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L4[00:19:57] <Naiten> Is there a way to
control player animations in 1.10.2?
L5[00:20:19] <McJty> Since Quark is doing it
I would guess yes
L6[00:27:17] <Naiten> Who's that?
L7[00:31:34] <McJty> 'who'?
L8[00:31:35] <McJty> Quark is a mod
L9[00:31:40] <McJty> From vazkii
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L11[00:41:26] <Naiten> Ah
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L41[01:11:59] <Naiten> Is there a way to
check if player is using item or not?
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L44[01:28:23] <LatvianModder> That is one
awesome set of guns
L45[01:28:35] <LatvianModder> Using, as
holding down?
L46[01:28:51] <LatvianModder> Lile drawing
a bow? Or just holding in hand?
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L52[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20161106 mappings to Forge Maven.
L53[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20161106-1.10.2.zip
(mappings = "snapshot_20161106" in build.gradle).
L54[02:00:17] <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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L58[02:17:07] <Subaraki> this looks like a
network problem
L59[02:18:01] <Subaraki> can't figure what
went wrong though
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L68[02:36:45] <Naiten> LatvianModder, using
- when right mouse button is held
L69[02:37:28] <Naiten> Yep, like drawing a
bow
L70[02:39:57] <TechnicianLP> bows have a
propertyoverride for rendering how far back the string is pulled -
you could maybe do something similar?
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L72[02:46:26] <Naiten> Welp, maybe
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L74[02:50:39] <Naiten> Ah,
itemInUseCount
L75[02:50:44] <Naiten> Ah, it's
private
L76[02:51:53] <Naiten> Thanks laws of
nature, it has a getter
L77[02:56:45] <TechnicianLP> what mod are
those guns from?
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L82[03:21:44] <Naiten> TechnicianLP, it's
my mod, guns are indev yet
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L90[03:48:43] <Koward> What is the last
version of ForgeGradle ? Still 2.2-SNAPSHOT ?
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L94[03:59:04] <Subaraki> comes along great
ghz ^^
L95[04:04:30] <barteks2x> Are there any
opaque light emitting blocks? (opacity > 0, possibly added by
mods)
L96[04:05:18] <Subaraki> glowstone used to
be that iirc
L97[04:05:28] <Subaraki> why ?
L98[04:05:46] <barteks2x> I'm writing
replacement of world.checkLightFor that can handle multiple input
blocks at once
L99[04:06:19] <barteks2x> and trying to do
that without looking at vanilla code
L100[04:07:22] <barteks2x> checkLightFor
really wastes a lot of time setting light in the same blocks over
and over again when updating light in many places
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L112[04:46:34] <Naiten> :genSrgs
SKIPPED
L113[04:46:35] <Naiten> :reobf
FAILED
L114[04:46:35] <Naiten> FAILURE: Build
failed with an exception.
L115[04:46:35] <Naiten> * What went
wrong:
L116[04:46:35] <Naiten> Execution failed
for task ':reobf'.
L117[04:46:35] <Naiten> >
MALFORMED
L118[04:46:37] <Naiten> D:
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L121[04:48:42] <ScottehBoeh> Good day, and
Salutations :)
L122[04:49:05] <Naiten> hi
L123[04:49:53] <Subaraki> o/
L124[04:50:01] <ScottehBoeh> :D
L125[04:50:11] <ScottehBoeh> I'm working
on some new models today :) Can't wait to show you guys
L126[04:50:19] <Subaraki> hey, look at
what I madeded !
L128[04:50:29] <Subaraki> ooh, i'd love to
see your models ! :o
L129[04:50:36] <ScottehBoeh> omh O.o thats
insane
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L131[04:50:45] <ScottehBoeh> I'm guessing
you had 2 player renderers? :D
L132[04:50:56] <ScottehBoeh> (or fake
player thingys)
L133[04:50:59] <Subaraki> nah
L134[04:51:04] <Subaraki> just rendering
the player twice x)
L135[04:51:09] <ScottehBoeh> ah :)
L136[04:51:44] <Naiten> My IDE broke
D:
L137[04:51:50] <ScottehBoeh> :'(
L138[04:53:30] <Naiten> I try building,
and it gives Execution failed for task ':reobf' eroor
L139[04:54:38] <Subaraki> added ram
?
L140[04:55:15] <Naiten> how do i do
that?
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L143[04:58:55] <Subaraki> no, no clue
:/
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L147[05:06:56] <ghz|afk> Naiten: I
see
L148[05:06:56] <ghz|afk> Caused by:
java.lang.IllegalArgumentException: MALFORMED
L149[05:06:56] <ghz|afk> at
net.md_5.specialsource.Jar.collectJarFiles(Jar.java:169)
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L151[05:07:08] <ghz|afk> could it be that
one of the dependant files is corrupted?
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L153[05:08:44] <Naiten> ghz|afk, which
dependant files?
L154[05:09:00] <ghz|afk> no idea
L155[05:09:02]
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L156[05:09:03] <ghz|afk> it doesn't
say
L157[05:09:16] <ghz|afk> it seems related
to Jars but no idea
L158[05:09:18] <Naiten> i tried cleaning
cache and installing workspace again, didn't help
L159[05:09:40] <Subaraki> where's the
missing texture cached ?
L160[05:09:47] <Naiten> wat?
L161[05:10:10] <Ordinastie> in the
TextureMap
L162[05:11:20] <Subaraki> does it have a
physical texture ?
L163[05:19:46] <ScottehBoeh> Woohoo
:D
L165[05:20:07] <ScottehBoeh> I'm making
tons of Apocalypse-like props. Trying to get enough to make the
game seem like a completely different experience
L166[05:20:42] <ghz|afk> has anyone played
with the latest vanilla snapshot, and noticed some slots not
wanting to receive items?
L167[05:21:01] <ScottehBoeh> Subaraki, is
it possible to stop a block from derendering when out of
view?
L168[05:21:12] <Subaraki> i don't think
so
L169[05:21:16] <ScottehBoeh> Darn
L170[05:21:20] <Subaraki> there's this
thing you can set a max distance
L171[05:21:31] <Subaraki> like the beacon
does
L172[05:21:34] <Ordinastie> ScottehBoeh,
what would be the point ?
L173[05:21:42] <ScottehBoeh> I'm terrible
at bounding boxes, so I just have a 1 block bound box, (but it
deletes the prop when you look up off the ground)
L174[05:21:46] <Subaraki> nice models btw
:D
L175[05:22:15] <Ordinastie> you need
multiblocks if you want them to be > 1x1x1
L176[05:22:20] <ScottehBoeh> Cheers :D
Mostly Metro-based blocks
L177[05:22:26] <ScottehBoeh>
Underground/Trainstation
L178[05:23:30] <Ordinastie> ScottehBoeh,
wait, you're not using TESR I hope
L179[05:23:39] <ScottehBoeh> What's
TESR?
L180[05:23:50] <ghz|afk>
TileEntitySpecialRenderer
L181[05:24:01] <ghz|afk> if you don't know
what that is, you aren't using it
L182[05:24:06] <ghz|afk> (I hope...)
L183[05:24:12] <Ordinastie> pretty sure he
is
L184[05:24:18] <Ordinastie> " is it
possible to stop a block from derendering when out of
view?"
L185[05:24:23] <Ordinastie> only TESR do
that
L186[05:24:39] <ScottehBoeh> Diesieben
helped me disable ticking of the tile entities
L187[05:24:39] <ghz|afk> unless he wants
the block to still render when it's outside view range
L188[05:24:43] <ScottehBoeh> ((
@Override
L189[05:24:43] <ScottehBoeh> public
boolean canUpdate() {
L190[05:24:43] <ScottehBoeh> return
false;
L191[05:24:43] <ScottehBoeh> } ))
L192[05:24:49] <ghz|afk> in which case the
answer is "no"
L193[05:25:09] <ScottehBoeh> I've seen
mods that have bound boxes around each block of a model, not sure
how they acheived that tho
L194[05:25:15] <ghz|afk> because mc sets
the far plane to the view range
L195[05:26:11] <Ordinastie> first thing,
you need to know whether you're using a TESR or not
L196[05:26:20] <Ordinastie> second, get
rid of it if you are
L197[05:26:53] <ScottehBoeh> Ah yes, I've
got special renderers
L198[05:27:02] <ScottehBoeh> if I remove
them, would that not effect them actually being rendered?
L199[05:27:15] <Ordinastie>
obviously
L200[05:27:25] <Ordinastie> be they should
be static models
L201[05:27:30] <Ordinastie> not stuff you
render every frame
L202[05:27:36] <ScottehBoeh> ohoho wait
wait
L203[05:27:37] <Ordinastie> unless they're
animated
L204[05:27:41] <Ordinastie> are they
animated ?
L205[05:27:42] <ScottehBoeh> is this a
1.8+ feature?
L206[05:27:46] <ScottehBoeh> no they're
static
L207[05:28:29] <Ordinastie> then don't use
TESR
L208[05:29:00] <ScottehBoeh> What's an
alternative?
L209[05:29:08] <Ordinastie> models
L210[05:29:21] <Ordinastie> (don't tell me
you're using 1.7.10...)
L211[05:29:40] <ScottehBoeh> If I told you
what version I'm using
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L213[05:29:43] <ScottehBoeh> you'd have to
kill me
L214[05:29:46] ***
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L215[05:30:01] <Ordinastie> I'll stick to
stop helping
L216[05:30:06] <ScottehBoeh> xD
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L218[05:30:55] <Naiten> ScottehBoeh, if
you are using TESR, override getRenderBoundingBox() in TE
L219[05:31:30] <Ordinastie> ...
L220[05:31:43] <ScottehBoeh> Hey, lets
look at the bright side of things
L221[05:31:49] <ScottehBoeh> I'm about to
send a nice eye-candy pic of what I'm creating
L222[05:32:31] <Naiten> But meh, ISBRH has
no mean to override render box, which bugs me a lot
L223[05:32:49] <Ordinastie> because there
would be no point
L224[05:33:46] <ghz|afk> but ISBRH is 1.7
so who cares? ;P
L225[05:33:55] <Ordinastie> mostly
that
L226[05:34:25] *** V
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L228[05:35:28] <ScottehBoeh> Opinions
:D
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L231[05:36:36] <Naiten> meh, 1.10.2 still
no way to override render box
L232[05:37:00] <Ordinastie> Naiten, and
what would that even do ?
L233[05:37:04] <Ordinastie> that's
pointless
L234[05:37:23] <Naiten> Ordinastie, my
blocks are bigger than 1x1x1m box
L235[05:37:37] <Ordinastie> and ?
L236[05:37:49] <Naiten> It's not pleasant
when you turn your head and the railway vanishes
L237[05:38:25] <Ordinastie> are they TESR
?
L238[05:38:40] <Naiten> No
L239[05:38:49] <Naiten> ModelBaked
L241[05:39:12] <ScottehBoeh> I'm trying to
create the most realistic post-apocalypse props
L242[05:39:14] <Ordinastie> are they so
big that they span over different chunks?
L243[05:40:18] <Naiten> Ordinastie, how
does that matter? even 1x8x1 block can fall out of view range
L244[05:40:31] <Ordinastie> no they
don't
L245[05:40:43] <Ordinastie> only chunks
are culled
L246[05:40:45] ⇦
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L247[05:40:50] <Naiten> ScottehBoeh, i see
a screaming face in that picture
L248[05:40:50] <ScottehBoeh> Mine do
:o
L249[05:40:52] <Ordinastie> or rather
frustum checked
L250[05:40:56]
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L251[05:41:02] <ScottehBoeh> xD I see that
face too
L252[05:41:06] <ScottehBoeh> the
Bio-hazard containers?
L254[05:41:45] <ScottehBoeh> Although
looting is plugin-wise, because I gotta work my head around reading
config files
L255[05:41:51] <ScottehBoeh> Thats like...
my main disadvantage at this time :(
L256[05:44:17]
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L264[05:55:56] <Naiten> decided to take a
look at my 1.10 code
L265[05:56:28] <Naiten> suddenly,
minecraft and minecraftforge packages are missing
L266[05:57:47]
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L267[05:59:06] <AshIndigo> You brought the
Apocalypse!
L268[05:59:59]
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L269[06:02:09] <ghz|afk> Hmmm... I think
C&B duplicated bits XD
L270[06:02:16] <ghz|afk> I ended up with
more material than I started with
L271[06:02:58]
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L272[06:03:24] <ghz|afk> that said, I'm
lovingthe mod
L274[06:03:59] <ghz|afk> now I won't be
falling into the smeltery ;p
L275[06:04:13] <ghz|afk> (and no that's
not separate bits, that's just a single layer of chisel
glass)
L276[06:16:25]
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L283[06:43:35] <Subaraki> anyone has an
idea to why i cannot change the texture width of my model ?
L284[06:43:42] <Subaraki> what i'm doing ,
setting textureWidth and textureHeight to appropriate sizes
L285[06:43:50] <Subaraki> what happens :
the mapping is borked up
L286[06:44:04] <Subaraki> (even though
texture offset is at 0,0, the way it should be)
L287[06:44:56] <barteks2x> After almost 2
years I finally have my laptop gpu working properly on linux :D no
need to use the intel gpu for mc anymore
L288[06:45:06] <AshIndigo> Nice!
L289[06:45:39] <barteks2x> and t's still a
workaround - I have to set acpi_osi="!Windows 2013" in
kernel commandline in grub
L290[06:52:57] <ghz|afk> the proper fix
would be to use windows? ;P
L291[06:53:14] <AshIndigo> But windows is
mean at times
L292[06:53:20] <barteks2x> the proper fix
is "Work in progress"
L293[06:53:51] <ghz|afk> windows 10's
biggest annoyance is by far windows update
L294[06:54:01] <ghz|afk> everything else
is minor nitpicking in comparison
L295[06:54:14] <AshIndigo> But atleast it
has bash
L296[06:54:20] <barteks2x> only recently
my touchpad started working correctly with windows 10...
L297[06:54:31] <AshIndigo> Combine that
with an x11 server
L298[06:54:45] <ghz|afk> is WinaXe still a
thing? ;P
L299[06:54:58] <ghz|afk> (used to be one
of the best X11 servers for windows)
L300[06:55:10] <barteks2x> why would you
want to do that...?
L301[06:55:12] <AshIndigo> Im pretty sure
I installed xming
L302[06:55:20] <ghz|afk> it is!
L304[06:55:45] <ghz|afk> the site still
looks like it did in the 90s
L305[06:55:48] <ghz|afk> but it exists
XD
L306[06:55:53] <barteks2x> at least for
me, X is the worst part in linux (at least making it work)
L307[06:56:00] <ghz|afk> yeah
L308[06:56:12] <ghz|afk> it's an issue of
having an absurdly big number of apps that require X11
L309[06:56:15] <AshIndigo> I got x so I
could synaptic
L310[06:56:22] <AshIndigo> *use
L311[06:56:56] <barteks2x> I'm not even
trying. My windows installation is broken enough without that
L312[07:00:20] ⇦
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L313[07:01:55] <Me4502> With an AT, I want
to make 'onItemUseFinish' public. However, it errors on compile due
to EntityPlayerMP needing to override it, but having a weaker
access privilege
L314[07:02:04] <Me4502> It's normally
protected
L315[07:02:20] <Me4502> Should I just make
EntityPlayerMP public as well, or is there a way to handle
this?
L316[07:03:02]
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L317[07:03:09] <AshIndigo> What do you
need to do with onItemUseFinish?
L318[07:03:14] <Me4502> Call it
L319[07:04:32] ⇦
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L320[07:06:14] <howtonotwin> a) yes, AT
EPMP b) use reflection instead
L321[07:06:35] <howtonotwin> reflection
will be fast enough in almost all cases
L322[07:06:46] <howtonotwin> the real cost
is in actually producing MethodHandles
L323[07:06:47] <Ordinastie> (if done
properly)
L324[07:06:53] <howtonotwin> cache those
somewhere
L325[07:06:57] <Me4502> Well I'd cache the
Method
L326[07:07:00] <howtonotwin> and just
invoke the same one over and over again
L327[07:07:10] <Me4502> but the AT means I
can easily handle deobf in the dev environment
L328[07:07:14] <howtonotwin> and it'll be
several times slower than an AT but it'll be fast enough
L329[07:07:52] <ghz|afk>
ReflectionHelper.findField/method(........, "srg name",
"deobf name")
L330[07:08:02] <ghz|afk> and cache the
result ;P
L331[07:08:04] <Me4502> there's a helper
for that? :P
L332[07:08:15] <ghz|afk> ofc ;P
L333[07:08:24] <Ordinastie> the worst
design possible, but yes
L334[07:08:41] <ghz|afk> I believe it
still relies in exceptions to detect when a name is missing
L335[07:09:15] <Ordinastie> instead of
checking if obf or not, it just loop through the passed names
L336[07:09:37] <ghz|afk> either way, if
you cache the result, it will fail once in dev
L337[07:09:45] <ghz|afk> and succeed in
non-dev
L338[07:09:55] <Me4502> why would it fail
in dev if cached?
L339[07:09:59] <ghz|afk> I mean
L340[07:10:01] <Me4502> shouldn't it
provide the correct method?
L341[07:10:02] <ghz|afk> the first name
will be srg
L342[07:10:07] <howtonotwin> if you look
at the methods
L343[07:10:11] <ghz|afk> which won't exist
if you deobf
L344[07:10:13] <howtonotwin> they just
loop over the given names
L345[07:10:18] <ghz|afk> so it will try
again with the second name
L346[07:10:20] <ghz|afk> and succeed
then
L347[07:10:20] <howtonotwin> and find the
Field/Method of that name
L348[07:10:25] <ghz|afk> you just call
once either way
L349[07:10:29] <howtonotwin> if one name
fails with an exception
L350[07:10:38] <howtonotwin> it gets
swallowed and the next one is tried
L351[07:10:40] <ghz|afk> the point
is
L352[07:10:43] <ghz|afk> pass in the srg
name FIRST
L353[07:10:49] <Me4502> I'm refreshing the
sources atm, without the AT, so I can check it soon
L354[07:10:49] <howtonotwin> so it's
control flow by exceptions
L355[07:10:51] <ghz|afk> so that in
non-dev environments, it succeeds on the first try
L356[07:11:04] <Me4502> Yeah, so it'll be
faster in non-dev?
L357[07:11:08] <ghz|afk> yes
L358[07:11:14] <Me4502> kk, thanks - makes
sense
L359[07:11:29] <Me4502> I already have a
boolean that stores whether it's in dev or not
L360[07:11:34] <Me4502> would it just be
better for me to handle it?
L361[07:11:40] <howtonotwin> no
point
L362[07:11:45] <ghz|afk> well you
could
L363[07:11:48] <howtonotwin> it's only
ever called once anyway
L364[07:11:52] <Me4502> fair enough
L365[07:12:00] <ghz|afk> it's your choice,
really
L366[07:12:13] <Me4502> well I'm only
calling it once, so no need to make it super performant
L367[07:12:20] <howtonotwin> and it's
going to be a "indev ? mcpname : srgname" vs. a
"srgname, mcpname" anyway
L368[07:13:53] <ghz|afk> that's the entire
point:
L369[07:14:07] <ghz|afk> in reflection,
scanning through the type hierarchy is the slow part
L370[07:14:16] <ghz|afk> ince you have the
Method/Field object
L371[07:14:23] <ghz|afk> invoking it is
relatively fast
L372[07:14:25] <ghz|afk> note:
relatively
L373[07:14:31] <ghz|afk> it IS one or two
orders of magnitude slower
L374[07:15:34] <ghz|afk> just... when you
can do millions of calls per second, 100ns vs 1ns isn't much of of
a problem
L375[07:17:49] ⇦
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L376[07:18:53] <Me4502> yeah
L377[07:19:07]
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L378[07:22:11] <ghz|afk> I wonder if at
some point there will be enough mods doing enough reflection all at
once, that we'll start to wonder if we were right in favoring
reflection ;P
L379[07:22:40] <ghz|afk> but meanwhile,
anything is better than the coremod mess we used to have in the
past
L380[07:22:47] ***
Darkhax is now known as Darkhax_AFK
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L382[07:25:30] ***
Vigaro is now known as V
L383[07:25:47] <AshIndigo> What was the
whole issue with the coremod mess?
L384[07:26:16] ⇦
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L385[07:26:27] <ghz|afk> AshIndigo: once
you have enough coremods using bytecode modification, they
inevitably start to conflict in their edits
L386[07:26:56] <ghz|afk> coremods are also
annoying to port between versions
L387[07:27:05] <ghz|afk> causing sometimes
subtle bugs becaue of improper porting
L388[07:28:00] <TechnicianLP> i remember
some incompatibilities with nei in my dev environment because it
changed a method in guicontainer
L389[07:29:06] <AshIndigo> Thanks for the
explanation
L390[07:30:38] <TechnicianLP> the goo
thing about taking down the old wiki is: coremods are completly
undocumented now :)
L391[07:30:43] ⇦
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L392[07:31:02] <ghz|afk> TechnicianLP: I
believe that's one of the big reasons why it was taken down
L393[07:31:07] <MalkContent> *sigh*
L394[07:31:12] <ghz|afk> besides the
obvious obsoleteness of the whole thing
L395[07:31:33] <ghz|afk> almost none of
the info in it was applicable to modern mc
L396[07:31:45] <MalkContent> i got this
one friend in my player group, that just isn't remotely
techie
L397[07:32:06] <MalkContent> everytime you
tell her to upgrade forge or the mods its a struggle
L398[07:32:19] <ghz|afk> that's what Curse
is for?
L399[07:32:30] <ghz|afk> just make a
modpack in curse, and let her use it
L400[07:32:32] <AshIndigo> Or learning how
to read?
L401[07:32:33] <MalkContent> never used
that
L402[07:32:44] <ghz|afk> Curse is a
for-dummies app
L403[07:32:47] <MalkContent> and i
guess
L404[07:32:56] <MalkContent> do you need
an acc for that?
L405[07:32:59] <ghz|afk> so long as you
are willing to maintain the modpack metadata
L406[07:33:09] <ghz|afk> I... think
so?
L407[07:33:23] <TechnicianLP> i tried
making a coremod once that would work between 1.4.7 and 1.10 -
turned out to be too complicated
L408[07:33:46] <ghz|afk> yeah you do, it's
thefirst thing it asks in order to load the client
L409[07:33:51] <MalkContent> i'll
contemplate it
L410[07:34:11] <ghz|afk> MalkContent: just
check out the client yourself
L411[07:34:16] <ghz|afk> and see how the
modpack zips look like
L413[07:34:43] <ghz|afk> you can dl any of
the metadata zips yourself
L414[07:35:04] <MalkContent> for now i'm
on the verge of making a script that runs the forge install,
modifies the profile so it has a sensible name and a matching
sub-path and extract the mods there
L415[07:35:13] <MalkContent> just so i can
give her a 1-click solution
L416[07:35:17] <ghz|afk> it's mostly just
some "file lists", the config folder, and optionally,
some overrides in case you need non-curse mods
L417[07:35:42] <MalkContent> the downside
of that is that i'd have to walk her through setting up curse
L418[07:35:43] <ghz|afk> if you feel like
that
L419[07:35:52] <ghz|afk> take a look at
the curse launcher, lol
L420[07:35:57] <MalkContent> gonna
:D
L421[07:36:01] <ghz|afk> as I said, it's a
for-dummies app
L422[07:36:10] <ghz|afk> she shouldn't
need much guideance ;P
L423[07:36:14] <MalkContent> i lied when i
said i never used that. player crashlanding a year or 2 ago
L424[07:36:15] <barteks2x> And yet when I
tried to use it it didn't work for me
L425[07:36:29] <MalkContent> she is
perfectly capable of follwing my install instructions
L426[07:36:56] <MalkContent> but every
single time i gotta walk her through
L427[07:37:26] <barteks2x> I tried to use
curse for 3 different modpacks, each time it ended up with
currupted forge install the first time
L428[07:37:53] <ghz|afk> barteks2x:
weird
L429[07:38:00] <ghz|afk> I haven't created
any modpack myself
L430[07:38:08] <ghz|afk> but I haven't had
any issue with other people's packs ;p
L431[07:38:42] <barteks2x> It crashed with
some weird NoClassDefFoundError/ClassNotFoundException before any
window appeared
L432[07:39:06] <barteks2x> 3 times, each
time the same error. Nothing ever works correctly for me
L433[07:46:38]
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L435[07:48:51] <howtonotwin> Vanilla has
chunkloaders in the form of nether portals and dispensers,
right?
L436[07:49:12] <AshIndigo> And hoppers I
think
L437[07:49:14] <howtonotwin> So it's
technically possible to send items through a chunkloaded area of
the nether and transport them?
L438[07:49:45] <ghz|afk> sortof
L439[07:49:58] <howtonotwin> good enough
:P
L440[07:50:03] <ghz|afk> there's some
restrictions
L441[07:50:09] <ghz|afk> and they require
players to be around
L442[07:50:12] <howtonotwin> it's for that
mod idea from yesterday
L443[07:50:23] <howtonotwin> smaller, more
powerful nether portals
L444[07:50:29] <howtonotwin> living things
don't survive through it
L445[07:50:33] <howtonotwin> but items can
go through
L446[07:50:41] <ghz|afk> make it so you
can send pigs
L447[07:50:48] <ghz|afk> and you receive
pork chops on the other end
L448[07:50:49] <howtonotwin> and deeper
parts of the nether increase the distance ratio
L449[07:50:51] <howtonotwin> xD
L450[07:51:02] <Subaraki> a way to sync
client with server data when having send a packet from client to
server ?
L451[07:51:13] <Subaraki> just set the
data client side ?
L452[07:51:19] <Subaraki> or is there a
way to trigger player save data ?
L453[07:51:21] <ghz|afk> Subaraki: please
try again, that made no sense
L454[07:51:22] <ghz|afk> ;P
L455[07:51:42] <Subaraki> uuhm...
L456[07:51:54] <howtonotwin> "when
having send"
L457[07:51:57] <Subaraki> so, data is
absent, and i send the correct data to server from a gui. stored in
player data
L458[07:52:04] <howtonotwin> I think
that's the problem :P
L459[07:52:15] <Subaraki> but the client
hasn't got the data, because its only send to server
L460[07:52:23] <Subaraki> do i set in
manually in client from the gui ?
L461[07:52:31] <ghz|afk> so wait
L462[07:52:34] <ghz|afk> you have a
GUI
L463[07:52:36] <Subaraki> or is there a
way to trigger a sync for client from server
L464[07:52:39] <ghz|afk> and when you
change stuff on the GUI
L465[07:52:44] <ghz|afk> you send info to
the server
L466[07:52:48] <Subaraki> yes
L467[07:53:04] <barteks2x> I thought it
was stupid to write unit tests for my "simple" class...
until I actually write them, and each time I added new test it
failed
L468[07:53:05] <Subaraki> its nbt
related
L469[07:53:07] <ghz|afk> then the server
should subsequently send packets to all the clients that are
affected
L470[07:53:17] <howtonotwin> lol
barteks
L471[07:54:31] <MalkContent> alright, time
to do this. project "modded minecraft for dummies"
installer has begun
L472[07:55:07] <AshIndigo> The universe
will make a better idiot
L473[07:55:25] <howtonotwin> d(*.^)
L474[07:55:35] <MalkContent> hehe
L475[07:55:47] <MalkContent> i'll come out
with a + edition
L476[07:56:36] <barteks2x> I've seen these
one-click-modpack-installers already... they _never_ worked for me
without some wierd fixes
L477[07:56:58] <AshIndigo> Just tell them
to learn how to read
L478[07:57:26] <barteks2x> maybe this one
will be better, I know a few people who would find it useful
L479[07:57:46] <MalkContent> Ash: not the
issue. if i do that, we probably simply won't play
L480[07:57:58] <MalkContent> or
considerably later
L481[07:59:19] <howtonotwin> a
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
L482[07:59:19] <howtonotwin>
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
edition?
L483[07:59:28] <MalkContent> yea
L484[07:59:38] <AshIndigo> That's over the
course of a few years
L485[07:59:43] <MalkContent> that just
launches a fullscreen youtube video of someone silently playing
minecraft
L486[07:59:43] <howtonotwin> curse works
fine in my experience
L487[08:00:24] <MalkContent> basically for
the kind of people you can give the remote to and they thing they
are the ones playing mario, not you
L488[08:00:31] <MalkContent> think*
L489[08:06:10] ⇦
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L494[08:18:52] <shartte> Hmmmmmmmm. Is the
legacy RF api for 1.10 on a Maven somewhere? I see most people
include it in their source trees
L495[08:19:10] <ghz|afk> that's how RF is
expected to be used
L496[08:19:15] <ghz|afk> you just dump the
api folder on your sources
L497[08:19:19] <ghz|afk> and let FML
deduplicate it
L498[08:19:34] <shartte> brrrr
L499[08:20:15] <ghz|afk> you could use it
as a soft-dependency?
L500[08:20:30] <ghz|afk> as in, only
enable RF support if any mod exists loaded that has the RF api
present
L501[08:20:35] <PitchBright> hey guys
o/
L502[08:20:39] <shartte> That's what we're
doing anyway (AE2)
L503[08:20:43] <ghz|afk> if the RF package
doesn't exist, then don't bother enabling the RF components
L504[08:20:48] <shartte> but for all other
APIs, we use Maven dependencies
L505[08:20:56] <ghz|afk> ah
L506[08:20:57] <barteks2x> what is all
mods did that?
L507[08:21:01] <barteks2x> *if
L508[08:21:09] <ghz|afk> barteks2x: then
we'd all be happier for it
L509[08:21:13] <ghz|afk> since it would
mean no one relies on RF anymore
L510[08:21:24] <ghz|afk> so long as they
also support forge's new energy capability
L511[08:21:30] <barteks2x> but then no mod
would have it so it wouldn't be enabled
L512[08:21:34] <ghz|afk> sure
L513[08:21:36] <shartte> Tesla was fine
since you'd have a separate API jar
L514[08:21:40] <ghz|afk> yeah
L515[08:21:46] <ghz|afk> Tesla is a mod on
itself
L516[08:21:58] <ghz|afk> so I implement
Tesla as a soft-dependency
L517[08:21:59] <shartte> Then again, we
did get some bug reports of users who were unaware they'd have to
include the API jar as well
L518[08:22:10] <ghz|afk> if Tesla isn't
present
L519[08:22:22] <ghz|afk> then I just use
forge's energy api
L520[08:22:28] <ghz|afk> in fact
L521[08:22:43] <ghz|afk> if a machine
implements both Tesla and forge's, the latter takes priority
L522[08:22:55] <ghz|afk> IMO
L523[08:23:02] <ghz|afk> RF support should
be limited to pipes, at this point
L524[08:23:14] <ghz|afk> machines should
just accept forge's or Tesla's
L525[08:23:26] <ghz|afk> and let pipes be
the ones that can convert RF into the modern APIs
L526[08:23:33] <shartte> Some people are
resistant to both (*stares at immersive engineering*)
L527[08:23:52] <ghz|afk> dunno why
L528[08:23:56] <ghz|afk> implementing the
API is so much easier
L529[08:25:38] <ghz|afk> I also noticed
Mekanism pipes doen't seem to handle IItemHandler inventories (at
least it didn't some weeks ago)
L530[08:25:48] <ghz|afk> which was
annoying, because I have 0 intention of ever implementing
IInventory again
L531[08:25:56] <ghz|afk> so I had to close
the issue as won't fix
L532[08:26:35]
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L533[08:31:34] <TangentDelta> Oh my word,
every single mod has its own library that it needs. Lol.
L534[08:32:29] <TangentDelta> It's kind of
silly.
L535[08:32:34] ⇦
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L536[08:32:37] <ghz|afk> i'm creating my
own library
L537[08:32:41] <ghz|afk> but fuck having
external dependencies
L538[08:32:51] <TangentDelta> Gosh
dangit.
L539[08:32:52] <ghz|afk> so I use shading
with renamed packages
L540[08:33:00] <ghz|afk> so I have
L541[08:33:03] <ghz|afk>
gigaherz.commons
L542[08:33:08] <ghz|afk> but if you see it
in survivalist
L543[08:33:10] <TangentDelta> I'm trying
to put together a modpack but every single mod has a dependency for
a library :P
L544[08:33:10] <ghz|afk> it looks
like
L545[08:33:15] <ghz|afk>
gigaherz.survivalist.commons
L546[08:33:21] <ghz|afk> inside the same
jar
L547[08:33:24] <ghz|afk> so no conflicts
;P
L548[08:33:36] <Ordinastie> omg
L549[08:33:42] <TangentDelta> Yay! Someone
does it right!
L550[08:33:46] <Ordinastie> that means you
have to copy the code for each mod ?
L551[08:33:47] <ghz|afk> it's tiny,
though, so it's not like if I'm making something huge duplicated
over and over
L552[08:34:03] <barteks2x> ugh... I need
to write fake implementation for unit test, that itself would need
tests
L553[08:34:03] <ghz|afk> Ordinastie: on
the jars, yes, but it's a maven dep, shaded and renamed
L554[08:34:13] <ghz|afk> it's just a
handful of helpers, though
L555[08:34:21] <TangentDelta> Most of
these libraries have descriptions liks "Makes registering
blocks and items easier"...all 15 of them...
L556[08:35:28] <MalkContent> out of
curiosity: any mods out there already implementing the energy
cap?
L557[08:35:35] <ghz|afk> MalkContent:
o/
L558[08:35:43] <ghz|afk> my Ender-rift mod
supports it since v1.5.0
L559[08:36:00] <TangentDelta> We should
make one library to satisfy all of the "makes registering
blocks easier"!
L560[08:36:01] <ghz|afk> I removed my own
api, and put forge's in its place
L561[08:36:02] <MalkContent> neat. so it's
getting adapted :)
L563[08:36:17] <ghz|afk> it also supports
Tesla, if present
L564[08:37:25]
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L565[08:38:40] ⇦
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connection)
L566[08:42:43] <TangentDelta> Oh, yay, a
mod that doesn't catch the class not found exception.
L567[08:43:02] <Koward> My block spawns a
water block but it does not flow.
L568[08:43:10] <Koward> What the
hell.
L569[08:43:33] <TangentDelta> It needs to
be updated :P
L570[08:43:48] <TangentDelta> You should
be able to schedual a block tick at the location of the water
block.
L571[08:45:27] <Koward> I think it is..
I'll check again.
L572[08:45:52] <jordibenck> are there
still any methods being called when you terminate mc? in the
gui/container class specific
L573[08:46:30] <TangentDelta> You might be
able to set up an FML event handler to do it?
L574[08:47:01] <jordibenck> so not on
default?
L575[08:47:09] <howtonotwin> Koward, it
has to be the one dynamic
L576[08:47:14] <howtonotwin> *dynamic
one
L577[08:47:16] ***
TTFT|Away is now known as TTFTCUTS
L578[08:47:17] <TangentDelta> I don't
believe so.
L579[08:47:40] <howtonotwin> the dynamic
one flows once and creates more dynamic ones before replacing
itself with static
L580[08:48:02] <howtonotwin> the static
one does nothing
L581[08:48:11] <TangentDelta> howtonotwin:
When was that added?
L583[08:50:44] <Koward> I set a low level
to prevent spawning more sources, but all levels do that
L584[08:50:48] <Koward> (including default
state)
L585[08:53:54] <howtonotwin> see
bucket?
L586[08:55:48] <howtonotwin>
`worldIn.setBlockState(posIn,
this.containedBlock.getDefaultState(), 11);`
L587[08:56:07] <Koward> Oh the flags of
course
L588[08:56:21] <howtonotwin> where
containedBlock is the flowing kind
L589[09:00:43] <TangentDelta> While I wait
for MC to load, quick question, can I hide a button under a UI
element and still click on it?
L590[09:07:22] <ghz|afk> wat?
L591[09:07:33] <ghz|afk> i mean, probably,
but why would you need that?
L592[09:07:51] <ghz|afk> just extend
GuiButton, and disable its draw code ;P
L593[09:08:01] <ghz|afk> but still
L594[09:08:03] <ghz|afk> why would you
need that?
L595[09:09:51] <MalkContent> why does the
mc launcher profile contain it's own name *squints*
L596[09:10:04] <MalkContent> its*
L597[09:10:44] <MalkContent> its
"profilename": { "name":
"profilename", ...}
L598[09:11:08] <MalkContent> can that
differ?
L599[09:11:45] <MalkContent> like for when
you put fancy characters in the name or something
L600[09:12:19] <howtonotwin> JSON allows
any string as a key
L601[09:12:32]
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L602[09:12:38] <howtonotwin> i.e. if it's
a valid value for a string, it is also a valid name for a
value
L603[09:13:22] <wundrweapon> Why is it
that using .toString() on a char[] returns a seemingly random
kerfuffle of text?
L604[09:13:43] <ghz|afk> because you are
supposed to use new String(charArray) IIRC
L605[09:14:19] <MalkContent> because using
.toString on char[] is like using it on any other array
L606[09:14:29] <wundrweapon> Oh
L607[09:14:33] <wundrweapon> That makes
sense
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L609[09:15:32] <wundrweapon> The language
Guugu yimithirr doesn't have forward/back/left/right, only cardinal
directions which a native speaker's brain is constantly working out
to ensure ciherent speech
L610[09:15:55] <wundrweapon> Coherent*
Just a little tidbit for the day
L611[09:16:37] <ghz|afk> I wonder how they
speak if they get lost
L612[09:16:48] <ghz|afk> is it expected b
y the language to be able to orient yourself at all times?
L613[09:16:59] <ghz|afk> if you are in a
basement and you jsut simply can't tell?
L614[09:17:01] <wundrweapon> Yed,
actually
L615[09:17:18] <wundrweapon> Their brains
- somehow - can almost always just… do it
L616[09:24:09] <Subaraki> so
L617[09:24:21] <Subaraki> static classes
are treated like static stuff
L618[09:24:22] <Subaraki> right ?
L619[09:24:30] <Subaraki> it changes for
everything ?
L620[09:24:36] <ghz|afk> ?
L621[09:24:41] <Koward> Static classes
exist in Java ?
L622[09:25:01] <ghz|afk> only static inner
classes
L623[09:25:09] <ghz|afk> in which case it
means it doesn't have a parent-this
L624[09:25:21] <ghz|afk> (nested class
instead of inner class)
L625[09:26:49] <howtonotwin> static inner
classes are really just normal classes
L626[09:27:10] <howtonotwin> so they act
that way
L627[09:28:21] <TangentDelta> Yay, I have
a working UI for my CPU!
L628[09:28:26] <ghz|afk> yay ;P
L629[09:28:32] ⇦
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L630[09:28:45] <Subaraki> whenever i
change an index of my fashion parts, the entire model changes
L631[09:28:46] <TangentDelta> Now I just
need to figure out how the heck I get the processor's registers to
the client's UI.
L632[09:28:49] <Subaraki> which shouldn't
happen
L633[09:29:01] <Subaraki> so i was
wondering if it was the static inner classes, or some other
code
L634[09:29:22] <gr8pefish> anyone have a
good code example of how to implement a simple sound on item use
with forge?
L635[09:29:43] <Subaraki> yes
L636[09:29:49] <Subaraki> checkout
artixallmighty git
L637[09:29:52] <Subaraki> beastmaster
addon
L638[09:30:01] <Subaraki>
itemwhistle
L639[09:31:50] <howtonotwin> onItemUse
player.playSound?
L640[09:32:06] <howtonotwin> no side
checks
L641[09:32:11] <howtonotwin> sound system
takes care of sides
L642[09:32:50] <gr8pefish> lol it's that
easy, nice :P wasn't sure as I haven't messed with it yet
L643[09:33:00] <howtonotwin> client side
this plays the sound server side it sends a packet to make everyone
BUT the player hear it
L646[09:35:17] <gr8pefish> awesome,
thanks. I'll check that out
L647[09:42:24]
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L648[09:46:41]
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L649[09:46:46] <ghz|afk> which isFull* was
the one that allows chests to open? ;P
L650[09:48:18] <ghz|afk> \o/ first
try
L651[09:48:30] <TangentDelta> Wow, that
was way easier than I thought.
L652[09:48:31] <TangentDelta> Lol
L653[09:49:06] <TangentDelta> So...in
order to edit the register contents I did something silly and put
vanilla buttons underneath the 7-segment displays :P
L654[09:49:24] <TangentDelta> They're
hidden, and I can tell when the player clicked on them.
L655[09:54:07] <gr8pefish> howtonotwin, if
I just want the player who clicks the item to hear the sound, do I
still have to register the sound event on the server side (or just
client via the proxy)?
L656[09:54:23] ⇦
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L657[09:54:38] <howtonotwin> I wouldn't
trust MC to not crash
L658[09:54:42] <howtonotwin> just be
safe
L659[09:54:51] <gr8pefish> alright, I'll
just do it normally then
L660[10:05:26] <Fridtjof> where do i look
for getting an UUID for an username?
L662[10:05:40] <howtonotwin> 1.7 didn't
use UUIDs, did it?
L663[10:05:47] <howtonotwin> last I
checked you were on 1.8
L664[10:05:48] <howtonotwin> *1.7
L665[10:06:01] <Fridtjof> lemme check
again
L666[10:06:49] <Fridtjof> GameProfile has
an UUID field
L667[10:06:50] <Fridtjof> that's authlib
tho
L668[10:07:01] <Fridtjof> they're
definitely used
L669[10:07:08] <Fridtjof> i checked for
usages
L670[10:07:54] <Fridtjof> so i think 1.7
uses them already
L671[10:08:48] <Fridtjof> it also has
localization for changed username ("<user> (formerly
known as <old>) joined the game"
L672[10:11:07] <ghz|afk> "Since
Minecraft 1.7, a player's UUID can be acquired through
Player.getUniqueId();"
L673[10:11:25] <ghz|afk> (from a bukkit
page so don't trust the names)
L674[10:11:30] <Fridtjof> ohh
L675[10:11:32] <ghz|afk> (this is just for
dates ;P)
L676[10:11:48] <ghz|afk> however, inside
mc
L677[10:11:49] <TangentDelta> For some
reason logical bit shifts always throw off my UI elements. I'll
need to look into that later.
L678[10:12:01] <ghz|afk> inside forge, I
mean
L679[10:12:02] <ghz|afk> you should still
be able to use .getUniqueId on a player
L680[10:12:49] <Fridtjof> yep
L681[10:12:50] <Fridtjof> i need the
player tho
L682[10:12:51] <Fridtjof> i can get it
from the current player list if someone's logged in
L683[10:12:53] <howtonotwin> wow
L684[10:12:53] <Fridtjof> i think that's
alright for my use case
L685[10:13:01] <howtonotwin> perfectly
slippery ice
L686[10:13:06] <howtonotwin> = instant
item transport
L687[10:13:09] <howtonotwin> I'm liking
this
L688[10:13:10] <howtonotwin> :D
L689[10:13:21] <howtonotwin> not instant
ofc
L690[10:13:23] <howtonotwin> but
fast
L691[10:13:28] <TangentDelta>
Multiplication and division by 16 will work fine for now.
L692[10:13:29] <howtonotwin> and it isn't
perfect
L693[10:13:50] <howtonotwin> bc there's a
factor of .91f in the code and that ruins it
L694[10:14:04] <TangentDelta> Lol, wow,
this works perfectly.
L695[10:14:09] <TangentDelta> :D
L696[10:15:08] <ghz|afk> howtonotwin: then
accelerate it by 1/0.91f
L697[10:15:09] <ghz|afk> :D
L698[10:15:26] <howtonotwin> 1/.91f
doesn't fit in a float
L699[10:15:54] <ghz|afk> ?
L700[10:16:03] <howtonotwin> .91f *
(1/.91f) = 0.99999994
L701[10:16:19] <ghz|afk> good
L702[10:16:25] <ghz|afk> if it was 1.0001
it would be a problem
L703[10:16:28] <howtonotwin> and .91f *
Math.nextUp(1/.91f) = 1.1.0000001
L704[10:16:30] <howtonotwin> oops
L705[10:16:31] <howtonotwin>
1.0000001
L706[10:16:33] <ghz|afk> so long as it's
near-1 on the low side, it's ok
L707[10:16:34] <ghz|afk> ;P
L708[10:16:48] <ghz|afk> otherwise it
would accelerate over time XD
L709[10:16:54] <howtonotwin> may actually
leave that as an easter egg :P
L710[10:17:05] <howtonotwin> if you manage
to give this ice meta 1
L711[10:17:11] <howtonotwin> tada!
L712[10:17:19] <ghz|afk> lol
L713[10:17:41] <howtonotwin> oh that won't
work
L714[10:17:53] <howtonotwin> because
slipperiness is a field on Block
L715[10:17:54] <howtonotwin> dammit
L716[10:17:56] <howtonotwin> :(
L717[10:18:26] ⇦
Quits: Xenose (~Xenose@pdadd6cfb.tokynt01.ap.so-net.ne.jp) (Read
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L718[10:19:49] <howtonotwin> kinda cheaty
though :P
L719[10:20:01] <howtonotwin> you only need
to "launch" an item once at one end with water
L720[10:20:14] <howtonotwin> and then it
just kinda sails along at light speed until it hits the end
L721[10:21:45] <howtonotwin> do items have
a max velocity btw?
L722[10:22:06] <kenzierocks>
Double.MAX_VALUE? as fast as the server can update them?
L723[10:22:45] ***
Mine|dreamland is now known as minecreatr
L724[10:23:50] <howtonotwin> let's see if
I remember how to create those self replicating structures
L725[10:25:15] <howtonotwin> commands:
where recursively copying something is a piece of cake but god
forbid you try to do math
L726[10:27:18] ⇦
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L728[10:29:28] <howtonotwin> pretty
L729[10:32:18] <TangentDelta> Any changes
you think I should make?
L730[10:32:56] <TangentDelta> When a
register is clicked on to edit it, the color changes to
green.
L731[10:35:48] <TangentDelta> I'm
eventually going to add little LEDs in those holes under the
registers for binary readouts.
L732[10:36:17] <TangentDelta> The large
black area will have the current instruction plus the next 8 or
so.
L733[10:36:33] <TangentDelta> On the
bottom I will have the control buttons.
L734[10:36:56] ⇦
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L735[10:37:02]
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L736[10:39:02] <howtonotwin> so this ice
is transporting 1 item entity every 4 seconds across 127
blocks
L737[10:39:19] <howtonotwin> is that too
outrageous?
L738[10:39:38] <howtonotwin> planning to
let "an item entity" to be up to 9 stacks at once
L739[10:47:12] <ghz|afk> I wish mc
wouldn't use a (signed) byte for stackSize storage
L740[10:47:27] <ghz|afk> I was considering
a while ago
L741[10:47:31] <ghz|afk> a "material
revamp" mod
L742[10:47:35] <ghz|afk> where like
L743[10:47:41] <ghz|afk> one block = 1024
resource units
L744[10:47:48] <ghz|afk> so if you mine
iron ore
L745[10:47:59] <ghz|afk> you may get 400
stone + 600 iron
L746[10:48:16] <ghz|afk> but it's not
really useful without stack sizes being able to go > 127 without
wrapping
L747[10:48:36] <TangentDelta> What
L748[10:48:43] <TangentDelta> Can you have
negative items?
L749[10:48:44] <kenzierocks> just use a
transformer, m8
L750[10:48:47] <ghz|afk> yes
L751[10:48:52] <ghz|afk> try creating a
stack of size 128
L752[10:48:55] <ghz|afk> after
reloading
L753[10:48:57] <ghz|afk> it will be
-128
L754[10:49:03] <TangentDelta> Lol.
L755[10:49:12] <ghz|afk> kenzierocks:
nothx. I just chose not to program that mod.
L756[10:49:13] <ghz|afk> Xd
L757[10:49:18] <kenzierocks> yea lol
L758[10:49:23] <kenzierocks> you could
fake it
L759[10:49:36] <ghz|afk> I'd have had to
make resources not take up inventory space
L760[10:49:43] <ghz|afk> or maybe
L761[10:49:48] <ghz|afk> use
"Resource bags
L762[10:49:51] <kenzierocks> maintain an
independent inventory that has all of your items in their
sizes
L763[10:49:52] <ghz|afk> that have stack
size 1 always
L764[10:50:00] <kenzierocks> and just
render the player inventory weirdly
L765[10:50:02] <ghz|afk> but show the
number of contained resources as part of the model
L766[10:50:09] <kenzierocks> though that'd
probably break compatibility to hell
L767[10:50:26] <barteks2x> I think
tconstruct does something like that with some items
L768[10:50:40] <barteks2x> at least it did
in some version
L769[10:52:59] ⇦
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L772[11:15:33] <TangentDelta> How would I
go about adding an NBT tag to an item? I can't find any
examples/tutorials online.
L773[11:17:30] <TangentDelta> Just...add
the tag to the itemstack when it gets crafted?
L774[11:17:33] <TangentDelta> Seems easy
enough...
L775[11:20:46] ⇦
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L776[11:22:11] <PitchBright> can you guys
think of anything that would cause an erratic healthreg on a player
SMP?
L777[11:22:21] <PitchBright> health
regen*
L778[11:22:46] <ghz|afk> TangentDelta:
just add it to the stack.
L779[11:22:48] <kenzierocks> there was a
bug that switiching difficulties didn't properly update the
client
L780[11:22:56] <ghz|afk> on crafting, or
on getSubItems/getSubBlocks
L781[11:23:21] <PitchBright> i'm seeing
spurts of 4 hearts regen, on a test player... after a series of
half-heart recoveries
L782[11:23:31] <TangentDelta> ghz|afk:
Yeah, I got it going. I'm always confused by Java coming from a lot
of C.
L783[11:24:19] <TangentDelta> I feel so
dirty creating variables and just leaving them for the garbage
collection to take care of when I'm done...
L784[11:24:50] <MalkContent> can i store a
Properties defaut values somehow?
L785[11:25:16] <MalkContent> +l
L786[11:36:51] <ghz|afk> TangentDelta: I
feel dirty whenever I have to manually cleanup ;P
L787[11:37:08] <ghz|afk> specially dislike
C because I end up having like
L788[11:37:20] <ghz|afk> int result =
0;
L789[11:37:21] <ghz|afk> ...
L790[11:37:27] <ghz|afk> result = 2; goto
cleanup;
L791[11:37:29] <ghz|afk> ...
L792[11:37:31] <ghz|afk> cleanup:
L793[11:37:33] <ghz|afk> free stuff
L794[11:37:35] <ghz|afk> return
result;
L795[11:37:57] <ghz|afk> and that's if
there aren't multiple cleanup stages, with their respective goto
labels
L796[11:38:05] <ghz|afk> thankfully C++
removes the need to do that
L797[11:38:08] <ghz|afk> with scoped
destructors
L798[11:40:45]
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L803[11:50:47] <Subaraki> i seriously need
a new battery <_<
L804[11:51:37]
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L806[11:54:02] <Subaraki> that's the 5th
time my computer shuts down due to a power shortage
L807[11:54:16] <Subaraki> if i had a
battery, it could have gone in standby mode
L808[11:56:15] <ghz|afk> hmm I need
balancing opinions
L809[11:56:21] <ghz|afk> I have an
inventory network thing
L810[11:56:37] <ghz|afk> how should I
compute the cost of extracting/inserting items?
L811[11:56:47] <kenzierocks> with
L812[11:56:48] <kenzierocks> math
L813[11:56:53] <ghz|afk> ¬¬
L814[11:57:01] <kenzierocks>
>.>
L815[11:57:25] <ghz|afk> option 1. fixed
cost, like 100 RF per stack
L816[11:57:44] <shadowfacts> Is there a
way to specify different models for 3rd person in-hand and
in-inventory?
L817[11:57:54] <ghz|afk> option 2. based
on the number of inventories in the network -- doesn't feel right
because the items may just come from one invnetory
L818[11:58:09] <ghz|afk> option 3. based
on the size of the network -- also doesn't feel right
L819[11:58:39] <ghz|afk> option 4. based
on the total number of stacks in the whole network -- this is what
I like the most
L820[11:58:53] <ghz|afk> shadowfacts:
custom model that implements IPerspectiveAwareModel
L821[11:59:10] <shadowfacts> awesome,
thanks
L822[11:59:16] <ghz|afk> your IModel can
have the two actual models as dependencies
L823[11:59:22] <ghz|afk> and then you
return the right one from handlePerspective
L824[12:01:32] <ghz|afk> kenzierocks: what
do you think? which option you think is best? ;P
L825[12:02:02] <kenzierocks> 2 sounds
terrible
L826[12:02:20] <kenzierocks> unless the
items bounce through the inventories like IP packets
L827[12:02:47] <kenzierocks> 1 seems like
the most sensible option?
L828[12:02:53] <kenzierocks> i don't get
why 4 would make any sense
L829[12:04:57] <shadowfacts> ghz|afk, the
IPerspectiveAwareModel would need to be registered in the
ModelBakeEvent, right?
L830[12:05:35]
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L831[12:05:44] <Pearle> o7 peeps
L832[12:05:53] <Pearle> hows it hanging in
modland?
L833[12:08:39] ***
diesieben07 is now known as diesieben|away
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L835[12:12:07] <ghz|afk> shadowfacts: you
could but no
L836[12:12:17] <ghz|afk> it's best if you
use a ICustomModelLoader
L837[12:12:22] <ghz|afk> that returns
IModels
L838[12:12:32] <ghz|afk> those IModels
then have .getDependencies
L839[12:12:50] <ghz|afk> where you can ask
MC to ensure your actual models exist (or fall back to the missing
model cube)
L841[12:13:46] <ghz|afk> it's not the same
as you need
L842[12:13:54] <ghz|afk> since you need
IPerspectiveAwareModel, not compositing
L843[12:14:05] <ghz|afk> but it should
give you an idea how the ball rolls, I hope
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L845[12:14:46] <Subaraki> itemstack@0
isn't a good sign right ?
L846[12:14:54] <shadowfacts> well, using
ModelBakeEvent didn't work
L847[12:15:00] <shadowfacts> I'll try the
ICustomModelLoader
L848[12:15:07] <ghz|afk> Subaraki:
nope
L849[12:15:29] <Subaraki> fack
L850[12:15:30] <Subaraki> okay
L851[12:15:44] <Subaraki> maybe that's why
everything is changing at the same time
L852[12:19:12] ⇦
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L854[12:19:34] <elloge> o/
L855[12:21:42] ⇦
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L858[12:23:46] <Subaraki> okay, ghz|afk
gonna need your help for a second here
L859[12:24:22] <ghz|afk> just ask
L860[12:24:28] <ghz|afk> i'm busy with my
mod but I'll answer sooner or later ;P
L861[12:24:35] <ghz|afk> if this works,
I'm close to haveing a release ready ;P
L862[12:24:40] <ghz|afk> -e
L863[12:24:54] <ghz|afk> btw
L864[12:25:06] <ghz|afk> anyone knows how
The One Probe tooltips work?
L865[12:26:26] ⇦
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L866[12:26:36] <Subaraki> no sorry
:/
L867[12:27:05] <Subaraki> so, I have a
gui, that sets data. i send a packet to the server, which sends
that to the dimension to keep people updated about the change
L868[12:27:16] <Subaraki> all that works
great. used a debugger to trace if that could be the problem
L869[12:28:16] <Subaraki> when checking my
layerrenderer though, all itemstacks (4) to which i have set nbt
trough the packet, share the same set id for one itemstack (dont
know if that made sense)
L870[12:28:19]
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L871[12:28:42] <Subaraki> as i said
before, all four stacks are defined as stack.apple@0, satck.egg@0
etc
L872[12:29:38] <Subaraki> the stacks are
initialized when loading up the capability, liekwise
L874[12:29:47] <Subaraki> at least, that's
what i think it does.
L875[12:30:08] <Subaraki> any way to load
by default itemstacks in the slots ? because this is clearly not
working, and they might be the problem
L876[12:32:01] <ghz|afk> you have some
sort of "fake slots"?
L877[12:32:13] <Subaraki> yeah, you can
call it like that
L878[12:32:18] <Subaraki> they are used to
store nbt
L879[12:32:25] <Ordinastie> but why?
L880[12:32:34] <Subaraki> well, for now
they all store only one integer
L881[12:32:40] <Subaraki> but if i need to
store more
L882[12:32:42] <ghz|afk> I'm confused with
why you need stacks just to store NBT
L883[12:32:46] <Subaraki> i can just send
their nbt around
L884[12:32:47] <Ordinastie> ^
L885[12:32:52] <ghz|afk> can't you store
that in the player as a capability?
L886[12:33:02] <Subaraki> they are stored
in the player as a capability :P
L887[12:33:10] <Ordinastie> ôO
L888[12:33:11] <ghz|afk> then why do you
need the stacks?
L889[12:33:21] <Subaraki> i think i wanted
to put some kind of ItemArmor in there first
L890[12:33:31] <Subaraki> have changed id
midway and stored data in the stacks
L891[12:33:47] <Subaraki> because i dont
really need itemarmor
L892[12:34:04] <Subaraki> maybe i should
just get rid of the stacks then ?
L893[12:38:14] <jamierocks> so is cp.w
going to be streaming today?
L894[12:40:02]
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L896[12:46:36] <howtonotwin> jamierocks,
you mean rebuilding fml?
L898[12:46:56] <jamierocks> yeah
L899[12:47:06] <jamierocks> shame
L900[12:47:37] <howtonotwin> I didn't
watch the earlier stream
L901[12:47:46] <howtonotwin> I think I'll
get started on that now :P
L902[12:48:06] <howtonotwin>
nevermind
L903[12:48:10] <howtonotwin> my internet
is being crappy again
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L907[12:52:55] <Subaraki> so ghz|afk ,
that didn't work x)
L908[12:54:52] <Subaraki> okay wait,
there's an advance !
L909[12:55:03] <Subaraki> must be my
buttons now
L910[12:55:18] <Subaraki> changing the hat
changes the entire outfit
L911[12:55:28] <Subaraki> the body only
body and legs, boots
L912[12:55:33] <Subaraki> legs legs and
boots
L913[12:55:35] <Subaraki> and boots
boots
L914[12:55:40] <Subaraki> calculation
error somewhere P:
L915[12:56:47] <Subaraki> yeah, break; on
switch problem
L916[12:56:49] <Subaraki> forgot
some
L917[12:56:50] ⇦
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L919[12:59:37] <Pearle> hail residents of
the republic of forge
L920[12:59:58] <Pearle> solemn citizens of
fortune 3
L921[13:00:17] <Pearle> we have been
blessed by the god of mischief
L922[13:00:38] <howtonotwin> ?
L923[13:00:38] <Pearle> and have been
chosen to give a representative sample of our finest work
L924[13:00:55] <Pearle> that makes no
sense, but i'm dictating random things to people in my voice
chat
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L926[13:01:03] <Pearle> hale
L927[13:02:14] <howtonotwin> subtly
switch
L928[13:02:19] <howtonotwin> and start
dictating this
L930[13:02:24] <howtonotwin> and see if
they notice
L931[13:02:38] <howtonotwin> also, review
the PR while you're at it
L932[13:02:51] <howtonotwin> and mutter
derisive comments under your breath
L933[13:03:05] <howtonotwin> such that I
may hear them and be compelled to improve
L934[13:03:10] <Pearle> will do
L935[13:03:13] <howtonotwin> xD
L936[13:03:17] <howtonotwin> it
worked!
L937[13:03:42] <howtonotwin> Also why are
you not a shell utility anymore?
L938[13:03:56] <Pearle> curl?
L939[13:04:00] ⇦
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L940[13:04:05] <howtonotwin> d(*.^)
L941[13:04:37] <Pearle> Pearle is the
account i use for my laptop, and Curle is the account i use for my
heavy duty £50 programming computer
L942[13:04:50] <howtonotwin> what kind of
computer...
L943[13:04:53] <kenzierocks> curl is not
really a shell utility :P
L944[13:04:57] <howtonotwin> a raspberry
pi?
L945[13:05:04] <kenzierocks> it doesn't
even come installed by default on some OSes
L946[13:05:19] <Pearle> well, a raspberry
pi is £5 over here
L947[13:05:33] <howtonotwin> the brain of
a dead human?
L949[13:06:22] <Pearle> it's a preowned
laptop with an imminently failing hard drive that i reckon wont
live for another week
L950[13:06:26] <ghz|afk> WTF
L951[13:06:27] <kenzierocks> could be that
github is just accepting invalid markdown
L952[13:06:35] <ghz|afk> when my
generator's GUI is open
L953[13:06:40] <ghz|afk> and it's burning
fuel
L954[13:06:46] <ghz|afk> my fps goes down
to 1-2
L955[13:06:47] <howtonotwin> you mean the
[a] -> [a][]
L956[13:06:47] <howtonotwin> ?
L957[13:06:50] <kenzierocks> yea
L958[13:07:16] <howtonotwin> Most md
editing tools don't accept that
L959[13:07:26] <howtonotwin> so I just
change it whenever I can
L960[13:07:57] <kenzierocks> hmm,
yea
L961[13:07:57] <howtonotwin> yeah
L962[13:08:03] <kenzierocks> the syntax
specifies []
L963[13:08:04] <howtonotwin> the spec
doesn't say anything about that
L964[13:08:09] <kenzierocks> so probably
best to change it
L965[13:08:11] <howtonotwin> so GH is just
being nonstandard
L967[13:08:22] <kenzierocks> it's
there
L968[13:08:36] <howtonotwin> Was on that
page a moment ago :P
L969[13:11:09] <howtonotwin> Also mkdocs
doesn't like it when you do [`code`][], which is annoying
L971[13:11:38] <howtonotwin> because I
ended up writing [`classname`][classname] repeatedly on my model
docs
L972[13:11:38] <kenzierocks> crashy ->
crash-inducing?
L973[13:11:54] <howtonotwin> behavior does
not induce a crash
L974[13:11:58] <howtonotwin> it IS a
crash
L975[13:12:10] <howtonotwin> the error of
not registering itself induces crashes :P
L976[13:12:10] <kenzierocks> crashy sounds
weird
L977[13:12:19] <howtonotwin> yeah I'll
change that
L978[13:12:21] <howtonotwin> :P
L979[13:12:44] <kenzierocks> "Forge
uses registries from `ResourceLocation`s to registry objects, which
are of type `IForgeRegistryEntry`."
L980[13:12:55] <kenzierocks>
"registry objects" -> "register
objects"
L981[13:13:10] <kenzierocks> i should
probably be doing a review
L982[13:13:13] <howtonotwin> There's a
paragraph that's 30% the word register in several variations
btw
L983[13:13:15] <howtonotwin> yeah
L984[13:13:16] <kenzierocks> instead of
IRCing all of this
L985[13:13:24] <howtonotwin> don't make
100 reviews of one comment each pls
L986[13:13:32] <kenzierocks> k
L987[13:13:36] <howtonotwin> it's highly
annoying when someone does that
L988[13:13:45] <howtonotwin> because the
PR page is just a hot mess
L989[13:13:47] <howtonotwin> :P
L990[13:13:48] <kenzierocks> also i don't
know if this is a standard
L991[13:13:59] <kenzierocks> but would you
mind wrapping all your lines at like, 120 or something if
possible
L992[13:14:08] <kenzierocks> otherwise
reviewing it can be kind of a pain
L993[13:14:12] <howtonotwin> don't believe
it is
L994[13:14:18] <kenzierocks> since one
comment applies to like 10 sentences
L995[13:14:23] <howtonotwin> tru
L996[13:15:14] <howtonotwin> But all the
other pages on the repo are formatted on one line
L997[13:15:20] <howtonotwin> so it'd just
be strange this way
L998[13:15:29] <howtonotwin> once all 4 of
PRs are closed
L999[13:15:31] <kenzierocks> i guess
L1000[13:15:37] <kenzierocks> oh well
:|
L1001[13:15:39] <howtonotwin> I may
submit a 5th to reformat everything
L1002[13:15:40] <howtonotwin> but
meh
L1003[13:15:49] <howtonotwin> that'd also
cause so many conflicts
L1004[13:15:53] <howtonotwin> with all
the other PRs
L1005[13:15:55] *
howtonotwin shudders
L1006[13:16:46] <howtonotwin> If register
stops being a word
L1007[13:17:00] <howtonotwin> register
register register register register register register register
register register register register register register register
register register register register
L1008[13:17:10] <Subaraki> i should
submit my latest changes to my own pr
L1009[13:17:11] <Subaraki> :/
L1010[13:17:21] <howtonotwin> now it's
barely a set of letters anymore
L1011[13:17:22] <howtonotwin> :P
L1012[13:18:27] <howtonotwin> Also I
rewrote the sounds page by accident
L1013[13:18:28] <howtonotwin> oops
L1014[13:18:41] <howtonotwin> oh well it
needed updating anyway :P
L1015[13:20:01] <MalkContent> "I'm
just gonna do this real quick" "there's probably well
documented json parsers out there that let me edit
launcher_profiles.json easily"
L1016[13:20:19] <howtonotwin> it's called
javascript
L1017[13:20:19] <howtonotwin> :P
L1018[13:22:24] <MalkContent> meh
L1019[13:22:42]
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L1021[13:23:54] <howtonotwin> you could
honestly do worse than dumping JSON into chrome and manipulating it
that way
L1022[13:24:26] <MalkContent> nah
L1023[13:24:58] <MalkContent> it's not
about me manually editing one thing
L1024[13:25:09] *
ghz|afk bashes head against wall
L1025[13:25:33] <MalkContent> Ok.
L1026[13:25:33] <ghz|afk> my generator's
GUI is EXTREMELY slow, whenever it's connected to my inventory
network
L1028[13:29:45] <kenzierocks> oh
howtonotwin
L1029[13:29:54] <howtonotwin> so many
typos
L1030[13:29:58]
⇨ Joins: electrolitic
(~electroli@104-184-56-125.lightspeed.cicril.sbcglobal.net)
L1031[13:29:58] <kenzierocks> These
events are fired *before* preinit. This means that
`@Mod.EventBusSubscriber` (or `MinecraftForge.EVENT_BUS.register`
in the `@Mod` class's constructor for e.g. Scala mods which do not
support `static`) should be used to register the event handler
before preinit.
L1032[13:30:06] <kenzierocks> this is
actually wrong
L1033[13:30:07] <howtonotwin> I'm just
fixing em right of the bat :P
L1034[13:30:09] <kenzierocks> as i
learned
L1035[13:30:29] <kenzierocks>
@Mod.EventBusSubscriber annotations don't get parsed until after
some registry events
L1036[13:30:35] <kenzierocks> because
they're handled in preinit
L1037[13:30:39] <howtonotwin> no they are
not
L1038[13:30:44] <kenzierocks> they
were...
L1039[13:30:47] <kenzierocks> 95%
sure
L1040[13:30:51] <howtonotwin> they are
handled after the mod is constructed
L1041[13:30:58] <kenzierocks> could
be
L1042[13:31:01] <howtonotwin> it happens
around the time proxies get injected
L1043[13:31:07] <howtonotwin> you can see
it for yourself
L1044[13:31:09] <kenzierocks> i do
remember they were handled after Registry events fired
L1045[13:31:13] <kenzierocks> or some
event
L1046[13:31:21] <kenzierocks> let me
check
L1047[13:31:50] <howtonotwin> I hope this
typo fix doesn't disrupt your review
L1048[13:31:56] <howtonotwin> but it's on
the sounds page
L1049[13:32:00] <howtonotwin> so itll be
fine
L1050[13:33:59] <kenzierocks> nvm the
weird thing was probably me calling EVENT_BUS.register in preinit
instead of construct
L1051[13:34:01] <kenzierocks> or
something
L1052[13:34:30] <howtonotwin> yeah that'd
do it
L1054[13:38:48] <howtonotwin> first
search result for "fashion stock photo" :P
L1055[13:39:16] <Subaraki> x)
L1056[13:39:26] <Subaraki> can give some
nice idea though :P
L1057[13:41:53]
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L1059[13:48:05] <kenzierocks> oh all this
sound system stuff
L1060[13:48:13] <kenzierocks> i remember
hacking apart this system
L1061[13:51:09]
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L1062[13:51:58] <kenzierocks>
howtonotwin: there you go
L1063[13:52:04] ***
Abrar|gone is now known as AbrarSyed
L1064[13:59:27] ***
tterrag|ZZZzzz is now known as tterrag
L1065[14:01:08] <howtonotwin> thanks
kenzie
L1066[14:01:32] <kenzierocks> all in a
days work
L1067[14:01:34] <kenzierocks>
mostly
L1068[14:01:48] <howtonotwin> you cant
use FMLConstructionEvent can you?
L1069[14:01:58] <kenzierocks> yea you
can
L1070[14:02:03] <howtonotwin> THAT
happens before the mod even begins to exist, no?
L1071[14:02:10] <kenzierocks> no, why
would it???
L1072[14:02:14] <howtonotwin> that
triggers the construction of the mod
L1073[14:02:23] <howtonotwin> so
therefore you can't capture your own creation
L1074[14:02:33] <kenzierocks> well, it
works
L1075[14:02:34] <kenzierocks> not sure
why
L1076[14:02:52] <howtonotwin> well
they're basically the same
L1077[14:02:56] <howtonotwin> if you look
at the code
L1078[14:03:15] <howtonotwin> it goes
"construct; proxies; eventbussubscriber"
L1079[14:03:20] <kenzierocks> hmm, it
does say "should not be used by mods" in the docs
L1080[14:03:21] <kenzierocks>
whoops
L1081[14:03:25] <howtonotwin> xD
L1082[14:03:47] <kenzierocks> thats what
i get for not reading the docs
L1083[14:03:58] <howtonotwin>
badum-tss
L1084[14:04:03] <kenzierocks> why is it
even available for mods then
L1085[14:04:13] <howtonotwin> it's for
mod containers
L1086[14:04:24] <howtonotwin>
FMLModContainer will capture that and instantiate the @Mod
class
L1087[14:04:30] <kenzierocks> well
yea
L1088[14:04:38] <kenzierocks> but it
doesn't have to pass it to Mod.EventHandler
L1089[14:04:46] <howtonotwin>
/shrug
L1090[14:04:47] <kenzierocks> the
eventbus it comes in on is a google one
L1091[14:05:11] <howtonotwin> can you
quote the relevant passage of the docs for that comment
L1092[14:05:12]
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L1093[14:05:27] <howtonotwin> Imma going
over the rest
L1094[14:05:42] <howtonotwin> Also, I
have no clue what you are referencing with "There is also a
convenience overload that takes an IFRE and an RL, which is
equivalent to
GameRegistry.register(ifre.setRegistryName(rl))."
L1095[14:05:53] <howtonotwin>
IFRE.Impl::setRegistryName
L1096[14:05:58] <howtonotwin> I
mean
L1097[14:06:03] <howtonotwin>
GameRegistry.register
L1098[14:06:07] <howtonotwin> has
overloads
L1099[14:06:18] <howtonotwin> arguments
(IFRE,RL)
L1100[14:06:23] <howtonotwin> equivalent
to that
L1102[14:06:52] <kenzierocks> ok, i
see
L1103[14:07:11] <kenzierocks> read the
sentence without my change
L1104[14:07:23] <kenzierocks> or
L1105[14:07:25] <kenzierocks> i don't
know
L1106[14:07:30] <kenzierocks> wether is
the wrong word there
L1107[14:07:39] <kenzierocks> and is not
right either
L1108[14:07:48] <howtonotwin> I meant
that as the "object might not be found because the object
isn't registered or the registry is nonexistent:
L1109[14:07:50] <howtonotwin>
*"
L1110[14:07:55] <kenzierocks> yea
L1111[14:07:57] <kenzierocks> i see
now
L1112[14:08:06] <kenzierocks> how
about:
L1113[14:08:10] <kenzierocks> If an
object is not found, either because the object itself hasn't been
registered or the registry does not exist,
L1114[14:08:31] <kenzierocks> actually,
swap either and because
L1115[14:09:33] <howtonotwin> what about
"Also, I have no clue what you are referencing with
"There is also a convenience overload that takes an IFRE and
an RL, which is equivalent to
GameRegistry.register(ifre.setRegistryName(rl)).""?
L1116[14:09:55] <kenzierocks>
<kenzierocks> ok, i see
L1117[14:10:04] <howtonotwin> ah
L1118[14:10:10] *
howtonotwin is blind
L1119[14:10:18] ***
howtonotwin is now known as All
L1120[14:10:23] *
All of us are blind
L1121[14:10:28] ***
All is now known as howtonotwin
L1122[14:10:47] *
howtonotwin wins award for worst abuse of IRC commands
L1123[14:10:52]
⇨ Joins: quadraxis
(~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net)
L1124[14:11:45] <kenzierocks> /nick
childAbuse|/me is good
L1125[14:11:55] <kenzierocks> (heavy
sarcasm)
L1126[14:13:17] *
howtonotwin nopes the nopety nope nopeball the noping NOPE nope of
this nopuation
L1127[14:22:59] <howtonotwin> also on
"modid"
L1128[14:23:09] <howtonotwin> I think
throughout the docs we use modid as a single noun
L1129[14:23:17] <howtonotwin> I'll
check
L1130[14:24:37] <howtonotwin> grepping
for regex '[Mm]od\s?[Ii][Dd]' it looks like it
L1131[14:24:47] <howtonotwin> so I'll
comment that and leave it
L1132[14:31:26] <shadowfacts> is there
anything special that needs to be done to make ATs work?
L1133[14:31:28] ***
diesieben|away is now known as diesieben07
L1134[14:31:35] <shadowfacts> I've got
mine in src/main/resources and in the root of my jar
L1135[14:31:47] <shadowfacts> it works
fine in the development environment but not in a normal env
L1136[14:31:49] <kenzierocks> they dont
go in the root
L1137[14:32:07] <shadowfacts> I tried
sticking it in META-INF as well, same crash
L1138[14:32:10] <kenzierocks> put 'em
under META-INF and put a 'FMLAT': filename
L1139[14:32:15] <kenzierocks> in the
MANIFEST.MF
L1140[14:32:42] <shadowfacts> aha
L1141[14:41:52]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L1143[14:42:12] <howtonotwin> updated
:D
L1144[14:42:42] <howtonotwin> kenzie: If
you like it I think sending an "approval" as your review
will close off the "suggest changes" review
L1145[14:43:05] <howtonotwin> or you can
just suggest moar changes :P
L1146[14:45:43] <kenzierocks> k
L1147[14:45:44] <kenzierocks> done
L1148[14:46:00] <howtonotwin> well that
did nothing xD
L1149[14:46:16] <howtonotwin> ah
well
L1150[14:46:23] <howtonotwin> It looks
good on my CV
L1151[14:46:25] <howtonotwin> :P
L1152[14:46:59] <kenzierocks> :P
L1153[14:47:08]
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L1154[14:47:17] *
howtonotwin recalls that absolutely vile thing I thought up when
thinking about someone's genetic traits mod
L1155[14:47:24] <howtonotwin> *he
L1156[14:47:44]
⇨ Joins: ThePsionic
(~ThePsioni@ip5457f909.direct-adsl.nl)
L1157[14:47:45] <howtonotwin> This was
written in the 1.5nd person
L1158[14:48:15] <kenzierocks> im reading
a book written in 3rd person limited
L1159[14:48:22] <howtonotwin> would you
like a quick recap of that convo :P
L1160[14:48:23] <kenzierocks> except the
narrator occasionally says "us"
L1161[14:48:29] <howtonotwin> xD
L1162[14:48:52] <howtonotwin>
intentionally?
L1163[14:49:06] <howtonotwin> does it
actually fit in with the story or something?
L1164[14:49:11] <kenzierocks> yes, i
think
L1165[14:49:27] <howtonotwin> [hinting
intensifies]
L1166[14:49:28]
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L1167[14:56:18]
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(~Koward@2a02:2788:7d4:4dd:98c5:b65a:9600:30c0)
L1168[14:56:55] <Roburrito> Gentic traits
thoughts, you say?
L1169[14:56:59] <Koward> What the name of
the json empty model ? Probably builtin/something but I can't find
a list of all of these.
L1170[14:57:23] <ghz|afk> I don't believe
there's a "builtin/missing" with a resloc
L1171[14:57:31] <ghz|afk> or waityou said
empty
L1172[14:57:42] <ghz|afk> I don't think
there's an actual "empty" model?
L1173[14:58:07] <howtonotwin> there
is
L1174[14:58:11] <howtonotwin> I
belive
L1175[14:58:18] <howtonotwin> I just
don't remember xD
L1176[14:58:20] <howtonotwin>
*believe
L1177[14:58:33] <ghz|afk> well there's
builtin/entity
L1178[14:58:47] <ghz|afk> which is the
one you should use if you have a TESR/TESRItemStack
L1179[14:59:05] <ghz|afk> but a normal
model that is just empty but still a normal model
L1180[14:59:25] <ghz|afk> is just "{
"parent": "builtin/generated" }" without
any textures, IIRC
L1181[14:59:29] <howtonotwin> aha
L1182[14:59:32] <howtonotwin> there it is
yes
L1183[15:00:22] <howtonotwin> Pretty sure
you can bypass the entire hierarchy altogether with just
"{}" but don't quote me
L1184[15:00:48] <barteks2x> oh god... I
just realized some of my tests depend on the order they are
executed in
L1185[15:00:49] <howtonotwin> I think
block/block does something like that and I'm pretty sure it isn't
specially handled
L1186[15:00:52] <kenzierocks>
"" - howtonotwin, 2016
L1187[15:01:09] <howtonotwin> quoting the
empty string is still quoting, no?
L1188[15:01:11] <howtonotwin> :P
L1189[15:01:16] <kenzierocks> isn't that
the question
L1190[15:01:20] ***
V is now known as Vigaro
L1191[15:01:33] *
howtonotwin screams, for he does not know
L1193[15:02:21] <barteks2x> The problem I
have: I need to create a World instance in tests. And it's almost
impossible to avoid generating chunks...
L1194[15:02:27] <kenzierocks> um
yea
L1195[15:02:35] <kenzierocks> unit tests
+ minecraft do not mix
L1196[15:02:53] <barteks2x> I really want
to write unit test for my light code
L1197[15:03:12] <barteks2x> but because
of world and location aware blockState methods I can't without
making new world
L1198[15:04:50] <howtonotwin> is it too
fast or slow for an item transport system to get 9 stacks across
128 blocks in 4 seconds?
L1199[15:05:01] <howtonotwin> Cost of
that is water and some super-magical ice
L1200[15:05:07] <howtonotwin> plus a
dropper and all that stuff
L1201[15:05:28] <howtonotwin> this is
meant to be about entry level
L1202[15:05:41] <barteks2x> is there any
solution to something like that? Or is it something noone even
tried to do?
L1203[15:12:13] <howtonotwin> Did GH just
give me a notification when a pushed a commit to my OWN PR?
L1204[15:12:51] <howtonotwin> oh that was
dies
L1205[15:13:40]
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Quit)
L1208[15:19:15] *
diesieben07 waves
L1209[15:19:51] *
kenzierocks drowns
L1210[15:20:06] <ghz|afk> i wanted to
come up with a funny reply
L1211[15:20:11] <ghz|afk> but I
failed.
L1212[15:20:29] *
diesieben07 dances around
L1214[15:20:44]
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L1216[15:20:48] <kenzierocks> rip
him
L1217[15:20:55] <diesieben07> shaddap, no
idea what happened there :D
L1218[15:20:59] <diesieben07> and i
killed him :DS
L1219[15:21:53] <diesieben07> i have no
idea how that thing got there or what it is
L1220[15:22:50] <MalkContent> i'm
contemplating just doing a bloody text parser than keep trying to
handle the launcher_profiles.json with gson -.-
L1221[15:23:10] <diesieben07> is it
invalid? or what?
L1222[15:23:55] <MalkContent> idk. i know
next to nothing about json, but all the examples i can find, the
entries in the json file are just neatly all alike
L1223[15:24:12] <Lord_Ralex> what are you
trying to do with it?
L1224[15:24:24] <MalkContent> edit
profile name and folder
L1225[15:25:17] <diesieben07> make a
class that mimics the json
L1226[15:25:24] <diesieben07> then let
GSON read it
L1227[15:25:35] <diesieben07> say you
have { "foo": 1, "bar": "hello"
}
L1228[15:25:46]
⇨ Joins: Jezza (~Jezza@92.206.4.86)
L1229[15:25:46] <diesieben07> then you do
class JsonThing { int foo; String bar; }
L1230[15:26:01] <MalkContent> i got that
much
L1231[15:26:15] <MalkContent> i have to
do some nested thing, though. i think
L1232[15:26:16] <diesieben07> but?
L1233[15:26:23] <diesieben07> yes, then
you need more than one class
L1234[15:26:30] <diesieben07> and have
fields that reference other classes
L1235[15:26:35] <diesieben07> GSON will
handle it all ;)
L1236[15:26:58] <MalkContent> can i make
don't cares with objects?
L1237[15:27:08] <Lord_Ralex> what i've
done before when it's abstract, is just let it read to an object,
then cast it to a map to edit single fields
L1238[15:27:29] <MalkContent> also, look
at launcher_profiles.json in .minecraft
L1239[15:27:49] <MalkContent> the
profiles all have optional parameters
L1240[15:28:25] <kenzierocks> have you
heard of this magical thing
L1241[15:28:26] <kenzierocks> called
null
L1242[15:28:50] <MalkContent> as long's
it takes it
L1243[15:29:00]
⇨ Joins: Ununoctium
(~zrneely@dhcp-18-189-119-96.dyn.mit.edu)
L1244[15:30:23] <MalkContent> Lord_Ralex:
could you elaborate?
L1245[15:30:38] <Lord_Ralex> it's dumb
and hacky is what it is
L1246[15:30:53] <Lord_Ralex> (my way at
least)
L1247[15:30:55] <ScottehBoeh> is
diesieben07 alive ;-;
L1248[15:31:36] <Shambling> he commented
on something 4 minutes ago, so if not we have a problem
L1249[15:32:07] <diesieben07>
barely
L1250[15:32:10] <Ununoctium> I'm pretty
new to Forge modding (but I've made a basic "test block"
and "test item" before, and I've know Java for a long
time). Can someone point me in the direction of how mods like
TerraFirmaCraft and Witchery modify the base player class?
L1251[15:32:13] <MalkContent> alright
then
L1252[15:32:30] <Ununoctium> For example
TFC changes the hunger and HP system
L1253[15:32:55] <diesieben07> that does
not mean they "modify the base player class"
L1254[15:33:03] <diesieben07> they
probably use events.
L1255[15:35:04]
⇨ Joins: Vazkii
(~Vazkii@62.169.86.131.rev.optimus.pt)
L1256[15:36:12] <Ununoctium> diesieben07,
can you elaborate? To me, the intuitive way to get that effect
would be to subclass EntityPlayer and somehow get your subclass to
be the main one created for players on login
L1257[15:36:43] <diesieben07> even if
that were possible without base edits that would be horribly
incompatible with everything
L1258[15:36:53] <diesieben07> so... what
do you want to actually achieve and I can tell you how
L1259[15:37:00] <MalkContent> a shite. ok
i have this working now
L1260[15:37:05] <MalkContent>
buuuuuut
L1261[15:37:49] *
MalkContent thinks for a moment before continuing
L1262[15:39:22] <Ununoctium> Hmm... well
I'm just experimenting for now, but for a simple example, I'd like
to make an item or block which can change "hunger" to
"energy" or some other resource, which would let the
player use different items/methods to replenish it.
L1263[15:39:31] <MalkContent> okay, the
key "profiles" has all the profile names as key for their
respective profile beneath them
L1264[15:39:40] <Ununoctium> But now that
I think about it, it doesn't seem necessary to do anything so
invasive to the Player class
L1265[15:39:51] <MalkContent> how would
the class for profiles look
L1266[15:40:00] <Ununoctium> Since there
are lots of other mods which add additional data stores to
players
L1267[15:40:44] <MalkContent> class
Profiles { List<Profile> profiles; } ?
L1268[15:41:17] <Ununoctium> diesieben07,
But I'm not sure how I could stop the player from eating while
they're in "energy" mode.
L1269[15:41:27] <diesieben07>
PlayerInteractEvent
L1270[15:41:39] <diesieben07> lets you
cancel right click
L1271[15:41:51] <tterrag> how can I
convert an IMessage to a Packet ?
L1272[15:43:33] <diesieben07>
SimpleNetworkWrapper.getPacketFrom or something
L1274[15:44:16] <diesieben07> what is
that "-ko" thing? :O
L1275[15:44:26] <diesieben07> as for list
of events, use your IDE :P
L1276[15:44:30] <diesieben07> subclasses
of Event class
L1277[15:45:12] <Ununoctium> Oh... well I
guess that works too :) And IDK about -ko, that's just the first
link from google. It's the same page without it.
L1278[15:45:36] <diesieben07> yeah...
strange
L1279[15:46:47] <Ununoctium> Thanks for
your help! The events system seems very powerful, as long as
there's an existing event for what you need :p
L1280[15:47:41] <diesieben07> yes
L1281[15:47:58] <diesieben07> and if
there isn't, you can either hack around things without base edits
or make a PR to forge with new hooks
L1282[15:49:19]
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L1283[15:50:29]
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L1284[15:51:29] <ghz|afk> that -ko link
sounds like someone made a fork of it, and just keeps that
fork
L1285[15:53:07]
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seconds)
L1286[15:53:39] <tterrag> yeah rtd is
super screwey about forked projects for some reason
L1287[15:54:08]
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Nii-san is watching you.)
L1288[15:55:12] <MalkContent> is that
even valid json, to have a number of profiles not within array
brackets?
L1289[15:56:59] <ghz|afk> ?
L1290[15:57:15] <ghz|afk> json
is...
L1291[15:57:31] <ghz|afk> <Value>
::= <Object> | <Array> | <Literal>
L1292[15:57:49]
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L1293[15:57:53] <ghz|afk> <Object>
::= '{' <Pair> (',' <Pair>)* '}'
L1294[15:58:10] <ghz|afk> <Pair>
::= <String> ':' <Value>
L1295[15:58:41] <ghz|afk> <Array>
::= '[' <Value> (',' <Value>)* ']'
L1296[15:58:55] <ghz|afk> <Literal>
::= <String> | <Number> | <Boolean>
L1297[15:59:15] <ghz|afk> And Ican't be
bothered to type the syntax of those last 3 ;p
L1298[15:59:49]
⇨ Joins: AshIndigo-Asleep
(~AshIndigo@188.29.164.21.threembb.co.uk)
L1299[15:59:53] <ghz|afk> so if there's
no brackets, I assume it must be an object?
L1300[16:00:09] <ghz|afk> in which case
there must be keys associated with those profiles
L1301[16:02:30] <MalkContent> yea
L1302[16:06:05] ***
Darkhax_AFK is now known as Darkhax
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L1306[16:12:15] <MalkContent> do i just
turn profiles into a map<String, Profile>?
L1307[16:13:12] <tterrag> UUID
L1308[16:14:11] <ghz|afk> I think he's
talking about launcher profiles?
L1309[16:15:25] <tterrag> then
*shrug*
L1310[16:17:24]
⇨ Joins: CoolSquid
(~CoolSquid@ti0011a400-5727.bb.online.no)
L1311[16:20:11] <MalkContent> yea, I
think I'll just turn this into a map. if i make it an object and
inspect the output, it's a weird ass linkedtreemap with no keyset
and 8 entries
L1312[16:21:07] <MalkContent> someone who
knows what he's doing probably knows how to do this proper, but
hey. fugly but functional and i'll be able to sleep
L1313[16:21:33] <Lord_Ralex>
linkedtreemaps have their keys
L1314[16:22:07] <kenzierocks> um
MalkContent
L1315[16:22:20]
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seconds)
L1316[16:22:26] <kenzierocks> you do know
that the keyset of many maps is not created until you call keySet,
right?
L1317[16:22:33] <kenzierocks> it's called
"lazy initialization"
L1318[16:22:42] <MalkContent> nope.
til.
L1319[16:25:55] <PitchBright> i need
somebody to put me out of my misery... i can't for life of me wrap
my head around how to write NBT to the player...
L1320[16:26:11] <PitchBright> I've got a
player loading up on login event
L1321[16:26:28] <PitchBright> he's
mounted on a minecraft and has the Riding tag
L1322[16:26:28] <diesieben07> "how
to write NBT to the player" - wat
L1323[16:27:21] <PitchBright> I want to
change the info in that tag, to another entity's riding tag
info
L1324[16:27:52] <diesieben07> why do you
care abotu NBT?!
L1325[16:27:55] <diesieben07> NBT is for
saving to disk
L1326[16:27:57] <kenzierocks> then change
the actual variable in player
L1327[16:28:00] <kenzierocks> not the
nbt....
L1328[16:28:10] <diesieben07> ^
L1329[16:28:31] <PitchBright> the nbt
also gets read after the player logs in
L1330[16:28:38] <kenzierocks> ok,
whatever
L1331[16:28:56] <kenzierocks> probably
because that's when the player entity is created
L1332[16:28:57] <diesieben07> while
(true) { println("NBT is for saving to disk."); }
L1333[16:28:57] <PitchBright> i want to
modify that tag, before it's read
L1334[16:28:58] <kenzierocks> from
disk
L1335[16:29:03] <kenzierocks> don't
L1336[16:29:09] <kenzierocks> capture
PlayerLoginEvent or whatever
L1337[16:29:15] <kenzierocks> and modify
the player there
L1338[16:29:41]
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L1339[16:29:56] <PitchBright> sorry...
are you sayign "don't capture"
L1340[16:30:20] <kenzierocks> no
L1341[16:30:22] <PitchBright> ok
L1342[16:30:28] <kenzierocks> i'm saying
"don't modify the NBT"
L1343[16:30:32] <kenzierocks> because
there's no reason to
L1344[16:31:40] <PitchBright> immediately
post PlayerLoginEvent... the NBT gets read from disk... so I think
if I don't modify it during LoginEvent... whatever NBT is on disk,
will get loaded anyway.
L1345[16:32:27] <PitchBright>
FMLCommonHandler.instance().firePlayerLoggedIn(p_72355_2_);
L1346[16:32:27] <kenzierocks> so find a
later event...like JoinWorld or something
L1347[16:32:36] <PitchBright> very next
line: if (nbttagcompound != null &&
nbttagcompound.hasKey("Riding", 10))
L1348[16:32:38] <MalkContent> thanks
kenzierocks
L1349[16:33:09] <MalkContent> that
prevented me from going down an ugly route
L1350[16:33:20] <kenzierocks> :)
L1351[16:33:20] <diesieben07> STOP
THINKING ABOUT NBT goddamnit
L1352[16:33:24] <diesieben07> you want to
change the riding player
L1353[16:33:28] <diesieben07> so change
the riding thing
L1354[16:33:30] <diesieben07> NOT THE
NBT
L1355[16:34:13] <MalkContent>
PitchBright: do you have a specific usecase?
L1356[16:34:21]
⇨ Joins: howtonotwin
(~howtonotw@r75-110-22-15.gvllcmtc01.gnvlnc.ab.dh.suddenlink.net)
L1357[16:34:44] <PitchBright> yes, I have
a clone of the player... who stands in for hte player... while the
player is disconnected from the server...
L1358[16:35:20] <PitchBright> that clone
has all of attributes of the player, from the moment the player
logsoff... and then anything the clone does after that.... needs to
be reflected in the player, when the player logs back in
L1359[16:35:53] <PitchBright> so when a
player riding a minecart down a track... logs out... the clone
appears, spawns in a minecart, rides it... and carries on down the
line...
L1360[16:36:13] <diesieben07> so then
change what the player is riding
L1361[16:36:15] <diesieben07> nothing to
do with NBT
L1362[16:36:19] <PitchBright> when the
Player logs back in... he's takes over from where the clone left
off.
L1363[16:36:52] <PitchBright> the thing
is diesieben07 , after he logs in... Minecraft WILL try to put a
minecart under him.
L1364[16:37:00] <MalkContent> my memory
on riding is hazy, but
L1365[16:37:21] <MalkContent> can't you
just not alter the player at all?
L1366[16:37:26] <PitchBright> and it will
try to read his NBT to determine... where that minecart is, and how
fast it's going.
L1367[16:37:28] <MalkContent> he logs out
with his nbt saying he rides the thing
L1368[16:37:35] <MalkContent> he logs
back in with the nbt saying he rides the thing
L1369[16:37:50] <PitchBright> yes... and
the minecart is literally stored, on the player... in nbt
L1370[16:37:59] <kenzierocks> that can't
be right
L1371[16:38:04] <kenzierocks> considering
if you log out
L1372[16:38:07] <diesieben07> yeah thats
not true
L1373[16:38:08] <kenzierocks> a minecart
continues
L1374[16:38:13] <kenzierocks> even if
you're not in it
L1375[16:38:18] <diesieben07> riding
entities are stored in their vehicle
L1376[16:38:20] <diesieben07> not the
other way around
L1377[16:38:24] <MalkContent> o
right
L1378[16:38:31] <kenzierocks> which is
why it's called Passenger or something in 1.10
L1379[16:38:35] <diesieben07> yep
L1380[16:38:43] <PitchBright> then... i'm
using the wrong version of MC
L1381[16:38:47] <PitchBright> :(
L1382[16:38:50] <diesieben07>
wat...
L1383[16:38:58] <diesieben07> what you
described has never existed in mc
L1384[16:39:11] <PitchBright> 1 sec, I'll
show ya
L1385[16:39:11] <diesieben07> and it
would not make any sense
L1386[16:39:14] <diesieben07> please
do.
L1387[16:39:19] <kenzierocks>
actually
L1388[16:39:24] <kenzierocks> in like
1.8
L1389[16:39:25] <PitchBright> i'm
probably just newb-wording it and confusing you guys
L1390[16:39:27] <kenzierocks> it was
Riding
L1391[16:39:41] <kenzierocks> there's
transition code lying around probably
L1392[16:40:32] <MalkContent> anyways, as
diesieben07 said, you don't want to alter the nbt
L1395[16:41:29] <PitchBright> the problem
is... I can't change a minecart's position, motion, and rotation...
if it doesn't exist
L1396[16:41:50] <PitchBright> the
minecart doesn't get spawned in until after the LoginEvent has
completed
L1397[16:42:11] <PitchBright> it gets
spawned in based on the Player's NBT "Riding" tag
L1398[16:42:16] <kenzierocks> um
what
L1399[16:42:23] <MalkContent> don't
remove/spawn the minecart then :x
L1400[16:42:28] <kenzierocks> that sounds
like, again, transition behaviour
L1401[16:42:44] <kenzierocks> if you're
developing for 1.9 or 1.10 (which you should be), it's passengers
now
L1402[16:42:56] <MalkContent> or wait.
didn't you log out the thing you were riding or something?
L1403[16:43:15] <PitchBright> ya.. the
cart despawns with the player riding it
L1404[16:43:15] <MalkContent> i don't
even know that, now that i think about it
L1405[16:43:37] *
kenzierocks sets up online-mode=false server
L1406[16:44:41] <MalkContent> know what?
you probably do want to edit the nbt just so you can remove that
minecart :P
L1407[16:45:08] <MalkContent> and then
make the player ride the minecart of the clone
L1408[16:45:16]
⇨ Joins: Doty1154
(~Doty1154@c-73-189-164-179.hsd1.ca.comcast.net)
L1409[16:45:48] <PitchBright> ya i could
do that instead... either way, i'm still having to edit the
player's nbt
L1410[16:46:17] <MalkContent> the best
solution would be to find the piece of code that removes the
minecart from the world on log out and suppress it
L1411[16:46:21] <MalkContent>
"best"
L1412[16:46:46] <PitchBright> that would
be better than just player.writeToNBT?
L1413[16:47:13] <MalkContent> idk
L1414[16:47:27] <PitchBright>
*thinking*
L1415[16:47:45] <MalkContent> i don't
know if you can write absent players nbt or if you have a window
where the player is logging out where you can still write it
L1416[16:48:31] <MalkContent> anyways,
this is just a messy thing you got there :P enjoy finding a good
solution
L1417[16:48:38] <PitchBright> I was under
the impression you can write to the player's NBT anytime.
L1418[16:48:41] <PitchBright> lol, thanks
:D
L1419[16:48:54] <diesieben07> no you
cannot...
L1420[16:49:01] <diesieben07> again: NBT
is for writing to disk.
L1421[16:49:17] <PitchBright> right, that
part i understand
L1422[16:51:00] <diesieben07> at runtime
there is no nbt.
L1423[16:52:10] <PitchBright> okay...
because the NBT is already loaded into a var, correct?
L1424[16:52:20] <ghz|afk> not
really
L1425[16:52:25] <MalkContent> *squints*
isn't the inventory handled by nbt?
L1426[16:52:28] <ghz|afk> the NBT data is
loaded from disk, then passed into readFromNBT
L1427[16:52:35] <diesieben07> NBT is a
save format. for writing to disk
L1428[16:52:37] <ghz|afk> and then it's
decoded and kept in the Entity fields
L1429[16:52:45] <MalkContent> like,
inventory gets updated, written to nbt, that gets sent to
client
L1430[16:52:45] <ghz|afk> there's only
two cases where NBT is used at runtime
L1431[16:52:54] <ghz|afk> 1. the
ItemStack tags
L1432[16:53:13] <ghz|afk> 2. the extra
entity tags thingy that was a hack to work around the lack of
capabilities
L1433[16:53:23] <howtonotwin> 3.
commands
L1434[16:53:43] <howtonotwin> which kinda
falls into 1 and 2 anyway :P
L1435[16:53:48] <ghz|afk> MalkContent:
that's networking, so it uses storage data sometimes
L1436[16:53:53] <ghz|afk> but you
should'nt worry about that
L1437[16:53:54] <MalkContent> and
tes
L1438[16:54:05] <ghz|afk> no TEs don't
store NBT normally
L1439[16:54:09] <ghz|afk> they encode
into NBT for saving
L1440[16:54:20] <ghz|afk> where saving =
disk / network
L1441[16:54:30] <ghz|afk> but during
normal operation, NBT is not used
L1442[16:54:34] <ghz|afk> at least it
shouldn't be
L1443[16:54:46] <MalkContent> yea, but
it's still used quite a bit
L1444[16:55:44] <ghz|afk> yes but you are
drifting away from the point
L1445[16:55:51] <MalkContent> anyways.
imma end this damn json nightmare so i can sleep
L1446[16:55:53] <ghz|afk> and the point
is: Player entities
L1447[16:56:04] <MalkContent> yea, my
bad
L1448[16:56:38]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: You
think you are above consequences.)
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(~AstralSor@128.151.114.61)
L1450[17:00:01] <howtonotwin> json?
L1451[17:00:10] *
howtonotwin has been summoned
L1452[17:00:48] <howtonotwin> oh is it
that thing about editing launch profiles?
L1453[17:01:10]
⇦ Quits: Noppes (~Noppes@ip56530f2e.direct-adsl.nl) (Read
error: Connection reset by peer)
L1454[17:02:36]
⇨ Joins: electrolitic
(~electroli@104-184-56-125.lightspeed.cicril.sbcglobal.net)
L1455[17:05:06]
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(~electroli@104-184-56-125.lightspeed.cicril.sbcglobal.net) (Client
Quit)
L1456[17:10:54] ***
amadornes is now known as amadornes[OFF]
L1457[17:11:15] <ghz|afk>
!"%&!%&!
L1458[17:11:29] <ghz|afk> I fixed the
issue that caused the slowdowns in my mod
L1459[17:11:33] <ghz|afk> and now stuff
doesn't work anymore
L1460[17:11:34] <ghz|afk> :/
L1461[17:11:44] <ghz|afk> why's
everything suddenly broken?!
L1462[17:12:24]
⇨ Joins: electrolitic
(~electroli@104-184-56-125.lightspeed.cicril.sbcglobal.net)
L1463[17:14:38] <ghz|afk> or more
accurately, how the F did any of this work?!
L1464[17:15:03] <howtonotwin> lol
L1465[17:15:15] <ghz|afk> right now
L1466[17:15:32] <ghz|afk> the browser gui
shows the contents
L1467[17:15:36] <ghz|afk> so it can
enumerate
L1468[17:15:39] <howtonotwin> says the
one who's trying to use scala and mixins in MC without having
everything explode
L1469[17:15:41] <ghz|afk> so the server
DOES see the items
L1470[17:16:18] <ghz|afk> however, the
client thinks there's no inventories connected
L1471[17:16:24] <ghz|afk> so the call to
extractItems fails
L1472[17:16:29] <ghz|afk> okay so I
corrected for that
L1473[17:16:32] <Fridtjof> alright
guys
L1474[17:16:34] <Fridtjof> hopefully my
last question to bother you
L1475[17:16:35] <Fridtjof> lol
L1476[17:16:36] <Fridtjof> i packaged my
mod into a jar
L1477[17:16:37] <Fridtjof> dropped it
into the mods folder
L1478[17:16:37] <ghz|afk> and pretended
to always succeed on the clients
L1479[17:16:38] <Fridtjof> but it won't
load at all
L1480[17:16:47] <howtonotwin> logs say
nothing?
L1481[17:16:49] <ghz|afk> Fridtjof: which
task did you use?
L1482[17:16:54] <Fridtjof> first
jar
L1483[17:16:58] <Fridtjof> then later on
build
L1484[17:17:03] <ghz|afk> okay because
build is the right one
L1485[17:17:11] <ghz|afk> check the
logs
L1486[17:17:16] <ghz|afk>
fml-client-latest.log
L1487[17:17:24] <Fridtjof> so the only
output i got once was that i didn't have an MCVersion
annotation
L1488[17:17:41] <Fridtjof> but i inserted
multiple log statements and they all dont get executed
L1489[17:17:54] <kenzierocks> source
code?
L1490[17:18:10] <ghz|afk> your
mcmod.info/build.gradle must be broken, do you have the sources
around?
L1491[17:18:11] <kenzierocks> i.e. entire
repository, including build.gradle and src folder?
L1493[17:19:47] <Fridtjof> i picked three
files that are relevant
L1494[17:20:32] <Fridtjof> don't have the
repo anywhere public rn
L1495[17:20:33] <Fridtjof> i also checked
the final jar
L1496[17:20:37] <ghz|afk> okay... wtf...
tyhe server down't know how to react because the client didn't send
it the list of slots :/
L1497[17:20:39] <Fridtjof> and every file
is in their right place
L1498[17:20:43] <kenzierocks> why are you
developing for 1.7.10, btw?
L1499[17:20:49] <howtonotwin> side note:
why was "eclipse" the default run dir in 1.7
L1500[17:21:06] <howtonotwin> bc he wants
to tweak a 1.7 modpack
L1501[17:21:13] <Fridtjof> old server
running an old modpack with a really huge map that me and friends
don't want to abandon
L1502[17:21:21] <kenzierocks>
anyways
L1503[17:21:24] <howtonotwin> he's doing
fine on his own and knows we won't/can't help much
L1504[17:21:39] <kenzierocks> the problem
could be that you have a coremod and a mod
L1505[17:21:54] <kenzierocks> IIRC you
need some special META-INF/MANIFEST.MF stuff
L1506[17:22:13] <howtonotwin>
build.gradle does it I think
L1507[17:22:21] <kenzierocks> that's one
of them
L1508[17:22:32] <Fridtjof> see
build.gradle
L1509[17:22:33] <Fridtjof> attributes
"FMLCorePlugin":
"de.prasselpikachu.hidename.asm.FMLPlugin"
L1510[17:22:33] <kenzierocks> but you
also have to tell FML your coremod contains a mod as well
L1511[17:22:34] <Fridtjof> i looked into
the MANIFEST.MF and its there, too
L1512[17:22:37] <Fridtjof> one of
them?
L1513[17:22:44] <Fridtjof> uh
L1514[17:23:04] <Fridtjof> are you sure?
or is that a thing from when coremods went into a separate
dir
L1515[17:23:41] <tterrag> yes, you
do
L1516[17:23:42] <kenzierocks> i am
relatively sure
L1517[17:24:01] <kenzierocks> having
never made a coremod, not 100%
L1518[17:24:06] <kenzierocks> but i have
heard of it as a thing
L1519[17:24:11] <kenzierocks> in a
1.7.10+ context
L1520[17:24:33] <Fridtjof> i never read
that anywhere when researching, but i'll take a look
L1521[17:24:55] <tterrag> if you don't
believe us, then try it out
L1522[17:25:05] <Fridtjof> yeah i would
love to
L1523[17:25:15] <Fridtjof> but what
exactly do i need to do
L1524[17:25:28] <howtonotwin> lol
L1525[17:25:44] <tterrag> attributes
'FMLCorePluginContainsFMLMod': 'true'
L1526[17:26:09] <kenzierocks> yes, that
one
L1527[17:26:27] <kenzierocks> see
relevant FML code sections:
L1529[17:26:41] <kashike> >linking to
FML
L1531[17:26:49] <kenzierocks> kashike:
it's a 1.7.10 mod
L1532[17:26:51] <Fridtjof> that's also
not 1.7.10 tho
L1533[17:26:54] <kenzierocks> so the FML
sources are appropriate
L1534[17:27:03] <kenzierocks> wut
L1535[17:27:08] <kenzierocks> FML master
is 1.7.10
L1536[17:27:11] <Fridtjof> oh
L1537[17:27:13] <Fridtjof> okay
L1538[17:27:24] <kenzierocks> FML got
merged into MinecraftForge in 1.8
L1539[17:27:24] <Fridtjof> yeah when i
select the 1.7.10 branch tho it 404s
L1540[17:27:25] <Fridtjof> weird
L1541[17:27:27] <ghz|afk> FML was merged
into forge, so the FML repository is outdated
L1542[17:27:44] <ghz|afk> it was renamed
from cpw.whatever to net.minecraftforge.fml.whatever
L1543[17:27:51] <kenzierocks> oh yea that
too
L1544[17:27:56] <ghz|afk> which is one
way you can tell 1.7.10 mods from 1.8+
L1545[17:27:56] <kenzierocks> probably
why it 404s
L1546[17:28:03] <ghz|afk> if you see cpw
in the package names ;P
L1547[17:28:28] <howtonotwin> crap
L1548[17:28:35] <howtonotwin> tfw your
ice is so magical
L1549[17:28:47] <howtonotwin> it makes
items accelerate exponentially
L1550[17:29:06] <howtonotwin> no wonder
it was so fast xD
L1551[17:29:50] <ghz|afk> lol
L1552[17:30:00] <howtonotwin> oh thank
god
L1553[17:30:08] <howtonotwin>
.98f*(1/.98f) == 1
L1554[17:30:18]
⇨ Joins: Everseeking
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L1555[17:30:32] <Fridtjof> alright
L1556[17:30:33] <Fridtjof> the mod loads
now
L1557[17:30:34] <Fridtjof> lemme check if
the class gets transformed properly too
L1558[17:32:26] <kenzierocks>
howtonotwin: floating points aren't non-reverisble like that
normally, esp. if the compiler optimizes the constant
L1559[17:32:33] <Fridtjof> okay i guess i
did sth wrong with obfuscated names or sth
L1560[17:33:30] <Fridtjof> ...inserting a
println statement in transform(...) probably wasnt the best idea
holy shit
L1561[17:34:26] <howtonotwin> wut
L1562[17:34:40] <howtonotwin> I hit a
breakpoint, continue, and the entire game just locks up
L1563[17:35:09] <howtonotwin> and all the
threads are running
L1564[17:35:11] <howtonotwin> joy
L1565[17:38:33] <howtonotwin> now items
are no longer traveling 2 chunks/second
L1566[17:38:50] <howtonotwin> that seems
to be terminal velocity for them
L1567[17:38:55] <ghz|afk> lol
L1568[17:38:59] <howtonotwin> I
mean
L1569[17:39:08] <howtonotwin> they don't
slow down on this ice
L1570[17:39:14] <howtonotwin> so you'd
just need a lot of water
L1571[17:39:39] <howtonotwin> Perhaps
"lubricated water"
L1572[17:39:42] <ghz|afk> do players also
get the speed?
L1573[17:39:45] <howtonotwin> yes
L1574[17:39:49] <howtonotwin> but
less
L1575[17:39:49] <ghz|afk> WHEEEEEE
L1576[17:39:51] <ghz|afk> I guess
L1577[17:39:51] <ghz|afk> ;P
L1578[17:40:01] <ghz|afk> boats? :3
L1579[17:40:02] <howtonotwin> living
entities multiply slipperiness by .91
L1580[17:40:06] <howtonotwin> items do it
by .98
L1581[17:40:21] <howtonotwin> before it
was optimized for living entity speed
L1582[17:40:35] <howtonotwin> making
items accelerate
L1583[17:40:40] <howtonotwin> now it's
been nerfed
L1584[17:40:43] <howtonotwin> :P
L1585[17:41:02] <ghz|afk> heh
L1586[17:41:55] <howtonotwin> right now I
just iron trapdoors, a hopper, a comparator, a dropper, and some
command blocks around a 128 block ice path
L1587[17:42:00] <howtonotwin> +
water
L1588[17:42:04] <howtonotwin> doing
SCIENCE!
L1589[17:42:12] <howtonotwin> (i.e.
measuring speed)
L1590[17:42:18] <howtonotwin> *just
have
L1591[17:42:27] <ghz|afk> iron
trapdoors?
L1592[17:42:30] <howtonotwin> yeah
L1593[17:42:37] <howtonotwin> just picked
them for some reason
L1594[17:42:38] <ghz|afk> hmm
L1595[17:42:42] <ghz|afk> speaking about
iron trapdoors
L1596[17:42:52] <ghz|afk> make them
"launch" items/player when they open/close :3
L1597[17:42:53] <howtonotwin> they're
just test items being shot down the line
L1598[17:43:04] <ghz|afk> also, inverted
iron trapdoor
L1599[17:43:10] <howtonotwin> no
point
L1600[17:43:12] <ghz|afk> that's normally
open rathert than normally closed
L1601[17:43:19] <howtonotwin> trapdoors
already work that way, no?
L1602[17:43:39] <howtonotwin> oh
L1603[17:43:39] <ghz|afk> there's a
default, somtimes you want the other, but have no space for
redstone
L1604[17:43:40] <ghz|afk> ;P
L1605[17:43:55] <howtonotwin> no they
don't
L1606[17:43:58] *
howtonotwin is derp
L1607[17:44:24] ***
diesieben07 is now known as diesieben|away
L1608[17:44:49] <howtonotwin> much more
sane
L1609[17:44:52] <howtonotwin> 1
chunk/second
L1610[17:45:03] <howtonotwin> utilizing 2
buckets of water
L1611[17:45:04]
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L1612[17:45:23] <howtonotwin> lets see if
4 restores lightspeed
L1613[17:46:51] <Fridtjof> ohhh
L1614[17:46:53] <Fridtjof> i found
out
L1615[17:47:06] <Fridtjof> i tried to use
srg names in obfuscated env
L1616[17:49:36] <howtonotwin> down to
6.9-ish seconds
L1617[17:49:42] <howtonotwin> hmm
L1618[17:49:56] <howtonotwin> does water
have a maximum velocity it will accelerate things to?
L1619[17:50:16]
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L1620[18:05:16] <tterrag> Fridtjof: as
opposed to?
L1621[18:06:10] <MalkContent> hrm.
properties default values won't get saved to the config file
-.-
L1622[18:07:28]
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L1623[18:18:33] <Fridtjof> tterrag mojang
names
L1624[18:18:34] <Fridtjof> for
methods
L1625[18:18:38] <tterrag> no
L1626[18:18:46] <tterrag> you're doing it
wrong, stop
L1627[18:19:16] <kenzierocks> forge
replaces mojang names with srg names at runtime
L1628[18:19:23] <kenzierocks> still
shouldn't need to worry about it
L1629[18:19:25] <kenzierocks> in most
cases
L1630[18:20:56] <ghz|afk>
"%&"%&", that feeling when everything
works... xcept the most important feature
L1631[18:21:01] <ghz|afk> I wanted to
release today
L1632[18:21:20] <ghz|afk> but without the
inventory browser working, it's not going to happen
L1633[18:27:27] <Fridtjof> kenzierocks:
what should i do then :o
L1634[18:27:37] <Fridtjof> Because it
seems to kind of work now
L1635[18:27:44] <kenzierocks> why are you
using an ObfHelper
L1636[18:28:34] <Fridtjof> To
differentiate between dev and normal environments
L1637[18:28:50] <kenzierocks> but
L1638[18:28:51] <kenzierocks> why
L1639[18:28:54] <kenzierocks> you
shouldn't need to
L1640[18:29:06] <Fridtjof> Apparently i
do
L1641[18:29:09] <kenzierocks> unless
you're doing like, reflection
L1642[18:29:14] <kenzierocks> then
maybe....
L1643[18:29:32] <Fridtjof> I thought its
the other way round
L1644[18:29:34] <ghz|afk> night!
L1645[18:29:36] *
ghz|afk poofs
L1646[18:29:40] <Fridtjof> Night
L1647[18:29:42] <Fridtjof> Hmmm
L1648[18:29:55] <Fridtjof> I gotta dig
into all this tomorrow
L1649[18:29:59] <kenzierocks> this would
be a lot easier to explain if you had full source code somewhere
:P
L1650[18:30:12] <Fridtjof> Gonna try
uploading that tomorrow
L1651[18:30:52] <Fridtjof> But what i can
say for sure is that when running my mod in an obfuscated 1.7.10
env all the method names are mojang
L1652[18:31:22] <Fridtjof> Actually,
correction
L1653[18:31:27] <kenzierocks> what does
"mojang" mean
L1654[18:31:32] <Fridtjof> When my
transformer runs
L1655[18:31:35] <kenzierocks> i have a
feeling you're confusing it for "srg"
L1656[18:31:41] <kenzierocks> and
"srg" with "mcp"
L1657[18:31:48] <Fridtjof> Iirc mojang is
a,b,c
L1658[18:31:52] <tterrag> Fridtjof: use
@SortingIndex
L1659[18:31:58] <Fridtjof> Srg is
func_sth
L1660[18:32:03] <tterrag> your
transformer is running BEFORE forge
L1661[18:32:10] <Fridtjof> And mcp is the
actual names making sense
L1662[18:32:19] <Fridtjof> Wait,
@SortingIndex?
L1663[18:32:25] <kenzierocks> yea,
ok
L1664[18:32:45] <kenzierocks> weird, your
transformer, as tterrag said, should run after forge
L1665[18:32:52] <tterrag> not by
default
L1666[18:32:58] <kenzierocks> although i
would think that would be automatic if it was a coremod...
L1667[18:33:03] <Fridtjof> How do i use
SortingIndex
L1668[18:33:09] <tterrag> like any other
annotation
L1669[18:33:19] <Fridtjof> On the
FMLPlugin?
L1670[18:33:32] <Fridtjof> Does it need
parameters?
L1671[18:34:07] <kenzierocks> um
tterrag
L1672[18:34:16] <kenzierocks> the
IFMLLoadingPlugin docs contradict you
L1673[18:34:18] <kenzierocks> * Return an
optional access transformer class for this coremod. It will be
injected post-deobf
L1674[18:34:18] <kenzierocks> * so ensure
your ATs conform to the new srgnames scheme.
L1675[18:34:31] <kenzierocks> oh,
AT
L1676[18:34:32] <kenzierocks> hmm
L1677[18:34:50] <kenzierocks> nvm
then
L1678[18:35:28] <kenzierocks> though i'm
95% sure the renamer goes before all other transformers...
L1679[18:36:05] <Fridtjof> I'll decompile
sth like codechickencore tomorrow
L1680[18:38:52] <barteks2x> the renamer
has sorting index 1000 (as I remember it)
L1681[18:38:59] <Fridtjof> yup
L1682[18:39:06] <Fridtjof> decompiled
cofh core
L1683[18:39:18] <Fridtjof>
SortingIndex(1001)
L1684[18:41:18] <kenzierocks>
tweakSorting.put("net.minecraftforge.fml.common.launcher.FMLDeobfTweaker",
1000);
L1685[18:41:20] <kenzierocks> so it
is
L1686[18:41:21] <Fridtjof> hey its forge
names now \o/
L1687[18:41:36] <Fridtjof> *srg
L1688[18:48:05] ***
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L1690[18:54:00] ***
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L1691[18:54:24] <Fridtjof> alright im
getting there
L1692[18:54:30] <Fridtjof> thanks for all
the help guys
L1693[18:54:44] <Fridtjof> i should
really sleep now
L1694[18:59:39]
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L1696[19:29:38] <MalkContent>
uninitialized variables are not null, are they?
L1697[19:31:19] <PitchBright> the
alternative solution to my problem is to dismount the player on
logout, so that he isn't "Riding" anything.
L1698[19:32:54] <kenzierocks>
MalkContent: depends on where you are
L1699[19:33:09] <kenzierocks> if you're
talking local variables -- they're not anything, compiler error if
you access them
L1700[19:33:24] <kenzierocks> if you're
talking fields -- they're null for objects, 0 for numerics, false
for booleans
L1701[19:34:40] <MalkContent> fields.
excellent
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L1703[19:34:59] <MalkContent> didn't want
to make null entries on masse
L1704[19:35:18] <MalkContent> is for
writing back json entries
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L1719[20:45:39] <Tarig> hey guys can
anyone point me to a valid use of the inventory variant in the
forge block state json? Currently I'm always getting a missing
model for a block item.
L1720[20:45:52] <Tarig> unless I use
setCustomModelResourceLocation
L1721[20:47:40] <Tarig> so to my limited
knowledge it seems the inventory variant is only there so I don't
cause an exeption
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L1731[21:42:45] <KklyAq> why are
canProvidePower, getWeakPower, getStrongPower in Block deprecated?
Should I use something else for setting redstone output?
L1732[21:43:48] <covers1624> No, they are
fine, vanilla has started deprecating things, if it has a comment
saying to use something else, it is forge, otherwise it is
vanilla
L1733[21:44:12] <KklyAq> alright, thank
you
L1734[21:45:17] <KklyAq> so is that an
indication that mojang will start using something else in a future
version?
L1735[21:46:14] <covers1624>
Essentially
L1736[21:49:53] <Tarig> the blockstate
implementation seems to be the area that they are moving to
L1737[21:50:33] <tterrag> that's a half
answer
L1738[21:50:35] <Tarig> but for now
overriding the deprecated block functions will work
L1739[21:50:38] <tterrag> they are
deprecated for use, not implementation
L1740[21:50:40] <covers1624> Who knows,
they will probably do something that completely breaks mods.
L1741[21:50:46] <tterrag> do not call the
block method, go through the state
L1742[21:51:58] <Tarig> probably would
have been better to make the block functions accessible to the
package only
L1743[21:52:01] <tterrag> vanilla isn't
deprecating it for no reason
L1744[21:52:09] <tterrag> Tarig: which
WOULD have broken everything
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L1746[21:53:34] <Tarig> only for usage
right?
L1747[21:57:19] <TangentDelta> I think
I'm heading in a very stupid direction with my CPU mod. Why on
earth would anyone need to manually adjust the ROM/RAM offsets at
the very low machine level. It adds a very high cost of
entry.
L1748[21:58:38] <TangentDelta> So, new
direction. What if it was a prebuilt system with built-in BASIC, or
Forth, or an assembler?
L1749[21:59:22] <TangentDelta> The only
fiddling with hardware would be swapping out the OS ROM chips, or
maybe not even that.
L1750[22:01:06] <TangentDelta> If you do
want to get into the nitty-gritty of address space, I could add an
expansion bus system that you simply plop the computer onto.
L1751[22:01:28] ***
Vigaro is now known as V
L1752[22:04:06] <TangentDelta> So, what
computer system then? Most likely a Rockwell AIM-65. It has
expansion ROMs for FORTH, BASIC, Pascal, PL/65, and of course an
assembler.
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