesieben07> if
harvestBlock is false, you just call super and return that, i.e.
normal behavior (just remove the block)
L303[10:14:38] <diesieben07> if it is
true, i.e. the block will drop, you just return true, withotu
actualyl removing the block
L304[10:14:46] <diesieben07> it will then
still be there in getDrops
L305[10:14:54] <diesieben07> and in
harvestBlock (called after getDrops) you then remove it
L306[10:15:15] <diesieben07> ehhh actually
harvestBlock is what calls getDrops
L307[10:15:18] <JustWhoAmI> So basically,
if i return true in harvestBlock, I can modify the getDrops
L308[10:15:29] <diesieben07> no.... that
is not at all what i said.
L309[10:15:33] <diesieben07> one
second
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L311[10:19:00] <ghz|afk> JustWhoAmI: check
the flowerpot
L312[10:19:25] <ghz|afk> the methods after
FORGE START
L314[10:19:59] ***
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L315[10:20:06] <diesieben07> left one is
"normal", right one is what you need to do
L316[10:22:59] <BordListian> ooohhh
L317[10:23:05] <BordListian> so thats how
you make a block stay
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L319[10:23:06] <BordListian> sexy
L320[10:23:08] <JustWhoAmI> So diesieben07
basically I need it to stop calling setBlockToAir?
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L322[10:23:26] <diesieben07> well, only if
willHarvest is true
L323[10:23:28] <sham1> Still better
diagrams than what I can do
L324[10:23:39] <diesieben07> because if
it's false, the player broke e.g. stone with a fist
L325[10:23:45] <diesieben07> so
harvestBlock will never be called, the block would stay
L326[10:24:00] <BordListian> err
what
L327[10:24:03] <JustWhoAmI> right so if
willHarvest is true
L328[10:24:26] <JustWhoAmI> i need to stop
it from calling SetBlockToAir
L329[10:24:35] <BordListian> right
L330[10:24:48] <JustWhoAmI> or atleast
have harvestBlock wait for getDrops first
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L332[10:24:53] <JustWhoAmI> how do i do
that? return true?
L333[10:25:19] <diesieben07> in
harvestBlock you call super (taht will call getDrops and spawn the
drops), tehn you do setBlockToAir
L334[10:26:17] <JustWhoAmI> and in what
way do I modify removedByPlayer?
L335[10:26:25] <JustWhoAmI> OH
L336[10:26:27] <JustWhoAmI> WAIT
L337[10:26:39] <JustWhoAmI> harvestBlock
gets called only if I return true
L338[10:26:48] <diesieben07> if
willHarvest is true: default behavior. otherwise simply return
true
L339[10:26:56] <JustWhoAmI> so if
(willHarvest) { return true }
L340[10:27:00] <diesieben07> false from
removedByPlayer means ABORTTTT!!!
L341[10:27:14] <JustWhoAmI> oh
L342[10:27:29] <diesieben07> return
willHarvest ? true : super.removedByPlayer(willHarvest);
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L344[10:41:33] <Ordinastie> is there a
reason why it's not the default behavior ?
L345[10:41:48] <diesieben07> ask mojang
:P
L346[10:41:57] <Ordinastie> it's not added
by forge ?
L347[10:42:27] <JustWhoAmI> gigaherz, I
got that retain RF thing to work
L348[10:42:28] <diesieben07>
remvoedByPlayer? sure it is.
L349[10:43:02] <sham1> Argh, my ass is
burning ;_;
L350[10:43:15] <JustWhoAmI> I didn't get
why I needed to add that BlockEntityTag thing tho
L351[10:43:20] <JustWhoAmI> did it through
simple nbt
L352[10:43:35] <JustWhoAmI> I used
readfromnbt in onBlockPlacedBy
L353[10:43:42] <JustWhoAmI> and writetonbt
in getdrops
L354[10:43:57] <JustWhoAmI> the writetonbt
is pretty similar to the way you did your tape mo
L355[10:43:58] <JustWhoAmI> mod*
L356[10:44:36] <JustWhoAmI> in
onblockplacedby tho, I used the standard checks for TEs then did
this: if (stack.hasTagCompound())
te.readFromNBT(stack.getTagCompound());
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L368[11:13:59] <JustWhoAmI> gigaherz, k
i'm terrified now
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L372[11:17:18] <JustWhoAmI> Is there an
example for how to use ItemStackHandler? I'm guessing just create
an instance, and return in get/hasCap?
L373[11:19:15] <Ordinastie> vanilla
L374[11:19:27] <JustWhoAmI> but aren't the
vanilla ones "hacks"?
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L378[11:23:00] <JustWhoAmI> Ordinastie, I
got dc'ed can you reiterate your message
L379[11:23:14] <JustWhoAmI> last message I
have on log is > but aren't the vanilla ones hacks?
L381[11:23:21] <JustWhoAmI> ooh
L382[11:23:24] <JustWhoAmI> thanks
L383[11:23:44] <JustWhoAmI> So I didn't
miss a thing
L384[11:24:00] <JustWhoAmI> so yeah,
aren't the vanilla ones hacks
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L387[11:35:07] <BlueMonster> is there a
way to fix my energy level not being synced between client and
server?
L388[11:35:16] <Subaraki> packets ?
L389[11:35:29] <Subaraki> if its a block,
there's another way
L390[11:35:35] <Subaraki> block / TE
L391[11:35:49] <BlueMonster> whats the
other way?
L393[11:36:30] <Subaraki> that's tile
entity
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L396[11:38:00] <Subaraki> markdirty and
blockpos.notify should aid in triggering those packets
L397[11:38:26] <BlueMonster> so markdirty
every tick where something happens should make it work
nicely?
L398[11:40:33] <McJty> markDirty is not
for syncing to the client. That's just for making your tile dirty
so that it gets saved next time MC decides to save the chunk
L399[11:40:59] <McJty> To sync to the
client you typically need some kind of network packet
L401[11:41:38] <McJty> brb
L402[11:42:32] <Subaraki> BlueMonster,
no
L403[11:42:35] <Subaraki> don't do that on
tick
L404[11:42:42] <Subaraki> you mark dirty
when you chnage something
L405[11:42:46] <Subaraki> which saves the
data
L406[11:42:56] <Subaraki> and may/will
trigger the packet sending i posted above
L407[11:43:05] <Subaraki>
world.notifyblock is even better imo
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L410[11:44:24] <JustWhoAmI> say I wanted
to have 2 of my slots input from two different sides of the block,
and 1 output slot export from another. How would I do that? make 3
ItemStackHandlers and return each for the corresponding
direction?
L411[11:44:40] <JustWhoAmI> btw i mean
automatic input/output
L412[11:45:37] <Subaraki> ?
L413[11:45:46] <Subaraki> JustWhoAmI,
capabilties have a facing option
L414[11:46:00] <Subaraki>
thing.getCapability(capabilty, facing);
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L416[11:46:54] <JustWhoAmI> Yes, but how
would I manage three different slots (2input1output) all from one
cap?
L417[11:47:13] <Subaraki> multiple slots
switched on side ?
L418[11:48:00] <JustWhoAmI> where would I
have the switch?
L419[11:48:44] <Subaraki> in the
capability ?
L420[11:49:36] <JustWhoAmI> so I'd create
a custom implementation of IItemHandler?
L421[11:49:42] <Necro> yes
L422[11:49:54] <Subaraki> @Override
L423[11:49:54] <Subaraki> public <T>
T getCapability(Capability<T> capability, EnumFacing facing)
{
L424[11:49:54] <Subaraki> if (capability
== CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
L425[11:49:54] <Subaraki> return (T)
inventory;
L426[11:49:54] <Subaraki> }
L427[11:49:55] <Subaraki> return
super.getCapability(capability, facing);
L428[11:49:57] <Subaraki> }
L429[11:49:59] <Subaraki> sorry for spam
:s
L430[11:50:12] <Subaraki> you can return
different stuff there ^
L433[11:51:01] <Subaraki> its in the forge
docs really
L434[11:51:03] <JustWhoAmI> Yes, but I'd
need to return the slot, not the capability. If I wanted to do it
based on direction
L435[11:51:10] <Subaraki> yeah true
L436[11:51:13] <JustWhoAmI> wouldn't I
need 3 separate ItemStackHandlers?
L437[11:51:16] <Subaraki> maybe you do
need 3 capabilties then
L438[11:51:24] <JustWhoAmI> exactly, so I
suppose
L439[11:51:35] <JustWhoAmI> that I do need
a custom impl. of IItemHandler
L440[11:51:48] ***
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L441[11:51:58] <BlueMonster>
CapabilityItemHandler.ITEM_HANDLER_CAPABILITY.cast() is a thing btw
:D
L442[11:52:01] <JustWhoAmI> might be able
to just extend ItemStackHandler and add a switch somewhere
L443[11:52:06] ***
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L444[11:52:11] <JustWhoAmI> whats that
method?
L445[11:52:15] <Ordinastie> JustWhoAmI,
what you describe is exactly how furnaces work...
L446[11:52:30] <JustWhoAmI> aren't they
ISidedInvs. tho?
L447[11:52:43] <Ordinastie> can you look
?
L448[11:53:41] <JustWhoAmI>
TileEntityFurnace right?
L449[11:55:11] <JustWhoAmI> yeah
L450[11:55:17] <JustWhoAmI> it has no
has/getCaps
L451[11:55:24] <JustWhoAmI> and implements
ISidedInv
L452[11:55:44] <JustWhoAmI> public class
TileEntityFurnace extends TileEntityLockable implements ITickable,
ISidedInventory
L453[11:55:45] <Ordinastie> ...
L454[11:56:03] <Ordinastie> guess I'm just
currently imagining it...
L455[11:56:13] <BlueMonster> is RF : FU,
1:1?
L456[11:59:41] <Subaraki> don't forget
isidedinventory is vanilla
L457[11:59:48] <Subaraki> and
stackhandlers forge
L458[11:59:51] <Subaraki> iirc ...
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L469[12:33:43] <tschm> what is the magic
of "ghost items"? How can i do that? so an item slot that
does not really hold an item, but just a reference to an item stack
or something
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L471[12:34:07] <sham1> It's an itemstack
that has something but you cannot grab
L472[12:34:16] <sham1> You need a custom
Slot class
L473[12:34:56] <tschm> alright, cusotm
slot classes.. alright, more to learn
L474[12:35:11] <sham1> The code is pretty
self-explanatory
L475[12:37:15] <tschm> do you have a
sample?
L476[12:37:34] <sham1> Nah
L477[12:37:45] <sham1> It shall be left as
an exercise to the reader
L478[12:37:59] <tschm> i see..
L479[12:38:10] <sham1> Or in other words,
I have not done it
L480[12:38:26] <sham1> I think I know how
to do it
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L483[12:42:53] <gr8pefish> Basically put
an itemstack of 1 in the slot, and then don't remove anything when
it is "taken out"
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L486[12:51:02] <x3n0ph0b3> the amount of
times I wanted to abuse some kind of ghost slot functionality and
was too lazy.. and it was this easy lol
L487[12:51:21] <x3n0ph0b3> It just never
really occurred to me. I feel pretty dumb XD
L488[12:51:39] <sham1> Happens to all of
us
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L491[12:55:34] <PaleoCrafter> although you
should do some defensive copying in putStack, I'd say :P
L492[13:00:12] <sham1> I have been about 2
months without being able to code in Haskell
L493[13:00:19] <sham1> I don't know how I
did it, but I did
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L510[13:43:16] <wundrweapon> why won't the
Register<Item> event register anything?
L511[13:43:55] <wundrweapon> I have it set
to register an array of items
(event.getRegistry().registerAll(Item[])), and I put it pn the
EVENT_BUS, but nothing happens
L512[13:46:07] <Ordinastie> why do you use
an event instead of registering them directly ?
L513[13:46:54] <wundrweapon> when the
update was made to add the function, I recall Lex saying that he'd
begin using that as the recommended registry method for blocks,
items, etc
L514[13:47:12] <Ordinastie> ôO
L515[13:47:44] <wundrweapon> ?
L516[13:48:45] <Ordinastie> just call
GameRegistry.register
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L518[13:57:56] <PaleoCrafter> is the event
actually fired, wundrweapon?
L519[13:58:03] <PaleoCrafter> Have you put
the proper annotation on it?
L520[13:58:32] <wundrweapon>
@SubscribeEvent, although I'm not certain if that's the correct one
for register
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L523[13:59:55] <PaleoCrafter> it is
L524[14:00:22] <PaleoCrafter> is it fired
(check with a breakpoint or sysout
L525[14:02:55] <wundrweapon> I'll cehck
hang on
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L528[14:06:58] <wundrweapon> odd... it
doesn't seem to be firing
L529[14:07:15] <wundrweapon> nor does my
ModelLoader thing
L530[14:07:22] <wundrweapon> so that's two
problems :/
L531[14:07:44] <wundrweapon> but models
can be dealt with another time
L532[14:07:56] <PaleoCrafter> pastebin
relevant code
L533[14:08:19] <wundrweapon> my main mod
class, register event, or both?
L534[14:08:21] <x3n0ph0b3> pastebin your
irrelevant code too
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L539[14:20:48] <wundrweapon> a new
analysis of the code suggests that it's registering the Register
event, but not actually running it
L540[14:20:59] <wundrweapon> models,
howwever, appear to run
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L564[15:13:32] <MasterKrain> Hi, can
someone tell me where i can find the minecraft source code in
eclipse? (while working on my mod)
L565[15:14:40] <AbrarSyed> its attached as
a sourcejar. just pick any MC class and hit f4
L566[15:14:55] <AbrarSyed> or look for the
forge jar in your libraries and expand it to see the MC
classes
L567[15:15:10] <MasterKrain> thanks
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L569[15:18:47] <gigaherz> MasterKrain:
that is assuming you did setupDecompWorkspace
L570[15:18:57] <gigaherz> if you do
setupDevWorkspace or setupCIWorkspace, it won't have the sources
attached
L571[15:19:01] <MasterKrain> yeah
ofc
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L574[15:21:36] <howtonotwin> wundrweapon,
did you fix it yet? the pastebins link is broken.
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L576[15:22:27] <wundrweapon> @howtonotwin
no I haven't, link died due to expiration time
L577[15:22:52] <howtonotwin> paste
again?
L578[15:23:46] <wundrweapon> hang on
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L581[15:25:27] <howtonotwin> oh
right
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L583[15:25:34] <howtonotwin> I think the
events fire before preinit
L584[15:25:50] <wundrweapon> ?
L585[15:26:01] <howtonotwin> you register
the handlers in preinit
L586[15:26:07] <howtonotwin> and the
events have fired before preinit
L587[15:26:14] <gigaherz> the new registry
events should be static methods
L588[15:26:17] <howtonotwin> just use
@Mod.EventBusSubscriber
L589[15:26:20] <howtonotwin> ^
L590[15:26:21] <gigaherz> registered with
@Mod.EventBusSubscriber
L591[15:26:38] <gigaherz> and no, you
can't rely on stuff from like, config
L592[15:27:02] <howtonotwin> and you
shouldn't use config in registering blocks/items anyway
L593[15:27:25] <gigaherz> yeah
L594[15:27:29] <gigaherz> you store the
confi elsewhere
L595[15:27:29] <wundrweapon> so (1) make
the register(Register<Item>) method static, and (2) use
EventBusSubscriber?
L596[15:27:32] <gigaherz> and access it
as-needed
L597[15:27:33] <howtonotwin> yes
L598[15:28:01] <wundrweapon> do i still
need to throw it on the EVENT_BUS in preinit?
L599[15:28:03] <howtonotwin> no
L600[15:28:07] <wundrweapon> nice
L601[15:28:17] <howtonotwin> the entire
point of EventBusSubscriber is not to that xD
L602[15:28:21] <Ordinastie> gigaherz,
question is, what's the point of all this ?
L603[15:28:23] <howtonotwin> *do
L604[15:28:39] <gigaherz> Ordinastie: so
far as I understand, it's so that there's a 100% precise place for
registration
L605[15:28:44] <gigaherz> so that there
isn't any doubt when it should happen
L606[15:28:53] <Ordinastie> there wasn't
any
L607[15:29:06] <Ordinastie> except now,
you're not sure when it happens
L608[15:29:17] <gigaherz> it also makes it
very hard for mods to rely on config values for registration
L609[15:29:22] <gigaherz> which was always
bad ;P
L610[15:29:41] <wundrweapon> uuuh
annotation is disallowed for this location
L611[15:29:50] <wundrweapon> should I
transfer the methods to Main?
L612[15:30:01] <gigaherz> the annotation
goes on the class
L613[15:30:10] <gigaherz>
@Mod.EventBusSubscriber on the class
L614[15:30:14] <gigaherz> and
@SubscribeEvent on the static methods
L615[15:30:15] <wundrweapon> ahhh ok
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L617[15:30:30] <wundrweapon> coolio
L618[15:30:37] <killjoy> Did
EventBusSubscriber replace EventHandler?
L619[15:30:43] <gigaherz> no
L620[15:30:43] <wundrweapon> no
L621[15:30:52] <killjoy> then what is it.
I haven't modded in a while
L622[15:30:55] <gigaherz>
@Mod.EventBusSubscriber is equivalent to
L623[15:31:02] <gigaherz>
EVENT_BUS.register(instance)
L624[15:31:05] <gigaherz> but for static
methods
L625[15:31:10] <killjoy> so auto
register
L626[15:31:14] <gigaherz> but only
statics.
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L628[15:31:20] <Ordinastie> not register
instance, register class
L629[15:31:22] <killjoy> makes sense
L630[15:31:29] <gigaherz> the annotation
does
L631[15:31:29] <wundrweapon> now you
mentioned poorly-written config code. where should I put it and how
should I change it?
L632[15:31:35] <gigaherz>
EVENT_BUS.register(theClass)
L633[15:31:40] <gigaherz> which grabs
static methods
L634[15:31:44] <killjoy> do you put it on
the class?
L635[15:31:50] <gigaherz> and it goes in
the clas
L636[15:31:57] <gigaherz> when forge
constructs your mod
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L638[15:32:04] <gigaherz> it scans the
class metadata table
L639[15:32:08] <gigaherz> for those
annotations
L640[15:32:16] <gigaherz> and
automatically registers them into the event bus
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L658[16:16:12] <MasterKrain> Can anyone
tell me how to register entities in 1.10.2?
L659[16:16:45] <MasterKrain> i mean how to
render entities
L660[16:17:28] <MasterKrain> because
RenderingRegistry.registerEntityRenderingHandler seems to be
deprecated
L661[16:18:55] <Ordinastie> Lex, does
super do translations ? ?
L662[16:19:42] <LexManos> No, the lines
render fine, just black not red.
L663[16:19:48] <Ordinastie> ah
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L665[16:20:59] <Ordinastie> glColor set to
black possibly
L666[16:21:37] <Ordinastie> other than
that, I don't see
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L669[16:23:49] <Necro> @MasterKrain use
RenderingRegistry#<T extends
Entity>registerEntityRenderingHandler(Class<T>
entityClass, IRenderFactory<? super T> renderFactory)
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L673[16:26:27] <MasterKrain> necro how do
i interpret that in code
L674[16:26:49] <MasterKrain> or did you
mean . with #
L675[16:27:18] <Ordinastie> yes
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L677[16:28:42] <MasterKrain> doesnt
work
L678[16:28:55] <MasterKrain> @Necro can
you clarify?
L680[16:30:50] <MasterKrain> thank
you
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L684[16:42:47] <MasterKrain> @Necro is it
correct that i need to make my own Render class?
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L686[16:47:36] <Necro> @MasterKrain
depends on whether or not there is already a Render class you can
use or not. So it depends on the type of entity you want to
create.
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L689[16:48:19] <MasterKrain> @Necro a
throwing entity
L690[16:49:18] <MasterKrain> for which
there only are snowball- and potionrenderers, but they ask for a
RenderItem which i dont know what to put there
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L692[16:52:26] <Necro> since these are
meant to render snowballs (,potions and enderpearls?) which have
entities with the same texture as the item it takes these
items.
L693[16:53:21] <MasterKrain> @Necro yeah,
but what do I need to put there?
L694[16:55:39] <LexManos> LatvianModder,
does FTBUtils have a maven repo, and mind helping/making something
for me?
L695[16:55:43] <Necro> if you have an item
that will be thrown it's that item. so it asks for an item so it
knows what the entity is supposed to look like.
L696[16:57:18] <LatvianModder> it doesn't
have maven, but I can make a GitHub release
L697[16:58:19] <MasterKrain> @Necro but it
doesnt work if i literally put a reference to the item there
L698[16:58:33] <LexManos> PM?
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L700[16:59:08] <LatvianModder> sure
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L703[17:00:22] <Necro> MasterKrain: Any
errors? Are you sure you create the item before referencing
it?
L704[17:01:04] <MasterKrain> @Necro yes,
but it just doesnt accept Item type
L705[17:01:26] <MasterKrain> it wants a
RenderItem type
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L707[17:08:01] <Necro> MasterKrain: use
Minecraft#getRenderItem(), so
Minecraft.getMinecraft().getRenderItem()
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L709[17:08:39] <MasterKrain> @Necro thank
you!
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Modded
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L747[18:05:01] <infinitefoxes_> I'm at a
complete loss for why performance in my mod is so bad
L748[18:05:27] <Ordinastie> fps or TPS
?
L749[18:05:32] <infinitefoxes_> both
L750[18:05:36] <infinitefoxes_> I'll try
to explain
L751[18:05:44] <gigaherz> what do you have
a lot of?
L752[18:05:48] <gigaherz> lots of
entities
L753[18:05:55] <gigaherz> lots of draw
calls
L754[18:06:02] <gigaherz> lots of event
handlers
L755[18:06:07] <gigaherz> lots of AABB
lookups
L756[18:06:21] <infinitefoxes_>
essentially, this is boiling down to my world generation
L757[18:06:31] <gigaherz> ah, touchy
subject, then
L758[18:06:37] <infinitefoxes_> even
disabling all my entities, TEs, renderers, etc
L759[18:06:40] <infinitefoxes_>
performance is horrible
L760[18:06:43] <infinitefoxes_>
unplayable
L761[18:06:51] <gigaherz> have you run a
profiler?
L762[18:06:53] <infinitefoxes_> yes
L763[18:06:56] <Ordinastie> even when not
generating new chunks ?
L764[18:06:57] <gigaherz> see what the hot
code is?
L765[18:06:59] <infinitefoxes_> which
leads me to point two
L766[18:07:16] <infinitefoxes_> all the
research I've done with a profiler points to lighting being the
culprit
L767[18:07:25] <gigaherz> lots of lighting
updates? ;P
L768[18:07:30] <infinitefoxes_> it would
seem so
L769[18:07:34] <infinitefoxes_> Minecraft
is constantly struggling to do light updates
L770[18:07:40] <gigaherz> what do your
blocks do that would cause lighting updates?
L771[18:07:46] <Ordinastie> do you have
blocks that update themselves ?
L772[18:07:50] <gigaherz> setBlockState,
for example
L773[18:07:55] <infinitefoxes_> I'm not
generating any transparent, ticking, or light-emitting blocks
L774[18:08:01] <gigaherz> no need
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L776[18:08:23] <infinitefoxes_> these
blocks are almost entirely static for the most part
L777[18:08:28] <gigaherz> every
setBlockState unless it has bit 0 (value 1) turned off
L778[18:09:01] <gigaherz> no wait that's
flag bit 2 (value 4)
L779[18:09:15] <gigaherz> Flag 4 prevents
the block from being re-rendered, if this is a client world.
L780[18:09:21] <infinitefoxes_> I'll
double check
L781[18:09:33] <Ordinastie>
infinitefoxes_, <Ordinastie> even when not generating new
chunks ?
L782[18:09:40] <infinitefoxes_> yes, it
happens even when not generating chunks
L783[18:09:59] <gigaherz> and it goes away
if you remove worldgen for your blocks
L784[18:10:06] <gigaherz> and have your
mod around but without your blocks in it?
L785[18:10:09] <infinitefoxes_> well, I
should've been more specific
L786[18:10:14] <infinitefoxes_> I'm
talking about my own custom dimension
L787[18:10:31] <infinitefoxes_> disabling
all the world gen would leave just air
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L789[18:11:22] <Ordinastie> the profiler
should tell you what triggers the lighting updates
L790[18:12:02] <infinitefoxes_> from what
I can tell, it's coming from Chunk#playMoodSoundAndCheckLight
L791[18:12:08] <infinitefoxes_> so I can't
narrow it down at all
L792[18:12:17] <infinitefoxes_> at least,
unless I'm being blind
L793[18:12:50] <infinitefoxes_> even if I
just generate my entire dimension with dirt, this issue still
happens
L794[18:13:00] <Ordinastie> I don't have
this method...
L795[18:13:09] <infinitefoxes_> my bad,
copy-paste fail
L796[18:13:13] <infinitefoxes_>
World#playMoodSoundAndCheckLight
L797[18:13:58] <gigaherz> infinitefoxes_:
I didn't mean disable the entire thing
L798[18:14:03] <gigaherz> but you can
generate stone, rather than your own blocks
L799[18:14:14] <gigaherz> if it stops
happening, then it's your blocks
L800[18:14:17] <infinitefoxes_> I have,
and the issue still occurs
L801[18:14:19] <gigaherz> if it still
happens, thne it's not your blocks
L802[18:15:01] <gigaherz> Ordinastie: I
do, maybe older mappings?
L803[18:15:02] <Ordinastie>
infinitefoxes_, if you let it run without moving for a while, does
it stop ?
L804[18:15:46] <infinitefoxes_>
Ordinastie: it eventually returns to normal after 2-5 minutes of
standing still
L805[18:16:24] <Ordinastie>
resetRelightChecks() should clear the lag right away
L806[18:16:27] <gigaherz>
playMoodSoundAndCheckLight runs every tick, like it or not
L807[18:16:40] <Ordinastie> question is,
should you do it or not
L808[18:16:40] <gigaherz> so it can't be
the issue
L809[18:16:46] <Ordinastie> gigaherz, it
is
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L812[18:16:55] <gigaherz> i mean, not that
it gets called
L813[18:16:58] <gigaherz> must be what
happens inside
L814[18:17:06] <Ordinastie>
obviously
L815[18:17:24] <infinitefoxes_> I should
mention that these issues happen both client-side and
server-side
L816[18:17:31] <gigaherz> uh?
L817[18:17:46] <gigaherz> that method is
only called on the client so....
L818[18:17:55] <Ordinastie> it only exists
on the client even
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L820[18:18:27] <infinitefoxes_> let me
grab the snapshot I took with jprofiler
L821[18:18:42] <infinitefoxes_> there's a
few methods of interest, playMoodSounds was just the most
prominent
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L823[18:20:15] <gigaherz> would you be
able to run with a dedicated server (that means client connected to
the server), and capture tracesfor BOTH the client and the
dedicated server at the same time?
L824[18:20:33] <gigaherz> then see what
they have in common
L825[18:21:24] <infinitefoxes_> yes, I
can
L826[18:21:31] <infinitefoxes_> I'll do
that
L827[18:22:16] <gigaherz> I can't stay and
help, though
L828[18:22:19] <gigaherz> gotta sleep
;P
L829[18:22:27] <infinitefoxes_> that's
fine
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L831[18:22:46] <ghz|afk> and either way, I
have no idea what could cause a custom dimension to lag so
much
L832[18:22:58] <ghz|afk> unless your
daylight changes very often
L833[18:23:07] <ghz|afk> although that
shouldn't matter
L834[18:23:35] <ghz|afk> iirc mc does
blockskylight*actualskylight to compute the real sky light
value
L835[18:23:57] <ghz|afk> (or I coudl be
wrong ;P)
L836[18:23:59] <ghz|afk> anyhow
L837[18:24:04] *
ghz|afk poofs
L838[18:27:55] <infinitefoxes_> measuring
the server-side of things, it seems that
Chunk#updateSkylightNeighborHeight is taking a significant chunk of
CPU time
L839[18:28:50] <Ordinastie> if you change
the generator for your dimension, does it still happen ?
L840[18:33:12] <infinitefoxes_> splitting
the client/server and measuring them separately revealed something
very interesting with my code
L841[18:33:25] <infinitefoxes_> going to
see if I can fix it with this new info
L842[18:33:37] <Ordinastie> what is
it?
L843[18:35:05] <infinitefoxes_> well, it
appears one of the developers is trying to open world files on the
client side
L844[18:35:24] <infinitefoxes_> separating
the client and server revealed the bug since the client can't
physically do that anymore
L845[18:35:30] <infinitefoxes_> very
dumb...
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L855[19:25:57] <Kane_Hart> Hey
L856[19:26:05] <Kane_Hart> Whats with 1.10
or whatever version world gen?
L857[19:26:15] <Kane_Hart> I noticed it
locks the player thread up on the server these days.
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L886[20:56:57] <Cisien> is there any way
to track down what mod is causing a packet to be too big?
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L892[21:02:16] <Cisien> my client can't
connect to the server, opis won't help
L893[21:03:02] <Cisien> I probably just
need to roll back my changes and update one at a time until it
works :/
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Leaving)
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timeout: 192 seconds)
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(~AstralSor@u-of-rochester-128-151-150-18.wireless.rochester.edu)
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⇨ Joins: jackmcbarn
(jackmcbarn@gateway.insomnia247.nl)
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L906[21:37:53] ***
Vigaro is now known as V
L907[21:45:56]
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(~znc@ti0107a400-1168.bb.online.no)
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Quits: RichardG (~richardg8@201.37.241.91) (Quit: You saw
nothing.)
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L916[22:35:35] <KomradeSpectre> I'm pretty
glad the tutorials on modding on MC are far better than the ones I
followed with Expression2 in Gmod.
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Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
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L918[22:41:39] <TankCR> hey, anyone use
Dynmap
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L920[22:51:27] ***
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
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(Quit: Textual IRC Client: www.textualapp.com)
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by peer)
L947[23:56:38] <kenzierocks> yo
williewillus
L948[23:56:53] <kenzierocks> is there a
standard place for entity models?
L949[23:57:01] <kenzierocks> like
models/entities/
L950[23:57:03] <kenzierocks> or
something
L951[23:57:08] ***
TTFTCUTS is now known as TTFT|Away
L952[23:57:23] <kenzierocks> tutorials are
severly lacking
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(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)