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L4[00:24:25] <JustWhoAmI> So I want to create a crop
L5[00:24:37] <JustWhoAmI> now this crop, after a few seconds of being planted
L6[00:24:43] <JustWhoAmI> I want it to change the block below it
L7[00:25:01] <JustWhoAmI> (the new block supports the crop too)
L8[00:25:10] <JustWhoAmI> and when it is removed
L9[00:25:14] <JustWhoAmI> after a few seconds
L10[00:25:33] <JustWhoAmI> i want the block to go back to dirt
L11[00:25:37] <JustWhoAmI> is it possible?
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L20[00:48:47] <pig> JustWhoAmI: yeah, easily actually
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L23[00:49:54] <tterrag|ZZZzzz> random ticks are the solution
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L25[00:50:47] <theFlaxbeard> JustWhoAmI: I assume the block it's switched to is a custom one?
L26[00:51:52] <JustWhoAmI> yeah theFlaxbeard
L27[00:52:01] <theFlaxbeard> You can use random ticks like tterrag suggested then
L28[00:52:24] <JustWhoAmI> but I'd like it to switch to the custom block after a definite interval like 5 seconds
L29[00:52:31] <JustWhoAmI> how can random ticks help?
L30[00:52:43] <theFlaxbeard> Would have to use a ticking tile entity then
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L32[00:59:05] <JustWhoAmI> so implement ITickable on the class that extends BlockCrops? theFlaxbeard
L33[00:59:54] <theFlaxbeard> You'll need a Tile Entity for the block
L34[01:00:19] <theFlaxbeard> In theory you could have two different versions of the block, one for before the plant is broken one for after
L35[01:00:27] <theFlaxbeard> then only the after version would need a TE
L36[01:05:57] <tterrag> no
L37[01:06:00] <tterrag> you can schedule block ticks
L38[01:06:01] <tterrag> no TE needed
L39[01:06:06] <theFlaxbeard> Oh, my bad
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L41[01:11:08] <JustWhoAmI> tterrag, how exactly?
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L43[01:11:29] <JustWhoAmI> can you give me a few steps?
L44[01:11:36] <JustWhoAmI> needn't be code, just tell me what to do
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L47[01:30:50] <tterrag> or leave
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L49[01:43:25] <JustWhoAmI> tterrag, power outage, could you tell me now?
L50[01:52:37] <tterrag> JustWhoAmI: I believe it's a world method
L51[01:52:42] <tterrag> !gm scheduleBLockUpdate
L52[01:52:45] <tterrag> hm
L53[01:52:48] <tterrag> idk the exact name
L54[01:53:01] <JustWhoAmI> !gm scheduleBlockUpdate
L55[01:53:52] <JustWhoAmI> could you guide me through the complete procedure? i'm a little confused. say i have my blockcrops set up. what next?
L56[01:54:24] <tterrag> it's just scheduleUpdate
L57[01:54:44] <tterrag> you just call scheduleUpdate when the crops are removed
L58[01:54:50] <tterrag> give it a delay of 100 (20 * 5)
L59[01:55:15] <tterrag> the block will then have it's updateTick method called
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L61[01:59:39] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20161030 mappings to Forge Maven.
L62[01:59:42] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20161030-1.10.2.zip (mappings = "snapshot_20161030" in build.gradle).
L63[01:59:53] <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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L78[02:51:29] <killjoy> I asked google how big a long is.
L79[02:51:34] <killjoy> Microsoft messed up the answer
L80[02:51:45] <killjoy> google got the answer via https://msdn.microsoft.com/en-us/library/296az74e.aspx
L81[02:52:03] <killjoy> compare LONG_MAX vs _I64_MAX
L82[02:59:38] <LatvianModder> I think its 92 quadrillion
L83[02:59:57] <LatvianModder> Not sure if 9.2 or 92 though
L84[03:01:13] <LatvianModder> You cant actually have unsigned long in java though
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L86[03:01:31] <killjoy> mojang just uses an int as a long
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L88[03:01:35] <killjoy> I mean microsoft
L89[03:01:38] <LatvianModder> unsigned and other primitive operations work better in cpp
L90[03:01:45] <LatvianModder> int used to be smaller
L91[03:01:52] <LatvianModder> It keeps growing :P
L92[03:02:06] <killjoy> what? it was 16 bits?
L93[03:02:10] <killjoy> but that's a short
L94[03:02:13] <LatvianModder> int initially started as 16bit
L95[03:02:31] <LatvianModder> Then got expanded to 32bits
L96[03:02:55] <LatvianModder> If i remeber correctly, that is
L97[03:03:10] <LatvianModder> long int was always 32bits
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L99[03:03:22] <LatvianModder> And long long int was 64
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L101[03:04:00] <LatvianModder> But thats c++ (maybe C too? Not sure), and it was way before Java came with fixed number sizes
L102[03:04:15] <killjoy> c is confusing
L103[03:04:25] <killjoy> so many different types to worry about
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L105[03:06:33] <killjoy> Is C# any better?
L106[03:07:56] <LatvianModder> And I think 32bit OSes can only have 2 gigabytes of ram max for programs, is because there can only be Integer.MAX_VALUES references. With 64x system, you can tenchically give minecraft 92 million gigs of ram :D
L107[03:08:13] <LatvianModder> Havent learned, nor seen that one yet
L108[03:08:21] <killjoy> technically correct
L109[03:09:11] <killjoy> It is possible to use more than 4GB ram with hax, but 2GB for programs seems about right.
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L112[03:28:58] <ghz|afk> [09:02] (+LatvianModder): int initially started as 16bit
L113[03:29:08] <ghz|afk> int is meant to be "whatever the cpu's primary number is"
L114[03:29:41] <ghz|afk> on 16bit x86
L115[03:30:31] <ghz|afk> it was defined so that char=8bit, short=16bit, long=32bit, and since the natural integer length was 16bit, int was defined as such
L116[03:30:58] <ghz|afk> becasue using longs implied doing more than one instruction so it was slower
L117[03:31:18] <ghz|afk> and as an attempt to keep backward compatibility
L118[03:31:30] <ghz|afk> the switch to 32bit kept long as 32bit too
L119[03:31:55] <ghz|afk> but the native int was turned to 32bit
L120[03:32:36] <ghz|afk> then by the time x64 appeared
L121[03:32:39] <ghz|afk> there had been other cpus
L122[03:32:46] <ghz|afk> and people had got hurt by attempts to redefine sizes
L123[03:32:55] <ghz|afk> there was too much codebase relying on int=32bit
L124[03:33:18] <ghz|afk> so they had come up with stdint.h/inttypes.h
L125[03:33:31] <ghz|afk> and they left the "less strict" sizes alone
L126[03:34:06] <JustWhoAmI> Do BlockCrops have different blockstates at different stages of growth?
L127[03:34:18] <ghz|afk> I guess so
L128[03:34:40] <ghz|afk> the PropertyInteger AGE would indicate I'm correct in my guess
L129[03:34:54] <JustWhoAmI> Yeah:
L130[03:34:54] <JustWhoAmI> public IBlockState withAge(int age)
L131[03:34:55] <JustWhoAmI> {
L132[03:34:55] <JustWhoAmI> return this.getDefaultState().withProperty(this.getAgeProperty(), Integer.valueOf(age));
L133[03:34:55] <JustWhoAmI> }
L134[03:34:59] <JustWhoAmI> soz for spam :P
L135[03:35:32] <ghz|afk> if you are creating a new crop
L136[03:35:36] <JustWhoAmI> yes
L137[03:35:46] <ghz|afk> I guess you'd want to just override getMaxAge
L138[03:35:49] <ghz|afk> and leave the rest alone
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L140[03:36:09] <JustWhoAmI> I actually wanted a TE to certain things pertaining to the age
L141[03:36:20] <JustWhoAmI> so I guess after getting the blockPos of the crop
L142[03:36:33] <JustWhoAmI> I could do getAge
L143[03:40:32] <JustWhoAmI> ghz|afk, is there a tutorial on AxisAlignedBB and bounding boxes?
L144[03:41:41] <ghz|afk> I don't use tutorials, so I don't keep track of them
L145[03:41:42] <ghz|afk> ;P
L146[03:41:55] <ghz|afk> but assuming you are on 1.10.2
L147[03:42:01] <ghz|afk> just override getBoundingBox?
L148[03:43:52] <ghz|afk> there's just a few methods that matter: getBoundingBox, getCollisionBoundingBox, getSelectedBoundingBox, and addCollisionBoxToList
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L160[04:19:09] <Raqbit> I have a mod which relays mc chat to irc. I made it in such a way that it's server-side only. Now I wanna add a block to that mod, so I use word.isRemote to decide if I want to load the irc bot & related eventslisteners. But, I want the block to be able to communicate with the irc bot side of the mod (running on the server only). How would I go abo
L161[04:19:09] <Raqbit> ut doing such a thing?
L162[04:19:57] <ghz|afk> what kind of communication?
L163[04:20:16] <Raqbit> Well, I want the block to send an irc msg.
L164[04:20:40] <Raqbit> So I want to use an object which only exists on the multiplayer server
L165[04:20:52] <ghz|afk> Oh I see
L166[04:21:09] <ghz|afk> but does it exists in the client if it's singleplayer?
L167[04:21:16] <ghz|afk> or it only exists on dedicated server use?
L168[04:21:37] <ghz|afk> (there's still a server thread in single-player)
L169[04:21:41] <Raqbit> Well, if I enabled the irc parts on singleplayer, it would startup 2 bots
L170[04:21:53] <ghz|afk> that's not what I mean
L171[04:22:07] <ghz|afk> http://mcforge.readthedocs.io/en/latest/concepts/sides/
L172[04:22:10] <ghz|afk> read this ;P
L173[04:23:28] <Raqbit> so I need to use the annotation to only do stuff on the physical server?
L174[04:23:39] <ghz|afk> no, how did you get thaat idea?
L175[04:23:51] <ghz|afk> that*
L176[04:23:52] <Raqbit> *_*
L177[04:23:56] <Raqbit> Alright
L178[04:24:04] <ghz|afk> unless you mean @SidedProxy
L179[04:24:07] <Raqbit> Yeah
L180[04:24:11] <ghz|afk> which is used to declare the proxy
L181[04:24:58] <Raqbit> But how do I apply the annotation to multiple lines of code?
L182[04:25:02] <ghz|afk> you do not
L183[04:25:13] <ghz|afk> there's ONE proxy for a mod
L184[04:25:18] <ghz|afk> (0 or 1)
L185[04:25:27] <ghz|afk> in your main mod class
L186[04:25:35] <ghz|afk> you declare a field that will hold the right proxy
L187[04:25:50] <ghz|afk> and the @SidedProxy annotation takes care of instantiating the right class from the two provided full-names
L188[04:26:05] <Raqbit> hmm
L189[04:26:07] <Raqbit> I see
L190[04:26:10] <ghz|afk> for my mods
L191[04:26:16] <ghz|afk> I declare an interface, usually IModProxy
L192[04:26:21] <ghz|afk> and then a field like suck:
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L194[04:26:23] <ghz|afk> such:
L195[04:26:24] <ghz|afk> @SidedProxy(clientSide = "gigaherz.guidebook.client.ClientProxy", serverSide = "gigaherz.guidebook.server.ServerProxy")
L196[04:26:24] <ghz|afk> public static IModProxy proxy;
L197[04:26:30] <ghz|afk> then
L198[04:26:43] <ghz|afk> on the client proxy class, I run any code that only makes sense on the physical client
L199[04:26:50] <ghz|afk> (rendering, models, etc)
L200[04:26:58] <ghz|afk> and the server proxy is usually empty
L201[04:27:07] <ghz|afk> in your case
L202[04:27:10] <Raqbit> hmm I see
L203[04:27:16] <ghz|afk> you seem to NOT want the bots to work in singleplayer/LAN
L204[04:27:21] <Raqbit> yea
L205[04:27:43] <ghz|afk> so you'd call the code that performs the event registrations in a method in your IModProxy
L206[04:27:53] <ghz|afk> but only implement this method on the server class
L207[04:28:02] <Raqbit> I see
L208[04:28:03] <ghz|afk> this way when it runs on a client it would be a no-op
L209[04:28:15] <Raqbit> I'm starting to get it
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L211[04:28:55] <Raqbit> And If I want to call methods that only exist on the dedicated server side, from the client side?
L212[04:29:49] <Ordinastie> you just said it doesn't exist, why would you want to call it ?
L213[04:30:44] <Raqbit> Well, I want to make a block which sends a message over irc, but the irc bot only exists on the mutliplayer server
L214[04:30:46] <Raqbit> side
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L216[04:31:10] <Ordinastie> that's why you have proxies
L217[04:35:50] <ghz|afk> Raqbit: if you want to do things on the server
L218[04:35:54] <ghz|afk> that are initiated by a client
L219[04:35:58] <ghz|afk> that's networking
L220[04:36:06] <Raqbit> I see
L221[04:36:08] <ghz|afk> you'll want to notify the server... through a network message
L222[04:36:20] <Raqbit> Hmm
L223[04:36:29] *** tterrag is now known as tterrag|ZZZzzz
L224[04:36:29] <Raqbit> So I gotta mess with packets?
L225[04:36:44] <ghz|afk> sure, it's easy
L226[04:36:45] <ghz|afk> http://mcforge.readthedocs.io/en/latest/networking/simpleimpl/
L227[04:36:48] <Raqbit> This is gonna be fun :>
L228[04:37:09] <Raqbit> Alright, thanks for the help ghz|afk
L229[04:37:21] <Raqbit> I'm gonna start doing the sided proxies first
L230[04:37:25] <ghz|afk> actually, Raqbit, when you say
L231[04:37:33] <ghz|afk> "I want to make a block which sends a message over irc"
L232[04:37:42] <ghz|afk> how is the client involved in it?
L233[04:37:51] <Raqbit> right
L234[04:38:00] <ghz|afk> because if it's "when someone clicks the block", then the server already knows that
L235[04:38:00] <Raqbit> Brainderp
L236[04:38:01] <JustWhoAmI> I guess a GUI of some sort?
L237[04:38:06] <Raqbit> No
L238[04:38:08] <Raqbit> It doesn't
L239[04:38:13] <Raqbit> well that makes stuff a lot easier
L240[04:38:25] <JustWhoAmI> It's completely server side based then, no?
L241[04:38:28] <Raqbit> I think I'm going to do some stuff with the computercraft api
L242[04:38:30] <Raqbit> Yeah
L243[04:38:49] <JustWhoAmI> Yeah then you needn't dabble in SimpleImpl
L244[04:38:55] <JustWhoAmI> although it's really fun
L245[04:39:15] <JustWhoAmI> I don't know, something about SimpleImpl makes me really happy
L246[04:39:32] <Raqbit> It sounds like a lot of fun
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L272[05:58:33] <ScottehBoeh> Good way to check if armor is enchanted? (For example, a chestplate)
L273[05:59:18] <ghz|afk> EnchantmentHelper.getEnchantmentLevel
L274[05:59:35] <PitchBright> hey ghz|afk I'm reading your convo from an hour ago... about simpleimpl
L275[05:59:44] <ghz|afk> ?
L276[05:59:57] <PitchBright> trying to figure out if it applies to what I need to do
L277[06:00:14] <ScottehBoeh> So, something along the lines of | if (!EnchantmentHelper.getEnchantmentLevel == null){ do this stuff }
L278[06:00:25] <ScottehBoeh> ofc, I'd need the actual item the player is wearing, I can get that
L279[06:01:09] <ghz|afk> uh no
L280[06:01:10] <ghz|afk> wait
L281[06:01:16] <ghz|afk> you just want to know if it's enchanted, in general
L282[06:01:20] <ScottehBoeh> Yeo
L283[06:01:22] <ghz|afk> regardless of the enchantment type/level?
L284[06:01:28] <ScottehBoeh> Yeah, as long as its enchanted
L285[06:01:34] <ghz|afk> but it has to be enchanted
L286[06:01:38] <ghz|afk> not just "showing itself shiny"
L287[06:01:46] <ScottehBoeh> it has to be enchanted yes
L288[06:01:52] <ScottehBoeh> I want to delete enchanted armor, basically.
L289[06:02:07] <ghz|afk> okay then .getEnchantments may be better
L290[06:03:33] <ghz|afk> actually
L291[06:03:40] <ghz|afk> stack.isItemEnchanted
L292[06:03:40] <ghz|afk> ;P
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L295[06:05:08] <PitchBright> i'm still hammering away on the Entity inventory thing. After Client #1 interacts with the Entity's inventory, the inventory is updated on the server (obviously). What I want to do is send the revised inventory of the Entity to Client #2 (who will not open the inventory and get the slot changes)... for rendering purposes. I'm assuming Client #2 has an outdated copy of the Entity's inventory from the
L296[06:05:09] <PitchBright> initital readEntityFromNBT and readSpawnData when Enttiy loaded for Client #2, but since nearby Client #1 has changed the contents of the Entity inventory, Client #2 has outdated data, correct?
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L298[06:19:04] <PitchBright> If my understanding is correct ^ .... I guess what I'm wondering ghz|afk is if I need to use simpleimpl to achieve what I want to do.
L299[06:20:27] <ghz|afk> I still believe you do not need to sync the entire inventory :/
L300[06:20:57] <ghz|afk> yes, packets can help you achieve that
L301[06:20:59] <PitchBright> that was my second question... but I need to wrap my head around the problem I'm facing first. xD
L302[06:21:06] <ghz|afk> and simpleimpl is an easy way to send packets
L303[06:21:12] <Raqbit> Hmm
L304[06:21:31] <Raqbit> Having a bit of a problem with loading my block texture. Even though it's 1.7.10. I feel dumb xD
L305[06:21:47] <PitchBright> okay... so my understanding is correct, that Client #2 doesn't have "updatad data" of the Entity Inventory...
L306[06:22:09] <Ordinastie> Raqbit, update to 1.10.2
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L308[06:23:22] <Raqbit> OH
L309[06:23:26] <Raqbit> It was just intellij messing up
L310[06:23:53] <PitchBright> my next question was, since I only really for the client to know what the ItemStack of the 1 slot that changed (amongst all the other changes)... should I just send that 1 piece of data, or would it make more sense/be easier to just send the whole inventory?
L311[06:24:27] <ghz|afk> for network efficiency
L312[06:24:39] <ghz|afk> you should only send the strictly required data
L313[06:24:48] <ghz|afk> but I'll say again
L314[06:24:52] <ghz|afk> you are fixing the wrong problem.
L315[06:25:01] <ghz|afk> you should integrate your inventory with the existing slot system
L316[06:25:25] <PitchBright> you're talking about applying the inventory, to the equipment slots
L317[06:26:27] <ghz|afk> yes, I mean implement the methods that work with EntityEquipmentSlot, so that when someone requests EntityEquipmentSlot.MAINHAND, it will read from the current active slot
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L319[06:26:37] <ghz|afk> which will allow MC do to its job and synchronize the equipment automatically
L320[06:27:22] <PitchBright> and that would be the easiest solution... but my worry there is that other methods elsewhere do equipment drops, and other things with those slots... that I'm not aware of, then I'm spending time tracking that stuff down so I can circumvent it.
L321[06:27:40] <ghz|afk> so yo uare doing it wrong
L322[06:27:50] <ghz|afk> and then implementing hacks to work around the fact that you did it wrong to begin with
L323[06:28:38] <PitchBright> I'm not sure why rending an item out of a specific inventory slot, is "wrong"... instead of doing it out of the equipment slot.
L324[06:28:56] <ghz|afk> because the EntityEquipmentSlot system makes it generic
L325[06:29:03] <ghz|afk> and lets anyone interact with living entities in a generic way
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L327[06:29:18] <ghz|afk> it means I can call getItemStackFromSlot(MAINHAND) on a zombie, skeleton, or mob entity
L328[06:29:21] <ghz|afk> and it will still work
L329[06:29:47] <ghz|afk> meanwhile, ifyou bypass all of that, my code wouldn't work on your mobs, and it wouldn't be my fault
L330[06:30:29] <ghz|afk> example: a Disarm spell or skill
L331[06:31:39] <PitchBright> I see
L332[06:31:53] <JustWhoAmI> Does transparency work for item models in the hotbar?
L333[06:32:05] <JustWhoAmI> or should i say item textures
L334[06:32:21] <PitchBright> and just to confirm... EntityPlayer also uses Equipment slots, the same way Mobs do?
L335[06:32:28] <ghz|afk> yup
L336[06:32:34] <ghz|afk> even more so
L337[06:32:40] <ghz|afk> the methods were originally designed for players
L338[06:32:47] <ghz|afk> and then they were moved to EntityLivingBase in 1.10
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L340[06:32:55] <ghz|afk> to allow mobs to act "like players"
L341[06:33:04] <ghz|afk> in using tools and holding equipment
L342[06:33:06] <PitchBright> okay... I'll try your suggested approach.
L343[06:33:20] <ghz|afk> so getItemStackFromSlot and setItemStackToSlot
L344[06:33:35] <ghz|afk> and everything else that's abstract in EntityLivingBase
L345[06:33:55] <ghz|afk> JustWhoAmI: depends
L346[06:34:03] <ghz|afk> transparency will work but
L347[06:34:09] <ghz|afk> if your item is */generated
L348[06:34:17] <ghz|afk> the code that creates the "depth" edge
L349[06:34:45] <ghz|afk> considers anything with alpha!= 0 to be a a pixel, so it willgenerate an edge for it
L350[06:34:57] <ghz|afk> which means it will look weird, specially while enchanted
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L352[06:36:49] <JustWhoAmI> Alright say i had a block with a non-standard model i.e. it wasn't a simple 16x16x16 cube, how would I create an item model for it? gh
L353[06:36:50] <JustWhoAmI> ghz|afk,
L354[06:37:33] <ghz|afk> ?
L355[06:37:43] <ghz|afk> is the block model a json model?
L356[06:37:49] <JustWhoAmI> yep
L357[06:37:52] <ghz|afk> then just
L358[06:37:57] <ghz|afk> models/item/theblockname.json
L359[06:37:57] <ghz|afk> with
L360[06:38:07] <ghz|afk> { "parent": "block/theblockname" }
L361[06:38:22] <JustWhoAmI> that's all?
L362[06:38:24] <ghz|afk> and make sure that your block has { "parent": "block/block" } on top of the "elements" list
L363[06:38:29] <ghz|afk> I mean
L364[06:38:37] <ghz|afk> both "parent" and "elements"
L365[06:38:44] <ghz|afk> like how block/cube.json does in vanilla
L366[06:39:04] <JustWhoAmI> but it isn't a standard block
L367[06:39:08] <ghz|afk> JustWhoAmI: well you also need ModelLoader.setCustomModelResourceLocation
L368[06:39:10] <ghz|afk> JustWhoAmI: so?
L369[06:39:17] <JustWhoAmI> how can its parent be just a standard block?
L370[06:39:19] <ghz|afk> what does it have that is special?
L371[06:39:41] <ghz|afk> did you not say it's a standard model json file?
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L373[06:40:17] <ghz|afk> the only difference should be that it has more stuff inside "elements"
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L375[06:41:32] <ghz|afk> and if that's not the case, then wtf kind of model do you have? ;P
L376[06:41:35] <JustWhoAmI> assume this had textures
L377[06:41:35] <JustWhoAmI> http://pastebin.com/4pds1Wih
L378[06:41:38] <JustWhoAmI> this is my model
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L381[06:42:12] <ghz|afk> yeah
L382[06:42:15] <ghz|afk> standard model json
L383[06:42:23] <ghz|afk> you just need
L384[06:42:24] <ghz|afk> "parent": "block/block"
L385[06:42:27] <ghz|afk> in it
L386[06:42:35] <ghz|afk> open block/cube.json in your IDE
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L389[06:43:16] <ghz|afk> or block/fence_gate_closed.json
L390[06:43:21] <ghz|afk> for a more complex example
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L392[06:44:16] <JustWhoAmI> oh
L393[06:44:22] <JustWhoAmI> just that line
L394[06:44:22] <JustWhoAmI> kk
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L398[06:48:15] <PitchBright> ghz|afk: you know how you gave an example of your mod interacting with my Entity's Equipment inventory?
L399[06:48:34] <PitchBright> ghz|afk: example: a Disarm spell or skill
L400[06:48:58] <PitchBright> if you disarm my mob... (ie. make him drop the item in his equipement slot)...
L401[06:49:14] <shartte> brrrrr, debugging bugs in forge's lighting is not fun :|
L402[06:49:35] <PitchBright> that won't remove that item from his custom inventory, will it?
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L405[06:51:20] <howtonotwin> JustWhoAmI, if you open block/block you'll find that all it does is define transforms
L406[06:51:31] <howtonotwin> the actual cube model is block/cube
L407[06:51:39] <JustWhoAmI> oh
L408[06:51:52] <JustWhoAmI> so block/block doesn't actually mean a 16x16x16
L409[06:51:58] <JustWhoAmI> it's block/cube that does
L410[06:52:01] <JustWhoAmI> correct?
L411[06:52:03] <howtonotwin> correct
L412[06:52:11] <JustWhoAmI> that's good to know
L413[06:53:00] <JustWhoAmI> To summarize how exactly to create block and item models: http://pastebin.com/Rb9q4E6U howtonotwin ghz|afk can you guys check this, and tell me if i'm missing something/wrong somewhere?
L414[06:53:11] <ghz|afk> PitchBright: well, it should?
L415[06:53:23] <howtonotwin> AAH Models in commonproxy
L416[06:53:26] <howtonotwin> kill it!
L417[06:53:33] <ghz|afk> JustWhoAmI: blocks are never 16x16x16
L418[06:53:41] <howtonotwin> models are client only and will kill the server
L419[06:53:46] <ghz|afk> that's just how the numbers in "elements" work like
L420[06:53:48] <howtonotwin> move it to clientproxy
L421[06:53:54] <JustWhoAmI> okay
L422[06:53:56] <ghz|afk> so that it's easier to define the size in terms of "texture pixels"
L423[06:54:07] <JustWhoAmI> todo list: 1. move model line to client proxy
L424[06:54:11] <JustWhoAmI> that makes sense ghz|afk
L425[06:54:12] <ghz|afk> mc internally does /16 on those numbers XD
L426[06:54:13] <howtonotwin> Minecraft.getMinecraft().getRenderItem().getItemModelMesher()
L427[06:54:19] <howtonotwin> GREAT GODS!
L428[06:54:22] <ghz|afk> howtonotwin: EWH!
L429[06:54:32] <howtonotwin> yay for hella outdated 1.8 tutorials
L430[06:54:34] <ghz|afk> JustWhoAmI: stop using that old outdated method pls
L431[06:54:41] <PitchBright> in theory yeah it should... but because the equipment list is a duplication of the inventory list... does removing something from the equipment list automatically propagate that change to the inventory list?
L432[06:54:41] <howtonotwin> ModelLoader.setCustomMRL
L433[06:54:41] <ghz|afk> this was outdated in APRIL LAST YEAR
L434[06:55:01] <PitchBright> I think it doesn't, since mobs don't have inventories, but mine does.
L435[06:55:24] <howtonotwin> you have a blockstate json too, right?
L436[06:55:38] <ghz|afk> PitchBright: what
L437[06:55:46] <ghz|afk> you shouldn't have a copy anywhere
L438[06:55:50] <ghz|afk> you shoudl do like
L439[06:55:59] <ghz|afk> getItemStackFromSlot(slot)
L440[06:55:59] <ghz|afk> {
L441[06:56:02] <ghz|afk> switch(slot) {
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L443[06:56:20] <ghz|afk> case MAINHAND: return internalinventory[currentActiveSlot];
L444[06:56:23] <ghz|afk> case ...: whatever
L445[06:56:24] <ghz|afk> }
L446[06:56:25] <ghz|afk> }
L447[06:56:34] <PitchBright> aight cool... I think I'm followin' ya
L448[06:56:35] <PitchBright> thanks mang
L449[06:57:03] <Necro> is there a method i can use to manually update the player? I want to update the players velocity from the server-side but it isn't synced automatically.
L450[06:58:45] <shartte> blergh @ UnpackedBakedQuad... it converts normals like -1,0,0 to -0.99607843,0,0
L451[06:59:03] <shartte> and normalizing those back to -1,0,0 breaks AO lighting *but just for the north face*
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L454[07:00:35] <JustWhoAmI> howtonotwin, ghz|afk where can i find the new method? I did take it from a 1.8 tutorial so it makes sense that it's outdated, just didn't know that rendering code would change from 1.8->1.9
L455[07:00:44] <JustWhoAmI> where can i learn*
L456[07:00:49] <ghz|afk> you use ModelLoader.setCustomModelResourceLocation
L457[07:00:54] <howtonotwin> https://github.com/howtonotwin/MCForgeDocumentation/blob/models/docs/models/using.md#item-models
L458[07:01:02] <ghz|afk> but you have to call it from either pre-init phase
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L460[07:01:06] <ghz|afk> or using the new ModelRegistryEvent
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L462[07:01:14] <howtonotwin> preferable the second
L463[07:01:20] <howtonotwin> *ly
L464[07:02:32] <JustWhoAmI> howtonotwin, how come that gist does not mention that event?
L465[07:02:42] <howtonotwin> bc I didn't write it yet :P
L466[07:02:46] <howtonotwin> they're new
L467[07:02:47] <ghz|afk> it's quite new
L468[07:02:51] <JustWhoAmI> oh
L469[07:02:53] <ghz|afk> just 2-3 weeks old
L470[07:02:56] <howtonotwin> and I am writing pages on the registry events
L471[07:03:01] <howtonotwin> so yeah
L472[07:03:06] <JustWhoAmI> is that event 1.9 or 1.10?
L473[07:03:11] <howtonotwin> 1.10
L474[07:03:19] <JustWhoAmI> kk
L475[07:03:27] <howtonotwin> BTW is it safe to use `@SubscribeEVent(Side.CLIENT) @SideOnly(Side.CLIENT) public void registerModels(ModelRegistryEvent event)` in my main Mod class?
L476[07:03:49] <ghz|afk> should be
L477[07:03:54] <howtonotwin> yay
L478[07:04:03] <ghz|afk> but I don't like to use @SideOnly on my stuff
L479[07:04:15] <ghz|afk> I reserve it for strictly the methods that wouldn't work otherwise
L480[07:04:19] <ghz|afk> which means
L481[07:04:26] <ghz|afk> overrided methods that take @SideOnly parameters
L482[07:04:32] <TechnicianLP> you could put that method in your proxy only and register your proxy
L483[07:05:18] <howtonotwin> I know that, but I wanted to keep all the register-y stuff together
L484[07:06:20] <TechnicianLP> registerstuff() method in your proxies?
L485[07:06:32] <howtonotwin> and still use the events
L486[07:06:52] <howtonotwin> anyway back to my writing
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L489[07:10:40] <JustWhoAmI> ghz|afk, could you quickly guide me through block and itemblock registration step by step
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L492[07:11:31] <ghz|afk> JustWhoAmI: uhh
L493[07:11:46] <ghz|afk> in RegistryEvent.Register<Block> -- or preInit
L494[07:11:47] <ghz|afk> you call
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L496[07:12:02] <ghz|afk> GameRegistry.register(theBlock);
L497[07:12:22] <ghz|afk> GameRegistry.register(new ItemBlock(theBlock).setRegistryName(theBlock.getRegistryName()));
L498[07:12:33] <PaleoCrafter> eh, in the registry event, you're supposed to use the provided registry :P
L499[07:12:39] <ghz|afk> are you?
L500[07:12:46] <howtonotwin> e.getRegistry().registerAll(...)
L501[07:12:51] * ghz|afk shrugs
L502[07:12:58] <ghz|afk> anyhow
L503[07:13:00] <PaleoCrafter> t
L504[07:13:03] <PaleoCrafter> whoops
L505[07:13:04] <ghz|afk> hwo would you register itemblocks that way?
L506[07:13:16] <ghz|afk> you'd have to do it in the Item registry event, then?
L507[07:13:20] <howtonotwin> The way I do it is it's done manually :P
L508[07:13:41] <howtonotwin> oh wait no there's a better way but it's specific to my system
L509[07:13:44] <ghz|afk> hmm which one gets called first, Block or Item?
L510[07:13:46] * howtonotwin goes off to fix it
L511[07:13:47] <howtonotwin> Block
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L513[07:13:50] <ghz|afk> aha
L514[07:13:51] <ghz|afk> so you can do
L515[07:13:57] <ghz|afk> theBlock = new Block(); in <Block>
L516[07:14:01] <ghz|afk> and then, in my case
L517[07:14:11] <ghz|afk> register(theBlock.createItemBlock()) from <Item>
L518[07:14:14] <ghz|afk> but it's fugly
L519[07:14:19] <ghz|afk> because it splits up the registration of the block
L520[07:14:29] <howtonotwin> The way I have my system set up is that Blocks with ItemBlocks all mix in the trait BlockItem
L521[07:14:39] <howtonotwin> so I can actually iterate the block registry
L522[07:14:40] <ghz|afk> EWH
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L524[07:14:57] <howtonotwin> and register everything that mixes it in :P
L525[07:15:12] <ghz|afk> I ahve a BlockRegistered (bad name, but whatever), that has a createItemBlock method
L526[07:15:27] <ghz|afk> by default it creates standard itemblocks, but I override it for blocks that need custom itemblocks
L527[07:15:38] <ghz|afk> but it alwyas returns a non-null instance
L528[07:15:44] <ghz|afk> so I just don't call it for blocks that don't need it
L529[07:15:49] <ghz|afk> very manual ;P
L530[07:15:58] <JustWhoAmI> ghz|afk, can you continue explaining in easy terms :P
L531[07:16:20] <ghz|afk> there's nothign elseto explain
L532[07:16:33] <howtonotwin> for me it's trait BlockItem extends Block { def itemBlock: ItemBlock = new ItemBlockMod(this) with MetaToMRLModelResolution } :P
L533[07:16:39] <howtonotwin> not perfect but it's nice
L534[07:16:41] <ghz|afk> in RegistryEvent.Register<Item>/<Block>
L535[07:16:45] <ghz|afk> you register the respective part
L536[07:17:02] <ghz|afk> and in ModelRegistryEvent, you call ModelLoader.setCustomModelREsourceLocation for the items and itemblocks
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L548[08:17:10] <Fridtjof> hello everyone
L549[08:17:23] <howtonotwin> hello
L550[08:17:25] <Fridtjof> im trying to setup a workspace for an 1.7.10 forge environment
L551[08:17:33] <Ordinastie> don't
L552[08:17:38] <Ordinastie> use 1.10.2
L553[08:17:45] <Fridtjof> i kinda have to
L554[08:17:50] <Fridtjof> we're running an old modpack
L555[08:18:05] <Ordinastie> no help will be provided for out of date versions
L556[08:18:06] <Fridtjof> for which i want to write a small server side mod to tweak something ingame
L557[08:18:12] <Fridtjof> :|
L558[08:18:17] <Ordinastie> you should update your modpack instead
L559[08:18:35] <howtonotwin> 1.7.10 workspaces are basically the same as 1.10, but most of us don't even remember how 1.7.10 worked in some areas
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L561[08:18:45] <Fridtjof> yeah
L562[08:18:48] <howtonotwin> so we can't really help much on the code sie
L563[08:18:50] <howtonotwin> *side
L564[08:18:55] <Fridtjof> it's more of a build problem
L565[08:19:04] <Fridtjof> thing is i'm running setupDecompWorkspace
L566[08:19:10] <Fridtjof> and nothing turns up in the project dir
L567[08:19:28] <Fridtjof> the only things that appear are a build and an eclipse dir
L568[08:19:31] <howtonotwin> you need to run eclipse
L569[08:19:36] <howtonotwin> that makes an eclipse project
L570[08:19:51] <Fridtjof> i'm running intellij
L571[08:20:01] <Fridtjof> but I don't even get any source code
L572[08:20:04] <howtonotwin> then just point intellij at the build.gradle
L573[08:20:08] <Fridtjof> did that
L574[08:20:18] <Fridtjof> after generation run configs they're broken
L575[08:20:24] <Fridtjof> they cant find the start classes
L576[08:20:24] <howtonotwin> and there's a thing you have to do with the modules
L577[08:20:36] <Fridtjof> $ ls
L578[08:20:36] <Fridtjof> build build.gradle eclipse gradle gradlew gradlew.bat
L579[08:20:37] <Actuarius> You (account Some(prasselpikachu)) can't access the $ command
L580[08:20:42] <howtonotwin> you have to change them from modulename to modulename_main
L581[08:20:48] <howtonotwin> the run configs
L582[08:20:52] <Fridtjof> alright
L583[08:20:59] <howtonotwin> but I don't use intellij so idk where that is :P
L584[08:21:18] <Fridtjof> but where is all the decompiled code?
L585[08:21:21] <IoP> cpw has nice vids and someone wrote text guide
L586[08:21:28] <howtonotwin> in a jar file somewhere
L587[08:21:32] <howtonotwin> in your gradle cache
L588[08:21:42] <Fridtjof> OHHH
L589[08:21:43] <Fridtjof> found it
L590[08:21:45] <howtonotwin> open the forgeSrc jar on the classpath
L591[08:21:47] <Fridtjof> it's an external library
L592[08:21:50] <howtonotwin> yep there ya go
L593[08:21:53] <Fridtjof> shouldve known
L594[08:24:18] <IoP> Don't miss this :P [@voxcpw:34] Question: I'm rebuilding FML, starting at square one. Anyone want me to stream it?
L595[08:24:25] <howtonotwin> oh?
L596[08:24:31] <howtonotwin> when is this?
L597[08:24:50] <IoP> maybe after enough people say "yes"
L598[08:25:01] *** howtonotwin is now known as Everyone
L599[08:25:03] <Everyone> yes
L600[08:25:06] *** Everyone is now known as howtonotwin
L601[08:25:15] <howtonotwin> is that enough?
L602[08:25:56] <Fridtjof> yes
L603[08:25:59] <Fridtjof> everyone and me
L604[08:26:02] <Fridtjof> seems like enough
L605[08:26:04] <ghz|afk> +1 to that
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L607[08:30:58] *** Jezza is now known as Jezza|Nom
L608[08:31:44] <howtonotwin> I'm simultaneously writing a page on events and registration for the docs, and I want to link them together for the registry events, but it makes me feel dirty to combine two mostly unrelated PRs/branches into one.
L609[08:31:47] <howtonotwin> ;_;
L610[08:33:54] <ghz|afk> I have considered streaming myself while coding, but I don't have enough... consistency
L611[08:34:08] <ghz|afk> and I don't like talking to a mic either ;p
L612[08:34:54] <IoP> I just can't watch mc modders coding. I usually want to hurt myself while watching them...
L613[08:35:57] <IoP> it just mmakes me sad when people write functions for interface implementatation manually when IDE could create stubs automatically
L614[08:36:33] *** Jezza|Nom is now known as Jezza|AFK
L615[08:36:45] <IoP> and same comment for writing setters and getters
L616[08:44:31] <masa> is there any good way to prevent problems with too much NBT data on items that have inventories
L617[08:44:58] <Ordinastie> I don't think there is a limit in size
L618[08:45:00] <Ordinastie> only in depth
L619[08:45:06] <masa> do I have to manually be checking the NBT size and then disallow inserting new items if the size grows too big?
L620[08:45:57] <masa> well I just got a bug report that someone was storing RFTools modular storages in my bag and got kicked out after 6 or 7 of them and they had to delete his user data
L621[08:46:15] <masa> "Tried to read NBT database but that was too big: tried to allocate 2097154bytes but only 2097152bytes where allowed."
L622[08:48:23] <Ordinastie> where does that error come from ?
L623[08:49:24] <TechnicianLP> nettys bytebuffer being to small
L624[08:49:45] <PaleoCrafter> IoP, you watch the wrong people then :P
L625[08:50:18] <IoP> probably
L626[08:54:56] *** Keridos|away is now known as Keridos
L627[08:56:31] <Fridtjof> alright so what i'm trying to do is make a small server side mod that hides certain players from the TAB player list
L628[08:56:49] <Fridtjof> can someone give me a small lead on where to look?
L629[08:57:04] <Fridtjof> or, is this even possible without breaking multiplayer?
L630[08:57:39] <TechnicianLP> i know it is possible to change the tablist (its done in some way on bukkit)
L631[08:57:52] <TechnicianLP> dont know how though
L632[08:58:33] <PaleoCrafter> take a look at GuiPlayerTabOverlay and where it gets its data from
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L635[09:02:13] <Fridtjof> thanks PaleoCrafter
L636[09:03:29] <PaleoCrafter> you're welcome
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L638[09:03:42] <PaleoCrafter> switch to 1.10.2 though :P
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L641[09:12:48] <Fridtjof> PaleoCrafter stuck with an old modpack
L642[09:13:50] <ghz|afk> I don't understand people who are able to play on old packs for so long
L643[09:14:01] <ghz|afk> I get bored within a few days/weeks of starting a new modpack
L644[09:14:30] <Fridtjof> we don't play that often
L645[09:14:31] <Fridtjof> it's fun just building out ridicilous stuff
L646[09:14:35] <Fridtjof> huge factories
L647[09:14:45] <ghz|afk> get started -> build base -> expand base with new tech -> become so OP nothing can hurt you -> kill all the bosses in the game
L648[09:14:55] <Fridtjof> not our goal :D
L649[09:14:57] <ghz|afk> then I get bored
L650[09:14:58] <ghz|afk> ;P
L651[09:15:05] <ghz|afk> yeah
L652[09:15:11] <ghz|afk> in the original FTB Infinity
L653[09:15:20] <PaleoCrafter> if you don't play that often, updating won't hurt that much :P
L654[09:15:21] <Fridtjof> i always wanna build out something that sustains itself
L655[09:15:31] <Fridtjof> PaleoCrafter the map tho
L656[09:15:31] <ghz|afk> my endgoal was to fill up a draconic energy sphere thing
L657[09:15:55] <ghz|afk> the last stretch of the game was to setup a big reactor with 4 turbines
L658[09:16:02] <ghz|afk> running at 21Krf/s
L659[09:16:05] <ghz|afk> each
L660[09:16:14] <ghz|afk> I left the server run chunkloaded for like a week
L661[09:16:34] <ghz|afk> and I just moved the ender quarry from mound to mound, in the twilight forest
L662[09:16:41] <ghz|afk> (big mounds)
L663[09:17:44] *** Jezza|AFK is now known as Jezza
L664[09:18:01] <ghz|afk> so when I got the whatevermany trillion RF stored in there
L665[09:18:04] <ghz|afk> I considered it done.
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L668[09:19:03] <ghz|afk> I had already gone through thaumcraft, my flatmade had gone through botania, and we had infinite resources for doing tech stuff
L669[09:19:14] <ghz|afk> I triedto delay it by trying to progress in blood magic
L670[09:19:21] <ghz|afk> but it's (or was) too grindy
L671[09:19:23] <ghz|afk> so I got bored
L672[09:19:30] <ghz|afk> and stopped that server for the last time
L673[09:22:14] <howtonotwin> methinks you should play with Avaritia
L674[09:22:17] <howtonotwin> :P
L675[09:22:39] <howtonotwin> also how do you "get through Botania"
L676[09:23:02] <howtonotwin> you have not "finished" that mod unless you have automating the very fabric of the cosmos
L677[09:23:07] <howtonotwin> *automated
L678[09:23:55] <ghz|afk> it has changed since then
L679[09:24:01] <ghz|afk> but well
L680[09:24:08] <ghz|afk> we didn't use botania for automating other things
L681[09:24:20] <ghz|afk> we just progressed in the different stuff for generating tools and armor
L682[09:24:42] <ghz|afk> the automation was tech-based
L683[09:24:48] <ghz|afk> farms and quarries
L684[09:25:11] * howtonotwin recalls the warp lens quarry
L685[09:25:13] <howtonotwin> say
L686[09:25:25] <howtonotwin> what would happen if you combined that with a slimestone bore?
L687[09:25:25] <ghz|afk> the biggest thing we did with it was move an island up into the sky, and create a mana farm
L688[09:25:48] <howtonotwin> ooh explosive boring
L689[09:26:12] <ghz|afk> hmmm
L690[09:26:21] <ghz|afk> it would b e interesting to have some mod that has an "implosion bomb"
L691[09:26:30] <ghz|afk> that pops blocks off and pulls them toward itself
L692[09:26:37] <ghz|afk> combined with some tractor beam to suck stuff from far away
L693[09:27:26] <ghz|afk> specially if this could be set up on a moving platform
L694[09:27:29] <ghz|afk> flying through the sky ;P
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L696[09:27:41] <TechnicianLP> rotarycraft had something in that direction i think
L697[09:27:49] <ghz|afk> you could have a "ship" dropping implosion missiles
L698[09:28:02] <ghz|afk> followed by a tractor beam harvester
L699[09:28:29] <alexiy> oh, I'm working on a mod with moving "platforms"
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L701[09:33:04] <shadowfacts> v-v people who don't understand OOP on the forum
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L707[09:40:42] <PitchBright> ghz|afk: I've got everything over to the Equipment list system now.
L708[09:41:09] <ghz|afk> yay
L709[09:41:11] <ghz|afk> does it sync?
L710[09:42:35] <PitchBright> no... BUT... I just noticed that when Client one changes something in Entity Inventory, the changes aren't being reflected in Equipment NBT... so I guess I'm not quite there yet
L711[09:43:03] <PitchBright> I jumped the gun there, thinking I had it all set up correctly xD
L712[09:43:12] <ghz|afk> wait wait
L713[09:43:22] <ghz|afk> changes done in the client dont' magically reach the server by themselves
L714[09:43:41] <ghz|afk> and wtf is the Equipment nbt?
L715[09:44:36] <PitchBright> this http://imgur.com/a/MNJLn
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L717[09:45:10] <PitchBright> that NBT list should be filled out, since it's supposed to be full of Items
L718[09:45:20] <PitchBright> to reflect what the Entity is equipped with
L719[09:45:58] <ghz|afk> but but
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L721[09:46:21] <ghz|afk> the NBT Tags are only for spawning/loading from disk
L722[09:46:38] *** Keridos is now known as Keridos|away
L723[09:46:41] <PitchBright> ya true... so that might not be the root of the sync problem
L724[09:46:48] <PitchBright> either way... their still should be Items in that list
L725[09:46:53] <PitchBright> which means I missed something
L726[09:46:59] <PitchBright> there*
L727[09:47:16] <ghz|afk> did you implement getItemStackFromSlot?
L728[09:48:21] <PitchBright> ya... in the constructor: this.c_equipment[0] = this.inventory.getStackInSlot(this.inventory.currentItem);
L729[09:48:31] <ghz|afk> wat
L730[09:48:39] <ghz|afk> that's not it at all
L731[09:48:56] <PitchBright> no?
L732[09:48:59] <Ordinastie> that's not what "implement" means...
L733[09:49:06] <PitchBright> oh
L734[09:49:08] <Ordinastie> god people
L735[09:49:13] <Ordinastie> learn to code first :x$
L736[09:49:33] <IoP> implement is not a candy?
L737[09:49:33] <ghz|afk> although looking at EntityLivingBase again
L738[09:49:35] <PitchBright> this is me learning
L739[09:49:44] <ghz|afk> no wait nevermind
L740[09:50:24] <ghz|afk> yeah -- make sure that you override getItemStackFromSlot and setItemStackToSlot properly
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L742[09:50:45] <alexiy> IMO, Modding Minceraft!=learning Java
L743[09:50:53] <ghz|afk> EntityLivingBase has them abstract
L744[09:51:06] <ghz|afk> but EntityLiving implements them to use the internal inventoryHands+InventoryArmor arrays
L745[09:51:24] <ghz|afk> but you said you have your own inventory, so those implementations won't work for you
L746[09:51:42] <PitchBright> right... which is what i was saying originally
L747[09:51:53] <ghz|afk> yeah so override and replace them
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L749[09:52:01] <ghz|afk> make them work with your internal inventory instead of the default one
L750[09:52:07] <ghz|afk> and poof, sync will work
L751[09:53:16] <PitchBright> I "think" I am already... but lemme doublecheck
L752[09:53:31] <Raqbit> I'm having some trouble with importing the computercraft api into my intellij project
L753[09:53:58] <ghz|afk> also getArmorInventoryList
L754[09:53:59] <ghz|afk> ;P
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L758[09:54:32] <Raqbit> I tried putting it in the root of my src folder, like others do, but then I get a nosuchfield error
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L761[09:54:54] <Raqbit> I also tried just loading it as a library in intellij, but I get the same error
L762[09:55:32] *** Keridos|away is now known as Keridos
L763[09:57:32] <PitchBright> so wait
L764[09:58:04] <alexiy> Raqbit: which MC version?
L765[09:58:10] <Raqbit> 1.7.10
L766[09:58:17] <PitchBright> wrong answer
L767[09:58:55] <Raqbit> So what would cause such error?
L768[09:59:35] <PitchBright> Ordinastie: Is there a good Java book you recommend I read, before attempting to tackle minecraft?
L769[09:59:43] <Raqbit> It seems like it has something to do with obfuscation
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L773[10:02:42] <alexiy> Raqbit: you should set up the API as a dependency in Gradle script, I think
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L776[10:05:53] <Raqbit> still a no such field error
L777[10:05:58] <Raqbit> :/
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L779[10:06:47] <alexiy> Raqbit: have you refreshed the project after that?
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L782[10:10:33] <Grevinelveck> Would this be a good place to ask about setting up modded thermos servers or would there be a better Channel? Having some errors on startup just need to know where to go for help.
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L785[10:14:17] <PitchBright> Grevinelveck: this channel is about making mods, with forge
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L788[10:14:54] <PitchBright> maybe there's a thermos channel, or something similar. Not sure.
L789[10:15:33] <Grevinelveck> I was plugging around and looking but my google foo seems weak today.
L790[10:16:28] <PitchBright> 1 sec, lemme ask a guy for ya
L791[10:16:45] <Grevinelveck> Thank you.
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L796[10:21:58] <shartte> Hrm. My custom slabs exhibit the old bugged lighting (https://camo.githubusercontent.com/738b68ab77694820c450a58ae151653ae949aa28/68747470733a2f2f692e696d6775722e636f6d2f45473062694d4c2e6a7067).
L797[10:22:13] <shartte> I am subclassing from vanilla BlockSlab, and I don't see what I am doing differently. Any ideas?
L798[10:22:42] <PitchBright> he's not around Grevinelveck
L799[10:23:00] <PitchBright> sorry man... I can't find anything on google about a Thermos IRC channel either
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L801[10:24:14] <Grevinelveck> Thanks for the help.
L802[10:24:20] <PitchBright> no sweat
L803[10:24:27] <Grevinelveck> Is there just a standard server help channel?
L804[10:24:47] <PitchBright> i don't think so... not with all the different types of servers out there
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L806[10:25:10] <Grevinelveck> alright
L807[10:25:48] <PitchBright> I don't know anythign about Thermos, but isn't it a fork of KCauldron, which is an offshoot of Cauldron or something?
L808[10:25:56] <PitchBright> something like that?
L809[10:26:30] <Grevinelveck> Yes
L810[10:26:53] <PitchBright> there's a #cauldron channel, you could try askin' in there where you might go for Thermos help
L811[10:28:30] <Grevinelveck> Ill do that. ill also be back here for real once I get this done. have two mods i am flowcharting out atm. should be fun.
L812[10:28:49] <PitchBright> aight... gl mang
L813[10:29:06] <Grevinelveck> Thanks again.
L814[10:29:35] <PitchBright> yw
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L821[10:42:56] <QuadIngi> .
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L828[11:00:53] <Raqbit> So how do I import the computercraft api? I can't figure it out
L829[11:01:00] <Raqbit> Always the nosuchfielderror
L830[11:02:00] <ghz|afk> does the error refer to something like field_12345_a
L831[11:02:20] <ghz|afk> yo uare most probably using a release jar
L832[11:02:25] <ghz|afk> instead of a development/deobf jar
L833[11:02:36] <ghz|afk> you'll have to find one, or use BON2 to deobf the normal one
L834[11:11:06] <Raqbit> ya
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L836[11:11:37] <Raqbit> Weird, because the jar does include documentation
L837[11:12:26] <wundrweapon> what mc version are you using
L838[11:13:21] <Raqbit> 1.7.10
L839[11:13:31] <Raqbit> computercraft 1.75
L840[11:14:18] <wundrweapon> If I were you, I'd update to 1.79
L841[11:14:24] <Raqbit> I can't
L842[11:14:27] <wundrweapon> why not?
L843[11:14:33] <Raqbit> That's 1.8
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L845[11:14:44] <wundrweapon> that's what I'm saying - ditch 17.10
L846[11:15:29] <Raqbit> I can't, again, because I'm running a homemade modpack with friends, and a friend of mine has issues with forge & 1.8
L847[11:16:03] <ghz|afk> ewh cc isn't updated even to 1.9
L848[11:16:56] <Raqbit> So i've tried adding it to my build.gradle, putting the api/src into my main/java
L849[11:17:12] <Raqbit> I've tried using intellij's library import
L850[11:17:28] <wundrweapon> ghz|afk: there's worse, Advanced Genetics is still on 1.7.10
L851[11:17:36] <ghz|afk> wundrweapon: sure
L852[11:17:38] <ghz|afk> but I mean
L853[11:17:48] <ghz|afk> if you are on 1.7.10, you sortof have to prtially rewrite your mod
L854[11:17:55] <ghz|afk> I understand people being too lazy / not having time
L855[11:18:01] <ghz|afk> but if you are on 1.8.9
L856[11:18:19] <ghz|afk> the biggest effort is the name changes -- and you can do most of it using a migration script
L857[11:18:49] <ghz|afk> it takes just a few hours to upgrade to 1.10.2 from 1.8.9
L858[11:19:52] <Raqbit> http://pastebin.com/Y73mzWYF
L859[11:19:56] <Raqbit> That's the crashreport
L860[11:19:57] <ghz|afk> it's like someone choosing to upgrade windows 7 to 8.0, but not bothering with 8.1 or 10 ;P
L861[11:20:14] <Raqbit> But since it's such a weird error, it probably won't help
L862[11:20:17] <ghz|afk> we already told you
L863[11:20:21] <ghz|afk> it's a mappings issue
L864[11:20:24] <ghz|afk> you have to deobf the mod
L865[11:20:27] <ghz|afk> or find a deb jar
L866[11:20:27] <Ordinastie> ghz|afk, more like upgrading to Win XP
L867[11:20:41] <ghz|afk> Ordinastie: well then
L868[11:20:47] <ghz|afk> it's like choosing to upgrade from XP to Vista
L869[11:20:52] <ghz|afk> but not bothering with 7/10
L870[11:20:56] <ghz|afk> ;P
L871[11:21:29] <wundrweapon> yeah speaking of which
L872[11:21:47] <Raqbit> ghz|afk: It's not obfuscated at all
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L874[11:21:54] <Raqbit> I can read everything inside the jar
L875[11:21:54] <ghz|afk> Raqbit: in that case
L876[11:21:55] <wundrweapon> I've taken on the task of porting a 1.7.10 mod made by someone else (and the required library) to 1.10.2
L877[11:21:58] <ghz|afk> the mappings don't match
L878[11:22:08] <wundrweapon> as I told my friend, "I've madde a grave mistake"
L879[11:22:13] <Raqbit> I'm not that familiar with obfuscation, what does that mean?
L880[11:22:17] <ghz|afk> but we can't help fix that
L881[11:22:18] <Ordinastie> <Raqbit> I can read everything inside the jar
L882[11:22:38] <Ordinastie> pretty sure you don't really read it
L883[11:22:55] <Raqbit> ?
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L885[11:22:58] <wundrweapon> obfuscated code is crap like func_198353_a rather than getSomething, or p_1284_0 instead of world
L886[11:23:07] <Raqbit> Nope, it's all readable text
L887[11:23:11] <wundrweapon> the point is readability and making pirates less effective
L888[11:23:18] <wundrweapon> and modding, too
L889[11:23:21] <Raqbit> "public IPeripheral getPeripheral( World world, int x, int y, int z, int side );"
L890[11:23:28] <Raqbit> That doesn't look like obfuscation ;)
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L892[11:23:30] <ghz|afk> wundrweapon: no that's srg naming
L893[11:23:35] <wundrweapon> oh woops
L894[11:23:41] <ghz|afk> the real obfuscated code looks like "a" "aa" "ab"
L895[11:23:45] <Ordinastie> and you really think that the code is supposed to be plain text ?
L896[11:24:05] <ghz|afk> Raqbit: uhh that's part of the API
L897[11:24:09] <ghz|afk> that doesn't get obfuscated
L898[11:24:11] <ghz|afk> the MC names do
L899[11:24:32] <ghz|afk> it's complaining about field_151576_e
L900[11:24:37] <ghz|afk> !!gf field_151576_e 1.7.10
L901[11:24:38] <MCPBot_Reborn> === MC 1.7.10: net/minecraft/block/material/Material.rock (awt.e) UNLOCKED ===
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L903[11:24:39] <MCPBot_Reborn> Name : e => field_151576_e => rock
L904[11:24:40] <MCPBot_Reborn> Descriptor : Lawt; => Lnet/minecraft/block/material/Material;
L905[11:24:40] <MCPBot_Reborn> Comment : None
L906[11:24:41] <MCPBot_Reborn> Last Change: 2013-12-10 15:19:23-05:00 (cafaxo)
L907[11:24:57] <ghz|afk> the fact that you see "field_151576_e" isntead of "rock", means it's not deobf
L908[11:24:58] <Raqbit> so why is it erroring then? I'm only accessing the api?
L909[11:25:16] <ghz|afk> ...
L910[11:25:20] <ghz|afk> but the jar is loading the entire mod
L911[11:25:23] <howtonotwin> Because the API has to have something behind it, no?
L912[11:25:27] <Raqbit> hmm
L913[11:25:34] <ghz|afk> it's not like if the rest of CC doesn't exist because you aren't referencing it
L914[11:25:37] <ghz|afk> the mod is still there
L915[11:25:44] <Raqbit> So why do they provide an api, with an obfuscated mod?
L916[11:25:46] <Ordinastie> are we all gonna ignore that plain text != class ?
L917[11:26:00] <ghz|afk> Ordinastie: I'm assuming he's looking within the IDE
L918[11:26:06] <ghz|afk> ad the attached sources / decompiled sources
L919[11:26:15] <ghz|afk> at*
L920[11:26:17] <wundrweapon> ok mcpbot is probably the coolest thing ever
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L922[11:26:31] <Subaraki> Ordinastie, making an interface for ITabbedGui
L923[11:26:48] <Subaraki> i'm not telling yet what i'm doing
L924[11:27:12] <Subaraki> but where would you put the interface ?
L925[11:27:17] <Subaraki> do people implement it ?
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L927[11:27:38] <Subaraki> or would guiscreen implement it ?
L928[11:33:22] <Subaraki> because the tab mouse over logic needs to be somewhere, which needs the itabbedgui getsize and getstartposition
L929[11:34:06] <Subaraki> and doing that seems wrong somewhere, because that would mean i need to patch a bunch of gui classes to implement those methods
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L932[11:37:36] <fillefilip8> java.lang.ClassNotFoundException: net.minecraftforge.fml.common.launcher.FMLTweaker on 1.10.2 forge
L933[11:37:42] <fillefilip8> any clues?
L934[11:38:59] <IoP> What did you try to solve it?
L935[11:39:23] <fillefilip8> reinstalling forge etc. deleting the libraries folder
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L937[11:39:56] <ghz|afk> in the launcher?
L938[11:40:10] <ghz|afk> or development environment?
L939[11:40:20] <fillefilip8> using this https://github.com/SKCraft/Launcher
L940[11:40:30] <ghz|afk> well
L941[11:40:40] <ghz|afk> we can't really help if you aren't using the vanilla launcher
L942[11:40:47] <ghz|afk> we don't know what kind of hacks that launcher has
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L944[11:41:20] <IoP> probably antivirus blocking file access or broken forge file or combination of both
L945[11:41:54] <ghz|afk> yeah or if he deleted files randomly, maybe the launcher thinks they are still there
L946[11:42:21] <fillefilip8> https://mlgimg.xyz/fc141326
L947[11:42:22] <ghz|afk> you'd have to ask the launcher author for help, fillefilip8.
L948[11:42:30] <fillefilip8> i can see the class there
L949[11:42:40] <IoP> And?
L950[11:42:44] <ghz|afk> which means the launcher is broken
L951[11:42:57] <ghz|afk> nothing we can do here -- ask the launcher author for help
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L953[11:43:10] <IoP> even you can open file with some unzipper it does not mean same will happen by JVM
L954[11:43:52] <Raqbit> So I've deobfuscated the jar
L955[11:44:16] <Raqbit> using jd-gui
L956[11:44:22] <Raqbit> It gives me a zip file
L957[11:44:28] <Raqbit> Now how can I import this in my project?
L958[11:44:58] <Raqbit> deobfuscated & decompiled
L959[11:45:51] <Ordinastie> deobfuscated using jd-gui ? that's new
L960[11:46:14] <IoP> indeed
L961[11:46:19] <Ordinastie> I wonder, do you have any programming knowledge at all ?
L962[11:46:44] <PitchBright> you dont' need to know how to program, to deobfuscate a mod
L963[11:47:42] <Raqbit> I feel stupid
L964[11:47:45] <Raqbit> I probably am
L965[11:47:49] <PitchBright> naw man
L966[11:47:50] <Raqbit> but now the mod code is readable and stuff
L967[11:47:58] <ghz|afk> PitchBright: no, but jd-gui isn't designed to work with mcp mappings files, so how would that work?
L968[11:48:11] <Raqbit> But how come that the code is readable now then?
L969[11:48:14] <PitchBright> i know G, Im' just sayin'
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L971[11:48:23] <ghz|afk> Raqbit: when we speak about finding/using dev jars, we don't mean decompiling or anything like that
L972[11:48:28] <Ordinastie> Raqbit, but actual executable is not human readable
L973[11:48:33] <Raqbit> I know
L974[11:48:51] <ghz|afk> we mean finding a jar that is suitable for development environment use, as opposite to a jar that is suitable for playing on a normal minecraft installation
L975[11:49:00] <Raqbit> But there isn't one
L976[11:49:01] <Raqbit> now what
L977[11:49:12] <Ordinastie> you didn't answer my question though
L978[11:49:26] <Raqbit> Yes ofcourse I have programming knowledge
L979[11:49:36] <Raqbit> I just haven't been messing with obfuscation
L980[11:49:47] <Raqbit> I'm basically 0 on this subject
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L982[11:50:25] <ghz|afk> mc jars come with symbols like "a", "b", ... "aa", "ab", ...
L983[11:50:29] <ghz|afk> mcp/forge works at two levels
L984[11:50:54] <ghz|afk> the "runtime" level deobfuscates the mojang-provided names into SRG-style names such as "field_12345_ab"
L985[11:51:16] <ghz|afk> this intermediate level is useful because it's stable -- it doesn't change within the same minecraft version
L986[11:51:30] <ghz|afk> then to make modding easier
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L988[11:51:33] <ghz|afk> there's a second translation level
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L990[11:51:38] <ghz|afk> srg<->mcp
L991[11:51:55] <ghz|afk> which gives things proper names like "rock" or "getLightLevel"
L992[11:52:03] <howtonotwin> (which is controlled by the bot on this channel)
L993[11:52:04] <Raqbit> hmm
L994[11:52:06] <FourFire> Hello all, is there a list of all common power systems used in forgemods?
L995[11:52:09] <ghz|afk> when we talk about dev jars
L996[11:52:15] <ghz|afk> we mean jars that have the nice names
L997[11:52:23] <ghz|afk> instead of runtime jars, that have the srg names
L998[11:52:28] <ghz|afk> if you have the wrong jar type
L999[11:52:31] <FourFire> By Power, I mean transferring some sort of energy between adjacent blocks
L1000[11:52:35] <Shambling> srg-style names need to manually decoded every version, or do they stay similar between MC versions ghz?
L1001[11:52:48] <ghz|afk> it will crash with "WhateverNotFoundException: field_12346_bc" or similar
L1002[11:52:57] <Raqbit> I see
L1003[11:53:28] <ghz|afk> Shambling: the srg-style names remain the same, but the obfuscated mojang names do not
L1004[11:53:38] <ghz|afk> they often change wildly even across minor releases
L1005[11:53:47] <ghz|afk> they have scripts and such to try to find the best matching replacements
L1006[11:53:54] <ghz|afk> but it's a very manual task to review them
L1007[11:54:01] <Shambling> pattern recognition based on previous classes not changing?
L1008[11:54:27] <ghz|afk> I guess -- I haven't seen it
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L1010[11:54:53] <Shambling> got to be a huge hassle either way, always was impressed when some modders would pump out a new mod version before MCP would update
L1011[11:54:55] <ghz|afk> forge upgradesto new mc versions basically have 3 phases
L1012[11:55:11] <ghz|afk> in the first step, they try to figure out the obfuscated symbols
L1013[11:55:17] <ghz|afk> and get the "base mappings"
L1014[11:55:19] <Shambling> its like they could read the gibberish names at a certain point, lol
L1015[11:55:29] <ghz|afk> (obf->srg)
L1016[11:55:33] <ghz|afk> then afterward
L1017[11:55:35] <ghz|afk> they decompile
L1018[11:55:49] <ghz|afk> and try to apply the existing patches
L1019[11:56:06] <ghz|afk> anything that didn't pass, they have to manually apply
L1020[11:56:06] <FourFire> ghz|afk, how much is the process automated?
L1021[11:56:07] <ghz|afk> one by one
L1022[11:56:29] <ghz|afk> FourFire: it's mostly automated -- when things go well
L1023[11:56:35] <ghz|afk> but they always have new stuff
L1024[11:56:37] <ghz|afk> changed stuff
L1025[11:56:39] <ghz|afk> and removed stuff
L1026[11:56:48] <ghz|afk> so it takes a couple weeks just to get things rolling
L1027[11:56:55] <FourFire> ok, thanks
L1028[11:57:02] <ghz|afk> and to answer your question
L1029[11:57:06] <ghz|afk> I don't know of a list
L1030[11:57:07] <ghz|afk> but right now
L1031[11:57:25] <ghz|afk> the most prominent power APIs are Tesla, the new integrated energy api in forge (CapabilityEnergy),
L1032[11:58:08] <ghz|afk> and a slightly modified version of the 1.8 RF api from cofh
L1033[11:58:17] <ghz|afk> (well a port of the api for newer forge)
L1034[11:58:35] <ghz|afk> we strongly recommend AGAINST using RF
L1035[11:58:43] <ghz|afk> because it's not a capability-based API
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L1038[11:59:02] <ghz|afk> both the forge cap, and Tesla, work in RF units
L1039[11:59:05] <JustWhoAmI> How do I make a custom tree? One that generates in the world as well as can be grown through saplings
L1040[11:59:05] <ghz|afk> so 1RF == 1 Tesla
L1041[11:59:17] <ghz|afk> if you are implementing pipes, you may still want to support RF connections
L1042[11:59:29] <ghz|afk> but if you are implementing generators/consumers, I'd avoid it
L1043[11:59:59] <jamierocks> so where is cp.w's stream going to be at?
L1044[12:02:54] <PaleoCrafter> I assume he'll tweet the link if/once he goes live
L1045[12:04:13] <JustWhoAmI> Any ideas?
L1046[12:04:27] <Shambling> there are quite a few mods that add custom trees, look at source from tinkers construct or natura for some good ideas?
L1047[12:04:36] <ghz|afk> JustWhoAmI: there's a tree generation event, I think, but no idea how to generate custom trees
L1048[12:04:36] <Shambling> tinkers trees are certainly unique, lol
L1049[12:04:42] <ghz|afk> look at other mods that add trees
L1050[12:04:45] <ghz|afk> see how THEY do it ;P
L1051[12:05:04] <Shambling> I was looking at evilcraft blood splats to figure out how to add rust on top of blocks, but hell if I can follow that code right now
L1052[12:05:15] <Shambling> maybe I'll look at generic redstone and go from here
L1053[12:05:17] <Shambling> there
L1054[12:05:42] <ghz|afk> redstone is a block like any other
L1055[12:05:53] <ghz|afk> just without collider
L1056[12:05:53] <Shambling> once placed? I thought it was a tile entity
L1057[12:06:03] <Shambling> or are those the same thing :P
L1058[12:06:08] <ghz|afk> TileEntities are just extra data attached to a block
L1059[12:06:16] <ghz|afk> and no redstone doesn't use a TE
L1060[12:06:29] <ghz|afk> it's just the IBlockState + getActualState
L1061[12:07:37] <Shambling> so question would be, if I planned on having a modifier to blocks, simpilar to redstone, would I better off cloning redstone behavior, or optimize it?
L1062[12:07:46] <ghz|afk> it's NOT A MODIFIER
L1063[12:07:52] <ghz|afk> it's an actual block placed into the world
L1064[12:07:53] <Shambling> bad wording on my part
L1065[12:08:10] <ghz|afk> explain what you want to create
L1066[12:08:19] <ghz|afk> we'll guide you to the right approach
L1067[12:08:32] <Shambling> item that spreads on top of and on the sides of blocks, that can be one of three things. rust, crystals, gears
L1068[12:08:55] <ghz|afk> by "on top of" do you mean it would take up the block space on top of it
L1069[12:09:01] <ghz|afk> like redstone or snow layers
L1070[12:09:05] <Shambling> pretty much like redstone and snow layers, yes
L1071[12:09:14] <ghz|afk> so you want something akin to... vines
L1072[12:09:16] <Shambling> unless you can just add a shader to a block to do similar
L1073[12:09:22] <ghz|afk> well
L1074[12:09:28] <ghz|afk> you can replace the actual block
L1075[12:09:37] <ghz|afk> by one that copies the model, but adds a layer on top
L1076[12:09:51] <ghz|afk> but then the original model won't have the original behaviour
L1077[12:11:32] <Shambling> I'm thinking alpha stage of mod will simply be a clone of vines behavior, with the ability to grow on top as well
L1078[12:11:57] <Shambling> not sure at this point how I would basically clone all blocks with all behavior to replace with my own block with overlayed textures
L1079[12:12:29] <ghz|afk> wow I just eralized that line came out totally wrong
L1080[12:12:29] <ghz|afk> [18:10] (ghz|afk): but then the original model won't have the original behaviour
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L1082[12:12:39] <ghz|afk> I meant to say, "but then the new version won't have the original behaviour"
L1083[12:13:07] <Shambling> I read it the way you meant it, so thanks
L1084[12:18:28] <Shambling> How would people see the definition of efficiency and speed when looking at generic machines with exposed capabilities? I'd see efficiency as producing the same product while using less RF, but is there a cleaner way of looking at that?
L1085[12:19:01] <Shambling> without looking at every machine in every mod, I'm trying to brainstorm what would likely be the best generic changes to have my blocks perform on nearby machines
L1086[12:19:20] <howtonotwin> a TE that holds within itself the original TE and block?
L1087[12:19:25] <Shambling> speeding up ticks seems a fast way to do it, but ... I'm thinking it might destroy performance of the game
L1088[12:19:35] <howtonotwin> that won't kill anything :P
L1089[12:19:45] <howtonotwin> several mods already do it
L1090[12:19:58] <Shambling> and some mods even blow up if they see you do it :D
L1091[12:20:06] <Shambling> which might be an interesting combination to be honest
L1092[12:20:12] <ghz|afk> "efficiency" is a vague term
L1093[12:20:22] <Shambling> i.e. why I asked opinion lol
L1094[12:20:28] <ghz|afk> "power efficiency" = more work for less energy consumption
L1095[12:20:37] <ghz|afk> "time efficiency" = more speed
L1096[12:20:52] <howtonotwin> "resource efficiency" = more bang for your buck
L1097[12:20:55] <Shambling> I'm thinking "randomly spit out more items" but sometimes those extra items might get spawned on the ground with a lower life span than normal
L1098[12:21:07] <ghz|afk> howtonotwin: thx, I couldn't think of the word
L1099[12:21:07] <ghz|afk> XD
L1100[12:21:24] <howtonotwin> :P
L1101[12:22:06] <howtonotwin> I'm subtly sneaking in "caffeine is a form of magic" into my docs
L1102[12:22:08] <howtonotwin> bc y not
L1103[12:22:28] <ghz|afk> Shambling: Speed, Yields, ... can't think one to mean "power efficiency"
L1104[12:22:44] <howtonotwin> @ObjectHolder("neomagicae:coffeinum")
L1105[12:22:44] <howtonotwin> public static final ManaType coffeinum = null; // Type ManaType means that the ManaType registry will be queried. This is obviously a registry made by another mod.
L1106[12:22:56] <Shambling> :D
L1107[12:27:19] <ghz|afk> WAFFLE TIME!
L1108[12:27:32] <ghz|afk> (microwave waffle, with microwave cocoa on top)
L1109[12:30:10] <ghz|afk> has anyone ever done a waffleman superhero/villain that has a waffle-press-shaped fist
L1110[12:30:27] <ghz|afk> and leaves the enemies waffle-shaped after saying "Waffle time!" *punch*
L1111[12:31:30] <Shambling> I'd think it would be in "The Tick!" world if there was :P
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L1120[12:45:02] <howtonotwin> would someone mind looking over https://github.com/MinecraftForge/Documentation/pull/73 ?
L1121[12:45:31] <howtonotwin> I'll be AFK for a while though, just leave a comment on it if you find something.
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L1125[12:52:36] <PitchBright> ghz|afk: I "may" have found the problem...
L1126[12:53:00] <PaleoCrafter> howtonotwin, imo, the top-level title should be registries
L1127[12:53:24] <PitchBright> in the onUpdate()... ((WorldServer) this.worldObj).getEntityTracker().func_151247_a(this, new S04PacketEntityEquipment(this.getEntityId(), j, itemstack1)); is what sends the packets out to all clients and tells them the equipped item has changed (I believe)...
L1128[12:53:44] <PaleoCrafter> it is indeed, PitchBright
L1129[12:53:58] <PitchBright> when I sysout on this.getEntityId().... the server print "0"
L1130[12:54:41] <PitchBright> mind you it's the only Entity on the server, so I'm not sure if that's why, or I'm overlooking something else
L1131[12:55:08] <PitchBright> well not "only" Entity... there's the Entity, and then two other Players
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L1133[12:56:23] <ghz|afk> PitchBright: so you got it to try to send packets at least?
L1134[12:56:39] <PitchBright> I'm not sure how to confirm if its' actually trying
L1135[12:56:48] <PaleoCrafter> breakpoint :P
L1136[12:56:56] <PitchBright> oh ya xD 1 sec :D
L1137[12:57:46] <PitchBright> ya, it stops on the break point
L1138[12:57:58] <ghz|afk> I wish FMLMissingMappingsEvent wasn't just a lifecycle event ;P
L1139[13:02:19] <PitchBright> nope... apparently 0 is the actual ID
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L1141[13:03:04] <howtonotwin> I should probably remove the "registering" section from Blocks in my PR, right?
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L1143[13:03:21] <PaleoCrafter> prolly
L1144[13:04:03] <howtonotwin> btw can you push a quick fix for code links being invisible?
L1145[13:04:33] <howtonotwin> or do you not have access to the css?
L1146[13:05:33] <howtonotwin> https://github.com/MinecraftForge/Documentation/issues/71
L1147[13:08:18] <howtonotwin> anyway
L1148[13:08:19] * howtonotwin gets Evanesco'd and will only be restored to Being after a couple of hours
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L1157[13:18:25] <JustWhoAmI> alright
L1158[13:18:29] <JustWhoAmI> don't make the mistake i made
L1159[13:18:45] <JustWhoAmI> don't start watching this... thing
L1160[13:18:52] <JustWhoAmI> called salad fingers at 11:49pm
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L1162[13:19:39] <AshIndigo> do you like touching rusty things?
L1163[13:20:09] <JustWhoAmI> this thing is creepy as all hell
L1164[13:20:16] <JustWhoAmI> why didn't i know about it earlier
L1165[13:20:24] <JustWhoAmI> actually im happy i didnt know about it earlier
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L1169[13:21:17] <ghz|afk> JustWhoAmI: I'm happy that I never watched it -- I saw the film theory about it
L1170[13:21:17] <ghz|afk> ;P
L1171[13:22:14] <JustWhoAmI> MatPat represent! :D
L1172[13:22:23] <JustWhoAmI> I haven't watched the theory yet
L1173[13:22:29] <JustWhoAmI> I saw it in the title
L1174[13:22:33] <JustWhoAmI> so i googled it
L1175[13:22:37] <JustWhoAmI> and came upon this... thing
L1176[13:22:58] <ghz|afk> yeah watch the theory ;P
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L1181[13:27:51] <Shambling> does protected int lightValue; represent how much light a default block gives off, or reflects?
L1182[13:28:33] <PaleoCrafter> the former, Shambling
L1183[13:28:37] <Shambling> I'm almost thinking my first test mod should be an item you hold that sets light values on blocks. Be a pretty good utility mod if the game saved those changes afterwards
L1184[13:28:41] <ghz|afk> the former, but use the set methods
L1185[13:28:55] <Shambling> yeah I dont think it would updae the value properly if I just edited manually
L1186[13:28:56] <ghz|afk> uhh
L1187[13:29:18] <ghz|afk> if you set a light value on a block, it will affect ALL the blocks placed into the world
L1188[13:29:41] <ghz|afk> as in, all of the blocks represented by that Block instance
L1189[13:29:57] <Shambling> isn't there a way to change it on individual blocks?
L1190[13:31:09] <ghz|afk> you can "hack" the value, but it will be sortof like a desync
L1191[13:31:17] <ghz|afk> as soon as you save and reload, it won't be there anymore
L1192[13:31:24] <ghz|afk> like the glitch on the magma block
L1193[13:33:07] <Shambling> well it'd be interesting to see what happens when I try to change it on a targeted block
L1194[13:34:15] <JustWhoAmI> https://www.youtube.com/watch?v=zQzMB8x59jo
L1195[13:34:29] <Shambling> going to look at the source for he protection wand from notenough wands, I'm sure they call similar functions
L1196[13:36:51] <Raqbit> ghz|afk: So I tried deobfuscating ComputerCraft using MCP, but it messed up big time. I tried using CodeChickenCore & BOM, but both get weird method names
L1197[13:37:10] <Raqbit> So I'm completely out of ideas again
L1198[13:37:41] <Shambling> interesting, they create a list of blocks that were protected so they can assign the changes to only those blocks in the list... good idea to have a undo feature
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L1200[13:38:42] <Shambling> I think the whole point of deobf code isn't to make it readable by you, but so you can put it as a linked item in your own code
L1201[13:38:59] <Shambling> I probably said that shitty as hell, so my apologies
L1202[13:39:13] <Raqbit> I know, but it can't find methods or something
L1203[13:39:16] <Raqbit> It just messed up big time
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L1205[13:41:27] <TechnicianLP> bom = bon?
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L1207[13:42:45] <Raqbit> tyop
L1208[13:42:48] <Raqbit> *BON
L1209[13:42:49] <Raqbit> yes
L1210[13:43:23] <TechnicianLP> weird
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L1212[13:44:19] <Raqbit> Without being able to run it from idea, I'll never be able to debug
L1213[13:45:11] <Raqbit> If someone could deobfuscate it for me, I would be very greatful. It doesn't seem to want to work for me
L1214[13:47:34] <ghz|afk> just get BON2, open it, select some 1.7.10 mappings from the list, select the normal jar as an input, and click the big button
L1215[13:53:57] <PitchBright> The packet is updating the clients :)
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L1218[13:54:53] <PitchBright> I just have to sort out my overrides on getters and setters, since I'm using a hybrid player/mob renderer on a hybrid entity.
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L1226[14:08:00] <Raqbit> I didn't know there was a second version!
L1227[14:08:08] * Raqbit crosses fingers
L1228[14:13:05] <FourFire> Hello all, I'm using google drive to sync my project directory between computers
L1229[14:13:56] <FourFire> I've now set up eclipse, JDK and so on on my other computer but it is a mystery how to get my project to show up in eclipse.
L1230[14:14:17] <FourFire> How do I get my second eclipse to display my project?
L1231[14:14:28] <PaleoCrafter> y u do dis
L1232[14:14:31] <PaleoCrafter> use git
L1233[14:15:47] <FourFire> PaleoCrafter, I don't want to overcomplicate things I'm just beginning to learn how to code, why are like five different overly complicated tools required to do relatively simple things?
L1234[14:16:14] <PaleoCrafter> unless you use extended functionality, they are all rather simple tools :P
L1235[14:16:38] <PaleoCrafter> also, if you only start programming, do things properly from the start
L1236[14:16:44] <PaleoCrafter> otherwise you'll regret it later :P
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L1238[14:17:19] <FourFire> I don't want to get into a semantics discussion, what is the direct solution to my problem now?
L1239[14:17:56] <PaleoCrafter> using a proper version control system :P
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L1242[14:19:13] <alexiy> code stuff on one computer, push changes to repository, pull changes to the second computer, code stuff... and repeat
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L1246[14:31:56] <FourFire> PaleoCrafter, I'm prepared to make a bunch of mistakes and learn from them, as they say in silicon valley; Fail fast.
L1247[14:32:35] <ghz|afk> FourFire: if git confuses you, try the GitHub for Windows app
L1248[14:32:42] <ghz|afk> it's made for... less technical people
L1249[14:33:02] <ghz|afk> https://desktop.github.com/
L1250[14:33:07] <FourFire> I know that what I am asking is possible, but it would take me possibly weeks to find it by myself, so I am asking here instead.
L1251[14:33:12] <ghz|afk> it's just "GitHub Desktop"
L1252[14:33:14] <ghz|afk> thing is
L1253[14:33:18] <ghz|afk> normally the answer would be
L1254[14:33:31] <ghz|afk> "you have to run setupDecompWorkspace on both, and import the project on both computers too"
L1255[14:33:45] <FourFire> ghz|afk, I do have a github account though I've never used it for anything, perhaps when I have a working mod I'll learn to use it.
L1256[14:33:47] <ghz|afk> but you are sharing the folder, so it may mess things up
L1257[14:33:59] <ghz|afk> since some stuff is in the folder
L1258[14:34:06] <ghz|afk> but other things are in the .gradle folder of your user account
L1259[14:34:07] <FourFire> I've run the decomp script on this machine
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L1261[14:34:27] <ghz|afk> so you'd have to run setupDecompWorkspace and also gradlew eclipse
L1262[14:34:39] <FourFire> that's the decomp script, yes.
L1263[14:34:41] <ghz|afk> but will probably break it for the OTHER computer then afterward
L1264[14:34:55] <ghz|afk> so you'll have to run gradlew eclipse every time you switch computers
L1265[14:35:00] <kenzierocks> yep
L1266[14:35:01] <ghz|afk> if not the entire sDecW step
L1267[14:35:24] <ghz|afk> hence: use the github app or similar
L1268[14:35:35] <ghz|afk> it will know what files NOT to upload
L1269[14:35:43] <kenzierocks> well, you have to tell it
L1270[14:35:48] <ghz|afk> at least if you have the .gitignore from the MDK
L1271[14:35:50] <kenzierocks> but that's prety simple
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L1273[14:39:52] <ghz|afk> hmmm was there some way in mc to get the size of a non-atlas texture?
L1274[14:40:07] <kenzierocks> what sort of object do you have
L1275[14:40:12] <ghz|afk> a gui
L1276[14:40:28] <kenzierocks> no like
L1277[14:40:30] <kenzierocks> class
L1278[14:40:35] <kenzierocks> of the texture
L1279[14:40:37] <ghz|afk> I don't
L1280[14:40:43] <ghz|afk> there's .bindTexture that has the resourcelocation
L1281[14:40:47] <kenzierocks> ah
L1282[14:41:42] <ghz|afk> problem is, bindTexture works with ITextureObject which doens't have a size
L1283[14:41:50] <ghz|afk> I guess that's why the size is hardcoded in the call to draw
L1284[14:42:05] <kenzierocks> yes
L1285[14:42:10] <kenzierocks> it has a gl id
L1286[14:42:22] <kenzierocks> you can get the size with gl
L1287[14:43:03] <FourFire> Ok, thanks for actually explaining the reason for using github
L1288[14:43:39] <ghz|afk> also "commit early, commit often"
L1289[14:43:52] <ghz|afk> anyone who codes knows the regret of not doing so ;P
L1290[14:44:24] <PaleoCrafter> IDEA's local history mitigates that a wee bit :P
L1291[14:44:26] <kenzierocks> but make sure your commit messages actually make sense because otherwise it will be really confusing
L1292[14:45:13] <ghz|afk> .
L1293[14:45:13] <ghz|afk> ..
L1294[14:45:14] <ghz|afk> ...
L1295[14:45:16] <ghz|afk> blah
L1296[14:45:17] <ghz|afk> temp
L1297[14:45:22] <ghz|afk> asdf
L1298[14:45:31] <ghz|afk> Initial code import.
L1299[14:45:42] <ghz|afk> ^ my average commit history
L1300[14:45:47] <kenzierocks> ew
L1301[14:46:24] <ghz|afk> sometimes I sqiash before pushing, sometimes I forget XD
L1302[14:46:26] <McJty> I directly make my changelogs from my commit history
L1303[14:46:28] <ghz|afk> -i
L1304[14:46:34] <McJty> So I'm used to making them complete and accurate
L1305[14:47:49] <kenzierocks> so, in more concrete topics
L1306[14:47:56] <kenzierocks> how do I get the position of the players hand?
L1307[14:48:05] <kenzierocks> like, <x, y, z> position
L1308[14:48:24] <kenzierocks> i don't even see arm rotations on the entityplayer class
L1309[14:48:28] <ghz|afk> on a proper game I'd say apply the transforms of the skeleton for the hand node
L1310[14:48:31] <ghz|afk> but in mc, good luck ;p
L1311[14:48:42] <kenzierocks> yea
L1312[14:48:46] <ghz|afk> they are stored in the ModelBiped, based on hardcoded pose values
L1313[14:49:16] <FourFire> ok ghz|afk since you've convinced me to explore this further layer of complexity would you please guide me a bit to get back to where I started today:
L1314[14:49:16] <kenzierocks> FFFFFFFUUUUUUUUUUUU-
L1315[14:49:27] <kenzierocks> lol i forgot that did in all caps
L1316[14:49:48] <FourFire> how does this branch and master thing work, do I make my own master containing the MDK i downloaded from forge site?
L1317[14:50:12] <ghz|afk> you have the folder where you work right?
L1318[14:50:28] <FourFire> yes, though I'll want to move it out of google drive
L1319[14:50:32] <ghz|afk> and you have created a new repository in the github website yet?
L1320[14:51:11] <ghz|afk> https://github.com/new
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L1322[14:51:32] <FourFire> yes with the application
L1323[14:51:36] <kenzierocks> ioasjdioasjdoajdo why is arm position only clientside
L1324[14:51:55] <ghz|afk> kenzierocks: because it's only useful for display
L1325[14:51:56] <kenzierocks> how am i supposed to shoot something from the players arm if it doesn't exist
L1326[14:51:57] <FourFire> ok that's a repo which contains master and branches, thanks
L1327[14:52:10] <ghz|afk> kenzierocks: synchronize the hitboxes with the server
L1328[14:52:18] <kenzierocks> wut
L1329[14:52:23] <ghz|afk> however
L1330[14:52:25] <ghz|afk> it will be useless
L1331[14:52:36] <ghz|afk> because the body rotation is client-specific
L1332[14:52:42] <ghz|afk> each client can see you in a different orientation
L1333[14:52:57] <ghz|afk> onyl the head is synchronized ;P
L1334[14:53:10] <kenzierocks> ok so i have a fix for this
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L1336[14:53:17] <kenzierocks> i will fire it from the head
L1337[14:53:22] <kenzierocks> but i will render it from the arm
L1338[14:53:33] <kenzierocks> they are close enough that this won't really matter
L1339[14:53:48] <ghz|afk> oh by fire you meant show the origin of a gunshot/spell
L1340[14:53:53] <kenzierocks> yes
L1341[14:53:58] <ghz|afk> I thoguht you wanted to shoot the item the player was holding off their hand
L1342[14:53:59] <kenzierocks> it's a grappling hook
L1343[14:54:03] <ghz|afk> yeah
L1344[14:54:10] <ghz|afk> aim from the head
L1345[14:54:12] <ghz|afk> draw from the hand
L1346[14:54:26] <ghz|afk> it's exactly what the fishing line does
L1347[14:54:35] <kenzierocks> kek
L1348[14:55:02] <ghz|afk> FourFire: i suggest you read a tutorial on it
L1349[14:55:13] <ghz|afk> I have never used the github app so my knowledge won't apply
L1350[14:55:24] <ghz|afk> and I don't ahve time to give you a class on git anyhow
L1351[14:56:16] <FourFire> I vaguely know what it does, one of the greatr acchievements of Torvalds right?
L1352[14:56:39] <ghz|afk> ever used SVN?
L1353[14:57:29] <kenzierocks> ohgodwhy minecraft
L1354[14:57:45] <kenzierocks> the fishing hook has hardcoded values for the rendering to the hand
L1355[14:57:52] <ghz|afk> XD
L1356[14:57:57] <FourFire> No, but I know it's spposedly a version control system which wasn't good enough for Torvalds
L1357[14:58:07] <ghz|afk> yeah nevermind then
L1358[14:58:15] <ghz|afk> read up on git's basic operations ;P
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L1369[15:31:33] <ghz|afk> https://www.google.com/doodles/halloween-2016
L1370[15:31:36] <ghz|afk> wow it's hard XD
L1371[15:34:35] <Baughn> For whatever reason, 'gradle runclient' no longer loads the mod I'm working on into the client.
L1372[15:34:47] <Baughn> It does build the jar, though. Did something change?
L1373[15:34:51] <ghz|afk> why runClient
L1374[15:34:54] <ghz|afk> just run it from your IDE
L1375[15:35:10] <ghz|afk> dunno if runClient broke
L1376[15:35:14] <ghz|afk> because I have never used it XD
L1377[15:35:24] <Baughn> Um, my IDE runs runclient..
L1378[15:35:30] <ghz|afk> wat
L1379[15:35:35] <ghz|afk> what IDE are you using?
L1380[15:35:37] <Baughn> Emacs
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L1382[15:36:53] <Baughn> runServer also appears to skip the mod. Le sigh.
L1383[15:38:27] *** PaleoCrafter is now known as PaleOff
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L1386[15:39:55] <ghz|afk> Baughn: hmmm what version of mc, forge and forgegradle?
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L1388[15:40:51] <Baughn> Respectively? 1.7.10, 10.13.4.1566 and 1.2-SNAPSHOT
L1389[15:41:00] <ghz|afk> ah
L1390[15:41:02] <ghz|afk> no idea then
L1391[15:41:15] <ghz|afk> I can confirm that it works fine on latest 1.10.2 with latest forgegradle
L1392[15:41:49] <Subaraki> what about the @mod anotiation ?
L1393[15:42:09] <Baughn> It's fine. This all used to work.
L1394[15:42:30] * Baughn tries 1558, unsure why it was a non-recommended version to begin with.
L1395[15:42:45] <Baughn> ..no difference.
L1396[15:43:05] <ghz|afk> forge's recommended versions mean mostly "if you use anything older, you are an idiot"
L1397[15:43:09] <ghz|afk> latest is still usually better
L1398[15:43:48] <Baughn> Oh? I tend to assume that mods won't load if you build against a newer version than the player has.
L1399[15:44:45] <Baughn> Though 1614 doesn't work any better, so eh. The problem is probably with my environment somewhere.
L1400[15:44:59] <ghz|afk> problem is forgegradle/gradle/java
L1401[15:45:06] <ghz|afk> one of them isn't compatible with the others
L1402[15:45:14] <ghz|afk> probably oyur java/gradle is too new for fg 1.2
L1403[15:45:42] <Baughn> That would be a peculiar problem. It's just 1.8.0_122.
L1404[15:45:42] <ghz|afk> try downgrading to gradle 2.7 or so, and to java6 if that didn't work
L1405[15:45:53] <ghz|afk> but really
L1406[15:45:56] <Baughn> Mod won't compile with anything below Java 8, though. :P
L1407[15:46:06] <ghz|afk> the ultima te suggestion is still: dump 1.7.10, mod for modern mc ;P
L1408[15:46:09] <ghz|afk> ultimate*
L1409[15:47:13] <Baughn> Yeah yeah. Not happening just yet.
L1410[15:47:28] <Baughn> 1.10 needs to run better on my computer first. Performance still stinks.
L1411[15:47:51] <ghz|afk> turn off mipmaps
L1412[15:47:58] <ghz|afk> that is 90% of the performance problems
L1413[15:48:15] <ghz|afk> in previous versions, mipmaps were usually disabled by mods who didn't use properly sized textures
L1414[15:48:37] <Fridtjof> can you write to configs?
L1415[15:48:43] <ghz|afk> ?
L1416[15:48:47] <ghz|afk> no I mean
L1417[15:48:57] <ghz|afk> there was a PR some months ago
L1418[15:49:03] <ghz|afk> that fixed a limitation in vanilla MC
L1419[15:49:15] <ghz|afk> where textures that don't fit a certain condition
L1420[15:49:21] <ghz|afk> disallow mipmaps from generating
L1421[15:49:27] <ghz|afk> meaning even if the config was set to 4
L1422[15:49:31] <ghz|afk> it would still be effectively 0
L1423[15:49:36] <ghz|afk> but that isn't the case anymore
L1424[15:49:53] <ghz|afk> which means big modpacks on 1.10 will run like crap, when they didn't use to in the past
L1425[15:49:56] <ghz|afk> not because 1.10 is slower
L1426[15:50:03] <ghz|afk> but simply because it's actually doing what the user asked
L1427[15:50:12] <ghz|afk> that said
L1428[15:50:58] <ghz|afk> there was another effort (I dont' think it has been merged) to discard the temporary unpacked quad data from the baked models, after the model quads have been packed
L1429[15:51:16] <ghz|afk> which is supposed to reduce the memory usage by like 30%
L1430[15:51:23] <ghz|afk> (can't remember the number)
L1431[15:53:13] <Raqbit> ghz|afk: Using BON2 I was able to successfully(?) deobfuscate computercraft. Now I have a different error, probably related to the way computercraft is loaded. Error mounting lua/rom (Computercraft may be installed incorrectly)
L1432[15:53:32] <Raqbit> When opening a computer
L1433[15:53:33] <ghz|afk> no idea, sorry
L1434[15:53:38] <ghz|afk> that's CC-specific stuff
L1435[15:53:47] <ghz|afk> nothing I can do without learning how the mod works internally
L1436[15:53:53] <Raqbit> I guess it isn't loading the lua libs correctly
L1437[15:54:06] <Raqbit> maybe the deobfuscation wrecked that library
L1438[15:54:38] <Fridtjof> does Configuration support writing data to configs that's been changed?
L1439[15:54:44] <ghz|afk> sure
L1440[15:54:45] <Fridtjof> example: i have a class that has a list
L1441[15:54:49] <williewillus> I noticed a very tiny visual bug and now it's driving me crazy
L1442[15:54:51] <williewillus> as always
L1443[15:54:55] <ghz|afk> lol
L1444[15:54:55] <Fridtjof> that may change (via commands or something)
L1445[15:55:14] <Fridtjof> how do i write the new list into the file using Configuration
L1446[15:55:15] <williewillus> if you revert to mc 1.4.7 or below, and slow nudge your way onto a stair or slab, you're smoothly boosted up onto the half step
L1447[15:55:24] <williewillus> but if you use 1.5+ it's an immediate jarring change
L1448[15:56:15] <ghz|afk> lol
L1449[15:56:16] <Baughn> Hmm~
L1450[15:56:39] <Baughn> Gradle is missing the version number from the mod filepath on Forge's command line.
L1451[15:57:00] <Raqbit> Hmm
L1452[15:57:08] <ghz|afk> williewillus: win10 edition does it right ;P
L1453[15:57:09] <Raqbit> I just found out that the rom is an asset
L1454[15:57:15] <williewillus> it lifts you smoothly?
L1455[15:57:19] <Raqbit> so maybe it isn't loading the assets of that library correctly
L1456[15:57:20] <ghz|afk> yup
L1457[15:58:16] <williewillus> why did 1.5 break so many things lol
L1458[15:58:28] <Shambling> were those version changes important in some aspect?
L1459[15:58:31] <Shambling> networking changes?
L1460[15:58:41] <Raqbit> there are textures though
L1461[15:58:43] <williewillus> there's that + the splash potion particles, and in that version they broke xp orbs visually for like 3 more major versions
L1462[15:58:45] <Raqbit> so that's not the problem
L1463[15:59:10] <Shambling> you talking about 1.5 the redstone update?
L1464[15:59:16] <williewillus> yes
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L1466[15:59:52] <Fridtjof> ghz|afk how would i go about doing that? i cant figure it out
L1467[16:00:04] <Shambling> ah thats when they added those extra redstone thingies
L1468[16:00:22] <ghz|afk> Fridtjof: well you know how the config classes have .get methods?
L1469[16:00:25] <williewillus> you mean 3 extra redstone thingies :P
L1470[16:00:38] <Fridtjof> yes
L1471[16:00:42] <ghz|afk> they also have set methods
L1472[16:00:47] <ghz|afk> and the Configuration class has .save
L1473[16:00:49] <ghz|afk> so....
L1474[16:00:50] <Fridtjof> on 1.7.10?
L1475[16:00:50] <ghz|afk> ;P
L1476[16:00:58] <ghz|afk> oh wtf is up with everyone here using 1.7.10?
L1477[16:01:00] <Fridtjof> i think that may be my problem
L1478[16:01:04] <ghz|afk> this channel helps NEWER VERSIONS ;P
L1479[16:01:09] <Fridtjof> lol shit
L1480[16:01:09] <Shambling> were there major networking changes required for the redstone to work? maybe hats part of it
L1481[16:01:11] <ghz|afk> no idea if 1.7.10 did save
L1482[16:01:15] <ghz|afk> maybe it did
L1483[16:01:17] <Fridtjof> it does save
L1484[16:01:18] <ghz|afk> maybe it didn't
L1485[16:01:19] <ghz|afk> ;P
L1486[16:01:20] <Fridtjof> doesnt have set* tho
L1487[16:01:26] <ghz|afk> on the properties?
L1488[16:01:42] <Shambling> go get both versions you want to modify and see if you can find the offending code difference ;D
L1489[16:01:42] <ghz|afk> property = config.get("category", "propertyKey");
L1490[16:01:46] <ghz|afk> property.setWhatever
L1491[16:01:49] <Fridtjof> oh shit
L1492[16:01:50] <Fridtjof> they do
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L1494[16:02:33] <ghz|afk> williewillus: https://dl.dropboxusercontent.com/u/743491/Minecraft_%20Windows%2010%20Edition%20Beta%2030_10_2016%2021_59_56.mp4
L1495[16:02:38] <Fridtjof> do i have to somehow put them back into the configuration object or do they point
L1496[16:02:51] <ghz|afk> no they refer to the config itself
L1497[16:02:53] <ghz|afk> just .set whatever
L1498[16:02:57] <ghz|afk> and then .save on the config
L1499[16:03:03] <ghz|afk> IIRC
L1500[16:03:09] <williewillus> does w10 version actually perform better for you?
L1501[16:03:15] <ghz|afk> extremely
L1502[16:03:20] <williewillus> java ver on linux runs better for me
L1503[16:03:22] <ghz|afk> it's silky smooth
L1504[16:03:31] <ghz|afk> worldgen is almost immediate
L1505[16:03:48] <williewillus> for me input seems really sluggish
L1506[16:04:34] <ghz|afk> the only reason I haven't just dumped the java version and switched to win10
L1507[16:04:36] <ghz|afk> is mods. XD
L1508[16:05:09] <williewillus> if they release it on linux i'll consider it :P
L1509[16:05:16] <ghz|afk> lol doubt it
L1510[16:05:33] <ghz|afk> this is like gollum and the ring
L1511[16:05:41] <ghz|afk> Microsoft is like "MY TREASURE..."
L1512[16:06:09] <ghz|afk> I see more changes of someone creating a UWP host for linux
L1513[16:06:20] <ghz|afk> than them releasing the mcwin10 edition anywhere else
L1514[16:06:22] <ghz|afk> chances*
L1515[16:06:36] <williewillus> they already said it's coming to mac though
L1516[16:06:46] <williewillus> that's already a big step
L1517[16:06:56] <ghz|afk> did they?
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L1521[16:15:29] <Subaraki> so
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L1524[16:18:29] <Subaraki> a method in class A, that is overriden by class B, called in class a by this.getMethod()
L1525[16:18:41] <Subaraki> returns the values from A and not B
L1526[16:18:55] <Subaraki> if I read stuff up correctly, the values should be the ones from B
L1527[16:19:01] <williewillus> then it's not an instance of B or wasn't overridden properly
L1528[16:20:07] <Subaraki> my debugger is saying it is an isntance of B though
L1529[16:20:16] <Subaraki> what would 'not properly overriden' imply ?
L1530[16:20:32] <williewillus> improper signature so it's not being overridden when you think it is
L1531[16:20:51] <williewillus> and if you use your debugger just step into the function
L1532[16:20:55] <williewillus> and see what's happening
L1533[16:21:01] <LexLap3> This is what @Override is for
L1534[16:21:13] <ghz|afk> if it would compile-time error with @Override in place
L1535[16:21:17] <ghz|afk> it's an invalid override
L1536[16:21:19] <ghz|afk> ;P
L1537[16:21:23] <Subaraki> nah found it
L1538[16:21:31] <Subaraki> the values are being set after initGui
L1539[16:21:34] <ghz|afk> which is why you should always have @Override in the overrides
L1540[16:21:47] <Subaraki> so they are not correct in the time of getting them
L1541[16:22:36] <Shambling> huh, I decompiled a sample jar, moved the files around to duplicate the layout of a proper git repo, and recompiled, and now I'm getting very weird compile errors. :O
L1542[16:22:54] <williewillus> because decompilers aren't perfect :P
L1543[16:22:55] <Shambling> you would think that decompiled code would recompile if decompiled properly in the first place
L1544[16:23:00] <Shambling> yeah I know
L1545[16:23:05] <ghz|afk> no that's not a requirement of a decompiler
L1546[16:23:14] <ghz|afk> decompilers are designed so that you can analyze the sources
L1547[16:23:17] <Shambling> I guess a decompiler just gives you code to read through
L1548[16:23:25] <ghz|afk> being able to compile back into the original is a bonus feature
L1549[16:23:27] <ghz|afk> not a requirement
L1550[16:23:39] <ghz|afk> (sometimes impossible to achieve, too)
L1551[16:23:43] <Shambling> honestly its just an achievement class, so I'm thinking of nuking and recompiling :P
L1552[16:23:57] <williewillus> i mean by "moving things around" what did you do?
L1553[16:24:21] <Shambling> followed the general layout of another mod to make sure java files and resources were inthe proper locations to recompile
L1554[16:24:33] <Shambling> no idea if it'll work, I should start with a hello world mod with like 1 line of code
L1555[16:24:45] <Shambling> :P
L1556[16:25:26] <Shambling> oh you know what, I bet its referencing an outside library
L1557[16:25:44] <williewillus> did you not use gradle to compile it?
L1558[16:26:09] <Shambling> tried intellij
L1559[16:26:17] <Shambling> I did use gradle setupdecompworkspace
L1560[16:26:31] <Shambling> but I suppose that probably doesn't grab required workspace fully
L1561[16:26:34] <Shambling> one moment
L1562[16:26:45] <williewillus> it does
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L1564[16:27:20] <Shambling> its the default build file though
L1565[16:27:32] <Shambling> I'll need to put the required libraries in the build file to link to the repos
L1566[16:28:49] <Baughn> ghz|afk: Figured it out. Apparently we were setting project.version at the wrong time.
L1567[16:29:17] <howtonotwin> the number of times I have written the words "register" and "registry" in this one file...
L1568[16:29:26] <howtonotwin> "one can look up `Block.class` in the registry registry with `GameRegistry.findRegistry` to get the registry that registers blocks"
L1569[16:31:11] <PitchBright> when you look into another entity's container, you've actually got two containers open at the same time? One for your inventory, and one for the entity's?
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L1571[16:32:32] <LexLap3> no you have one, for both sets of slots
L1572[16:32:45] <PitchBright> hey Lex o/
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L1575[16:34:13] <ghz|afk> PitchBright: the Container class is responsible for mapping the player inventory slots
L1576[16:34:29] <ghz|afk> so there's two copies of the one Container -- one on the server, and one on the client
L1577[16:34:46] <PitchBright> ah i see, okay, cool.
L1578[16:36:12] <PitchBright> is it safe to say that if my hotbar is acting funny, when i'm looking into my entity's inventory... i'm missing a method or something in my inventory class?
L1579[16:36:55] <PitchBright> when i click on a stack in my hotbar, it auto-tosses it out onto the ground. Everywhere else is fine, it's just my hotbar.
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L1581[16:41:37] <Shambling> sometimes I get that as a random bug from vanilla minecraft
L1582[16:41:43] <Shambling> make sure you don't have a stuck key on your keyboard
L1583[16:42:22] <PitchBright> naw, i'm def doin' something wrong, or overlooking something. It's consistenly doing it on my entity, but not on any other inventories (ie. Chests)
L1584[16:42:35] <PitchBright> rookie mistake for sure
L1585[16:42:49] <ghz|afk> define "funny"
L1586[16:43:10] <ghz|afk> wait you said it right after
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L1588[16:43:19] <ghz|afk> I have never heard of that specific issue
L1589[16:43:27] <ghz|afk> can you show you Container implementation?
L1590[16:43:34] <PitchBright> ya sure
L1591[16:44:40] <PitchBright> http://pastebin.com/B7gRjVEM
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L1593[16:45:51] <ghz|afk> LOL http://dilbert.com/strip/2016-10-30
L1594[16:45:55] <Raqbit> ghz|afk, I can't check my theory, but I think I know why the lus doesn't load. Could it be that BON2 tried to deobfuscate the lua code?
L1595[16:47:33] <ghz|afk> hmm I doubt it
L1596[16:47:52] <ghz|afk> it doesn't know how to process lua code
L1597[16:47:57] <ghz|afk> only java bytecode metadata
L1598[16:48:34] <Raqbit> Hmm, now that I think of it its probably not the case
L1599[16:48:53] <Raqbit> If only I could see which ressources were loaded at runtime
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L1614[17:43:49] <Subaraki> http://i.imgur.com/zqCLNsW.gifv
L1615[17:43:51] <Subaraki> so far so good
L1616[17:44:44] <ghz|afk> oooh nice
L1617[17:45:17] <howtonotwin> is the main inventory tab automatically in place as soon as you install forge or does it only show when another tab is added?
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L1619[17:45:28] <ghz|afk> hopefully only when tabcount > 1
L1620[17:45:28] <ghz|afk> ;p
L1621[17:46:01] <howtonotwin> forge has the policy of "vanilla+forge with no mods should look exactly like vanilla"
L1622[17:46:26] <howtonotwin> (unless it's bugfixes/performance improvement)
L1623[17:46:40] <TechnicianLP> is this going to be a pull request?
L1624[17:46:41] <howtonotwin> so keep that in mind
L1625[17:46:44] <howtonotwin> yes
L1626[17:46:44] <RoboSky> so look the same if not act the same
L1627[17:46:55] <TechnicianLP> very nice
L1628[17:47:30] * TechnicianLP puts tabs everywhere
L1629[17:47:31] <ghz|afk> TechnicianLP: the idea is to have forge include an API for adding tabs to existing GUIs (player inventory), or custom ones (for mods that want to support them)
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L1631[17:47:51] <RoboSky> makes sense
L1632[17:47:54] <RoboSky> and sounds cool
L1633[17:48:22] <TechnicianLP> better than the old manual (and sometimes overlapping with other mods) way
L1634[17:48:48] <RoboSky> will there be a tabs on the sides option and if so will gui creators specify that for their guis?
L1635[17:49:01] <Subaraki> ghz|afk, i'm still conflicted about adding the vanilla tab by default
L1636[17:49:17] <ghz|afk> Subaraki: don't.
L1637[17:49:23] <ghz|afk> default should look like vanilla
L1638[17:49:35] <ghz|afk> if no one adds a second tab, it shouldn't draw at all
L1639[17:49:35] <Subaraki> but wouldn't that create compatibilty trouble ?
L1640[17:49:40] <ghz|afk> how so?
L1641[17:49:44] <Subaraki> if everyone adds one to return to the base inventory ?
L1642[17:49:48] <ghz|afk> oh wait
L1643[17:49:56] <ghz|afk> you mean to have the tab included or not
L1644[17:50:03] <Subaraki> yeah
L1645[17:50:06] <ghz|afk> well
L1646[17:50:08] <ghz|afk> hmm
L1647[17:50:14] <ghz|afk> how do you "attach" the tabs to an inventory
L1648[17:50:14] <Subaraki> i won't draw it if nothing else is registered
L1649[17:50:16] <ghz|afk> are they hardcoded?
L1650[17:50:22] <ghz|afk> I mean
L1651[17:50:28] <Subaraki> halfly
L1652[17:50:31] <ghz|afk> is the support for tabs on GuiInventoryPlayer included in the patch?
L1653[17:50:43] <Subaraki> no, but it is in container
L1654[17:50:51] <ghz|afk> or is it enabled externally
L1655[17:51:02] <Subaraki> autmaticly takes the xSize etc as ITabbedGui positions and sizes
L1656[17:51:07] <ghz|afk> here is what I'm thinking:
L1657[17:51:25] <ghz|afk> TabbedGui.enableFor(GuiInventoryPlayer.class, DEFAULT_TAB_HERE)
L1658[17:51:30] <ghz|afk> if it's already enabled, then it would do nothing
L1659[17:51:43] <Subaraki> aaaah
L1660[17:51:44] <RoboSky> or have the provided gui be the default tab's content and just provide the name and icon
L1661[17:51:46] <Subaraki> yes, nice !
L1662[17:52:09] <Subaraki> i'll go for the boolean
L1663[17:52:24] <Subaraki> TabRegistry.enableDefaultPlayerTab();
L1664[17:52:29] <Subaraki> or something like that
L1665[17:52:35] <ghz|afk> but
L1666[17:52:45] <ghz|afk> the point was that you don't have to program the tab icon
L1667[17:52:46] <ghz|afk> ;P
L1668[17:52:49] <RoboSky> true
L1669[17:52:54] <ghz|afk> it's provided by any mod that wants to enable it
L1670[17:52:55] <Subaraki> ?
L1671[17:53:03] <RoboSky> but have the gui be the default tab
L1672[17:53:13] <Subaraki> ^ mostly that yes
L1673[17:53:15] <Subaraki> first tab
L1674[17:53:16] <ghz|afk> RoboSky: the gui texture doesn't have the tab, though
L1675[17:53:21] <RoboSky> yeah
L1676[17:53:27] <ghz|afk> and someone has to say which icon is used in the gui
L1677[17:53:33] <RoboSky> for modded gui's they'd provide it when enabling
L1678[17:53:38] <Subaraki> i think a default one is needed
L1679[17:53:47] <ghz|afk> either way
L1680[17:53:50] <RoboSky> I think vanillia guis need a built in icon
L1681[17:53:53] <ghz|afk> I think the default tab should NOT show
L1682[17:53:53] <Subaraki> thinking about a chest, just like the vanilla creative
L1683[17:53:56] <ghz|afk> unless tabs have been added
L1684[17:54:10] <Subaraki> it shouldn't show indeed
L1685[17:54:15] <ghz|afk> my proposal was to provide a way to enable tabbing on certain guis
L1686[17:54:16] <Subaraki> but we do need to be able to enable it
L1687[17:54:17] <RoboSky> otherwise you get multiple mods trying to set the icon for vanilla inv
L1688[17:54:33] <Subaraki> robo isn't wrong either
L1689[17:54:37] <ghz|afk> but I'm doubting the purpose of that, now
L1690[17:54:43] <Subaraki> I'd go for the icon that is used in creative invnetory
L1691[17:54:44] <ghz|afk> wouldn't enable be implicit in addTab?
L1692[17:54:44] <Subaraki> a chest
L1693[17:55:09] <Ordinastie> every vanilla gui should have a default tab to display the current gui, only shown when other tabs are added to it
L1694[17:55:18] <ghz|afk> Ordinastie: yeah
L1695[17:55:19] <Subaraki> the idea would be that the mod(s) adding tabs all call enableDefaultPlayerTab
L1696[17:55:24] <ghz|afk> my proposal was that this default tab icon
L1697[17:55:26] <ghz|afk> is provided by mods
L1698[17:55:33] <Ordinastie> and no, no enable shit
L1699[17:55:42] <Subaraki> then how Ordinastie ?
L1700[17:55:45] <Ordinastie> mods add tabs that's all that's needed
L1701[17:56:03] <RoboSky> ghz|afk: then how do vanilla invs get handled
L1702[17:56:13] <Ordinastie> ghz|afk, and you get conflicts if multiple want THEIR icon displayed and then you get shit like the oredict
L1703[17:56:24] <RoboSky> and Ordinastie how does the default tab icon get set for modded guis?
L1704[17:56:40] <Subaraki> the inventory tab is a default addition, then will be drawn when the list is > 1
L1705[17:56:45] <TechnicianLP> Subaraki: could you add it so one can specify were those tabs are? (up+down/up/left/...)
L1706[17:56:45] <ghz|afk> hmmm
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L1708[17:56:52] <Subaraki> or the list == 1 && get(0).isVanilla()
L1709[17:56:53] <Ordinastie> guis owner sets their own default icon
L1710[17:56:53] <ghz|afk> Subaraki: how do you activate tabbing on guis currently?
L1711[17:57:06] <ghz|afk> is it always present on any GuiContainer?
L1712[17:57:13] <Subaraki> TechnicianLP, no. its a lsitedmap
L1713[17:57:25] <Subaraki> it'll be just/mostly like creative tabs
L1714[17:57:25] <Ordinastie> ghz|afk, should activated it tab counts != 0
L1715[17:57:26] <ghz|afk> or do they require "enabling" from the actual Gui class overriding it?
L1716[17:57:29] <Subaraki> ghz|afk, its general now
L1717[17:57:31] <Subaraki> for gui screen
L1718[17:57:32] <ghz|afk> so
L1719[17:57:39] <ghz|afk> you can add tabs to any class extending GuiContainer?
L1720[17:57:49] <RoboSky> GuiScreen even?
L1721[17:57:51] <RoboSky> hmm
L1722[17:57:52] <ghz|afk> no
L1723[17:57:53] <Subaraki> any class extending guiscreen *
L1724[17:57:55] <ghz|afk> guiScreen has no bounds
L1725[17:57:59] <Subaraki> they do now
L1726[17:58:03] <ghz|afk> GuiContainer has xSize ySize guiLeft guiTop
L1727[17:58:05] <Subaraki> ITabbedInventory asks for them
L1728[17:58:05] * TechnicianLP wants his tabs on the left :(
L1729[17:58:06] <ghz|afk> oh?
L1730[17:58:23] <ghz|afk> uhm
L1731[17:58:25] <Subaraki> it's 0 by default
L1732[17:58:29] <ghz|afk> so who implements ITabbedInventory?
L1733[17:58:39] <RoboSky> I agree with TechnicianLP, except let the gui creator set it
L1734[17:58:40] <Subaraki> so if you want tabs, or enable tabs, you implements itabbedinventory
L1735[17:58:50] <ghz|afk> so what I asked before
L1736[17:58:53] <Subaraki> RoboSky, , TechnicianLP that would be impossible
L1737[17:58:55] <ghz|afk> [23:57] (ghz|afk): Subaraki: how do you activate tabbing on guis currently?
L1738[17:58:56] <ghz|afk> the answer is
L1739[17:58:59] <Subaraki> if everyone wants their tabs on the left
L1740[17:59:02] <ghz|afk> "by implementing ITabbedInventory"
L1741[17:59:03] <Subaraki> noone has tabs on the left
L1742[17:59:24] <RoboSky> well my thought was sides vs top/bot
L1743[17:59:24] <ghz|afk> not "it's general"
L1744[17:59:27] <ghz|afk> in which case
L1745[17:59:29] <ghz|afk> ITabbedInventory
L1746[17:59:34] <RoboSky> and let the ITabbedInventory pick
L1747[17:59:35] <ghz|afk> needs a .getDefaultTab()
L1748[17:59:39] <ghz|afk> ;P
L1749[18:00:24] <TechnicianLP> Subaraki: ill take a look to implement sides when it got merged
L1750[18:00:57] <Subaraki> .getDefaultTab(Class<? extends GuiScreen> screen) you mean ?
L1751[18:01:10] <Subaraki> no ?
L1752[18:01:12] <ghz|afk> Subaraki: no I mean
L1753[18:01:26] <ghz|afk> you said GuiScreens implement ITabbedInventory, right?
L1754[18:01:32] <Subaraki> yes
L1755[18:01:40] <ghz|afk> but you have to implement it yourself?
L1756[18:01:49] <ghz|afk> or does GuiScreen itself implement it by default?
L1757[18:01:55] <Subaraki> i mean, override the methods
L1758[18:02:00] <ghz|afk> my question is
L1759[18:02:04] <Subaraki> guiscreen implements it by default
L1760[18:02:08] <ghz|afk> aha
L1761[18:02:09] <Subaraki> couldn't do it without
L1762[18:02:11] <Subaraki> tried
L1763[18:02:16] <ghz|afk> so ALL GuiScreens are tabbed
L1764[18:02:18] <ghz|afk> like it or not
L1765[18:02:20] <ghz|afk> (sorta)
L1766[18:02:22] <Subaraki> basicly yes
L1767[18:02:33] <Subaraki> their relative tab positions are all 0 though
L1768[18:02:53] <ghz|afk> yeah not the question ;p
L1769[18:03:02] <Ordinastie> ITabbedInventory ??
L1770[18:03:13] <ghz|afk> if ITabbedInventory (bad name, really)
L1771[18:03:15] <ghz|afk> was opt-in
L1772[18:03:16] <Subaraki> that's what you said Ordinastie
L1773[18:03:22] <ghz|afk> that is, it wasn't implemented automatically
L1774[18:03:29] <Ordinastie> "Inventory" ?
L1775[18:03:29] <ghz|afk> but you had to implement it on your GUIs for it to work
L1776[18:03:34] <Subaraki> uhm
L1777[18:03:35] <Subaraki> gui
L1778[18:03:35] <Ordinastie> pretty sure I never said inventory
L1779[18:03:51] <Subaraki> ITabbedGui
L1780[18:03:57] <Subaraki> public interface ITabbedGui {
L1781[18:04:00] <Subaraki> mixed up words
L1782[18:04:01] <Subaraki> sorry
L1783[18:04:06] <ghz|afk> then I'd suggest adding a getDefaultTabIcon or whatever to that interface
L1784[18:04:15] <Subaraki> already in
L1785[18:04:18] <ghz|afk> so that users of the interface are "forced" to provide a icon
L1786[18:04:22] <Subaraki> you can choose between itemstack or resloc
L1787[18:04:25] <ghz|afk> but if it's implemented on guiScreen always
L1788[18:04:33] <ghz|afk> then that doesn't make sense ;P
L1789[18:04:36] <Subaraki> the icon is given to the tab itself though
L1790[18:05:05] <Subaraki> the only thing the guiscreen does is check the tab locations to click them, and draw them. well actually, call the tab's draw method
L1791[18:05:32] <Subaraki> i'm trying to move out as much sstuff that i can from out of the gui screen though
L1792[18:05:37] <Subaraki> step by step
L1793[18:06:31] <ghz|afk> I'd probably reduce it to
L1794[18:06:36] <Subaraki> the things i'm sad about most is the lack of drawbackground in guiscreen. now i cannot draw the tabs behind the gui texture if any, and they need to be cropped. which gives an ugly tint on the outer tabs
L1795[18:06:47] <PitchBright> ghz|afk: that weird hotbar problem... seems to be because i have those slots positioned too low. So bizarre.
L1796[18:06:58] <PitchBright> I moved the slots up 4px... they work fine.
L1797[18:07:05] <ghz|afk> PitchBright: uhm
L1798[18:07:08] <ghz|afk> check your ySize
L1799[18:07:13] <ghz|afk> it may be smaller than the texture
L1800[18:07:14] <Subaraki> anyway
L1801[18:07:16] <Subaraki> i'm off to bed
L1802[18:07:22] <Subaraki> more on the tab progress tomorow
L1803[18:07:29] <ghz|afk> Subaraki: I'd probably reduce what the screen has to just a simple "getTablistInformation()"
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L1805[18:07:33] <ghz|afk> no interfaces or anything ;p
L1806[18:07:48] <ghz|afk> if != null, then query it for drawing
L1807[18:07:52] <SubSleep> ghz|afk, would that even be possible ?
L1808[18:07:54] <ghz|afk> otherwise, don't draw anything
L1809[18:07:58] <SubSleep> i'll look into it
L1810[18:08:13] <ghz|afk> default it to return null; and it shouldn't cause any issue ;P
L1811[18:08:16] <SubSleep> the interface is for position's sake currently
L1812[18:08:19] <ghz|afk> and night ;p
L1813[18:08:23] <SubSleep> night o/
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L1815[18:08:53] <PitchBright> The gui texture drew fine, the slots were positioned perfectly over it too. The items as well.
L1816[18:09:40] <ghz|afk> I mean the ySize value
L1817[18:09:44] <ghz|afk> defined in the class
L1818[18:09:52] <ghz|afk> it's what mc uses to decide what is "inside" the gui and what is outside
L1819[18:10:08] <ghz|afk> guiLeft, guiTop, xSize and ySize
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L1823[18:13:53] <PitchBright> yep... you called it. ySize is 166. My lots were at 161. Add 9 for the height of the slot = 170... and that's 4 over the limit.
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L1826[18:29:00] <ghz|afk> PitchBright: fix xSize and ySize in your constructor, to be what your gui texture sizes really are
L1827[18:29:40] <PitchBright> roger that. done. thanks mang :)
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L1829[18:34:45] <ScottehBoeh> To render player hands whilst holding an item :(
L1830[18:35:38] <RoboSky> does anyone have a good way to keep a map of item to count for an adjacent inv?
L1831[18:35:58] <RoboSky> trying to do regulation stuff
L1832[18:38:22] <RoboSky> hmm
L1833[18:38:29] <RoboSky> guess I'll have to be inefficient then
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L1837[18:47:08] <infinitefoxes_> I'm a little bit confused with my custom entities
L1838[18:47:19] <infinitefoxes_> they all work just fine, but for some reason their collision detection seems bugged
L1839[18:47:46] <infinitefoxes_> I'm not doing anything special, but I'm able to push my entities (which are just basic animals) into other blocks and suffocate them just by bumping into them
L1840[18:50:26] <infinitefoxes_> it's not even consistent, sometimes I'm able to and other times not
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L1842[18:59:09] * ghz|afk jumps into bed
L1843[19:00:56] <RoboSky> is there a good way to make a single entity with pluggable variants?
L1844[19:01:13] <RoboSky> sorta like having diff. species of a single mob?
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L1847[19:08:23] <PitchBright> I think MoCreatues uses NBT to store species as Ints, and then loads different models and textures based on the nbt value, RoboSky
L1848[19:08:56] <RoboSky> but how would I make it possible to have those species added by plugins?
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L1850[19:09:09] <RoboSky> I guess store a resource loc as string
L1851[19:09:37] <PitchBright> you mean, let other mods create species for your animals?
L1852[19:09:45] <RoboSky> yeah
L1853[19:09:46] <RoboSky> well
L1854[19:09:48] <RoboSky> demons
L1855[19:09:50] <RoboSky> but still
L1856[19:10:03] <RoboSky> the point stands
L1857[19:10:04] <RoboSky> and yes
L1858[19:10:41] <RoboSky> I guess have a speciesinfo class and make a namespacedregistry of it
L1859[19:11:04] <PitchBright> sounds like a cool idea
L1860[19:12:25] <RoboSky> the idea is summonable demons
L1861[19:12:37] <RoboSky> and have other mods be able to add species thereof
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L1874[20:06:24] <howtonotwin> Here's another one folks: https://github.com/MinecraftForge/Documentation/pull/73
L1875[20:06:25] <howtonotwin> :D
L1876[20:06:51] <howtonotwin> Would appreciate comments on it.
L1877[20:07:40] <howtonotwin> I'm going to be gone for the few days so sorry if I don't fix anything for a while.
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L1879[20:10:05] <tterrag> oh god now I have to read all that
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L1882[20:12:00] * howtonotwin is actually a demon here to torture Garret for eternity by making him read docs constantly.
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L1886[20:12:39] * howtonotwin also can never spell his name correctly for some reason.
L1887[20:12:47] <howtonotwin> *Garrett
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L1901[20:57:54] <blood_> anyone know if you can send worldborder visuals to client from server?
L1902[20:58:06] <blood_> trying to look into the code but could save time if someone knew =)
L1903[20:58:31] <blood_> basically i want to send temporary visuals that would expire after X time
L1904[20:59:06] <Ordinastie> I assume you want server side only mod ?
L1905[20:59:11] <blood_> yes
L1906[20:59:14] <blood_> no client changes
L1907[20:59:35] <blood_> i need better visuals for large protected areas
L1908[20:59:44] <blood_> worldborder seems like it would work nicely
L1909[20:59:48] <blood_> i see SPacketWorldBorder
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L1911[21:00:32] <Ordinastie> probably the best bet
L1912[21:01:02] <blood_> need to find where the client renders the border now
L1913[21:01:29] <blood_> public void renderWorldBorder(Entity entityIn, float partialTicks)
L1914[21:01:35] <blood_> RenderGlobal
L1915[21:01:57] <Ordinastie> glad I could help :p
L1916[21:03:36] <blood_> hrmm
L1917[21:03:56] <blood_> the client will only grab the current world border of world its in
L1918[21:04:05] <blood_> oh
L1919[21:04:36] <blood_> i guess this could work because i would send a border packet to change the location of it
L1920[21:04:41] <blood_> then change it back when done
L1921[21:04:55] <blood_> however what happens when the worldborder is within view =)
L1922[21:05:19] <Ordinastie> seems a bit hacky though
L1923[21:05:47] <blood_> hrmm it may break the client too
L1924[21:05:54] <blood_> because the client may not move passed it
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L1946[22:52:01] <illy> Boop o/
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L1961[23:43:19] <minecreatr> how do I add custom nbt to any entity, and make sure the nbt is saved?
L1962[23:43:57] <TehNut> Capability
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