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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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L35[01:07:45] MineBot sets mode: +o on AbrarSyed
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L41[01:11:59] <Naiten> Is there a way to check if player is using item or not?
L42[01:12:25] <Naiten> Because this http://i.imgur.com/VPqsaJr.png turns into this http://i.imgur.com/seFOvwX.png which I don't really want
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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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L57[02:16:59] <Subaraki> https://gist.github.com/GodsVictory/135a8b9f029e59bc60e22126c9e2d885#file-gistfile1-txt-L2-L17
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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L93[03:58:58] <Subaraki> http://i.imgur.com/YY3aK8p.gifv
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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L120[04:48:36] ⇨ Joins: ScottehBoeh (~ScottehBo@104.238.169.112)
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 !
L127[04:50:19] <Subaraki> http://i.imgur.com/YY3aK8p.gifv
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?
L141[04:55:18] ⇨ Joins: CoolerExtreme (~CoolerExt@45.249.156.20)
L142[04:55:32] <Naiten> btw, the stacktrace http://pastebin.com/d67kLZkC
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)
L150[05:06:57] ⇨ Joins: KGS (~KGS@h-155-4-129-249.na.cust.bahnhof.se)
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] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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
L164[05:19:47] <ScottehBoeh> http://i.imgur.com/YhjbTw0.png
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] *** amadornes[OFF] is now known as amadornes
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 is now known as Vigaro
L227[05:35:26] <ScottehBoeh> http://i.imgur.com/tGGtF6y.jpg
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
L240[05:38:57] <ScottehBoeh> This is actually too fun http://i.imgur.com/M7TUQwz.jpg
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
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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] ⇨ Joins: AshIndigo (~AshIndigo@79-67-168-211.dynamic.dsl.as9105.com)
L251[05:41:02] <ScottehBoeh> xD I see that face too
L252[05:41:06] <ScottehBoeh> the Bio-hazard containers?
L253[05:41:33] <ScottehBoeh> You can interact with Containers http://i.imgur.com/hPLSgsR.png
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 :(
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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
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L267[05:59:06] <AshIndigo> You brought the Apocalypse!
L268[05:59:59] ⇨ Joins: Snapples (uid167569@id-167569.highgate.irccloud.com)
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] ⇨ Joins: CoolerExtreme (~CoolerExt@45.249.156.20)
L272[06:03:24] <ghz|afk> that said, I'm lovingthe mod
L273[06:03:29] <ghz|afk> https://dl.dropboxusercontent.com/u/743491/2016-11-06_13.02.33.png
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)
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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!
L303[06:55:20] <ghz|afk> http://www.labf.com/winaxe/
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
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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?
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L317[07:03:09] <AshIndigo> What do you need to do with onItemUseFinish?
L318[07:03:14] <Me4502> Call it
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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
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L376[07:18:53] <Me4502> yeah
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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
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L383[07:25:47] <AshIndigo> What was the whole issue with the coremod mess?
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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 :)
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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
L412[07:34:37] <ghz|afk> https://minecraft.curseforge.com/modpacks
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
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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*
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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
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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] ⇦ Quits: Hea3veN (~Hea3veN@190.247.149.137) (Ping timeout: 384 seconds)
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 :)
L562[08:36:13] <TangentDelta> https://xkcd.com/927/
L563[08:36:17] <ghz|afk> it also supports Tesla, if present
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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?
L582[08:50:18] <Koward> I tried both and same result. The piece of code that spawns water is as such : http://hastebin.com/tojonaqome.java .
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
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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
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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
L644[09:33:33] <howtonotwin> https://mcforge.readthedocs.io/en/latest/effects/sounds/
L645[09:34:19] <howtonotwin> updated version (PR proposed): https://github.com/howtonotwin/MCForgeDocumentation/blob/registration/docs/effects/sounds.md
L646[09:35:17] <gr8pefish> awesome, thanks. I'll check that out
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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)?
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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?
L661[10:05:29] <ghz|afk> Sneak preview of the new block in my mod: https://dl.dropboxusercontent.com/u/743491/logo3.png
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> :(
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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
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L727[10:27:57] <TangentDelta> http://i.imgur.com/2LMeIMj.png
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.
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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
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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...
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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
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L803[11:50:47] <Subaraki> i seriously need a new battery <_<
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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?
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L831[12:05:44] <Pearle> o7 peeps
L832[12:05:53] <Pearle> hows it hanging in modland?
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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)
L840[12:13:42] <ghz|afk> this is how I handled compositing models for one of my WIP mods: https://github.com/gigaherz/Everpipe/blob/master/src/main/java/gigaherz/everpipe/pipe/client/PipeBakedModel.java
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
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L854[12:19:34] <elloge> o/
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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?
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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)
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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
L873[12:29:39] <Subaraki> http://pastebin.com/g7X6SLHR
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?
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L896[12:46:36] <howtonotwin> jamierocks, you mean rebuilding fml?
L897[12:46:54] <howtonotwin> then probably no: https://twitter.com/voxcpw/status/794930159635800065
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
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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
L925[13:00:57] ⇨ Joins: brandon3055 (~Brandon@122-129-151-1.dynamic.ipstaraus.com)
L926[13:01:03] <Pearle> hale
L927[13:02:14] <howtonotwin> subtly switch
L928[13:02:19] <howtonotwin> and start dictating this
L929[13:02:20] <howtonotwin> https://github.com/MinecraftForge/Documentation/pull/73
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?
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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?
L948[13:06:15] <kenzierocks> howtonotwin: you don't need to make these changes, i think? https://github.com/MinecraftForge/Documentation/pull/73/files#diff-03e189cf3b9ecdbe752afbffdcc42e7bR15
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
L966[13:08:19] <kenzierocks> https://daringfireball.net/projects/markdown/syntax#link
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
L970[13:11:31] <kenzierocks> https://github.com/MinecraftForge/Documentation/pull/73/files#diff-88a29020e7ef0854eeece3b753778f2dR4
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
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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
L1027[13:28:03] <Subaraki> http://i.imgur.com/AiWndrX.gifv
L1028[13:29:45] <kenzierocks> oh howtonotwin
L1029[13:29:54] <howtonotwin> so many typos
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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
L1053[13:38:30] <howtonotwin> Subaraki, http://tinyurl.com/h29ad8x
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
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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
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L1062[13:51:58] <kenzierocks> howtonotwin: there you go
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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
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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
L1101[14:06:49] <howtonotwin> eh? https://github.com/MinecraftForge/Documentation/pull/73#discussion_r86694371
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)
L1142[14:42:10] <howtonotwin> https://github.com/MinecraftForge/Documentation/pull/73
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] ⇦ Quits: quadraxis (~quadraxis@cpc77293-basf12-2-0-cust699.12-3.cable.virginm.net) (Ping timeout: 384 seconds)
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]
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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
L1192[15:01:56] <howtonotwin> http://files.explosm.net/comics/Kris/gingerbread.png
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
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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
L1213[15:20:41] <kenzierocks> nice unicode https://i.imgur.com/TIm5VS8.png
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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
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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
L1273[15:43:49] <Ununoctium> Thanks, I'll look into that. Is there documentation or a list of events? I'm looking here: https://mcforge-ko.readthedocs.io/en/latest/events/intro/ and not seeing too much.
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
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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
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L1286[15:53:39] <tterrag> yeah rtd is super screwey about forked projects for some reason
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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>
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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
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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
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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*
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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
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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
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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?
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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
L1393[16:40:42] <kenzierocks> see https://minecraft.gamepedia.com/Chunk_format#Entity_format, "Riding"
L1394[16:40:55] <PitchBright> http://imgur.com/a/A8HOJ
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
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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
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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)
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L1455[17:05:06] ⇦ Quits: electrolitic (~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?
L1492[17:19:37] <Fridtjof> https://gist.github.com/prasselpikachu/2018b245c3e629e3fc47f2feefa5c1f6
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:
L1528[17:26:28] <kenzierocks> https://github.com/MinecraftForge/FML/blob/master/src/main/java/net/minecraftforge/fml/relauncher/CoreModManager.java#L354
L1529[17:26:41] <kashike> >linking to FML
L1530[17:26:44] <kenzierocks> https://github.com/MinecraftForge/FML/blob/master/src/main/java/net/minecraftforge/fml/common/discovery/JarDiscoverer.java#L45
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
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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
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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?
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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 -.-
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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
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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
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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.
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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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